Special Requirements: You must be wielding a melee weapon, and you must make at least one melee weapon attack before the spell ends.
You wrench time just enough for your last blow to “remember” itself.
Until the spell ends, the next time you hit a creature with a melee weapon attack on your turn, the strike leaves a lingering echo. Choose one of the following options when the attack hits:
- Immediate Echo. The weapon hits again a heartbeat later. Make one additional melee weapon attack against the same target as part of the same bonus action (no additional action required). This echo attack is made with advantage, and it scores a critical hit on a roll of 19–20. On a hit, it deals the weapon’s normal damage dice, but you don’t add your ability modifier to the damage unless that modifier is negative.
- Delayed Echo. Instead of striking immediately, the echo lands at the start of your next turn. The target must still be within your reach then; otherwise the echo fizzles. When it lands, you make one melee weapon attack against the same target without using an action. This echo attack is made with advantage and scores a critical hit on a roll of 19–20. Damage follows the same rule as Immediate Echo.
Weapon Echo. The echo attack carries the same weapon’s on-hit properties as the triggering strike. Any extra damage or rider effects granted by the weapon (such as a magical weapon’s bonus damage, elemental damage, or a poison/coating applied to the blade) apply to the echo attack as well. If a weapon property or coating would normally consume ammunition, charges, or a consumable dose when it hits, it does so for the echo attack as normal.
After the echo attack occurs (or fizzles), the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the echo attack’s critical range expands by 1 for each slot level above 2nd (19–20 at 2nd, 18–20 at 3rd, 17–20 at 4th, to a maximum of 16–20 at 5th level).
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