The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon embodies the ever flame becoming a weapon of molten metal despite its liquid appearance the weapon keeps its original form, and the attack deals an extra 5d10 fire damage to the target and causes the target to ignite in flames. The damage increases by 2d10 if the target is wearing metal armor.
At the start of each of its turns until the spell ends, the target must make a constitution saving throw. On a failed save, it takes 2d10 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 5th.
* - Which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike
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