Guiding Weapon | Spell | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Ultimate Adventurer's Handbook

Guiding Weapon

3-level Divination

Casting Time: 1 bonus action
Range/Area: Touch
Components: V, S
Duration: Concentration, up to 1 hour
You imbue a weapon you touch with the ability to guide itself toward weak spots in a target’s defenses. Until the spell ends, weapon attacks made with it deal an extra 1d4 damage on a hit, and once per turn when a weapon attack made with it misses, the attacker can choose to add your spellcasting ability modifier to the attack roll, potentially changing the result to a hit. If the weapon isn’t already a magic weapon, it becomes one for the duration.
At higher levels: When you cast this spell using a spell slot of 5th or 6th level, the weapon gains a +1 bonus to attack rolls and the extra damage increases to 2d4. When you use a spell slot of 7th or 8th level, the weapon gains a +2 bonus to attack rolls and the extra damage increases to 3d4. When you use a 9th level spell slot, the weapon gains a bonus to attack rolls equal to your spellcasting ability modifier and its extra damage increases to 3d4. If the target weapon is already magical when you cast this spell using a spell slot that would grant a bonus to attack rolls, you use your choice of either the weapon’s bonus or this spell’s, not the combination.

Created by

Diarioz.

Statblock Type

Spell

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