Level
6th
Casting Time
1 Action
Range/Area
Self
Components
V, S, M *
Duration
Concentration
10 Minutes
School
Transmutation
Attack/Save
None
Damage/Effect
You draw on Arcane power to augment your martial prowess. Until the spell ends, you can't cast spells, and you gain the following benefits:
- You gain 30 temporary hit points. If any of these remain when the spell ends, they are lost
- You have resistance to non-magical bludgeoning, piercing and slashing damage
- 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 2d12 force damage
- You have proficiency in Constitution and Dexterity saving throws
- 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 lets you attack more than once when you take the Attack action on your turn
Immediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion.
* - (a simple or martial weapon you are proficient with)
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