Level
1st
Casting Time
1 Action
Range/Area
Self
Components
None
Duration
10 Minutes
School
Conjuration
Attack/Save
Melee
Damage/Effect

This spell creates an invisible humanoid force that can perform simple tasks at your command until the spell ends. The Variant springs into existence in an unoccupied space on the ground within range. It has AC 10, 3 hit points, and a Strength of 6, If it drops to 0 hit points, the spell ends and can’t be cast again for 1 turn. If the user dies or falls unconscious while Variant is active, the Variant will go berserk and deal 1 D4 of damage to everyone on the battlefield for 3 turns before disappearing or until it’s user wakes up. 

It is only vulnerable in the head area, and can be seen by others in the case that it’s user carries strong emotions or intentions.  It can also become visible if covered in something like dirt or sand. Commands must be given verbally through the use of the spell and not telepathically.

This spell can be used twice before a short rest.

If used while it is raining or with rain separating the user and the Variant, you must roll a dex save of 14 or higher. If the dex save fails you reduce the damage of the variant by one D4 each turn that it is affected by the rain. If the Variant goes berserk allies can roll a dex save of 15 or higher to avoid damage.

 

--Unlocked at Level 3--

Efficiency Level 1

The player can cast Variant 3 separate times before a short rest as opposed to 2

--Unlocked at Level 5--

Calmness Level 1

When the caster is knocked unconscious the Variant will continue to attack its current target but can’t be given additional orders.

--Unlocked at Level 8--

Flood Level 1

if one of the caster's party mates have died in the last 2 turns and the caster is under 5 health, they can roll a D100 and if they roll 95 or higher they can summon a flood phenomenon. if they're able to summon one they get one variant for each number above 90 they rolled plus the amount of health they have. The Flood Variants attack on their own for 1 turn and have the same stats as normal variants.

 

--Unlocked at Level 10--

Flood Level 2

if one of the caster's party mates have died in the last 3 turns and the caster is under 10 health, they can roll a D100 and if they roll 90 or higher they can summon a flood phenomenon. If they're able to summon one they get one variant for each number above 90 they rolled plus the amount of health they have, and a D10. The Flood Variants attack on their own for 3 turns and have the same stats as normal variants.

--Unlocked at Level 12--

Calmness Level 2

When the caster is knocked dead, the variant will go berserk for 3 turns and attack all opposing creatures dealing 2 D4 of damage every turn without affecting friendly creatures.

--Unlocked at Level 15--

Flood Level 3

if one of the caster's party mates have died in the last 5 turns and the caster is under 15 health, they can roll a D100 and if they roll 90 or higher they can summon a flood phenomenon. If they're able to summon one they get one variant for each number above 90 they rolled plus the amount of health they have, and 2 D10s with the lowest number being dropped. The Flood Variants attack on their own for 3 turns and have the same stats as normal variants. Rolling for a flood phenomenon does not take up an action.

 

Previous Versions

Name Date Modified Views Adds Version Actions
8/12/2020 7:36:26 PM
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Coming Soon
8/12/2020 9:02:50 PM
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Coming Soon
8/12/2020 9:11:09 PM
0
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2
Coming Soon

Available For: Bard (Legacy) Cleric (Legacy) Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy) Rogue (Legacy) - Arcane Trickster (Legacy)

ArcherBTW

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