Fantastic Arcane Contraption (5e Spell)
You conjure a bizarre-looking contraption in an unoccupied space within range. The contraption is under your control, and as a bonus action you can mentally command it if is within 500 feet of you. You decide what action the contraption will take and where it will move during its next turn, or you can issue a general command, such as to cut down a group of trees or construct a particular building. If you issue no commands, the contraption only defends itself against hostile creatures. Once given an order, the contraption continues to follow it until its task is complete. The contraption can do the work of 100 unskilled laborers unsupervised, or it can do the work of 100 skilled laborers given constant supervision.
7th-level Conjuration | |
Casting time: | 1 action |
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Range: | 120 feet |
Components: | V, S, M (a sprocket) |
Duration: | 1 hour |
The contraption is a Huge construct with AC 10 and 120 hit points. Its Strength is 22, its Dexterity score is 10, its Constitution is 14, its Charisma is 1, and its Intelligence and Wisdom scores are 1. It has a land speed of 60 feet, a fly speed of 60 feet, a swim speed of 60 feet, and a burrow speed of 60 feet with which it can tunnel through rock or stone. It has blindsight with a radius of 60 feet and is blind beyond that distance. When the duration ends or the contraption drops to 0 hit points, it disappears and the spell ends.
If you command the contraption to attack, it can make a single melee attack against a creature or object within 5 feet of it. It makes a slam attack with an attack bonus of +8, dealing 19 (2d12+6) bludgeoning or slashing damage on a hit. The contraption's slam attack deals double damage against objects and structures.
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