Level
4th
Casting Time
1 Minute
Range/Area
Sight
Components
V, S
Duration
Until Dispelled or Triggered
School
Abjuration
Attack/Save
None
Damage/Effect

You create a small, flying helicopter to command at your will. On your turn, as a bonus action, you can shift your vision to the vision of the helicopter. This lasts until you dispel it as a bonus action on a different turn, and can't see anything from your eyes while using the helicopters vision. On your turn as an action you can order it to either: Distract the enemy, move through a small space, or attack. When attacking, the helicopter fires 3 small missiles, aimed at either the same or different targets. Each missile deals 2d4 force damage + spellcasting modifier. When not used, the helicopter flies idly in the air until used again. The helicopter disappears when it dies or if dispelled. It's health is set as a base of 8 health, and an enemy cannot attack any player if attacking the helicopter. You cannot summon more than one helicopter at a time. If anyone else within 25 feet creates an attack helicopter, the two attack helicopters will begin fighting against the casters will, thinking that they are enemies. When attacking, the target must make a Constitution saving throw, of the casters spell save DC.

At higher levels:

At any level higher than 4, the number of missiles increases. So, at level 5 there are 4 missiles, level 6 there are 5 missiles, so on and so forth. Additionally, at any level higher than 4, the health of the helicopter increases by 2, maxing out at 15.

Previous Versions

Name Date Modified Views Adds Version Actions
3/4/2021 1:48:41 AM
5
1
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Coming Soon
3/4/2021 1:55:58 AM
3
1
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Coming Soon

Available For: Cleric (Legacy) Wizard (Legacy) - School of Abjuration (Legacy) Warlock (Legacy) - The Hexblade Wizard (Legacy) - War Magic

MazokuRyutatsu

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