Conjure Constructs
3rd-level, Conjuration
- Casting time: 1 Action
- Range: 60 feet
- Components: V, S, M (a brass cog)
- Duration: Concentration, up to 10 minutes
You conjure a group of intangible, orderly spirits that appear as a Medium group of modrons or other Constructs in an unoccupied space you can see within range. The spirits last for the duration. When you cast this spell and as a Magic action on subsequent turns, you can command the spirits to target one creature or object you can see within 5 feet of the spirits and create one of the following effects:
- Clockwork Force. The target makes a Dexterity saving throw, taking
dice:3d6|noform|noparens|avg(3d6) Force damage on a failed save or half as much damage on a successful one. - Orderly Ward. The target gains Temporary Hit Points equal to
dice:1d6|noform|noparens|avg(1d6) plus your spellcasting ability modifier.
When you move on your turn, you can also move the spirits up to 30 feet to an unoccupied space you can see.
Using a Higher-Level Spell Slot. The damage and Temporary Hit Points both increase by dice:1d6|noform|noparens|avg|text(1d6) for each spell slot level above 3.
Classes: Bard (College of Lore); Bard; Fighter (Eldritch Knight); Rogue (Arcane Trickster); Wizard
Source: Forgotten Realms: Heroes of Faerûn p. 143