Minor Arcane Turret (5e Spell)

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Minor Arcane Turret
Conjuration cantrip
Casting time: 1 action
Range: 30 feet
Components: V, S
Duration: concentration, up to 1 minute

As an action, choose one small object within range that is not being worn or carried. That object then becomes an arcane turret. You choose which type of turret is summoned when you cast this spell. As a bonus action, you can cause all turrets to activate, the effect depending on which type of turret you summon. The turret lasts for 1 minute, whenever it takes at least 10 damage in one turn, or until you dispel it as a bonus action. You can only have 1 turret active at a time. When the turret is dispelled or otherwise removed, the object returns to normal.

Force Crossbow: A dart of magic is shot out from the turret. Choose a target within 30ft of the turret, then make a ranged spell attack originating from the turret. On a hit, the creature takes 1d4 force damage.

Spinning Whips: A wheel of sharp whips spins around very quickly. Each creature within 5ft of the turret must succeed on a dexterity saving throw or take 1d4 slashing damage. This attack can also be activated as a reaction when a creature first moves within 5ft of the turret.

Minelayer: A small magical mine is launched to an open area to act as a trap. Choose an unoccupied space within 15ft of the turret. Whenever a creature moves into that space, they must succeed on a dexterity saving throw or take 1d4 fire damage and have their movespeed reduced by 10ft until the end of their turn. Only 3 mines per turret can be active. All mines disappear after 1 minute.

Floodlight: An intense flash of light fills an area. Creatures in a 15ft cone must succeed on a constitution saving throw or take 1d4 radiant damage and be blinded until the end of their turn. Creatures that don't rely on sight automatically pass the save. This attack causes bright light within the area, and dim light an additional 15ft.

At Higher Levels. The damage and maximum amount of turrets increase as you level up. At 5th level, the damage becomes 2d4, at 10th level you can have a maximum of 2 turrets, and at 15th level the damage becomes 3d4.

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