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Weapon Clones

  • 4th-level conjuration
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a steel ingot worth at least 50 gp)
  • Duration: Concentration, up to 1 hour
  •   You create up to four spectral clones of one melee or ranged weapon you are holding. These clones float around you and move with you, appearing as ghostly duplicates of the original weapon, shimmering with an ethereal glow. Mechanics of the Clone Weapons:
  • Attacks: As part of casting the spell, and as a bonus action on subsequent turns, you can command one or more of the weapon clones to attack targets within range. Each clone counts as a magical weapon, using your spellcasting ability modifier for attack and damage rolls. The clones share the same damage type as the original weapon (e.g., slashing, piercing, bludgeoning, etc.).
  • Ranged Clone Weapons: If the original weapon is a ranged weapon, the clones can be fired or thrown at a target within 60 feet (short range) or 120 feet (long range). These clones do not require ammunition.
  • Melee Clone Weapons: If the original weapon is melee, you can command it to strike any creature within 30 feet of you. The clones float and strike independently but cannot move beyond this distance.
  •   Damage: Each clone deals damage equal to the original weapon’s base damage plus your spellcasting ability modifier. For example, if you are wielding a longsword (1d8 slashing damage), the clone will deal 1d8 + your spellcasting modifier as slashing damage on a hit.   Control and Concentration: You can control multiple clones to attack different targets or focus on a single target. However, you must maintain concentration on the spell, similar to concentrating on other spells. If your concentration is broken, the clones immediately vanish.   Additional Features:
  • Return to You: At the end of your turn, any clone weapon you used for an attack during your turn returns to orbit around you, ready to be commanded again.
  • Special Weapon Properties: If the original weapon has any special properties (such as finesse, reach, or versatile), the clones inherit these properties. However, magical effects unique to the original weapon (e.g., a flaming sword’s fire damage) are not replicated unless the spell is cast at a higher level, as detailed below.
  •   At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the number of clones you create increases by one for each slot level above 4th. Additionally, if the original weapon possesses any magical properties (e.g., a +1 weapon’s bonus to attack and damage rolls or an elemental effect), you can choose for one clone to inherit these properties for the spell’s duration.

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