When this ritual is done, a creature of chance is summoned. They are from another dimension, and aren't entirely one creature, but usually a mixture of at least two, sometimes three or four, such as a cat-spider-octopus, or a tiger-beetle. They may possibly do your bidding, maybe not. They act similarly to a familiar.
- Challenge Rating- They have a Challenge Rating of 0.
- Telepathic Connection- While your creature is within 100 feet of you, you can communicate with it telepathically. Additionally, as a Bonus Action, you can see through the Creature’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has, as long as you succeed on a Persuasion Check, if necessary.
- Combat- The creature is an ally to you and your allies, possibly begrudgingly. It rolls its own Initiative and acts on its own turn. A creature can’t attack, but it can take other actions as normal.
- Disappearance of the Creature- When the creature of chance drops to 0 Hit Points, it disappears. It reappears after you cast this spell again. As a Magic action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As a Magic action while it is temporarily dismissed, you can cause it to reappear in an unoccupied space within 30 feet of you. Whenever the creature drops to 0 Hit Points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.
- One Creature Only- You can’t have more than one Creature of Chance at a time. If you cast this spell while you have a Creature, you instead cause it to adopt a new eligible form.
Roll a d8 and consult the list below for its attitude towards you .
- Friendly
- Hostile
- Indifferent
- Hostile
- Indifferent
- Friendly
- Friendly
- Hostile
This is their attitude towards you. If they are friendly, you can easily influence them to do your bidding with no Persuasion check necessary and have advantage on any rolls you make with them. If they are hostile, you have disadvantage on all rolls you make with them, and must roll a DC 15 Charisma (Persuasion) check before you can convince them to do anything. You could also intimidate them, if you so wish. If they are indifferent, then you have no advantage or disadvantage, but you still must make a DC 10 Charisma (Persuasion) Check to get them to do your bidding.
Roll a d10 for their alignment.
- Chaotic Evil
- Chaotic Neutral
- Chaotic Good
- Neutral Evil
- True Neutral
- Neutral Good
- Lawful Evil
- Lawful Neutral
- Lawful Good
- You choose
* - (Incense (worth 45 gp) which the spell consumes.)
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