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Excal-heim

Conjure Steve

2-level Conjuration

Casting Time: 1 action
Range/Area: 30ft
Components: Verbal, Somatic
Duration: 1 hour
You summon Base Steve in an unoccupied space within range. All types of Steve disappear when they drop to 0 hit points or when the spell ends. They are friendly to you and your companions.   Steve obeys any verbal command you give (no action required by you). If you don’t issue any commands to them, they will defend themselves from hostile creatures, but otherwise, take no actions.   You may not have more than one Steve active at a time. Steve's sword disappears when they do.  
Base Steve: AC: 13
HP: 40
+1 Iron Longsword. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 8 1d8+4 Magic Slashing Damage.
Parry. As a reaction, steve gains 1 AC for 1 incoming attack that they can see.
Buff-Steve: AC: 15 (shield)
HP: 50
+2 Diamond Longsword. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 8 1d8+5 Magic Slashing Damage.
Parry. As a reaction, steve gains 1 AC for 1 incoming attack that they can see.
Arch-Steve: AC: 17 (shield)
HP: 60
+3 Netherite Longsword. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 8 1d8+6 Magic Slashing Damage.
Parry. As a reaction, steve gains 1 AC for 1 incoming attack that they can see.
At higher levels: When you cast this spell using a spell slot of 4th level, you summon Buff Steve instead.
When you cast this spell using a spell slot of 5th level, you summon Arch-Steve instead.
Available for: Bard, Paladin, Ranger, Sorcerer

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