← Spells

Wake the Mossbones

Conjuration

TactForge

Action · 60 ft · V, S, M (a pinch of leaf-mould from under an old tree) · Concentration, up to 1 hour

Action, 60 ft, concentration up to 1 hour. You call on the bones the old wood keeps: a Mossbone pulls itself out of the ground in a free space you can see, as a Hound, an Owl or a Badger (your choice), and fights beside you until it drops to 0 HP or the spell ends, then sinks back into moss. 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. Mossbone — Medium beast, speed 40 ft; Moss Knits: at the start of each of its turns it regains hit points equal to the slot level. Hound: AC 13, 22 HP + 2 per level you have; its Bite (2d6 + your modifier piercing) drives a Large-or-smaller foe 5 ft straight back and the Hound steps into the space it left. Owl: Small, AC 14, flies 50 ft, 12 HP + 2 per level you have; its Talons (2d4 + your modifier slashing) leave the target at Disadvantage on its next attack. Badger: AC 15, speed 30 ft, 26 HP + 2 per level you have; its Bite (2d4 + your modifier piercing) grapples a Large-or-smaller foe at your DC and bites what it holds with Advantage. Higher slots: each slot level above 2nd adds two dice to its strike, and Moss Knits grows with the slot.

Level2
Druid
Ranger

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.