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Summon Weapon

The Summon Weapon spell is a versatile catchall, which provides a few choosable options and potentially exclusivity to certain class. When you learn the summon blade spell, choose one of the following options you are eligible for, which is conjured whenever you cast the spell. You may learn this spell additional times to learn other options. Whenever a spell mastery refers to one of the options, it can only affect that option.

Summon Blade
2nd Level Conjuration
Casting Time: 1 bonus action
Range: Self
Components: V,S, M(If specified in the form)
Duration: Concentration, up to 1 minute

You conjure a weapon into your hand based on the option you've chosen. This weapon lasts until the spell ends, and it counts as a simple weapon with which you are proficient. If you drop one of the weapons or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause one or both weapons to reappear in your hand. The Weapon has basic statistics listed in the options description, a "perk" which functions passively, and a "Release" which ends the spell once the ability is used.

At Higher Levels. When you cast it using a 3rd- or 4th-level spell slot, the damage of the weapon increases by an increment specified in the option. It increases again using a 5th- or 6th-level slot, and again using a spell slot of 7th level or higher.

Blackscale's Bite

Sorcerer, Warlock
Form: You temporarily transform the black dragon scale used in the spell's casting into an imposing halberd with a black metal arm and a head made of pure acidic energy. It deals 2d10 acid damage on a hit and has the heavy, reach, and two handed properties.
Increment: 1d10
Perk: on hit, choose one creature within 5 feet of the target. It must succeed a Dexterity saving throw or take half the acid damage dealt by the attack as the acid splashes towards it.
Release: As an action, you can flourish the halberd and summon spectral green dragon's wings at your back which carry you to a point you can see within 30 feet. Creatures within 5 feet of the point you left behind must succeed a Dexterity saving throw or take 1d10 acid damage. The damage dealt by the wings increases by 1d10 for each level above 2nd.

Booming Bludgeon

Sorcerer, Warlock
Form: You concentration sonic energy around you into a mace or hammer of solidified sound in your hand. It deals 2d8 thunder damage on a hit and has the light property.
Increment: 1d8
Perk: When you attack a deafened creature with the weapon, the attack has advantage. When you hit a creature with the weapon, that creature becomes deafened.
Release: As an action, you can unleash the sonic energy inside the weapon in a 20-foot radius around you. Creatures in that area must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage, becomes deafened, and is knocked prone. A creature takes half as much damage and suffers no other effects on a successful save. The damage dealt by the sonic burst increases by 1d8 for every spell level above 2nd.

Flaming Flail (Flame Blade)

Druid, Sorcerer, Warlock, Wizard
Form: Your body heat intensifies and focuses into your hands, where a magical flail manifests, with chain and head made from pure flame. This magic weapon sheds bright light in a 10-foot radius, plus dim light for an additional 10 feet. It deals 2d8 fire damage on a hit.
Increment: 1d8
Perk: when you attack a creature with the flail but miss, that creature still takes half as many dice of fire damage (round down).
Release: As an action, you can wind up the flail and launch a ball of fire from it towards a point you can see within 30 feet. Creatures in 20-foot radius centered on that point must make a Dexterity saving throw, taking 2d8 fire damage on a failed save, or half as much on a success. A creature more than 10 feet from the center of the radius has advantage on its save. The damage dealt by the ball of fire increases by 1d8 for every spell level above 2nd.

Geomancer's Greatclub

Druid, Warlock, Wizard
Form: Spreading mud on your hands, a large greatclub made of earthen magic forms in your grip. It deals 7d4 bludgeoning damage on a hit and has the two handed property.
Increment: 2d4
Perk: When you hit with an attack with this weapon, the target's speed is reduced by 10 feet until the end of its next turn, and the damage of this spell decreases by 1d4, to a minimum of 1d4 unless the attack is a critical hit, as chunks of the weapon break off.
Release: As an action, you can animate the splintered chunks of the weapon and launch them at targets you can see within 60 feet. The number of chunks equals the number of d4s removed from this spell's weapon damage through the duration. You can hurl them at one target or several. Make a ranged spell attack for each chunk. On a hit, the target takes 1d4 piercing damage.

Glacial Glaive

Druid, Sorcerer, Warlock, Wizard
Form: You breath becomes icy frost and manifests an icy polearm into your hands. It deals 2d10 cold damage on a hit and has the two handed and reach properties.
Increment: 1d10
Perk: when you hit a creature that isn't resistant or immune to cold damage with the glaive, that creature becomes chilled until the end of its next turn.
Release: As an action, you can swing the glaive in a wide arc, creating a wave of frost magic in a 30-foot cone centered on you. Creature's in the area must make a Dexterity saving throw. On a failed save, a creature takes 3d6 cold damage and becomes chilled until the end of its next turn. A creature that succeeds its save takes half as much damage and doesn't become chilled. The damage dealt by the frost wave increases by 1d6 for every spell level above 2nd.

Gravity Gauntlets

Artificer, Wizard
Form: You bind together the forces of gravity around you into a pair of gauntlets made of pure energy. It deals 2d4 force damage on a hit and has the finesse, light, and flurry properties.
Increment: 1d4
Perk: when you hit a creature with the weapon, it must succeed a Strength saving throw or be knocked prone. If it is already prone, the attack deals an additional die of force damage.
Release: As an action, you can strike the gauntlets together to create a shockwave of gravitational force in a 10-foot radius around you. Creatures in the area must make a Strength saving throw. On a failed save, a creature takes 4d4 force damage, is pushed 10 feet away from you, and is knocked prone. A creature takes half as much damage and suffers no other effect on a successful save. The damage dealt by the shockwave increases by 1d4 for every spell level above 2nd.

Radiant Blade

Cleric, Paladin, Sorcerer
Form: You concentrate light into a blade of solidified radiance in your hand. It deals 2d8 radiant damage on a hit and has the finesse and bypass properties.
Increment: 1d8
Perk: when attack a target in magical bright light with the weapon, you make the attack with advantage.
Release: As an action, you can lift the blade to the sky and create a burst of magical light around you in a 10-foot radius. Creatures in the area, other than you, must make a Constitution saving throw. On a failed save, a creature takes 1d8 radiant damage and is Blinded until the start of its next turn. The damage dealt by the burst of light increases by 1d8 for every spell level above 2nd.

Spellforce Greatsword

Sorcerer, Wizard, Artificer
Form: You manifest a spectral greatsword out of pure magical energy. It deals 2d10 force damage on a hit and has the two handed property.
Increment: 1d10
Perk: When you attack with this weapon against a creature that is currently under the ongoing effects of a spell, you make the attack with advantage.
Release: As an action, you can thrust the greatsword into the ground, causing its energy to disperse and surround you and your allies. Until the end of your next turn, you have +3 AC and resistance to force damage. This benefit also extends to any creature of your choice within 10 feet of you. When you cast this spell using a spell slot of 3rd level or higher, the AC bonus of the energy shield increases by 1 for every slot level above 2nd.

Stormlance

Druid, Cleric, Sorcerer, Paladin, Ranger
Form: You call a strike of lightning to your hand and form it into a lance of electric energy. It deals 2d8 lightning damage on a hit and has the two handed property.
Increment: 1d10
Perk: when you move at least 20 feet in a straight line towards a creature then immediately hit it with an attack with this weapon, the attack has advantage and the target takes an extra 1d8 thunder damage on a hit.
Release: As an action, you can gather a surge of electricity into the weapon and then unleash it. A line of lightning up to 60 feet long and 5 wide erupts from you. Creatures in the line must make a Dexterity saving throw, taking 1d8 lightning damage on a failed save, or half as much on a successful save. Then, you teleport to the end of the line, and the spell ends. The damage dealt by the line of lightning increases by 1d8 for every spell level above 2nd.

Shadow Blade

Sorcerer, Warlock, Wizard
Form: You weave together threads of shadow to create a sword of solidified gloom in your hand. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60).
Increment: 1d8
Perk: when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.
Release: As an action, you can disperse the blade into a cloud of illusory darkness that assails one creature you can see within 5 feet of you. The target must make an Intelligence saving throw. On a failed save, the target is blinded until the end of your next turn. The spell then ends.

Sun/Moon Bow

Cleric, Druid, Paladin, Ranger
Form: You call down celestial light to form a magic bow in your hands. If you cast this spell in sunlight, you conjure a sun bow. If you cast this spell in moonlight, you conjure a moon bow. If you are in neither sun or moonlight when you cast the spell, it has no effect. It deals 2d8 radiant damage on a hit and has a range of 150/600 feet. it also sheds bright light in a 10-foot radius and dim light for an additional 10 feet. Magical ammunition of pure light forms along the bowstring as part of making an attack with it, and disappears after the attack.
Increment: 1d8
If you conjured a sun bow, on a hit, the damage counts as radiant or fire (your choice).
Perk when you use the bow to attack a target that is in sunlight, you make the attack roll with advantage.
If you conjured a moon bow, on a hit, the damage counts as radiant or cold (your choice).
Perk: when you use the bow to attack a target that is in moonlight, you make the attack roll with advantage.


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