You mentally contact a demigod, the spirit of a long-dead sage, or some other knowledgeable entity from another plane. Contacting this otherworldly intelligence can break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The GM answers each question with one word, such as “yes,” “no,” “maybe,” “never,” “irrelevant,” or “unclear” (if the entity doesn’t know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.
On a failed save, you take 6d6 Psychic damage and have the Incapacitated condition until you finish a Long Rest. A Greater Restoration spell cast on you ends this effect.
You touch a creature, attempting to rend its soul from its body. Make a melee spell attack against the target. On a hit, the target takes 4d10 necrotic damage, and it must succeed on a Constitution saving throw or be stunned until the end of its next turn. If the target dies from this damage, you regain a number of hit points equal to half the damage dealt. Undead and constructs can’t be affected by this spell.
While active (up to 1 minute), any critical hits you take become normal hits, and opportunity attacks against you have disadvantage. If you are hit or fail a Strength or Dexterity saving throw, you can use your reaction to roll a d4 and add it to your AC or save. You can cast it at higher levels to extend the duration or increase the reaction die size.
You link your vitality to a targeted creature within range. The target must succeed on a Charisma saving throw. If they fail, any damage you take is also dealt to the target