![]() The DM has the creatures' statistics.Īt Higher Levels: When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear - twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot. If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. They obey any verbal commands that you issue to them (no action required by you). Roll initiative for the summoned creatures as a group, which has its own turns. The summoned creatures are friendly to you and your companions. Any spell of 3rd level or lower on the target ends. Eight beasts of challenge rating 1/4 or lowerĮach beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends. From Dispel Magic (emphasis mine) Choose one creature, object, or magical effect within range.Four beasts of challenge rating 1/2 or lower.Two beasts of challenge rating 1 or lower.One beast of challenge rating 2 or lower.Choose one of the following options for what appears. On a successful save, a creature takes half as much damage.You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. The spell does not have the instantaneous effect of calling forth an elemental that then hangs around for some time it calls forth an elemental that hangs around for the spell's duration - the spell is still in effect. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. The duration of the Conjure Elemental spell is 'Concentration, up to 1 hour'. Every other creature in the area must make a DC 17 Dexterity saving throw. If you fail to avoid the effect, you take force damage equal to 16 x the number of charges in the staff. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. You can also use an action to cast one of the following spells from the staff without using any charges: Arcane Lock, Detect Magic, Enlarge/Reduce, Light, Mage Hand, or Protection from Evil and Good. Best Wizard Spells 5e Dispel Magic is a commonly chosen spell among caster classes. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: Conjure Elemental (7 charges), Dispel Magic (3 charges), Fireball (7th-level version, 7 charges), Flaming Sphere (2 charges), Ice Storm (4 charges), Invisibility (2 charges), Knock (2 charges), Lightning Bolt (7th-level version, 7 charges), Passwall (5 charges), Plane Shift (7 charges), Telekinesis (5 charges), Wall of Fire (4 charges), or Web (2 charges). You need the essential two levels in warlock and three levels in sorcerer to start doubling your EB damage with the sorcerers signature Font of Magic. Conjure Elemental is an obvious choice for a favorite spell since. However, if doing so brings the staff's total number of charges above 50, the staff explodes as if you activated its retributive strike (see below). If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's level. In addition, you can use your reaction when another creature casts a spell that targets only you. While holding the staff, you have advantage on saving throws against spells. On a 20, the staff regains 1d12+1 charges. If you expend the last charge, roll a d20. It regains 4d6+2 expended charges daily at dawn. The staff has 50 charges for the following properties. A gargoyle, on the other hand is simply a creature. While you hold it, you gain a +2 bonus to spell attack rolls. A pure elemental - one of the CR 5 ones - is a being whose existence is fed by magic. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell’s duration. Staff, legendary (requires attunement by a sorcerer, warlock, or wizard).
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