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* The creeper has <code>5 + your spellcasting modifier</code> as hit points, 10 AL and uses your [[Contest Scores]]. | * The creeper has <code>5 + your spellcasting modifier</code> as hit points, 10 AL and uses your [[Contest Scores]]. | ||
For the duration, you may | For the duration, you may perform the following [[Minor Action]]s: | ||
* Call forth another creeper within range which immediately use its [[Attack]] action. You may have a total of your level in number of creepers at the same time. | * Call forth another creeper within range which immediately use its [[Attack]] action. You may have a total of your level in number of creepers at the same time. | ||
* Cause all your creepers to use their | * Cause all your creepers to use their [[Attack]] action. | ||
You may at any time cause a creeper to withdraw and if you lose concentration, all creepers will immediately withdraw. This spell ends if you have no creepers alive. | You may at any time cause a creeper to withdraw and if you lose concentration, all creepers will immediately withdraw. This spell ends if you have no creepers alive. |
Revision as of 03:19, 6 February 2023
1st Level | |
Casting Time | 1 action |
Range | 60 feet |
Component(s) | V, S |
Duration | Concentration, 1 minute |
You call forth a creeper at a location which immediately use its melee attack. The creeper has the following properties:
- A melee Attack action using your spellcasting modifier, targeting the nearest foe within 10 feet and deals 1d6 necrotic damage.
- May perform an Opportunity Attack within a 10-foot radius once every turn, on a successful hit, cause the target to become Immobilized until the start of their next turn.
- The creeper has
5 + your spellcasting modifier
as hit points, 10 AL and uses your Contest Scores.
For the duration, you may perform the following Minor Actions:
- Call forth another creeper within range which immediately use its Attack action. You may have a total of your level in number of creepers at the same time.
- Cause all your creepers to use their Attack action.
You may at any time cause a creeper to withdraw and if you lose concentration, all creepers will immediately withdraw. This spell ends if you have no creepers alive.
Power Increase
When you cast this spell using a spell slot of 2nd level or higher, you may within 20 feet of the first creeper, call forth an additional creeper for each slot level above 2nd.