Level
6th
Casting Time
1 Minute Ritual
Range/Area
60 ft.
Components
V, S, M *
Duration
Instantaneous
School
Conjuration
Attack/Save
None
Damage/Effect

“In my time as an adventurer, there have been countless moments where I relied on my Spiritual Weapon in battle, whether it would prove to be useful or not. I sometimes pondered at the thought of developing a spell similar to its kind, but giving it more…’pizazz’, as Lady Mantlewood might put it. That’s when the idea hit me like one of Kal-Ra’s punches. Why not conjure a weapon that has sentience and takes orders in battle, and possibly sticks around for as long as you’d like?”

-Luna Da-Ren Azrani

When you finish casting this spell, a floating melee weapon appears in a spot that you can see within range. The weapon takes a form chosen by you, such as a warhammer, or greatsword. For Clerics, the weapon may resemble something from your faith and bear a symbol of your god (e.g., Luna Da-Ren had a Spiritual Weapon that was shaped like a crescent moon scythe to symbolize his faith as a Moon Cleric). The weapon is slightly sentient and can understand orders given to it by you, but cannot speak by any means. It has hit points and an armor class which are included in the stat block below. The weapon counts as a Construct.

The weapon will follow beside you endlessly and will only disappear if dispelled, the spell is cast again, or the weapon drops to 0 hit points. The weapon is harmless and rests by your side until given a command by you. 

As a bonus action, you can give the weapon one of two commands, Attack or Defend. The weapon shares your initiative count but takes its turn immediately after yours.

Attack: When you give the weapon the attack command, it goes on the offensive for the entire duration of combat or when given a different command. You can choose which hostile creature it attacks or let it attack on its own. The weapon can gain advantage from the effects of flanking a target. 

Defend: When you give the weapon the defend command, it remains in close proximity to you (5 ft.) at all times for the entire duration of combat or when given another command. It imposes disadvantage against creatures trying to hit you with melee weapon attacks. 

Sentient Weapon

Small or Medium Construct, unaligned

AC: 17 (+1 per spell slot level above 6th)

Hit Points: 25 + spellcasting ability modifier + prof. bonus (+15 using 8th level spell slot)

Speed: 0ft., fly 60 ft.

STR: 16 (+3) DEX: 15 (+2) CON: 12 (+1) INT: 7 (-2) WIS: 3 (-4) CHA: 1 (-5)

Damage Resistances: bludgeoning, slashing, and piercing damage from attacks made with non-magical weapons

Condition Immunities: blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned

Senses: blindsight 60 ft. passive Perception 6

Languages: Understands any languages the caster speaks but cannot speak

Actions:

Multiattack. The weapon makes a number of attacks equal to half your proficiency bonus (rounded down). Its attacks count as magical for the purpose of overcoming resistances.

Melee Weapon Attack: + spell attack modifier to hit, reach 5 ft., one target. Hit: 2d8 + 3 + the spells level damage.

Reactions:

Riposte. If a creature misses an attack against the weapon, the weapon will use its reaction to counter and make a melee attack against the creature.

* - (50 gp worth of silver, which the spell consumes.)

Available For: Cleric (Legacy) Sorcerer (Legacy) Wizard (Legacy) Bard (Legacy) - College of Swords

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