One creature you can see within 30 feet is infused with adrenaline. There are two modes for this spell, one in combat one outside of combat.
For the combat variant, the creature gains advantage on Strength (Athletics) checks and Strength, Dexterity, and Constitution Saving Throws; it deals extra damage on melee attacks equal to its Strength bonus; it ignores the poisoned and frightened conditions; its Passive Perception, Investigation, and Insight scores are reduced by 5; it ignores all effects of exhaustion; and it cannot fall asleep or unconscious except when reduced to 0 hit points. The adrenaline surge for this variant of the spell lasts 5 rounds as the frenzy of combat quickly burns off the adrenaline.
For the non-combat variant, the creature gains advantage on Strength (Athletics) checks and Constitution Saving Throws, its Passive Perception score is reduced by 5, and it ignores all effects of exhaustion The adrenaline surge for this variant of the spell lasts for one hour. If a creature targeted by this version of Adrenaline Spike enters combat, this spell switches to the combat variant and it lasts for 5 rounds minus 1 for every 12 minutes since Adrenaline Spike was cast.
When this spell wears off, the target gains one level of exhaustion from the adrenaline crash. This level of exhaustion is reduced the next time the target finishes a short or long rest.
When you cast it, an unwilling target may roll a Constitution saving throw against your spell save DC to resist the effects of the spell. If they succeed, they are not affected by any of the spell's effects.
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