Homebrew:Dancing Decoy: Difference between revisions

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{{ooc note|This is an implementation of the Behold spell from [[Tasha's Crucible of Everything Else]] volume 1}}
{{ooc note|This is an implementation of the Dancing Decoy spell from [[Tasha's Crucible of Everything Else]] volume 1}}


{{spell info
{{spell info
|name=Behold
|name=Dancing Decoy
|level=4
|level=3
|cast=a
|cast=a
|range=Self (40-foot cone)
|range=60 feet
|verbal=true
|verbal=true
|somatic=true
|somatic=true
|duration=Instantaneous
|material=true
|school=Conjuration
|components=a tiny clockwork puppet worth at least 50 gp
|save=charisma
|duration=1 minute
|damage=radiant
|concentration=true
|description=You test the confidence of a group of creatures before the gods by conjuring a vision of the upper planes. Each creature in a 40-foot cone in a direction you choose must make a Charisma saving throw. On a failed save, a creature takes 5d6 radiant damage and is stunned until the end of its next turn by the incomprehensible glories that it sees. On a successful save, it takes half as much damage and isn’t stunned.
|school=Enchantment
|save=intelligence
|effect=Control
|description=You toss a clockwork puppet to an unoccupied space that you can see within range. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it, seeing the object for what it really is. To others, the decoy projects the illusion of a medium humanoid of your choice that performs a taunting dance or an intimidating gesture goading them to fight it. As a bonus action on your turn, you can mentally command the puppet and the illusion to move up to 20 feet.


'''At Higher Levels.''' When you cast this spell using a spell slot of 5th level or higher, the size of the cone increases by 10 feet for each slot level above 4th.
Creatures that start their turn within 10 feet of the puppet must make an Intelligence saving throw. On a failed save, the creature is compelled to move toward the decoy and make a melee weapon attack against it, believing it to be the primary threat. Attacks against the illusion harmlessly flow through the illusion and do not usually damage the puppet, though exceptions can occur. On a successful save, a creature realizes that the projected humanoid is an illusion and becomes immune to the effects of this spell for 24 hours. Creatures that are immune to the charmed condition automatically succeed on this save. The effect on a creature also ends if it takes any damage.
|lists=<li>Cleric</li><li>Paladin</li><li>Warlock</li><li>Wizard</li>
|lists=<li>Artificer</li><li>Bard</li><li>Warlock</li><li>Wizard</li>
}}
}}
[[category:homebrew conjuration spells]]
[[category:homebrew enchantment spells]]
[[category:homebrew cleric spells]]
[[category:homebrew artificer spells]]
[[category:homebrew paladin spells]]
[[category:homebrew bard spells]]
[[category:homebrew warlock spells]]
[[category:homebrew warlock spells]]
[[category:homebrew wizard spells]]
[[category:homebrew wizard spells]]

Revision as of 20:30, 13 November 2023

(OOC: This is an implementation of the Dancing Decoy spell from Tasha's Crucible of Everything Else volume 1)

Dancing Decoy Requires concentration
Level Casting time Range/Area Components
3rd 1 Action 60 feet V, S, M *
Duration School Attack/Save Damage/Effect
Requires concentration 1 minute Enchantment INT Save Control

You toss a clockwork puppet to an unoccupied space that you can see within range. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it, seeing the object for what it really is. To others, the decoy projects the illusion of a medium humanoid of your choice that performs a taunting dance or an intimidating gesture goading them to fight it. As a bonus action on your turn, you can mentally command the puppet and the illusion to move up to 20 feet.

Creatures that start their turn within 10 feet of the puppet must make an Intelligence saving throw. On a failed save, the creature is compelled to move toward the decoy and make a melee weapon attack against it, believing it to be the primary threat. Attacks against the illusion harmlessly flow through the illusion and do not usually damage the puppet, though exceptions can occur. On a successful save, a creature realizes that the projected humanoid is an illusion and becomes immune to the effects of this spell for 24 hours. Creatures that are immune to the charmed condition automatically succeed on this save. The effect on a creature also ends if it takes any damage.

* (a tiny clockwork puppet worth at least 50 gp)

Available for:
  • Artificer
  • Bard
  • Warlock
  • Wizard