Level
6th
Casting Time
1 Action
Range/Area
Self
Components
V, S, M *
Duration
Concentration 10 Minutes
School
Conjuration
Attack/Save
None
Damage/Effect

For the duration of the spell pieces of equipment are created and instantly equipped to the caster. Until the spell ends you are considered proficient with the summoned equipment, you can’t cast spells, and you gain the following benefits: upon casting you choose two of five items to don or wield and you gain the Extra Attack feature allowing you to attack twice on an attack action. This effect does not stack with other features that grant extra attacks on an action. These items take on an appearance decided by the caster at the time of casting.  The chosen items may have special qualities that correspond to a single particular energy type chosen by the caster at the time of casting. The chosen types can be Fire, Cold, Electricity, Acid, or Thunder. All items may have different energy types or all be the same type, as decided by the caster. Attacks made with weapons created by this spell are resolved as spell attacks and all created items are considered magical.

Armor: A set of armor that sets your AC to 19 and doesn't allow dexterity bonus to armor class. In addition you gain resistance to one of the available energy types chosen upon creation.

Shield: A shield appears equipped to your chosen hand that increases your AC by 3 as long as it is equipped. While so equipped the wielder also gains Evasion if they do not already have it. Evasion: When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. 

Martial Weapon: A melee weapon with an appearance of your choosing materializes within your grasp. It deals 1D10 force damage and is Versatile (1D12). It also deals an additional 2D6 energy damage based on the available energy types, chosen at the time of creation. 

Finesse Weapons: Up to two small melee weapons with an appearance of your choosing materializes in your hands. They deal 1D10 force damage and have the finesse and throwing (60ft) properties. They additionally deal 1D6 energy damage from the available types, chosen independently at the time of creation. When thrown these weapons vanish after dealing damage, immediately reappearing in one of your free hands if available.

Ranged Weapon: A ranged weapon with an appearance of your choosing materializes in your hands. It has a range of 300ft and deals 1D10 force damage and ignores concealment penalties. In addition they deal 2D6 energy damage chosen from the available list at the time of creation. 

Any item created by this spell vanishes when not being wielded by the caster, and can all be recalled as a bonus action for the duration of the spell. Once the spell ends all created items cease to exist.

 

When cast as an 7th level or higher spell slot you can summon a third item from the list.

* - (A small ivory statuette of if a knight in full plate, shield, and sword worth at least 500 gold pieces.)

Available For: Bard (Legacy) Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy)

NordicBladesinger

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