Level
Cantrip
Casting Time
1 Bonus Action
Range/Area
Sight
Components
V, S
Duration
Until Dispelled
School
Conjuration
Attack/Save
None
Damage/Effect

Create a crab that is controlled by the summoner

This spell can be used twice if used as 1 action

This spell can summon elemental crabs:

Basic:     STR    DEX     CON     INT     WIS   CHA         Claw - 1 Bludgeoning damage

               2(-4)   11(0)   10(0)   1(-5)   8(-1)  2(-4)

Rock: STR: +3  |  Claw - 2 Bludgeoning damage  |   Immune to magic  |  +4 hp  |  Speed: 8ft, swim 8ft  | Too heavy to be thrown

Ice/snow: Weak to fire  |  Ice Claw - 2 Freezing damage  |   Emits a cold aura

Blood: Uncontrollable crab | THIRSTY FOR BLOOD | Frenzying snips - 1d4(-1)x2 damage  |  Blinds those around it in a rage (everybody within 20 feet have to roll WIS check, if failed blindly attack the entity closet to them)

Leaf: DEX: +4  |  Allies with natural sided entities but prioritises the summoner

Acid/Corrosive: Gelatinous properties  |  Acidic, if touched the toucher has to make a CON check or take 1d4 damage +4 if on bare skin

Ashes: Immune to fire  |  Flame breath - 2d4 damage to those within 4 feet of it's mouth  |  Emits light, smoke and warmth

Dirt/Mud: Immune to electricity  |  +2 hp

Crab: Summons 4 crabs that all inherit 1 mind  |  when one of these crabs die the other 3 flee until otherwise instructed

Cloth: The crab has a soft insulating skin  |  -1 hp  |  Immune to bludgeoning damage  |  Cannot attack

Water: Liquid form

Bone: Necromantic crab  |  Can combine itself with other bones to increase in size and stats  |  Boney Snip: 1 necrotic damage

Ant: Tiny baby crabs  |  200 are summoned  |  Each 100 share the characteristic of 1 whole crab  |  50 baby crabs required to attack

Wood: Prone to fire  |  Good source of fuel  |  +2 hp  | Speed: 15ft, swim 15ft

Glass: Sharp Stab - 1d6 bleeding damage over 2 turns  |  Transparent  |  Strong against stabbing but prone to bludgeoning

Giant: A crab with double the characteristics of a regular crab |  Unable to be thrown

Illusionary: Roll a wisdom check if successful the crab can be disguised as a humanoid figure with any items thought by the conjourer

Alcohol: Disorients those within an aura of 15 feet giving a -2 to saving rolls

Electric: Produces a mild static shock, making those who may touch it jump (figuritively)  |  When killed electricity arcs out of the crab's body dealing 1d4 damage to those within 6 feet

Gunpowder: Ability to combust and produce a small explosion propelling objects around it in 8 feet away from the crab and dealing 1d6 burning damage over 2 turns

Metal: +6hp  |  Cannot be thrown  |  Speed: 3 feet  |  Sinks in water  |  has a natural armour class of 17

Enchanted: a cantrip can be embued into this crab to trigger whenever the crab is so prompted, the cantrip has to be used as normal, can only be used once

Spiced: Irritates skin when touched directly  |  Gives stew a desireable taste  |  Gives off a nice aroma, saving throws for charasma in this aura are -1

Fungal: Infects crabs in a radius of 4 feet making them fungal after 1d4 turns  |  -1 CHR  |  If hit the harraser must roll a CON check, if failed they get a fungal infection which if untreated will lead to the loss of the limb or if on torso/head will kill the infected entity after 4d6 days  |  On death the infection radius is set to 10 feet and the crabs must roll a CON check

Spider: Ability to climb walls on a successful DEX check, at the start of every turn re-roll the dex check and if failed the crab falls and takes 1d4-1 damage per 5 feet fallen

Drunkard: -5 to rolls  |  15 natural armour class  |  If presented with alcohol crab, will prioritise drinking said crab, if alcohol crab is successfully drank then Drunkard crab has to roll a CON check or dies on a falied roll, if successful -2 to all rolls for 1d6 hours  |  When killed releases a noxious gas from the body giving all that smell it -4 to ALL rolls until they rest

DNA of a bard: +10 charisma  |  ability to speak common  |  Has a cute little hat and randomized mini instrument  |  Ability to distract

DNA of a wizard: +6 WIS  |  When summoned roll a wisdom check, if successful use Crab!!  |  Holds a little staff in one claw

DNA of a fighter: +4 STR  |  +4 hp  |  When attacking roll 1d4 instead of 1 damage  |  Ability to throw other crabs 15 feet

DNA of an archer: +4 DEX  |  Ability to throw surrounding materials that the crab can hold

DNA of a rogue: +5 to stealth  |  +2 DEX  |  If attacking an unsuspecting victim roll 2d4-2 for damage

Available For: Sorcerer (Legacy) Wizard (Legacy) - School of Conjuration (Legacy)

Darklight4509

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