Conjure Weapon (5e Spell)
Conjuration cantrip | |
Casting time: | 1 bonus action |
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Range: | Self |
Components: | V, S |
Duration: | Instantaneous |
You create up to three simple or martial melee weapons at any point during your turn, either in a free hand or on the floor at your feet. The weapons must be of a type you are proficient with and cannot have a combined value more than 25 gp. The created weapons are considered nonmagical for overcoming resistances and immunities to nonmagical damage and disappear at the end of your turn if they leave your hands.
If the weapon created has the light property, or if you have the dual-wielder[1] feat, you can use the same bonus action used to create the weapon to make an attack with it if as if using two-weapon fighting.
Once you reach 5th level, the created weapons become magical for the purposes of overcoming resistances and immunities to nonmagical damage and you can create up to five weapons with a combined value of 50 gp or less. At 11th level, any weapons created by this spell become +1 weapons, and you can create up to seven of them with a combined value of 125 gp or less. At 17th level, they become +2 weapons, and you can create up to nine of them with a combined value of 550 gp or less.
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- ↑ Player's Handbook pp.165