Amber Rod grants these are the ability to cast the spell lightning bolt. It has to cast a lightning bolt.
This road has a single charge that casts one spell and one slot higher.
Wielding this Amber rod in your hand, a shield of spectral swords appears around the user. When you summon Spectral Weapons, you roll a (1d12 ) + 3 weapons to see how many you can use to move at the beginning of daw. You can use these weapons to move to a creature or a space within 40 feet of the wielder. Additionally, these blades can be transferred to another creature under the Wilder's control as a bonus action. You or a creature you control have weapons around them. When a creature enters 5 feet of the protected, they take 1 d 6 psychic . You can only have one creature or yourself with the weapons protected. You must have 4 weapons on you or the creature to be protected.
You can move weapons as a bonus—action to a space of 40 feet. You can have as many weapons in an area = as the number of weapons you summon. When a creature moves into the space starts its turn they takes damage to the number of weapons and the damage is psychic 1 d 6 number of weapons. Once do damage they diper.
DM says, But when you know the spirit of the rod, you can make Crisam check on the spirit DM DC to make a psychic object.
Notes: Damage, Utility, Combat
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
8/26/2023 3:49:35 AM
|
0
|
1
|
--
|
Coming Soon
|
Comments