Level
6th
Casting Time
1 Action
Range/Area
Self
Components
V, S, M *
Duration
Concentration
10 Minutes
School
Transmutation
Attack/Save
None
Damage/Effect
Buff (...)
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 25 temporary hit points. If any of these remain when the spell ends, they are lost.
- You have advantage on attack rolls that you make with unarmed strikes.
- When you hit a target with an unarmed strike, that target takes an extra 2d6 force damage.
- You have advantage on Strength and Dexterity saving throws.
Immediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion.
* - (a few hairs from a bull)
Comments