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.
Medium Humanoid
Armor Class 15 + the level of the spell
Hit Points 16
Speed 30 ft.
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.
Medium Humanoid
Armor Class 12 + the level of the spell
Hit Points 12
Speed 30 ft.
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.
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.