4th-level Spell: Unerring Sentry

Aspetheurgy (Conjuration)

You conjure an arcane sentry in an unoccupied space that you can see within range. It can take any form you wish, but is obviously supernatural, and is always Small or Medium. It lasts for the duration, until you dismiss it, until you move 100 feet from it, or until you cast the spell again.   When you cast the spell, designate any number of creatures you can see as the sentry's allies. The sentry is invisible to everyone except its allies, and if any other creature of CR 1/4 or higher comes within 60 feet of it, it calls out an alarm. It can see invisible creatures, see into the Spiritual Realm, and cannot be deceived by illusions.   As an action on your turn, you may direct the sentry to attack a target you can see within 100 feet of its original location. It can move up to 30 feet, and then makes a melee attack with your spell attack modifier. On a hit, it deals 4d8 force damage. If you are incapacitated, unconscious, or otherwise unable to direct the sentry, then at the end of your turn it attacks the nearest creature of CR 1/4 or higher that is not its ally. If you choose to use your action on something other than directing the sentry outside of these scenarios, it simply remains on standby without attacking.   Source: SDS (Faithful Hound)
  • Casting Time: 1 minute
  • Range: 30 feet
  • Components: V, S, M (a dog collar)
  • Duration: 8 hours
  • Ritual: No
Creating Multiple Sentries:
  • You can cast this spell again to create another sentry while the first one is active, but you can only direct one sentry with your action. If you move beyond 100 feet of either sentry, the respective sentry disappears.


Cover image: by Yaroslav Golubev

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