Conjure Mannequin (5e Spell)
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|1st-level conjuration (ritual)|
|Casting time:||10 minutes|
|Components:||V, S, M (non-magical wooden surface)|
You prepare the summoning of the human-shaped construct, a small glyph detectable with a DC 15 wisdom(Perception) check, the purpose of it can be determined with an intelligence (Arcana) check. You can set the specifications of how the spell is triggered with a range of touch and what the task of the Mannequin is with a limit of 3 sentences, they follow your word to their best of their ability, so word your castings well. One use of the spell could be placing the glyph under a gem on a shelf summoning the Mannequin to fight the thief or alert the caster in the event of the gem being removed.
If the mannequins complete their task they will return to there glyph and wait for the specifications to be triggered again and regaining full hit points.
The spell ends, destroying all mannequins summoned from a glyph if the surface the glyph is cast on is damaged in any way that would mask or remove the glyph for example a cut down the middle of the glyph might not affect the spell while burning the glyph would instantly dispel it.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can make an additional 2 mannequins per casting for each level above 1st. The extra mannequins crawl out of the wood after the first and all follow the same instructions. If cast at 7th level or higher the mannequins use the second stat block and if destroyed in a wood rich area (such as a forest) it will instantly rise out of the nearest piece. If little to no wood is present the mannequin will crawl from the glyph and run to the offender. The only way to stop this is to destroy the glyph. Roll initiative for the summoned creatures as a group.
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