Void Armada (5e Spell)

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Void Armada
7th-level Conjuration
Casting time: 1 action
Range: 30 feet
Components: V, S, M (a shard of obsidian)
Duration: Concentration, up to 1 minute.

You conjure four void warriors, creatures made from the fabric of the void between universes, to fight alongside you. They use the Void Warrior stat block below. They attack on your initiative, and you control what they do on each of their turns. When you lose concentration, they disappear in a flash of black smoke.

Void Warrior[edit]

Medium humanoid, unaligned

Armor Class 15
Hit Points 20 (3d8 + 6)
Speed 30 ft

15 (+2) 15 (+2) 15 (+2) 1 (-5) 1 (-5) 1 (-5)

Saving Throws Strength +5, Dexterity +5
Senses passive Perception 5

Shadow Rupture. When the void warrior dies, it explodes, and every creature within a 10-foot radius must make a DC 15 Dexterity saving throw, taking 9 (2d8) necrotic damage on a failed save, or half as much on a successful one.


Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) necrotic damage.

Void Blast. Ranged Weapon Attack: +5 to hit, reach 60 ft., one target. Hit: 9 (2d6 + 2) necrotic damage.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the number of void warriors conjured increases by 1 for each level above 7th level.

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