Duel of Destiny
4th-level abjuration
Casting time: 1 action
Range: 60 feet
Target: a hostile creature of your choice you can see within range
Components: V, S, M (a holy symbol)
Duration: 1 minute
Classes: Cleric, Paladin
Subclasses: Paladin (Oath of Vigilance)
Divine energy extends from you to a hostile creature of your choice you can see within range, locking you into a sacred duel. Until the spell ends, both you and the target shed bright light in a 10-foot radius and dim light for an additional 10 feet. You and the target are immune to the damage, spells, and other effects of creatures outside the duel, and creatures outside the duel are immune to the damage, spells, and other effects belonging to you or the target. You and the target are also incapable of moving farther than 60 feet apart.
For the duration, you gain 5 temporary hit points at the start of each of your turns, and when you hit the target with a weapon attack, the attack deals an additional 1d4 radiant damage.
The spell ends early if you end one of your subsequent turns without attacking the target or forcing it to make a saving throw, or if either you or the target drops to 0 hit points. You lose all remaining temporary hit points from this spell when the spell ends.
Divine energy extends from you to a hostile creature of your choice you can see within range, locking you into a sacred duel. Until the spell ends, both you and the target shed bright light in a 10-foot radius and dim light for an additional 10 feet. You and the target are immune to the damage, spells, and other effects of creatures outside the duel, and creatures outside the duel are immune to the damage, spells, and other effects belonging to you or the target. You and the target are also incapable of moving farther than 60 feet apart.
For the duration, you gain 5 temporary hit points at the start of each of your turns, and when you hit the target with a weapon attack, the attack deals an additional 1d4 radiant damage.
The spell ends early if you end one of your subsequent turns without attacking the target or forcing it to make a saving throw, or if either you or the target drops to 0 hit points. You lose all remaining temporary hit points from this spell when the spell ends.
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