Kryx RPGThemesMonsters
5 minutes

As an action, the wood of a club or a quarterstaff you are holding is imbued with nature’s power for the duration. The weapon becomes magical, if it isn’t already.

The spell ends if you dismiss it on your turn (no action required), if you cast it again, or if you end your turn without the club or quarterstaff in your hand.

At higher levels

When you reach 9th level, you can make an attack with the weapon as part of the same action to imbue it with power.