Level
6th
Casting Time
1 Bonus Action
Range/Area
Self
Components
V, S
Duration
Concentration
1 Minute
School
Transmutation
Attack/Save
None
Damage/Effect
You empower yourself by drawing upon your own vitality. Until the spell ends, you gain the following benefits:
- At the beginning of your turn, you gain temporary hit points equal to 1d8 + your spellcasting ability modifier.
- You have a +2 bonus to AC.
- Bloody, sinewy, bat-like wings extend from your back, giving you a flying speed of 40 feet.
- When you hit a creature with an attack, you can choose to deal an additional 1d8 necrotic damage to the target (no action required). If you do so, you take necrotic damage equal to the amount rolled on the die. This damage cannot break your concentration.
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