Create Mandrake
1st-level transmutation (ritual)
Casting Time: 1 hourRange: Touch
Components: V, S, M (a mandrake root and a squirrel's heart, which the spell consumes both)
Duration: Instantaneous While chanting a continuous orison to the powers of nature, you carve the mandrake root into a humanoid shape with an opening in the chest in which the squirrel’s heart is placed. Upon completion, the mandrake root mutates and grows into a mandrake minion, using the stats below. Once created, the creature is your loyal companion and obeys your commands. On each of your turns, you can use a bonus action to mentally command any mandrake minion you made with this spell if it is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures if any are present or follows you if no hostile creatures are present. Once given an order, the creature continues to follow it until its task is complete. The mandrake minion can wield simple weapons and use objects, but it cannot wear armor. It has the mental capabilities of an average humanoid creature (with its Intelligence score), allowing it to solve simple problems and perform tasks without detailed instructions from you. The mandrake minion remains until it or you are killed. You may only have a number of Mandrake Minions equal to your spellcasting ability modifier under your control at one time. Creating a new mandrake minion once at your maximum causes the oldest Mandrake Minion under your control to die as the new one is created. Class(es): Druid
Subclass(es): Merchant (Gourmand)
Mandrake Minion
Tiny plant, any
Armor Class: 12
Hit Points: 13 (2d8 + 4)
Speed:
30 ft
STR
5 -3
DEX
12 +1
CON
10 +0
INT
10 +0
WIS
10 +0
CHA
10 +0
Damage Vulnerabilities: fire
Damage Resistances: piercing
Damage Immunities: poison
Condition Immunities: charmed, poisoned
Senses: passive Perception 10
Languages: understands languages spoken by its creator but cannot speak
Challenge Rating: 0
Antimagic Susceptability. The mandrake minion is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the mandrake minion must succeed on a Constitution saving throw against the caster’s spell save DC or die.
Actions
Rake. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 slashing damage