This spell calls upon an ancestral tradition, summoning a phantasmal spirit to guard the caster from harm.
Ancestral Defender 2nd-level conjuration (Cleric, Sorcerer) Casting Time: 1 action Range: Self (10-foot radius) Components: V, S, M (a treasured possession which belonged to an ancestor) Duration: Concentration, up to 1 minute You call forth a spirit to ward you from harm, which stands nearby you to a distance of 10 feet. They appear glowing and translucent, with blazing eyes. They stand between you and harm, defending you. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. As a bonus action on your turn, you can reposition the ancestral defender to anywhere within a 10-foot radius of you. Any affected creature within 5 feet of the ancestral defender which makes an attack must make a Charisma saving throw. On a failed save, the attacker takes 2d8 psychic damage. On a successful save, the creature takes half as much damage. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Also posted on Game Masters Stash on 26 December 2020. Comments are closed.
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