This spell calls forth the inner wild spirit of the caster from within to aid their endeavors for as long as they can. The spirit manifests within 5ft of you as you think about your happiest memory or thought. It takes the form of a simple beast of challenge rating 2 or lower that embodies your personality the most. Its form glows with a bright, spiritual blue light, and its stat block is the same as the form it took with a few differences, such as its AC is 16, its HP is 40, its speeds are all 40ft, it is immune to radiant and necrotic damage, and all of its attacks have a +7 to hit and deal 2d6 + 4 radiant damage on hit. Wraiths are frightened of the spirit.
On each of your turns, you can use a bonus action to mentally command the spirit if the spirit is within 60 feet of you. You decide what action the spirit will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the spirit only defends itself against hostile creatures. Once given an order, the spirit continues to follow it until its task is complete.
The spirit can mentally speak with you via telepathy, but cannot speak out loud, and you can also mentally communicate with them, and their personality is an amplification of your own.
The spirit disappears in a flash of light when the duration expires or you use a bonus action to dismiss it, dealing 3d6 radiant damage to and blinding all creatures within a 30ft radius of it until the start of your next turn if they fail a dexterity save against your save DC.
You can only have one spirit called at a time.
Comments