Call of Valors (5e Spell)

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Call of Valors
9th-level Conjuration
Casting time: 1 action
Range: Self
Components: V,S
Duration: Until combat ends or all guardsmen are defeated.


Requirement: Favor of the God-Emperor of Mankind. This spell does not occupy or consume spell slots, but it requires 3+2d10 long rests between uses.

When you cast Call of Valors, you summon a group of Ethereal Militarum Guardsmen from the Astronomican to fight by your side. These elite guardsmen appear in the empty space around you, numbering 13 in total and ready to wage war against the enemies of mankind.

The Ethereal Guardsmen possess several powerful traits during the duration of the spell:

  • Advantage in Attack Rolls: The Ethereal Guardsmen have an innate advantage in their attack rolls, reflecting their exceptional training and discipline.
  • Resistance against non-magical Damage: The guardsmen exhibit resistance against all non-magical damage, allowing them to withstand the blows of enemy attacks with greater resilience.
  • Magical Attacks: All attacks made by the Ethereal Guardsmen are considered magical, bypassing resistances or immunities to non-magical damage.


The guardsmen will faithfully follow you and engage in combat until either they are defeated or there are no enemies left within range. Once all enemies have been vanquished, the guardsmen will return to the Astronomican, ending the spell.


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