Conjurer's Blade (5e Spell)

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Author: Zhenra-Khal (talk)
Date Created: 12-24-2022
Status: First Draft
Editing: Don't edit without discussion. Unauthorized edits will be reverted.
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5e Spell Conjurer's Blade
Conjuration cantrip
Casting Time: 1 bonus action
Range: Self
Components: V, S, M (A specially prepared gauntlet, bracelet or ring, worth at least 5 gp)
Duration: Concentration,
Casters: Artificer, Sorcerer, Wizard

Upon casting this spell, a melee weapon appears in your empty hand (Falling to the ground in your space if you do not have an empty hand when you cast this spell.

The weapon is visibly magical, appearing ghostly and translucent. It can take the form of any melee weapon whose damage die is 1d6 or less (Such as a Club or Scimitar). The weapon deals Force damage rather than its normal damage type, and you may use your spellcasting ability modifier for attack and damage rolls made with the weapon, instead of Strength or Dexterity. You are considered proficient with the weapon while you wield it.

If the weapon has a property that allows it to use a larger damage die than you can conjure with this spell - For example, the Versatile property of a Quarterstaff - You gain no benefit of that property while the weapon is summoned.

Once you have attacked with the conjured weapon 5 times, the spell ends. The spell also ends early if the weapon is not in your grasp at the start of your turn.

At Higher Levels. Beginning at 5th level, the conjured weapon may take on the form of any melee weapon whose damage die is 1d10 or lower (Such as a Longsword). The maximum damage die increases to 1d12 at 11th level, and to 2d6 at 17th level.





Back to Main Page5x5e5e Spells

Action TypeBonus Action +
AuthorZhenra-Khal +
Canontrue +
CasterArtificer +, Sorcerer + and Wizard +
ComponentV +, S + and M +
Identifier5e Spell +
LevelCantrip +
RangeSelf +
RatingUndiscussed +
Scalabletrue +
SchoolConjuration +
SummaryA simple cantrip to create a melee weapon.

+
TitleConjurer's Blade +
Valuable Componentstrue +