Level
6th
Casting Time
1 Action
Range/Area
Self
Components
V, S, M *
Duration
Concentration
10 Minutes
School
Transmutation
Attack/Save
None
Damage/Effect
Fire (...)
You imbue yourself with endurance, martial mastery, and the knowledge of the magician's past. Until the spell ends, you can’t cast spells, and you gain the following benefits:
- You gain 50 temporary hit points. If any of these remain when the spell ends, they are lost.
- You can use your Charisma modifier as the damage modifier for any weapon attack.
- You can summon a spectral flaming blade in one hand and an ice blade in the other, both are considered martial weapons dealing 2d8 fire and cold damage respectively.
- You have advantage on attack rolls that you make with simple and martial weapons.
- When you hit a target with a weapon attack, that target takes an extra 2d12 lightning damage.
- You have proficiency with all simple and martial weapons.
- You have proficiency in Strength and Dexterity saving throws.
- You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.
Immediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion.
Created for Nathrandir's Guide to Everything - find me on YouTube.
* - (a few hairs from a vampire)
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