Guiding Weapon

3rd-level divination   Casting time: 1 bonus action   Range: Touch   Target: a weapon within touch range   Components: V, S, M (A weapon used in the casting)   Duration: Concentration, up to 1 hour   Classes: Cleric, Paladin, Ranger   Subclasses:  
You imbue a weapon you touch with the ability to guide itself toward weak spots in a target’s defenses. Until the spell ends, weapon attacks made with it deal an extra 1d4 damage on a hit, and once per turn when a weapon attack made with it misses, the attacker can choose to add your spellcasting ability modifier to the attack roll, potentially changing the result to a hit. If the weapon isn’t already a magic weapon, it becomes one for the duration.
  At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the weapon gains a +1 bonus to attack rolls and the extra damage increases to 2d4. When you use a spell slot of 7th or 8th level, the weapon gains a +2 bonus to attack rolls and the extra damage increases to 3d4. When you use a 9th level spell slot, the weapon gains a bonus to attack rolls equal to your spellcasting ability modifier and its extra damage increases to 3d4. If the target weapon is already magical when you cast this spell using a spell slot that would grant a bonus to attack rolls, you use your choice of either the weapon’s bonus or this spell’s, not the combination.  

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