Level
1st
Casting Time
1 Hour Ritual
Range/Area
Touch
Components
V, S, M
Duration
1 Day
School
Enchantment
Attack/Save
None
Damage/Effect

After you complete the 1 hour long ritual over the desired non magical melee weapon you animate the weapon and bind it to your service. You gain the service of a animated melee weapon for up to 24 hours or until you go to sleep or are knocked out. The Weapon has the statistics listed below and it has no alignment.

Your weapon acts independently of you in combat, but it always obeys your commands literally which you can give as a bonus action. In combat, it rolls its own initiative and acts on its own turn. The DM determines how the weapon will respond to your commands and who it attacks. Your weapon is not sentient so it does not have free thought and can not talk to you

When the weapon drops to 0 hit points, it disenchants, leaving behind a broken form of the weapon.

While your weapon is within 100 feet of you, you can communicate with it telepathically. Because of this it understands your intentions. Additionally, as an action, you can use your telepathic link to perceive through your weapon blind sight and communicate with it how you wish it to act tell the start of your next turn. During this time, you are deaf and blind with regard to your own senses. If the weapon goes past 100 feet of you it will continue to follow its last command until it is finished or it fails to do so then it will disenchant itself.

As a bonus action, you can change the command you have given your weapon for combat. With out giving the weapon another command it will keep doing its last command (if you tell it to wait and a fight breaks out it will wait until told otherwise).

You can't have more than one animated weapon at a time.

Armor Class 11 + your Spell Casting Modifier (Natural Armor)
Hit Points (1+ your Spell Casting Modifier) D of the weapons damage dice
Speed 50 ft. hover
STR
12 (+1)
DEX
16 (+3) 
CON
12 (+1) 
INT
2 (-4) 
WIS
2 (-4) 
CHA
2 (-4)  
Saving Throws DEX 
Damage Immunities Poison, Psychic
Condition Immunities Blinded, Charmed, Deafened, FrightenedPoisoned
Senses Blindsight 30 ft., Passive Perception equal to yours

Antimagic Susceptibility. The weapon is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the sword must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

False Appearance. While the weapon remains motionless and isn't flying, it is indistinguishable from a normal weapon and can be wielded like normal.

Melee Weapon Attack: + your Spell Casting Modifier to hit, reach 5 ft., one target. 

Lay in Wait: The weapon lays down being perceived as a normal weapon and can have the space it is in be occupied by another creature. It will strike out at passing unfriendly units.

On a hit the weapon deals damage like the weapon would normally.

 

Available For: Cleric (Legacy) Warlock (Legacy) Wizard (Legacy) Bard (Legacy) - College of Swords

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