Arms Booster

Arms Booster

Prerequisite: The ability to cast at least one spell.

You can channel the power of your spells into an ally’s weapon. By touching a weapon and expending a spell slot of 1st level or higher as an action, the weapon becomes temporarily magical for a number of rounds equal to the level of the spell slot expended. The weapon counts as magical and gains a +1 bonus to damage rolls but gains no bonus to attack rolls. This effect ends when the duration expires, when you lose your concentration, or when you cast a spell that requires your concentration.

You must complete a short or long rest before you can use arcane infusion again.

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