Conjuration
TactForgeAction · 60 ft · V, S, M (a lit candle) · Concentration, up to 1 hour
Action, 60 ft, concentration up to 1 hour. You light a candle and call the watch: a Watchkeeper — one of the faithful dead, a figure of warm light in a watchman's cloak — steps into a free space you can see, carrying a Shield, a Lantern or a Censer (your choice). It fights beside you until it drops to 0 HP or the spell ends; you can end the spell whenever you like. Last Light: when it goes, for either reason, each creature on your side within 10 ft of it regains 1d6 hit points per slot level. It acts right after you, strikes once per Attack action with your spell attack modifier for its dice + your spellcasting modifier, and forces saves against your spell save DC. Watchkeeper — Medium celestial, AC 15, 24 HP + 3 per level you have, speed 30 ft; resists radiant and necrotic, can't be charmed or shaken. Shield: AC 18; Vigil Mace 4d8 + your modifier radiant; Stand Between — when a creature it can see hits an ally within 5 ft of it, the hit lands on the Watchkeeper instead. Lantern: 20 HP + 3 per level you have, sheds bright light 20 ft; Lantern Beam (ranged 120 ft, 6d6 + your modifier radiant) makes the target glow — it can't hide and darkness doesn't hide it from your side until the Lantern's next turn. Censer: Censer Swing 5d6 + your modifier radiant; at the start of each of its turns every ally within 10 ft gains temporary HP equal to the slot level. Higher slots: each slot level above 5th adds three dice to its strike, and Last Light grows with the slot.
| Level | 5 |
Example
This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.
Tactforge is an independent project, compatible with fifth edition.