Level
7th
Casting Time
1 Action Ritual
Range/Area
120 ft.
Components
V, S, M
Duration
Special
School
Conjuration
Attack/Save
None
Damage/Effect
Summoning

You summon an adventurer, which appears in an unoccupied space that you can see within range. The adventurer disappears when it drops to 0 hit points, when dispelled by the caster, or after 2d4 hours at which point they log off for the night and go to bed.

When the adventurer first appears they suffer the effects of Confusion. The spellcaster must make a successful charisma check to convince the adventurer that this is part of the game, at which point the effect drops and the adventurer is ally to you and your companions for the duration. On a failed check, the adventurer maintains the confusion effect.
You can attempt another charisma check at the beginning of each turn.

Roll initiative for the adventurer, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the adventurer, it defends itself from hostile creatures and attacks hostile creatures.

MAKE AN ADVENTURER STAT BLOCK (maybe make 4? Warrior, Mage, Hunter, Priest)

 

Spell Tags: Summoning

Available For: Cleric (Legacy) Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy)

AdamVLDL

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