BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

History of Benalia

As you cast this spell, light streams from the weapon or armor, colored as if it were filtered through decorated stained glass. When you cast this spell and on the next turn after casting the spell, an illusory knight is formed from the shining light, appearing in an unoccupied space you can see within 5 ft. The knights are friendly to you and your allies, and act at the end of each of your turns, following your commands. You can use a bonus action on each of your turns to command one or both of the knights. If you do not command the knights they act to protect you, but not themselves or others, and take no other actions. The knights have an AC equal to 12 + your spellcasting modifier, a number of hit points equal to half your own, and can make one attack each turn with their spectral longswords. They have a bonus to this attack roll equal to your spellcasting modifier, and deal 1d8 force damage on a hit. The knights have advantage on attack rolls against a target if there is at least one ally within 5 ft. of the target and the ally is not incapacitated. The knights remain for 1 hour, until reduced to 0 hit points, or until you use a bonus action to dismiss them.  
9th Level Conjuration
Casting Time 1 action
Range Self
Components Vocal Material (a magical weapon or piece of magical armor)
Duration Special
Classes Bard Cleric
    History of Benalia

Effect

When you cast this spell and on the next turn after casting the spell, an illusory knight is formed from the shining light, appearing in an unoccupied space you can see within 5 ft. The knights are friendly to you and your allies, and act at the end of each of your turns, following your commands.

Side/Secondary Effects

You can use a bonus action on each of your turns to command one or both of the knights. If you do not command the knights they act to protect you, but not themselves or others, and take no other actions. The knights have an AC equal to 12 + your spellcasting modifier, a number of hit points equal to half your own, and can make one attack each turn with their spectral longswords. They have a bonus to this attack roll equal to your spellcasting modifier, and deal 1d8 force damage on a hit. The knights have advantage on attack rolls against a target if there is at least one ally within 5 ft. of the target and the ally is not incapacitated.

Manifestation

As you cast this spell, light streams from the weapon or armor, colored as if it were filtered through decorated stained glass.

Source

Class Source
Bard  Learned 
Cleric  Deity 
Material Components
a magical weapon or piece of magical armor
Related School
Conjuration
Effect Duration
Special
Effect Casting Time
1 action
Range
Self
Level
9th

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!