Level
3rd
Casting Time
1 Action Ritual
Range/Area
60 ft.
Components
V, S, M *
Duration
Concentration 1 Hour
School
Conjuration
Attack/Save
None
Damage/Effect
Summoning

You call forth a number (PB + 1) of illusory Comrades. Each Comrade must be controlled by a Handler (a sentient creature). Each Handler can have up to 2 Comrades under their control. The summoned Comrade manifests in an unoccupied space that you can see within 15 feet of its handler, and the handler must be within range of the spell. Each individual Comrade can use either the Sword or Shield stat blocks, chosen at the time of casting. The creature disappears when it drops to 0 hit points, when the spell ends, or if the Comrade ends its turn farther than 15 feet from its handler.

The creature is an ally to its handler and their companions. In combat, the creature shares its handler's initiative count, but it takes its turn immediately after its handler's. It obeys its handler's verbal commands (no action required by its handler). If its handler doesn’t issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block.

 

 

Shield

Armor Class 15 + the level of the spell 

Hit Points 16

Speed 30 ft.

STR
16 (+3)
DEX
11 (+0)
CON
14 (+2)
INT
11 (+0)
WIS
11 (+0)
CHA
15 (+2)
Immunities Frightened
Gear Tower Shield (Grim Hollow), Plate Armor
Senses Passive Perception 10
Languages Common plus one other language

Challenge — Proficiency Bonus equals your bonus

 

 

Actions

Protect. Block attacks to a creature within 5ft using an equipped shield. Attacks made toward the protected creature have disadvantage.When taking damage from an attack requiring a dexterity saving throw, the protected creature takes no damage on a successful save and half damage on a failure.

Block. The bearer of a shield raises it to block incoming attacks. Attacks made toward the shield bearer are at disadvantage. When taking damage from an attack requiring a dexterity saving throw, the shield bearer takes no damage on a successful save and half damage on a failure.

Cover. Set the shield in place to create three quarters cover from ranged attacks for the bearer and any creature within feet of the shield and directly across from the source of the ranged attack. While providing cover, the bearer's speed is zero.

Shove. The bearer of the shield pushes a creature within 5 feet. The target must succeed on a Strength or Dexterity saving throw (it chooses which), or the bearer either pushes it 5 feet away or causes it to have the Prone condition. The DC for the saving throw equals 8 plus the bearer's Strength modifier and Proficiency Bonus. This shove is possible only if the target is no more than one size larger than the bearer.

Sword

Armor Class 12 + the level of the spell 

Hit Points 12

Speed 30 ft.

STR
16 (+3)
DEX
11 (+0)
CON
14 (+2)
INT
11 (+0)
WIS
11 (+0)
CHA
15 (+2)
Immunities Frightened
Gear Greatsword,Plate Armor
Senses Passive Perception 10
Languages Common plus one other language

Challenge — Proficiency Bonus equals your bonus

 

 

 

Actions

Multiattack. The knight makes two attacks using a Greatsword.

Greatsword. Melee Attack Roll: +(3 + PB), reach 5 ft. Hit: 10 (2d6 + 3+ the level of the spell) Slashing damage.

Reactions

Parry. Trigger: The knight is hit by a melee attack roll while holding a weapon. Response: The knight adds 2 to its AC against that attack, possibly causing it to miss.

* - (A gemstone dragon chess set worth at least 200 gp)

Spell Tags: Summoning

Available For: Wizard

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