You endow yourself with endurance and martial prowess fueled by magic. Until the spell ends, you can’t cast spells, and you gain the following benefits:
- You gain 20 temporary hit points. If any of these remain when the spell ends, they are lost.
- When you attack with a weapon, you can use your Spellcasting modifier, instead of Strength or Dexterity, for the attack and damage rolls.
- You have proficiency with all armor, shields, simple weapons, and martial weapons.
- You gain the ability to don on armor as a bonus action, any armor donned using this effect gets magically expelled once the spell ends.
- 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.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you gain 10 additional temporary hit points for each slot level above 3rd.
When you cast this spell using a 4th- or 5th-level spell slot, your weapon attacks deal extra 1d12 force damage. When you cast it using a 6th- or 7th-level spell slot, the damage increases to 2d12. When you cast it using a spell slot of 8th level or higher, the damage increases to 3d12.
When you cast it using a spell slot of 9th level you can attack three times, instead of twice, whenever you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you three extra attacks.
* - (a leaf of henbane)Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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8/11/2022 3:29:01 PM
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115
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2
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Alex Spear
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Coming Soon
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