Unleash Instincts

6th-level transmutation (Druid,Sorcerer,Warlock,Wizard)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a piece of animal skin large enough to be worn over both shoulders)
  • Duration: Concentration, up to 8 hours

Until this spell ends, you unlock the primal nature of your body and mind, and you gain the following benefits: * You can substitute your spellcasting ability score for your Strength score for purposes of unarmed strikes (including both attack and damage rolls), ability checks, and determining your jump distance or carrying capacity (including maximum load and maximum lift). * You add your spellcasting ability modifier to Dexterity checks and Wisdom checks. * When you make an unarmed strike, the damage you inflict is psychic damage, and you can roll a d8 in place of the normal damage. * Your speed increases by 10 feet. * You can use your bonus action to make an unarmed strike or take the Dash action. * You gain darkvision up to a distance of 30 feet. * You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace. If you end your turn wearing heavy armor, you must roll a Constitution saving throw against a DC equal to your own spellcasting DC. If you fail, you lose concentration and the spell ends. If you roll initiative before this spell ends, if the remaining amount of time you can maintain your concentration on this spell is greater than 1 minute, that duration is reduced, and you can only maintain your concentration on the spell for up to 1 minute after making the initiative roll. In addition, when you make a Strength, Dexterity, or Constitution saving throw, if the number rolled on the die is 16 or lower, you can use your reaction to treat the number rolled on the d20 as a 17. If you do so, you gain advantage on all Strength, Dexterity, or Constitution saving throws until the beginning of your next turn, at which time the spell ends.