Drawing on the magical nature of dragons and your own magical ability, you remove the normal limits on your power and go even further beyond. For one minute: your speed increases by 10, you have a +1 bonus to melee weapon attack roll and to saving throws, and once a turn you can deal 2d6 extra damage on a melee weapon attack; additionally, you cannot be Charmed or Frightened for the duration, and you gain 1d6 temporary hit points at the start of your turn.
However, the state has some drawbacks, and is dangerous to use around allies: for the duration of the spell, at the start of your turn, you must succeed on a DC 15 Wisdom saving throw(which is unaffected by this spell) or go berserk. While berserk, you must use your action each round to attack the creature nearest to you. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until the end of your turn. After exiting the state, you suffer one level of Exhaustion.
When cast above 4th level, the bonus to melee weapon attack rolls and to saving throws increases by +1, the bonus to your speed by 5, and the temporary hit points and damage on melee weapon attacks by 1d6 for every other slot level above 4th.
* - (dragon scales)
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