As an action, a creature below its maximum health that you can touch or see within 18 meters must make a Fortitude saving throw.
On a failed save, you sear its wounds as it takes 1d8 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.
At higher levels
You can increase this spell’s damage by 1d8 when you reach 9th level (2d8) and 17th level (3d8).