For the entire casting of the spell, you must play material component drum, which creates a rhythmic thunder audible to a distance of 300 feet. When you finish the casting of this spell, you can summon the primeval ferocity and cunning of powerful ancient spirits, which imbue your allies with their strength and boons for the spells duration.
Up to three creatures of your choice within range can gain the benefits of one of the following primeval spirits for the duration of the spell. The creature chooses the spirit boon it takes on, and once it makes a selection, it cannot choose a different spirit.
The same spirits answer the call of this spell no matter how many times you cast it. If you cast it again before the spell's duration is complete, the previous casting of this spell ends early.
Pride of the Lionheart. The target's heart and spirit are suffused with the spirit of the lionheart, a proud and graceful hunter. For the duration of the spell, the target becomes immune to the charmed and frightened conditions, and it gains advantage on all Dexterity and Charisma ability checks and saving throws. Once, before the spell ends, if the target begins its turn subjected to an effect that would leave it dominated, possessed, or incapacitated in some other way, it can summon the pride of the lion heart to take its action as normal. The target creature regains the use of this ability when it completes a short rest or reduces a creature 0 hit points.
Resolve of the Mighty Ursine. The target's body and spirit are imbued with the spirit of the mighty ursine, a resilient and powerful guardian. For the duration of the spell, the target counts as one size category larger for determining the maximum weight it can carry, push, or pull and gains advantage on all Strength and Wisdom ability checks and saving throws. Once, before the spell ends, the target can use a bonus action on its turn to summon the resolve of the mighty ursine, gaining 4d10 temporary hit points for 1 minute. While the target has these temporary hit points, it has resistance to all damage types except psychic. The target creature regains the use of this ability when it completes a short rest or reduces a creature to 0 hit points.
Temper of the Mountain Ram. The target's will and spirit are imbued with the spirit of the mountain ram, an unwavering and acute intelligence. For the duration of the spell, the target gains a climbing speed equal to its walking speed and the target has advantage on all Constitution and Intelligence checks. In addition, for the duration of the spell, whenever the target is subjected to an effect that would force it to move against its will or knock it prone, it can use its reaction to reduce the distance it is moved by half and not be knocked prone. Once, before the spell ends, when the target moves at least 20 feet in a straight line and hits with a shove or melee attack on its turn, the target can summon the temper of the mountain ram to deal an additional 2d8 force damage and push the target 10 additional feet with the shove or attack. The target creature regains the use of this ability when it completes a short rest or reduces a creature to 0 hit points.
Foresight of the Great Owl. The target's spirit and awareness are suffused with the spirit of the great owl, a wise and watchful sentinel. For the duration of the spell, the target'cannot be surprised, it has darkvision to a range of 60 feet, it cannot magically be put to sleep, and it gains a +10 bonus to its passive Perception, passive Insight, and passive Investigation scores, as well as advantage on Intelligence (Investigation), Wisdom (Perception), and Wisdom (Insight) checks. Once, before the spell ends, when the target makes a ranged attack roll, it can summon the foresight of the great owl to hone the precision of its strike. The attack roll automatically hits so long as the d20 result is not a 1. If the triggering attack would hit anyway, it is instead considered a critical strike. A creature must choose to use this ability before it makes the triggering attack roll. The target creature regains the use of this ability when it completes a short rest or reduces a creature to 0 hit points.
* - (a drum, worth at least 1 gp, made of bone and stretched animal hide, marked with the blood of a predatory beast. The blood is consumed and the drum has a 50% chance of being destroyed by the ferocity of the music)Previous Versions
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11/21/2018 8:55:14 AM
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12/26/2018 10:39:18 PM
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Posted Dec 26, 2018Change Notes (Version 2):
Hope it's more fun this way. My players have certainly liked the increased cost, reward, and versatility. The Lionheart spirit is especially appealing to rogues, charlatans, and fast talkers of all types. Great Owl may seem under-powered compared to the others, but a near guaranteed hit and high percentage crit is pretty good. If that's too good for your table, replace it with a "luck point", per the feat.
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Posted Dec 26, 2018On the spell but not on the descriptions:
"At higher levels: When you cast this spell using a spell slot of 7th level or higher, you can grant one of these boons to one additional creature per spell slot level above 6th, to a maximum of six creatures."