Level
5th
Casting Time
1 Minute
Range/Area
60 ft.
Components
None
Duration
2 Hours
School
Conjuration
Attack/Save
None
Damage/Effect
Combat (...)

You and everyone within 60 ft of you hears the call of a great eagle louder than any bird you have ever heard.


You call forth a Aarakocra to fight along side you and your companions. Choose an unoccupied area of at least 10 feet cubed that you can see within 60 ft. You must roll a d6 to determine the capabilities of the Aarakocra summoned.

  • 1 this being is a commoner (maybe a baker or a shop owner) with little to no battle experience and a DC of 1 and only carries a dagger. It starts its first turn under the FEAR condition. (It is afraid of everything including you and your party)
  • 2-3 this being has some experience fighting possibly with bar fights, or tavern brawls and carries at least one simple weapon and a dagger. With a DC of 3-4
  • 4-5 this being has seen combat before maybe a soldier, a guard, or a sailor. It carries at least one martial weapon and  has basic leather or chain mail armor and possibly a shield or bow, may potentially have some healing items. With a DC if 5-6
  • 6 this being is bread for battle and is a champion of their people. This being is either a Fighter,  a Ranger, or a Wizard (to be determined with another d6). With a DC of 9-10 and a full set of weaponry and gear to fit their class along with spells for at least a level 2 character. (It clearly has been randomly teleported before)

The Aarakocra disappears when it drops to 0 hit points or when the spell ends.

The Aarakocra is friendly to you and your companions for the duration. Roll initiative for the Aarakocra, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you, except level 1 character that is in fear for 1 turn).If you don't issue any commands to the elemental, it defends itself from hostile creatures, the level 1 may try to run away if not commanded, the level 6 may take action on its own, but otherwise takes no actions.

If your concentration is broken, the Aarakocra doesn't disappear. Instead, you lose control of the it and you must roll an Intimidation, Deception,  Persuasion check to get this being to fight along side you for the remainder of the hour, or it becomes hostile toward you and your companions, and it might attack. An uncontrolled Aarakocra can't be dismissed by you, and it disappears 1 hour after you summoned

 

Spell Tags: Summoning Combat

Available For: Bard (Legacy) Cleric (Legacy) Druid (Legacy) Ranger (Legacy) Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy)

AdmiralWetHands

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