Level
3rd
Casting Time
1 Action
Range/Area
Self
Components
V, S, M *
Duration
Concentration 10 Minutes
School
Transmutation
Attack/Save
Melee
Damage/Effect
Force

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 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.
  • You have proficiency with all armor, shields, simple weapons, and martial weapons.
  • You gain advantage on all Strength and Constitution Saving Throws
  • You may use your intelligence modifier to the attack and damage rolls of all weapon attacks. You ignore this benefit if you already use Intelligence for attack and damage rolls from another feature.
  • When you hit a target with a weapon attack, that target takes an additional 1d6 force damage.

On the same turn this spell is cast, you may make one weapon attack as a bonus action.

At any point, you may drop concentration on this spell to cast a Counterspell. If this Counterspell requires a check, you may roll with advantage.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the additional force damage increases by 1d6 for every slot above 3rd.

* - (a simple or martial weapon worth at least 10sp)

Spell Tags: Damage Buff Warding

Available For: Bard (Legacy) Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy) Cleric (Legacy) - Arcana Domain

Nezzynaz