Level
2nd
Casting Time
3 Hours Ritual
Range/Area
5 ft.
Components
V, S, M *
Duration
Instantaneous
School
Conjuration
Attack/Save
None
Damage/Effect

You conjure a magic weapon into existence. Choose a weapon from the table below to summon, you must have the required material components in order to summon the corresponding weapon and may only have one magic weapon at a time unless specified. The weapon is one transparent color (your choice) and emits a faint magical glow. Any creature other than you automatically fails any attack rolls made with the weapon and gains no additional benefits from it. Attacks made with this weapon count as magical. As a bonus action you can temporarily dismiss your weapon, it disappears into a pocket dimension and you may summon it again as a bonus action. Alternatively you may dismiss it forever, you are then eligible to summon a new weapon of your choice. You may use your spellcasting ability modifier for attack and damage rolls made with this magic weapon and you are proficient with it even if you aren't proficient with the normal weapon type. Finally you may use your magic weapon as a spellcasting focus.

Weapon: 

damage/type 

properties 

Material components required 

longsword 

1d8 slashing damage 

Versatile (1d10) 

An animal claw worth at least 10gp 

quarterstaff 

1d6 bludgeoning  damage 

Versatile (1d8) 

A twig from a rare tree worth at least 2gp 

battleaxe 

1d8 slashing damage 

Versatile (1d10) 

A beak from a large bird worth at least 7gp 

rapier 

1d8 piercing damage 

Finesse 

A tooth from an animal worth at least 5gp  

warhammer 

1d8 bludgeoning damage 

Versatile (1d10) 

A mineral or stone worth at least 15gp 



* - (varies depending on the weapon (see the table below))

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

yodaflock

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