This spell locates humanoids humanoids of 1/4CR or less and turns them into a follower you can command in battle and adventuring. After casting the spell in the presence of humanoids you are communing or carousing with you are able to divine which characters in range have destinies that are unwritten, characters of 1/4CR or less.
During the duration of this spell you may speak the name of one of these 1/4CR or less characters and give them a glimpse of there destiny if they were to choose to follow under you, they must make a charisma saving throw against your spell DC to deny this shaping of their destiny.
If they succeed, they return to their mundane sad doomed lives and cannot ever be compelled by destiny to follow you again, they are failures.
If they fail the saving throw, they have seen how you will work to fulfill one or multiple drives in adventuring. They sign an adventuring contract but demand that you provide glory, loot, knowledge, or connections/networking through your bardic prowess while adventuring. While following your character, your character must regularly deliver on said promise, or demonstrate it's in the foreseeable future. This can include things like wages, writing songs about them and their adventuring, and etc. These moments may be roleplayed or handwaved at the GM's discretion.
While under the effect of this spell, these characters have an aura of divination magic and connection to you that offers them certain advantages, they are also driven to follow you into battle following your commands which you may take as free actions. You decide what actions they will take and where they will move during their turn. You can issue general commands, such as to guard a particular chamber or corridor, but they will not fight on their own. If you issue no commands, they act according to their nature and defend themselves against hostile creatures, usually fleeing. Once given an order, they will follow it to the best of their ability until the task is complete. They will not actively step into harm's way or do anything that is degrading, unless they're into that sort of thing. They're not trap checkers.
While engaged in combat, any series of attacks that would out right kill them instead drops them to zero hit points. As a reaction or bonus action, you may consume their divination aura to take 1d4 necrotic damage and heal them 1d4+ your casting modifier hit points. They will then only use their action in combat to disengage and flee to safety. This will stay the case for them until you cast this spell again inspiring them in song, they automatically fail the saving throw for any castings after their first time failing.
They will only follow you into combat for 24 hours, after which they will continue in your party but no longer eagerly obey your commands. To command them into battle and maintain influence over them for another 24 hours, you must cast this spell on them again. This use of the spell reasserts your leadership for up to four humanoids you have inspired with this spell, rather than inspiring new ones.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you inspire two additional humanoids for each slot level above 3rd. Each of the creatures must come from a different instance of carousing or communing.
* - (A played musical instrument, an unsigned contract, and an empty sheet for writing music)
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