Level
2nd
Casting Time
1 Action
Range/Area
30 ft.
Components
S, M *
Duration
1 Minute
School
Transmutation
Attack/Save
None
Damage/Effect

      -To activate this spell you must throw a piece of conductive material in any direction up to 30ft, and then snap you fingers to activate the spell. Once the spell duration ends the drone fizzles out and the material falls to the ground. You can also end the spell early by overloading the drone and causing it to self-destruct doing 1d10 force damage in a 5ft radius.

      -Your drone has an AC of 13 + PB + your spellcasting modifier, a fly speed of 60ft, and a max hp of 2 x your spellcasting modifier.

      - Your drone can follow simple commands such as attacking a specific target, defending a specific person, area, or object and active simple switches, levers, buttons, as long as it takes 1lb of force or less to activate it.

      -Your drone can make a single energy bolt attack per turn equal to your spell casting modifier. (Example; you have a +3 intelligence modifier = 3 Energy Bolt attacks per turn)

      -This spell can be upcasted to gain 1 additional drone per spell slot level used.

      -Energy Bolt: Spellcasting Modifier + PB to hit, 1d4+1 Lightning damage

      -The type of material used to cast the spell can either enhance of lessen the effectiveness of the spell but is up to DM's Discretion.

* - (Small piece of conductive material)

Available For: Artificer (Legacy) Ranger (Legacy) - Swarmkeeper Wizard Sorcerer - Clockwork Sorcery

AxeltheCommando

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