As an action, you sear the wounds of a creature that is below its maximum health that you can touch or see within 18 meters. The target must make a Fortitude saving throw.
On a failed save, the target takes 1d6 fire damage and it can’t regain health until the start of your next turn. If the creature is alive and has 0 health, it becomes stable. If the creature is currently bleeding, the bleeding stops.
On a successful save, the target takes half as much damage.
You can increase this spell’s damage by 1d6 when you reach 5th level (2d6), 9th level (3d6), 13th level (4d6), and 17th level (5d6).