Calling on the source of your power, you summon spectral guardians who serve as your companions. At the time of casting you decide whether the creatures are all either medium or small, and which type they all are from the following list: Celestial, Elemental, Fey, Fiend, or Undead. All creatures are the same type, but can be different sizes if so desired.
The summoned guardians take the form of armed humanoids and appear in unoccupied spaces that you can see within range and disappear when they drop to 0 hit points or when the spell ends.
The summoned guardians are friendly to you and your companions. Roll initiative for the summoned guardians as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.
When casting the spell you create a pool of 50 hitpoints. This pool can be split between one or two creatures which have the following stats depending on the option selected.
*****
Melee (50 hit points)
Size Medium or Small
Armor Class 16 (natural armor)
Hit Points 50
Speed 30 ft. (ignores difficult terrain on the ground itself but is still slowed by other effects such as Spirit Guardians)
Str | Dex | Con | Int | Wis | Cha |
---|---|---|---|---|---|
16 | 16 | 16 | 10 | 10 | 10 |
Multiattack. The guardian makes two melee weapon attacks.
Melee Weapon Attack: uses your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + your spellcasting ability modifier force damage.
Ranged Spell Attack: uses your spell attack modifier to hit, range 30 ft., one target. Hit: 1d6 + your spellcasting ability modifier force damage.
*****
Ranged (25 hit points)
Size Medium or Small
Armor Class 14 (natural armor)
Hit Points 25
Speed 30 ft. (ignores difficult terrain on the ground itself but is still slowed by other effects such as Spirit Guardians)
Str | Dex | Con | Int | Wis | Cha |
---|---|---|---|---|---|
12 | 16 | 12 | 10 | 10 | 10 |
Melee Weapon Attack: uses your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + your spellcasting ability modifier force damage.
Ranged Spell Attack: uses your spell attack modifier to hit, range 120 ft., one target. Hit: 1d8 + your spellcasting ability modifier force damage.
*****
At Higher Levels. When you cast this spell using certain higher-level slots, the hit point pool increases, allowing you to create additional guards using the templates above as you see fit. A 6th-level slot gives a pool of 100 hit points. An 8th-level slot gives a pool of 150 hit points.
* - (a small toy soldier)Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
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3/14/2020 8:52:58 AM
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18
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0.8
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Coming Soon
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