Create and animate a construct out of an appropriate amount of material or simply animate an in-animate construct. The caster may create a medium, large, or huge construct. The object can appear however the creator wishes, but if it has no legs then it has a flying speed equal to what would have been its walking speed. These constructs have a walking speed of 30 ft. However, larger constructs require more power and thus cannot be re-created until an appropriate amount of time has passed. The stats of these constructs are as follows:
- Medium: Can be created and animated once per day (and only once per day), and the spell lasts for 24 hours or until the construct is dispelled or destroyed. HP: 40, AC: 13, Attack: +5 to hit, 2d6 + 1 damage, Str: 10, Dex: 12
- Large: Can be created and animated once per week (and only once per week), and the spell lasts for 24 hours or until the construct is dispelled or destroyed. HP: 50, AC: 10, Attack: +6 to hit, 2d10 + 2 damage, Str: 14, Dex: 10
- Huge: Can be created and animated once per month (and only once per month), and the spell lasts for 24 hours or until the construct is dispelled or destroyed. HP: 80, AC: 10, Attack: +8 to hit, 2d12 + 4 damage, Str: 18, Dex: 6
-Alternatively, the caster may create and animate one huge suit of power armor. The suit lasts for 24 hours, until the wearer is reduced to below 25% of their unaltered hit point maximum, or until the armor is dispelled. None of the above effects may be used until 24 hours have passed after the spell caster casts the spell in this manner.
- The suit increases the wearer's HP by 100 while it is worn, has an AC of 20, makes the wearer a huge creature, and sets the wearer's strength score to 24 for the duration.
- The armor reinforces A weapon of the caster's choice and makes it huge as well. A Huge weapon uses 3x the normal amount of damage dice in damage calculation.
- The armor has a flamethrower attachment on the left wrist that emits a 15 foot cone of flame as an action. Each creature in that space must make a constitution saving throw equal to that of the spell-caster's save dc, or take 10d8 fire damage on a failed save, or half as much on a successful one.
- As a bonus action, the wearer may create a force field that provides 4d8+ the caster's spell modifier in temporary hit points that last until the armor is rendered inert.
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Posted Sep 11, 2023Is this basically a long winded way to create Iron-Man's Veronica? NO, definitely not ;)