Level
9th
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 the spirit of a storm. Until the spell ends, you can’t cast spells, and you gain the following benefits:

  • You gain 50 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 simple and martial weapons.
  • When you hit a target with a weapon attack, that target takes an extra 2d12 thunder damage.
  • You have proficiency in Strength and Constitution saving throws.
  • 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.
  • 1d4+3 motes of lightning appear above your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so, make a ranged spell attack. On a hit, the target takes 4d12 lightning damage. Whether you hit or miss, the mote is expended.

    If you have four or more motes remaining, they shed bright light in a 30-foot radius and dim light for an additional 30 feet. If you have one to three motes remaining, they shed dim light in a 30-foot radius.

Immediately after the spell ends, you must succeed on a DC 20 Constitution saving throw or suffer one level of exhaustion.

* - (a small jar of rainwater)

Spell Tags: Buff Combat

Available For: Wizard (Legacy) Wizard

NorthSouth

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