Level
6th
Casting Time
1 Minute
Range/Area
60 ft
Components
V, S
Duration
1 Hour
School
Conjuration
Attack/Save
None
Damage/Effect
Creation (...)

Your spell generates an many-armed, noisy, massive mechanical Construct of impressive appearance in an unoccupied space that you can see within range. The machine uses the Fantastic Machine stat block below. You can command the machine to perform any simple, physical task that can be described in twenty-five words or less. You can order the machine to perform the same task over and over, but you can’t change the task. You can use your action on your turn to take total and precise control of the machine, or to change its programmed task. The machine disappears when it drops to 0 hit points or when the spell ends.

The machine can excavate loose earth, move it along the ground, and deposit it up to 5 feet away at a rate of one five-foot cube per round. The machine cannot swim or fly while heavily encumbered (see "Lifting and Carrying" in chapter 7 of the Player's Handbook).

The machine is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the machine assumes the higher level for that casting wherever it uses the spell’s level in its stat block. If you use a 9th level spell slot, the machine's Strength score changes to 22, its walking speed increases to 60 feet, its flying and swimming speeds increase to 20 feet.

Fantastic Machine

Armor Class 11 + the level of the spell (natural armor)

Hit Points equal the machine's Constitution modifier + your spellcasting ability modifier + ten times the spell's level

Speed 40 ft., swim 10 ft., fly 10 ft.

STR
16(+3)
DEX
10 (+0)
CON
10 (+0)
INT
1 (-5)
WIS
3 (-4)
CHA
1 (-5)

Damage Immunities poison, psychic

Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses darkvision 60 ft., passive Perception 6

Languages understands the languages you speak

Siege Monster. The machine deals double damage to objects and structures.

Actions

Multiattack. The machine makes a number of attacks equal to half this spell’s level (rounded down).

Slam. Melee Weapon Attack: +3 + the spell’s level to hit, reach 5 ft., one target. Hit: 1d8 + 3 + the spell’s level bludgeoning damage.

Rock. Ranged Weapon Attack: +3 + the spell’s level to hit, range 150 ft., one target. Hit: 2d6 + 3 + the spell’s level bludgeoning damage.

Previous Versions

Name Date Modified Views Adds Version Actions
3/20/2022 6:27:54 PM
9
0
1.0
Coming Soon

Spell Tags: Creation Utility

Available For: Sorcerer Wizard

Gnomarchy

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