The caster blows into the horn, calling for the All Maker's aid, summoning one of her followers to fight by your side. The caster chooses a singular creature to either attack or defend. When the spell is cast, the stat block used is chosen by the DM and corresponds with the ancestors' respective stat blocks. The summon rolls for it's own initiative and follows the order given when summoned. It cannot be changed at any point. Other commands can be given if used outside of combat, in which case the temporary hit points goes to the summon. You can only have one summon from this spell at a time. The summon is spiritual in appearance and is almost always a Goliath.
If Defending: The creature gains 2d6 + your wisdom modifier in temporary hit points, the summon only uses it's movement to stay within range of the creature. The summon can only attack creature that harm or seem to endanger the targeted creature. If the creature is incapacitated the summon will continue to defend it.
If Attacking: The summon gains 2d6 + your wisdom modifier in temporary hit points, the summon must stay within range to hit it's target with an attack. The target can be changed but only if the original target is incapacitated.
At Higher Levels: The number of temporary hit points increases by 1d6 per spell level above 2nd
* - (A horn of any kind)
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