Arbor Faction Spells
0-level (Cantrip) Necromancy
You touch a creature and give it a necrotic wound. Make a melee spell attack. On a hit, the creature gains a wound. At the start of each turn of a creature with a wound, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a Constitution saving throw after taking the damage, ending the effect of all such wounds on itself on a success. A creature can have a maximum of three wounds from this spell. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a Wisdom (Medicine) check with a DC equal to your spell save DC, ending the effect of such wounds on it on a success. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).