Level
6th
Casting Time
1 Action
Range/Area
Self
Components
None
Duration
Concentration
10 Minutes
School
Transmutation
Attack/Save
None
Damage/Effect
You allow the soul trapped in your Pact Weapon to bolster your own, giving you additional martial and arcane prowess;
- 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 psychic damage
- You gain one additional attack
- You do not provoke attacks of opportunity
- Your AC increases by 2
Immediately after the spell ends, you must make a DC 15 Constitution saving throw on a fail suffer 3 levels of exhaustion, on a success only 1
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