Warclaw (5e Spell)

You grow claws the size of swords, sheathed with an armor-piercing energy field. For the duration of the spell, your unarmed strikes deal 4d12 slashing damage and ignore resistance to slashing damage. When you attack a creature that has at least one head with your claws and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 8d12 slashing damage from the hit. Finally, your claws are magic and you have a +4 bonus to the attack and damage rolls you make using them. While the spell lasts, you can make the claws disappear or evoke them again as a bonus action.


Warclaw
8th-level Transmutation
Casting time: 1 bonus action
Range: Self
Components: V, S
Duration: 1 hour

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