Chanting a divine prayer, you summon a celestial from the heavens. You choose the celestial's type, which must be one of challenge rating 6 or lower, such as a battleforce angel or a felidar. The celestial appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends.
The celestial is unfriendly toward you and your companions. Roll initiative for the celestial, which has its own turns. It is under the Dungeon Master’s control and acts according to its nature on each of its turns, which might result in its attacking you as it's alignment or allegiance dictates, or demanding a selfless act in exchange for limited service. The DM has the creature’s statistics.
On each of your turns, you can try to issue a verbal command to the Celestial (no action required by you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward good. Otherwise, you must make a Charisma (Deception, Intimidation, or Persuasion) check contested by its Wisdom (Insight) check. You make the check with advantage if the Celestial shares your alignment. If your check fails, the celestial becomes immune to your verbal commands for the duration of the spell, though it can still carry out your commands if it chooses. If your check succeeds, the celestial carries out your command — such as “attack my enemies,” “explore the room ahead,” or “bear this message to the queen” — until it completes the activity, at which point it returns to you to report having done so.
If your concentration ends before the spell reaches its full duration, the devil doesn’t disappear if it has become immune to your verbal commands. Instead, it acts in whatever manner it chooses for 3d6 minutes, and then it disappears.
If the Celestial is in service to or otherwise aligned with your deity, you can summon that celestial if it is of the appropriate challenge rating plus 1, and it obeys all your commands, with no Charisma checks required.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.
* - (a Moonstone or Diamond worth at least 999 gp)
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