You conjure a random guy, a humanoid being pulled from an unknown, multiplanar "Guy Pool." The guy appears in an unoccupied space within range. Roll 1d100 to determine what kind of guy shows up. Their attitude is determined by a Charisma check (DC 12):
-
Critical Success: They worship you like a god.
-
Success: They are confused but friendly.
-
Failure: They are confused and hostile.
-
Critical Failure: They immediately try to kill everyone, including you.
The guy remains for the duration or until reduced to 0 HP, at which point he vanishes with a very unceremonious pop.
If, through magic, divine intervention, or other modifiers, you roll a 100 or higher, you do not summon a guy. You summon THE GUY.
THE GUY is a CR ??? entity composed of every possible guy simultaneously. He speaks in 17 voices, wears 3 mismatched outfits, and wields a sentient weapon named "Also Guy." THE GUY understands everything and nothing. He may offer sage wisdom. He may attempt to marry someone. He may declare himself king of the area and refuse to leave. He is not hostile, but he might be. If THE GUY is summoned, do not roll charisma to determine attitude. It will not affect him.
His existence causes reality to blur slightly. While THE GUY is present:
-
All rolls involving Charisma are made at advantage or disadvantage, randomly.
-
Everyone nearby gains or loses 1d4 memories, chosen randomly from a Guy Table.
-
The spell Conjure Guy cannot be cast again until THE GUY is satisfied, amused, or has vanished of his own accord.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of guys summoned doubles for every two slot levels above 1st.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
4/5/2025 7:45:28 PM
|
20
|
2
|
1
|
Coming Soon
|
Comments