Level 2 spells

Blood Barrier 2nd-level necromancy Casting Time: 1 bonus action

1 bonus action Range: Self (15 foot cube)

Self (15 foot cube) Components: V, S

V, S Duration: Up to 1 minute. You sacrifice some of your life essence and evoke a shimmering sanguine shield. Roll 2d12. Your maximum hit points and current hit points are reduced by up to this number (you choose). You gain a barrier that has hit points equal to this number. Whenever you take damage, the barrier takes the damage instead. If this damage reduces the barrier to 0 hit points, you take any remaining damage. Additionally, a tide of crimson blood streaks outwards, transfixing creatures in your proximity. Creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d12 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, roll an additional d12 for each slot level above second.

Claws of Velsharoon 2nd-level transmutation Casting Time: 1 action

1 action Range: 5 feet

5 feet Components: V, M (a sliver of bone held in each hand)

V, M (a sliver of bone held in each hand) Duration: Concentration, up to 1 minute. You crush the bones in each hand and your arms swell, permeated with dark veins with sharp bones jutting out from your fists. You make a series of 3 melee spell attacks at a creature within range. At the end of your turn the creature takes 1d8 piercing damage for each hit. You can use your action to expend one of your hit die and repeat these attacks on a consecutive turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of attacks you make increases by one for each slot level above second.

Dark Javelin 2nd-level evocation Casting Time: 1 action

1 action Range: 90 feet

90 feet Components: S, M (a quiver)

S, M (a quiver) Duration: Concentration, up to 10 minutes. You summon 3 barbed harpoons, constructed from intricate black steel. They float in the air above your head for the spell's duration. When you cast the spell, and as an action on a subsequent turn, you can direct a harpoon to hurl at target a within range. Make a ranged spell attack. On a hit, the creature takes 4d6 necrotic damage and must succeed on a Dexterity saving throw or the harpoon lodges into them. A creature's speed is reduced by 20 if a harpoon is lodged in them. The target can use its action to pull any number of harpoons out, taking an additional 2d6 necrotic damage for each harpoon. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of harpoons created increases by one for each slot level above second.