Level
4th
Casting Time
1 Action
Range/Area
Self
Components
V, S
Duration
10 Minutes
School
Conjuration
Attack/Save
CON Save
Damage/Effect

Astral energy takes forms of your weapons. Weapons of extreme magical strength, that suck the magic from those yous strike, and each having their own magical effects. You have a choice of one weapons that form behind you, dagger, greataxe, greatsword, lance, raiper, or warhammer. You are proficent with the weapons you choose (reguardless if you are not proficent). When you hit a target they must make a CON saving throw, on fail the target cannot cast spells to the end of their next turn and drop all concentration,  and on succes only drops concentration.

  • Dagger. Melee Weapon Attack: +Spell Attack Modifier, reach 5ft., range 30/90 ft., one target. Hit: (2d4 + Spellcasting Modifier) force damage.
    • Energy pours out of this dagger when used right. When you roll a 18, 19, or 20, double the damage you deal.
  • Greataxe. Melee Weapon Attack: +Spell Attack Modifier, reach 5ft., one target. Hit: (2d12 + Spellcasting Modifier) force damage.
    • A burst of force spreads from the target you hit. All creatures in a 15 ft. radius of the target must make a DEX saving throw or take half damage.
  • Greatsword. Melee Weapon Attack: +Spell Attack Modifier, reach 5ft., one target. Hit: (2d6 + Spellcasting Modifier) force damage.
    • The magic from this greatsword has a tendency to mave from one to another. When this weapon hits you can choose any creature with 30 ft and halve the damage between the two.
  • Lance. Melee Weapon Attack: reach 15ft., one target. Hit: (1d12 + Spellcasting Modifier) force damage.
    • Bursts of magical reach from its target. The target must make a DEX saving throw, on success they take halve damge.
  • Raiper. Melee Weapon Attack: +Spell Attack Modifier, reach 5ft., one target. Hit: (1d8 + Spellcasting Modifier) force damage.
    • The magic from this raiper flows back into you. If the target is hit you a can teleport up to 30 ft. away from that target, without provoking an atack of oppurtunity.
  • Warhammer: Melee Weapon Attack: +Spell Attack Modifier, reach 5ft., one target. Hit: (2d8 + Spellcasting Modifier) force damage.
    • The Warhammer ensures its target follow to its power. The target must make a STR saving throw or be knocked prone.

At higher level. When cast at using a spell slot higher than 4th level, for every one spell slot higher you can choose an additional weapon.

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

VarisTheLegendaryWarlock

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