Level
Cantrip
Casting Time
1 Bonus Action
Range/Area
Touch
Components
S
Duration
1 Round
School
Enchantment
Attack/Save
None
Damage/Effect
You channel stamina and refined technique into a weapon, temporarily enhancing it with destructive force.
Activation: Bonus Action
Cost: 2 SP
Duration: Until the start of your next turn
Targets: One melee weapon you are holding or one melee weapon held by an ally within 5 feet.
While infused:
-
The weapon deals an additional 1d4 damage on hit.
-
You choose the damage type when you activate this feature: fire, lightning, cold, or force.
-
The weapon counts as magical if it is not already.
You cannot target the same weapon with Weapon Infusion again until you finish a short or long rest.
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