Level
Cantrip
Casting Time
1 Action
Range/Area
Self
Components
S
Duration
Instantaneous
School
Conjuration
Attack/Save
None
Damage/Effect
Combat (...)

You attempt to twist, contort and manipulate the infinite arcane magic weave to your will to summon a magical weapon. 

After casting this spell and until the end of your turn, you can make one weapon attack with this spell's effects. You are considered proficient in the weapon you summon, additionally adding your spellcasting modifier to hit, but not to your damage rolls. If a weapon or effect can't be wielded for any reason (two-handed, but an item is in your hands), the spell fails - or you take the first result on the table.

Roll on the table below to determine the appearance, damage die, properties, and special effects of your weaponry. All weapons deal force damage.

WILD WEAPON TABLE

d20

EFFECT

01

Crackling weave energy begins to emit from your hands.
1d4.

02

A whip conjured from the weave is summoned.
1d4, Reach.

03

A blurred spectral dagger is summoned.
1d4, Thrown (20/60).

04

A simple arcane sling is summoned.
1d4, Ranged (30/120).

05

A spectral hand crossbow is summoned.
1d6, Ranged (30/120).

06

A blurred spectral handaxe is summoned.
1d6, Thrown (20/60).

07

An arcane javelin is summoned.
1d6, Thrown (30/120).

08

A weave-forged quarterstaff is summoned.
1d6, Versatile (1d8 Force).

09

A spectral spear is summoned.
1d6, Thrown (20/60), Versatile (1d8 Force).

10

A feywild-infused longbow is conjured.
1d8, Ranged (150/600), Two-Handed.

11

An arcane longsword is summoned.
1d8, Versatile (1d10 Force).

12

A weave-forged polearm is summoned.
1d10, Reach, Two-Handed.

13

Two arcane twin daggers are pulled from the abyss.
1d4, Thrown (20/60), Two-Handed.

Special: As a bonus action, you can attack with the second dagger.

14

Two spectral shortswords are conjured from the weave.
1d6, Two-Handed.

Special: As a bonus action, you can attack with the second shortsword.

15

A spectral swift rapier is summoned from the weave.
1d8.

Special: Instead of multiplying damage die at levels 5, 11, and 17, you gain an additional attack at those levels.

Additionally, when you attack with this weapon, you can move 5 feet in any direction without provoking an attack of opportunity.

16

A strong, sturdy warhammer is summoned from the weave-forge.
1d8, Versatile (1d10).

Special: As a bonus action, you can ready your warhammer, gaining advantage on your next attack this turn.

Additionally, when you hit a creature with this weapon, you can move them up to 10 feet in any direction.

17

A masterful weaveforged katana is summoned into your hand.
1d10, Reach, Versatile (1d12).

Special: This weapon can expand as you will it. The Reach property can now expand from 10 feet to 30 feet.

18

A spectral warbow is brought to your hand.
1d12, Ranged (240/1200), Two-Handed.

Special: As a bonus action, you can slam the warbow into the ground to balance it, gaining advantage on your next attack this turn.

Additionally, if a hostile creature is within 5 feet, you simply can not attack them as the weapon is too unwieldy to use properly in close quarters.

19

An immensely impressive and spectral great weapon is summoned.
2d6, Reach, Two-Handed.

Special: If you reduce a creature to 0 hitpoints this turn, you can make another weapon attack as a bonus action.

20

The weave allows you to choose your weapon of choice from this table.

 

This spell's damage is multiplied when you reach 5th level (x2), 11th level (x3), and 17th level (x4). For example, a dagger would normally deal 1d4 damage, but at 17th level, it would deal 4d4 damage.

Previous Versions

Name Date Modified Views Adds Version Actions
7/14/2021 5:21:30 AM
5
1
1
Coming Soon
7/14/2021 4:11:44 PM
7
1
1.1
Coming Soon

Spell Tags: Creation Summoning Damage Movement Utility Combat Special

Available For: Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy)

T_Revvington

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