You imbue yourself with martial expertise and endurance fueled by magic. You can’t cast spells until the spell ends and you gain the following benefits:
You gain 25 temporary hit points. If any of these remain when the spell ends, they are lost.
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 1d12 force damage.
You 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.
You must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion when this spell ends.
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