Dungeons & Dragons Online

I’ve refined my homebrew conjuration spell, what do you think? Any feedback is welcome!

Content of the article: "I’ve refined my homebrew conjuration spell, what do you think? Any feedback is welcome!"

Conjure Elemental Serpent

3rd-level conjuration

Casting Time: 1 action

Range: 120 feet

Components: V S M (A gemstone worth at least 100 gold)

Duration: Concentration, Up to 1 minute

You summon a serpent-like spirit to your aid withing range, choosing from the following four options below. Each serpent occupies a 5 feet wide and 15 feet long rectangle and can occupy the spaces of other creatures. For the duration, you can command it to move up to 20 feet as a bonus action on your turn. The spirit neither counts as creature nor as object for the purpose of interacting with spells and other effects that target creatures or objects, such as an attack. If it ever moves beyond the range of this spell, the spell ends, and the serpent vanishes.

Fiery Striker. The spirit you’ve summoned stems from the elemental plane of fire. Each time it enters the space of another creature, that creature must succeed on a Dexterity saving throw or take 3d6 fire damage. A creature can take this damage only once per turn.

Icy Killer. The spirit you’ve summoned stems from the elemental plane of water. Each time it enters the space of another creature, that creature must succeed on a Constitution saving throw or take 2d6 cold damage. Regardless of the creature failing it’s saving throw or not, that creature’s movement is reduced by 10 feet.

Earthly Guardian. The spirit you’ve summoned stems from the elemental plane of earth. For the duration, it protects you and your allies. Each willing creature of your choice within 30 feet of the serpent gains the mark of resilience, a powerful ward that binds creatures to the elemental plane of earth. Each affected creature gains a +1 bonus to AC and gains 5 temporary Hit Points at the start of its turns. Additionally, each affected creature’s speed is reduced by 10 feet.

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Shifting Serpent. The spirit you’ve summoned stems from the elemental plane of air. Each time it enters the space of another creature, that creature must succeed on a Strength saving throw or take 1d6 bludgeoning damage and be pushed up to 15 feet or be knocked prone if it can’t be pushed up to 15 feet away.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d6 for each two levels above 3rd level. Additionally, the Earthly Guardian serpent’s temporary Hit Points given increases each time the damage increases by 5 additional temporary Hit Points.

Spell Lists. Sorcerer, Druid, Wizard.

Source: reddit.com

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