Using this 1st level slot you can summon ares the zodiac
spell takes 10 minutes of ritual prep time. Creature stays on current plain until it reaches 0 hp or is dispelled.
Charge. Ares moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Sure-Footed. Ares has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Fire Form. Ares can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, Ares can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.
Illumination. Ares sheds bright light in a 30-foot radius and dim light in an additional 30 feet.
Water Susceptibility. For every 5 feet Ares moves in water, or for every gallon of water splashed on it, it takes 1d4 cold damage.
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d4 + 3) bludgeoning damage.
Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.
Previous Versions
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8/1/2022 11:44:23 PM
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Coming Soon
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