Tiny Construct, Neutral
Armor Class 13 (natural armor)
Hit Points 1 (1d4)
Speed 40 ft.
STR
4 (-3)
DEX
12 (+1)
CON
12 (+1)
INT
14 (+2)
WIS
10 (+0)
CHA
7 (-2)
Saving Throws DEX +3, INT +4
Skills Perception +4, Stealth +4
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Senses Darkvision 60 ft., Passive Perception 14
Languages understands the languages you speak and can communicate simple ideas to you telepathically
Challenge 0 (10 XP)
Proficiency Bonus +2
Traits

Telepathic Bond. While the conjured consciousness is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically.

Evasion. If the conjured consciousness is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can't use this trait if it's incapacitated.

Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: the conjured consciousness's skill and saving throw bonuses (above) and the bonuses to hit and damage of its attack (below).

Incorporeal Form. The conjured consciousness can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. The conjured consciousness cannot interact with physical objects and is incapable of carrying objects, opening doors, or taking the 'use an object' action to interact with physical objects.

Actions

Psychic Spike. Ranged Weapon Attack: +4 to hit, range 30 ft., one target you can see. Hit: 1d8 + 2 psychic damage.

Invisibility. The conjured consciousness magically turns invisible until it moves, attacks, or casts a spell, or until its concentration ends (as if concentrating on a spell).

Reactions

Channel Magic. The conjured consciousness delivers a spell you cast that has a range of touch. The conjured consciousness must be within 120 feet of you.

Description

Your extensive study into the mind and the origin of consciousness has taught you how to conjure forth an artificial and disembodied consciousness, which serves you and follows your commands. You use your jeweler's tools to bind this consciousness to a crystal, gem, or dragonshard, which then serves as the core for the consciousness. You can use your action to summon forth the consciousness from its core. The consciousness is friendly to you and your companions, and it obeys your commands.

You determine the physical appearance of the consciousness, choosing either a tiny floating brain, an orb, or some other simple or abstract form, which surrounds and contains the crystal, gem, or dragonshard used as its core. Whatever the appearance of the consciousness, it is always ephemeral and translucent. The consciousness can then move away from its core, up to a maximum distance of 1 mile, but creatures who can see into the ethereal plane can see a fine, translucent cord connecting the manifestation to its core, no matter the distance it travels. Creatures who can see this cord can attack it, damaging the consciousness as if they had attacked the consciousness directly.

In combat, the consciousness shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take an action in its stat block or the Dash, Disengage, Help, Hide, or Search action.

The consciousness regains 2d6 hit points if the mending spell is cast on the core used to manifest it. If it dies, or you dismiss it as a bonus action, it vanishes, and the core becomes inert. If it has died or been dismissed within the last hour, you can use your jeweler’s tools as an action to revive it, provided you are within 5 feet of the core and you expend a spell slot of 1st level or higher. The conjured consciousness returns to life after 1 minute with all its hit points restored.

At the end of a long rest, you can create a new conjured consciousness if you have your jeweler’s tools with you and an appropriate crystal, gem, or dragonshard for the core. If you already have a conjured consciousness from this feature, the first one immediately perishes.

Previous Versions

Name Date Modified Views Adds Version Actions
11/29/2019 3:45:15 AM
4
0
--
Coming Soon
11/30/2019 4:51:44 AM
4
0
--
Coming Soon
11/30/2019 10:11:44 PM
6
0
--
Coming Soon
12/3/2019 1:55:42 AM
16
0
--
Coming Soon
12/3/2019 5:38:24 AM
20
0
--
Coming Soon
Hassurunous

Comments

Posts Quoted:
Reply
Clear All Quotes