Level
Cantrip
Casting Time
1 Action
Range/Area
Self
Components
None
Duration
Until Dispelled or Triggered
School
Conjuration
Attack/Save
None
Damage/Effect

When you speak the incantation a blade of energy appears in your hand. The weapons that you can summon are as follows: At 3rd level, daggers, at 5th level, shortswords and sickles, at 9th level, longswords, and at 15th level, greatswords. The weapons you summon do the same amount of damage, but now counts as an alternate (Radiant for Cleric, Psychic for Wizards, Necrotic for Warlocks, Force for Sorcerers), plus your spell stat. If you're disarmed, throw or drop the weapon, the weapon will stay intact until dispelled. If you're proficient with the weapon,  those rules apply, however if you normally have disadvantage with it, you don't with this spell. When you do decide to dispell it, you can choose to detonate it, in a 5ft circle, dealing 1d12 <insert type> damage. (It doesn't harm you.) When you do this, you cannot cast this spell for two turns. If you dispell it normally, it's one. 

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

niecejude

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