Level
Cantrip
Casting Time
1 Bonus Action
Range/Area
Self
Components
S, M *
Duration
Until Dispelled or Triggered 5 Hours
School
Conjuration
Attack/Save
Melee
Damage/Effect
Additional

You conjure a weapon of your choice in your free hand. To others, the weapon appears like a normal weapon. To you, however, the weapon faintly glows a color of the your choice. The weapon acts as a physical object, and attacks made with it are counted as magical. You can only summon weapons that you are proficient in, and only if you have a small sample of the material that the weapon is primarily made of in your hand. The sample must be vaguely rod shaped, and becomes infused in the base of the summoned weapon.

You can summon up to two weapons without needing spell slots, and these can be summoned at the same time, provided that you have the rods and hand space for them. You also know where your weapon is at all times, regardless of whether or not you can see it, or if something like a thin sheet of lead is in the way.

You can let go of the weapon without it disappearing, but you shouldn't go further than 50 ft. away of it, or else it will poof out of existence in a small magical cloud of dust, leaving behind the rod of material that was used to conjure it. This also happens if you dispel it, if it loses all of its hit points, or if it has been summoned for over 5 hours. If you let the weapon disappear because of time, you must take a long rest before you can summon another one. The amount of hit points your weapon has depends on its type, the material is made out of, and your character level. Consult the table near the end for more information.

You can add your spellcasting modifier to the damage roll of your weapon instead of the usual DEX or STR, if you so chose. If you do this, the bonus damage counts as force damage instead of the weapon damage type.


 

Detailed Weapon Summoning Rules:

  • Caster must have proficiency with the weapon attempting to be summoned, with the exception of clubs, daggers, and short swords
  • You aren't limited to weapons - you can summon tools such as shovels and pickaxes (but you cannot summon small things like tweezers and lockpicks; whatever it is you're summoning, it must be at least as large as a dagger)
  • Certain weapons and weapon types can only be summoned once you reach a certain level; consult the list at the end for more information
  • Caster must have a vaguely rod-shaped sample of the material(s) that the target weapon is made out of; must be at least half an inch long, and at least a 1/16" thick
    • A rod of wood will produce a wooden spear, not a spear with a metal tip; you can summon a short sword without leather for the handle, but the handle will just be solid metal
    • It is possible to add extra materials to the weapon for decoration; adding any amount of silver to it will cause the weapon to be silvered
    • You can mix and match weapons and materials without consequence, for the most part; a scimitar made out of wood is not going to be very effective, but a club made of steel would be - discus with your DM how different materials would affect the damage of a summoned weapon
    • If you happen to have a rod of Adamantine, you can use it to summon an Adamantine weapon
  •  You can not summon any magic weapon until level 5; however, summoned weapons themselves do count as magical
  • While you can summon ranged weapons once you reach level 4, you can not summon the ammunition for said ranged weapons
  • You can unsummon your weapons at any point in combat; unsummoning, in this case, can be compared to talking in the middle of combat (though unsummoning does not require any verbal command, and can be done silently)

 

 Weapon HP

Character Level:

1 (base)

5

10

15

20

Swords (including scimitars, raipiers, e.t.c.)

4 + spell casting modifier

+5

9 + spell casting modifier

+3)x2

14 + spell casting modifier

+5)x2

18 + spell casting modifier

x5

20 + spell casting modifier

Spears/staffs

3 + spell casting modifier

+5

8 + spell casting modifier

+3)x2

12 + spell casting modifier

+5)x2

16 + spell casting modifier

x6

18 + spell casting modifier

Axes and clubs

6 + spell casting modifier

+5

11 + spell casting modifier

+3)x2

18 + spell casting modifier

+5)x2

22 + spell casting modifier

…+2

24 + spell casting modifier

Great weapons

8 + spell casting modifier

+5

13 + spell casting modifier

+3)x2

22 + spell casting modifier

+5)x2

26 + spell casting modifier

…+2

28 + spell casting modifier

Others (dagers, whips, e.t.c.)

2 + spell casting modifier

+5

7 + spell casting modifier

+3)x2

10 + spell casting modifier

+5)x2

14 + spell casting modifier

x10

20 + spell casting modifier

Material benefits:

(This section is flexible - consolet your DM)

Metal/ Hardwood: x2 (if not normally metal)

Stone: +5 if normally wood, -3 if normally metal

Wood: -5 (if not normally wood)

Adamantine:

x4 if normally metal/ hardwood,  x6 if normally stone, x10 if normally wood

 

 


 

At Higher Levels. At level 5, you gain the ability to summon +1 weapons, and you can be up to 100 ft. away from you weapons without them disappearing. At level 10, you can summon +2 weapons and be up to 150 ft. away, and at level 15, you can summon +3 weapons and be up to 200 ft. away.

  1. You can only summon simple melee weapons and tools, as well as boomerangs
  2. ---
  3. You gain the ability to summon finesse weapons (but not whips or segmented weapons like flails)
  4. You gain the ability to summon other ranged weapons
  5. You gain the ability to summon +1 weapons, whips, flails, and other similar segmented weapons, and you can be up to 100 ft. away from you weapons without them disappearing

10. You gain the ability to summon +2 weapons and be up to 150 ft. away from them

15. You gain the ability to summon +3 weapons and be up to 200 ft. away from them

When you cast this spell using a spell slot, you can summon an additional weapon. You can only do this once per spell slot level, and only if you have the rods for each individual weapon. With this, you can summon 2 weapons as a cantrip, 1 as a 1st level spell, 1 as a 2nd level spell, and so on and so forth.

* - (a small rod made of the material(s) of the weapon that is being conjured)

Previous Versions

Name Date Modified Views Adds Version Actions
5/23/2022 4:09:39 AM
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Spell Tags: Creation Summoning Damage Utility Combat

Available For: Ranger (Legacy) Bard (Legacy) - College of Creation Druid (Legacy) - Circle of Stars (Legacy) Wizard (Legacy) - School of Conjuration (Legacy) Fighter (Legacy) - Eldritch Knight (Legacy)

MyOwnMeadow

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