Bound Weapon, Variant (5e Spell)

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Bound Weapon, Variant
1st-level conjuration
Casting time: 1 Action
Range: Self
Components: V, S
Duration: Concentration, up to 1 hour

You summon an ethereal martial or simple weapon of your choosing into existence for 1 hour. You will be considered proficient with the weapon, and it will function like its normal counterpart except that it is weightless, considered to have the Finesse property, and creates its own ammunition if its normal form uses it. If a weapon has the Heavy property, it will lose that property; however, the weapon's damage die will be reduced by 1 step. (Ex. 2d6 greatsword->1d12 greatsword).

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the weapon you conjure becomes more powerful and gains some new properties. You can now forgo the finesse property to use your spellcasting modifier for its attack and damage, and you no longer require concentration to maintain the weapon for the duration. Additionally, you may choose to attune yourself to a specific weapon during a short rest. If you do so, the weapon will remain in existence until you dismiss it. You cannot be disarmed while wielding the weapon by any means, and you may now summon it as a bonus on your turn rather than an action. When attuned, you will treat the associated spell slot of the spell tier the weapon was conjured at as if it had been expended, and the spell slot cannot be regained until you unattuned yourself from it. If a weapon is attuned to then you may not summon any other weapons using this spell until you unattuned yourself from it.

When you cast this spell using a spell slot of 5th level or higher, the weapon gains the returning and thrown (20/60) property if it is a melee weapon. It also gains a +1 to its damage and attack rolls, and the weapon is now considered magical to bypass both resistances and immunities. Additionally, if you do not have the extra attack feature or a similar feature while attuned and wielding this conjured weapon, you can make a number of attacks when taking the attack action equal to half of your proficiency bonus (rounded down).

When you cast this spell using a spell slot of 7th level or higher, the weapon now has a +2 to its attack and damage rolls, and if attuned during a long rest, you may choose one damage type. The weapon will now deal an additional 2d6 of the damage type you choose once per round. You may change the damage type to another of your choosing during a long rest.

When you cast this spell using a spell slot of 9th level, The weapon is now considered a +3 magical weapon and treats creatures wearing armor as if the armor was not equipped.

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