Level
2nd
Casting Time
1 Bonus Action
Range/Area
Self
Components
V, S
Duration
Until Dispelled
School
Abjuration
Attack/Save
None
Damage/Effect
All

When you cast Call of the Wild, you allow wild fey energy to course through your body and drive you into a feral rage. You will immediately engage in melee, but gain +1 to Hit and Damage for all melee attacks, +1 to AC, +1 on all saving throws from external attacks, and all attacks act as magical weapons doing force damage. Call of the Wild will also give you a +1 the STR every round of combat, up to a max STR score of 20.  You cannot cast other spells while under the influence of Call of the Wild.

Giving yourself over to wild fey magic, however, can be dangerous. You must make a WIS save at vs your spell DC plus your total STR bonus (natural and increased by the spell) in order to dispel your rage. A successful save dispels Call of the Wild. On a failed save, the rage clouds your wisdom and you continue to fight with no discernment of friend or foe. You can retry your save 2 rounds after a failure. Call of the Wild will also dispel if you become unconscious. 

Druids can dispel Call of the Wild by using their Wild shape ability, but will suffer from exhaustion until they receive a long rest.

Available For: Druid (Legacy) Ranger (Legacy)

LRogue

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