Blood Whip
0-level (Cantrip) Conjuration
Casting Time: 1 bonus action
Range/Area: Touch
Components: Somatic
Materials: A fresh drop of your blood
Duration: 1 minute
Damage/Effect: magical slashing
As part of the cost of casting this spell, you must sacrifice a hit die or the spell fails. If you do not have a free hand to hold the whip it will also fail. If the spell succeeds, a red whip forms from your blood in your chosen hand. The Blood Whip has reach (10ft), deals 1d6
slashing damage and is considered magical. You are considered proficient with the weapon and can use your spellcasting ability modifier instead of Strength or Dexterity for the attack and damage rolls. If you take the attack action with the Blood Whip, you can only make one attack. Attacks of opportunity occur as normal. The spell ends if you cast it again or if you let go of the weapon.
At higher levels: As you level, you can expend additional hit die to increase the amount of damage the whip deals. When you reach 5th level (two hit dice and 2d6 damage), 11th level (three hit dice and 3d6 damage), and 17th level (four hit dice and 4d6 damage). You may choose to expend less than the maximum number of hit die, in which case the spell will deal a number of d6s equal to the number of hit die expended.
Available for: Wizard