This spell creates ether a Dark Skeletal Knight or Dark Skeletal Crossbowmen. Choose 3 skeletons under your control and with your nercomatic might you fuse the 3 skeletons together Creating your choice of ether Dark Skeletal Knight or Dark Skeletal Crossbowmen.(DM will have stat sheet) These dark skeletons remain in this new form for 1 hour or in till health is brought to 0. After 1 hour they will revert back into stander skeletons. If health is brought to zero the 3 skeletons are destroyed and can't be reanimated.
On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create one additional Dark skeleton creatures of your choice for each slot level above 5th level and add 1 hour to the duration. Each of the creatures must come from 3 skeletons each to a max of 3 Dark skeleton creatures at 6th level. At 7th level add your choice of fire/ice damage to their weapons adding 1d12 damage. At 8th level add 2d10 necrotic damage to their weapons attacks and caster heals for half damage dealt.
* - (3 Skeletons that are under your control )
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