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.
History of Benalia
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 |
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
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