Level
Cantrip
Casting Time
1 Bonus Action
Range/Area
60 ft. (25 ft.2)
Components
S
Duration
Concentration 1 Minute
School
Conjuration
Attack/Save
WIS Save
Damage/Effect
Blinded

Your connection to the plane of Mechanus enables you a command over a small portion of Modrons, and the ability to summon a spirit that takes the form of a Modron. You can do this again with you only being able to summon up to 2 of them.

They can telepathically communicate only with you, and will only follow your commands. They are available to serve you for: the duration of your concentration, until they are 60 feet away from you, or their hit points drop to 0.

When they either: move 60 feet away from you, are slain, or your concentration ends, they dematerialise in a flash of light which blinds creatures within 5 feet of them for 6 seconds if they fail a Wisdom Saving Throw

When you cast this Cantrip, this spirit will materialise atop of a spiralling brass gear in random space within 25 feet of you. As it materialises for 6 seconds, you and anybody within 25 feet of the Modron can hear the gear turns and ambience of Mechanus. The gear turns and sounds of Mechanus disappear once the Modron steps off it. 

Standard Modron

 They retain the stats of their appropriate Modron type, except they only have 2 hitpoints.

See the Monster Manual for further details on their stat blocks and their command capabilities

You can command the Modrons based on their capabilities, and even command another Modron to command them, so long as it is a level above them in the hierarchyIt does not require an action to command any of them. They will repeat whatever command you tell them to dounless you command them otherwise.

Their turns will be directly after yours on initiative

Whenever you summon a new Spirit Modron, the one summoned before it instantly moves up the Hierarchy to become more advanced in a flash of light. When this happens, creatures within 5 feet of it have to succeed on a wisdom saving throw or be blinded for 6 secondsThere is never more than one Modron at the same hierarchy level, and there is never a gap in the hierarchy. Modrons will become more advanced to fill gaps in the Hierarchy if one at a higher level is killed, they will also move up the hierarchy for the Modron that replaces the slain Modron. When Spirit Modrons who move up the hierarchy are within 5 feet of each other, the blindness radius increases by 5 and its duration increases by 6 for every spirit Modron there.

Modron Hierarchy is from bottom to top and is as follows:

MonodroneDuodrone → Tridrone → Quadrone → Pentadrone.

Rogue Modron

You also have a chance to summon an actual Rogue Modron, they are not spirits. When you summon a Modron, the GM secretly rolls a d12, if it lands on a 12, the summoned Modron is Rogue.

This Modron has it's own features:

- They retain all the stats of the Modron type they are.

- Act and speak independently.

- They do not replace Modrons in the hierarchy, nor do they become more advanced.

- They aren't necessarily answerable to you or your party, unless they are willing to.

- They will defend themselves.

- They have their own Personality. 

- Seperate initiative roll order with the bonus being equivalent to your Charisma modifier.

- Learn the spoken languages of others after spending at least an hour with them. They can even learn to read and speak languages after being taught it for the duration of a long rest.

- They can also be taught Weapon and Tool Proficiencies. It takes 2 Long rests for them to learn a Tool Proficiency, and it takes 4 Long rests for them to learn Weapon Proficiencies.

- They can be taught to think even more freely and critically, and follow more instructions. For each development in this, they must be taught how to do this for 4 long rests.

- They can also choose willingly to serve a God/Fiend/Patron so long as they have learned about them from a follower, written information about them, or some form of influence from them. They must also spend 3 short rests studying or learning about them. From the Cleric, Paladin, or Warlock list- they would be able to cast 3 Cantrips, and always have 2 prepared spell and spell slots equivalent for every available level you are in your spell casting, with a cap for them being 5th levels. They can only cast those spells at it's level, but can cast at higher levels once you are level 10.

- They can have an alignment of their own.

- Their own Bonds/Motivations (based on alignment).

- Have a preset level in the hierarchy. GM secretly rolls a d6 to determine this:Monodrone 2 Duodrone 3 Tridrone 4 Quadrone 5 Pentadrone 6 re-roll or choose.

- They can be healed with a Mending spell, when being healed with mending spell- they restore 1d8 hit points. Quadrones recover 2d8 hitpoints, and Pentadrones recover 2d10 hitpoints.

- They are not counted in the cap of Modrons.

- They can be befriended to join the party as a member, with Alignment and Bonds/Motivation determining any restrictions to that.

- If they become part of the party, their hit die quantity would be equivalent to the level of the party. Example being that a Rogue Quadrone party member would have 16 hit die if the party level was 16.

- Their proficiency bonus is equivalent to yours.

- There can be up to 2 Rogue Modrons in your party, otherwise only Evil and Neutral aligned Rogue Modrons will be conjured.

- They have ability score improvements whenever you do.

- When slain, they explode in a blinding flash of light.

- Standard Modrons will automatically attempt to destroy Rogue Modrons on sight, unless they are commanded not to, or commanded to do a different task.

 

For their Alignment, the GM must secretly roll a d10, the results are as follows:

1 CE 2 NE 3 LE 4 CN 5 N 6 (Pick to be either Chaotic or True Neutral) 7 CG 8 NG 9 LG 10 You can choose whatever alignment you want, or you can reroll.

 

For their Personality, the GM can choose any of them, or roll a d6 for them:

1 Curious about the world 2 Lively 3 Calculative 4 Stoic 5 Bold 6 Risk taker

 

For their Motivation, the GM can pick any or roll a d4 for them. The motivation selection depends on if the Modron is aligned as GoodNeutral , or Evil.

Good list: 1 Befriend others 2 Protect the weak 3 Seek out and defeat Evil 4 Liberate the enslaved

Neutral List: 1 Become part of society 2 Get a job and stick to it 3 Observe and learn 4 Avoid conflict of any sorts

Evil List: 1 Have slaves of its own 2 Destroy whatever it can 3 Exploit the weak 4 World Domination

 

The amount of Spirit Modrons that you can summon increase by 1 when you reach 5th level , 11th level, and 17th level. 

 

 

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Spell Tags: Summoning Debuff Utility

Available For:

D4stard_W1zard

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