Level
1st
Casting Time
1 Action
Range/Area
Sight
Components
M *
Duration
Until Dispelled
School
Enchantment
Attack/Save
None
Damage/Effect

You make a weapon that isn't being held by any creature and that you can see magically fly for up to 5 hours or untill dispelled. The weapon gains the following statistics:

•The flying weapon is now a Construct untill dispelled or the flying weapon dies

•AC 17 (Natural Armor)

•17 hit points (5d6)

•Speed: 0 ft., fly 50 ft. (Hover)

•STR 12 (+1), DEX 15 (+2), CON 11 (+0), INT 1 (-5), WIS 5 (-3),  CHA 1 (-5)

•Saving Throws: DEX +4

•Damage Immunities: Poison, Psychic 

•Condition Immunities: Blinded, Charmed, Deafened, Frightened, Paralized, Petrified, Poisioned

•Sences: Blindsight 60 ft. (Blind beyond this radius) Passive Perception 7

•Languages: --

•CR 1/4 (50 XP)  Proficiency Bonus +2                                       

Antimagic Susceptibility.  The flying weapon is Incapacitated while in the area of an Antimagic field. If targeted by a Dispel Magic, the flying weapon must succeed on a CON saving throw against the caster's spell save DC or fall Unconscious for 1 minute. 

False Appearance. While the flying weapon remains motionless and isn't flying, it is indistinguishable from a normal weapon.

 

The flying weapon is controlled by the Spellcaster who cast the spell and is friendly to you and your party unless you or the party harms it. It is considered magical. 

As a bonus action, you can command it to attack or move up to it's speed, attack or take the Hide action (If it hides, it sets itself down so it can use it's False Appearance). If you don't command it to do anything, the flying weapon takes the Dodge action. Also if you are incapacitated or absent, the flying weapon attacks on it's own and focuses on protecting you and itself. 

•If a creature attempt or to grab the flying weapon to use for an attack and the flying weapon is unwilling to be held, the flying weapon and creature both make STR Saving Throw. If the creature wins, it grapples the flying weapon and attacks with it. If the flying weapon wins it can move up to 10 ft. away from the creature. While Grappled, the flying weapon can repeat the saving throw to attempt to escape from the creature's grasp. On a successful save, it moves up to 10 ft. away from the creature.

•The flying weapon does the type and amount damage of it's original form.

 •If the flying weapon is a weapon that uses ammunition, then it has 20 pieces of its corresponding ammunition. If and when the flying weapon uses all its ammunition it can create 2d12 of its corresponding  ammunition in 1d4 minutes.

. If it searches for ammunition after combat it can recover half of the shot ammunition. 

At higher levels:

For each spell level beyond the 1st, you can can target two additional weapons to serve you. They also do one extra die for damage.

* - (A Weapon and an Eagle's feather.)

Previous Versions

Name Date Modified Views Adds Version Actions
7/9/2021 3:29:20 AM
4
1
1.3
Coming Soon

Available For: Druid (Legacy) Sorcerer (Legacy) Wizard (Legacy) Fighter (Legacy) - Eldritch Knight (Legacy) Rogue (Legacy) - Arcane Trickster (Legacy)

DruidVSAdventure

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