Guard of the Peacetalker (5e Spell)

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Guard of the Peacetalker
3rd-level Illusion
Casting time: 1 reaction, which you take in response to being made the target of an attack, spell or magical effect unwillingly.
Range: 30 feet
Components: S, M (A pendant, ring or other piece of jewellry with a noble crest worth at least 75 gp)
Duration: Concentration, up to 1 minute

In the presence of immediate danger, peril or concern, you conjure a Medium phantasmal footsoldier in an unoccupied space that you can see within range. The soldier lasts for the spells duration and occupies its space, as if it were a creature.

When the soldier appears, you can have it appear within 5 feet of you and force it to take the brunt of the attack, causing it to suffer any damage and effects as if the original target of the attack. The soldier must also be within range of the attack in order to do so.

The soldier appears as a phantom of a humanoid knight or soldier, clad in heavy plate armour, a shield, and a hammer, spear or sword, chosen when you cast this spell. The soldier is tangible because of the urgent magics used to give it form, but it is no more than a magical illusion in all other regards. The soldier is considered to have 16 AC, and its attacks deal 1d8 bludgeoning, piercing or slashing damage based on whether you chose a hammer, spear or sword when casting this spell, respectively. While appearing as separate armaments, the weapon and shield, as well as anything the soldier appears to be wearing, are all part of its singular illusory form.

As a bonus action on your turn, you can move the soldier up to 30 feet. At any point during its movement, you can cause it to make one attack against a creature you can see within range of it, or to take the dodge action. Alternatively, when you or an ally within reach of the soldier would be made the target of an attack, spell or magical effect, you can use your reaction to have the soldier substitute itself in place of the original target.

The soldier succeeds on all saving throws, and is immune to all conditions. Whenever the soldier would take damage, you instead must make a concetration saving throw to maintain the soldier, dissipating after the damage roll on a failed save. A creature that uses an action to examine the soldier can determine that it is an illusion by succeeding on an Intelligence Investigation check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through it and has advantage on attack rolls against the soldier, and the soldier has disadvantage on attack rolls against it.

You immediately lose concentration on this spell if you attack or cast a spell that would hurt, harm or hinder another creature using your action, bonus action or reaction beyond the effects of this spell.

At Higher Levels. When you cast this spell using certain higher-level spell slots, the soldier appears with a higher AC and deals more damage: 18 AC and 2d8 damage with a 5th-level slot, 20 AC and 3d8 damage with a 7th-level slot, and 22 AC and 4d8 damage with a 9th-level slot. When cast with a 7th-level slot or higher, you can also have the soldier become Large.

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