You channel the magic of your fighting spirit through you, enhancing your blows with white, black and yellow energy.
On your next turn, if you are making an unarmed strike, you may make up to 3 unarmed strikes instead. When you make these extra unarmed strikes, your hands glow with the light of a dying star and you get -1 to hit. However, if any of the extra unarmed strikes hit, they deal the normal damage of an unarmed strike plus an additional 1d6 force damage and 1d4 fire damage.
If you decide to make only one unarmed strike on your next turn, the target takes the normal damage of an unarmed strike, but the target must make a Dexterity saving throw, taking an additional 2d10 force damage and 1d12 fire damage on a failed save, or half as much on a success.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1 die for each slot level above 1st.
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