You surround your fist with energy of one of the following types: fire, lightning, cold, poison, acid, or necrotic. For each round you start your turn concentrating on this spell (including the round you cast it), this spell does an additional 1d6 damage of the type you chose, and you gain a cumulative +1 bonus to hit (to a maximum of your spell attack bonus).
As an action on your turn during duration, you can sacrifice half of your movement speed for the round to gain one of the following effects until the start of your next turn:
- Bonus Damage: You can add another 2d6 damage of the damage type you chose in addition to the 1d6 you would normally get for concentrating. This extra damage is cumulative and stays until you attack with this spell or lose concentration.
- Improved Accuracy: You add a cumulative +2 bonus to hit, which stays until you attack with this spell or lose concentration.
- Flinch Resistance: You have advantage on saves against the Stunned and Paralyzed conditions until the start of your next turn.
- Super Armor: You have resistance to bludgeoning, piercing, and slashing damage until the start of your next turn
- Unmovable: You are immune to effects that would move you against your will.
At the end of duration or at any point during duration, you can use your action to unleash the power of your punch. Make a melee spell attack. On a hit, you do 2d6 of the damage type you chose plus 1d6 per each round you concentrated on this spell (plus any added from choosing Bonus Damage). If your concentration is broken before you can do this, you instead regain a number of hit points equal to the number of rounds you concentrated on this spell x the level at which you cast this spell.
At Higher Levels. When casting this spell using a spell slot of 2nd level or higher, the base damage you deal on a hit increases by 2d6 of the damage type you chose per each spell slot above 1st. Additionally, when cast at 3rd level you pick an additional effect when using an action to gain an effect, and gain an additional effect when cast at 6th and 9th level. When cast at 9th level, you also gain the following effect when you use an action to choose one:
- Magic Resistance: You are resistant to damage from spells until the start of your next turn.
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