Sentry! - Artificer Spell

by DNDBlue

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Sentry!

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 60ft
  • Components: V, S, M (magical; a piece of marble, mechanical; a metal gear)
  • Duration: Concentration, up to 1 hour

You create a Sentry Turret. It manifests in an unoccupied space that you can see within range. This creature uses the Sentry Turret stat block. When you cast the spell, choose the turret’s form; Magical or Mechanical, your choice determines certain traits in its stat block.


The Turret is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it will remain idle.


If you lose concentration on this spell the Sentry turret doesn't disappear. Instead it becomes deactivated and is unable to take any action. If you are within range, you can use your action to reactivate the turret, doing so means you concentrate on the spell again.


At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block.


Classes: Artificer



Sentry Turret

Medium or Large Construct (Your Choice)


  • Armor Class 12 + the level of the spell
  • Hit Points 40 + 15 for each spell level above 3rd
  • Speed 0 ft

STR DEX CON INT WIS CHA
Str 12(+1) Dex 8(-1) Con 16(+3) Int 4(-3) Wis 4(-3) Cha 1(-5)

  • Damage Vulnerabilities acid
  • Damage Immunities poison, psychic
  • Condition Immunities charmed, exhaustion, frightened, poisoned, prone
  • Senses darkvision 120 ft, passive Perception 12 + the level of the spell
  • Languages understands the languages you speak
  • Challenge - Proficiency Bonus equals your bonus

Automata The Sentry Turret is immune to all effects which would require it to make a Intelligence, Wisdom, or Charisma saving throw.

Magic Blast (Magical Only). When a Beam attack is made, hit or miss, the beam explodes. The target and each creature within 5 feet of it make a Dexterity saving throw against your spell save DC. Roll 1d6 for each level of this spell. On a failed save a creature takes the total rolled in force damage, or half as much on a success.

Actions

Multiattack (Mechanical Only). The turret makes a number of attacks equal to 1 + half this spell’s level (rounded down).

Fire (Mechanical Only). Ranged Weapon Attack: your spell attack modifier to hit, range 120/300ft., one target. Hit: 1d6 + 1 + the spell’s level piercing damage.

Beam (Magical Only). Ranged Spell Attack: your spell attack modifier to hit, range 150 ft., one target. Hit: 1d10 force damage.

Spell by DNDBlue | Version 1.2

 

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