You imbue a light weapon (see material components) with magical energy. Red tendrils emerge from your chest and reach out to grab the weapon. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Attack action with this weapon (adding your spell attack bonus to the attack and damage rolls instead of your strength, dexterity or proficiency bonus) dealing the weapons usual damage. The DC for disarming this weapon is your spell save DC. This weapon counts as a magical weapon. You may also Attack using a mundane weapon as normal (on the same bonus action). This spell ends if you don't use the Attack action on each of your actions and bonus action.
* - (A light weapon that you're proficient in and a drop of your blood consumed by the spell.)
Level
1st
Casting Time
1 Action
Range/Area
Self
Components
V, S, M *
Duration
Concentration
1 Minute
School
Transmutation
Attack/Save
Melee
Damage/Effect
Combat (...)
Comments