You telekinetically animate a melee weapon (either one you are holding or an unattended weapon within 5 feet of you). The weapon flies to a creature you choose within range and attacks automatically, then continues to orbit or follow the target as long as the spell persists.
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When you cast the spell, the weapon immediately makes a melee spell attack against your chosen target. On a hit, it deals damage as though wielded by you (i.e. use the weapon’s normal damage dice plus your spellcasting ability modifier).
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While the spell continues, at the start of each of your turns, the animated weapon can either:
• Strike: attack the same target (makes one melee spell attack), or
• Redirect: change its target to another creature within 30 feet, then fly to that target (no attack this turn). -
The weapon remains within 5 feet of its target (i.e. it does not hover far off) and moves to maintain that distance.
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The weapon’s attack rolls count as part of your spell attacks (i.e. use your spell attack modifiers) and do not provoke opportunity attacks when moving.
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If the weapon is disarmed, its magic persists; it will fly back to you (or stay hovering) and can resume action on your turn.
At Higher Levels: When you cast Dancing Blade using a 4th-level or higher slot, increase the damage by 1d6 for each slot level above 3rd (i.e. base +1d6 for 4th, +2d6 for 5th, etc.).
At 5th-level and higher, you may choose to have the weapon Guard instead of Strike: when it does so, it grants a +2 bonus to AC to the creature it's following until the start of your next turn, instead of making an attack.
* - (the hilt of a broken weapon, not consumed)
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