< Grum's Fix 'em

Grum's Fix 'em/Hurt 'em (5e Spell)

You make a melee spell attack against your target, unless the target is willing and stationary, or incapacitated.

Grum's Fix 'em/Hurt 'em
Necromancy cantrip
Casting time: 1 action
Range: Touch
Components: V, S, Drop of blood smeared on target
Duration: Instantaneous

On a hit, you choose to heal the target, or damage the target for 1d4 necrotic.

If you or the target is undead, add +1 damage per d4 cast. The spell has no effect on non-flesh constructs, but works on all undead, whether they have flesh or not.

If healing a target, the caster takes damage equal to the amount healed. The caster cannot heal more Hit Points than they currently have, but by healing the caster can bring themselves down to 0 HP.

If damaging a target, the caster is healed an amount equal to the damage dealt, up to but not above the caster's maximum HP. If the damage is more than the caster's maximum HP, further damage to the target is halved.

The spell's effect increases by 1d4 Necrotic when the caster's total levels (all classes) reach 5th, 11th and 17th. At 5th level the spell heals or harms for (2d4), at 11th level for (3d4), and at 17th level the spell heals and/or harms for (4d4).

The caster cannot use magic resistance to lower the damage that is done to self. The target can use magic resistance if it wishes.

1hp worth of blood component allows for 2 castings. This can be from the caster or any other similar being.(Your DM may choose if something happens if foul blood is used.)

Design note

The spell has been updated recently due to balance. Mainly addressing resistances, and damage at higher level. And for rules clarity. You may use older versions if you like, but I feel this spell is more balanced now


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