
#5E CONJURE VOLLEY FREE#
Your otherworlder shares your alignment, and you are free to determine its personality traits and flaws.

As normal, your otherworlder can’t increase an ability score above 20 using this feature.

Your otherworlder can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. Whenever you gain the Ability Score Improvement class feature, your otherworlder’s abilities also improve. For each level you gain after 3rd, your otherworlder gains an additional hit die and increases its hit points accordingly. It also becomes proficient with all saving throws. Your conjured otherworlder gains proficiency in two skills of your choice. The conjured otherworlder is immune to effects that would banish it, thanks to the strength of their connection to you. In addition to the areas where it normally uses its proficiency bonus, a conjured otherworlder also adds its proficiency bonus to its damage rolls.

Your otherworlder uses your proficiency bonus rather than its own. Your conjured otherworlder has abilities and game statistics determined in part by your level. If you are incapacitated or absent, your minion acts on its own. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. The otherworlder obeys your commands as best it can. Your conjured otherworlder gains a variety of benefits while it is linked to you. If you use this ability to return a former conjured otherworlder to life while you have a current conjured otherworlder, your current otherworlder zaps back to the ethereal plane and is replaced by the restored companion. You can return a conjured otherworlder to life in this manner even if you do not possess any part of its body. With 8 hours of work and the expenditure of a further 25 gp worth of material components, you recall your minion’s spirit and use your magic to create a new body for it. If your conjured otherworlder is ever slain, the magical bond you share allows you to return it to life. You can have only one conjured otherworlder at a time. When complete, your conjured otherworlder awakens and gains all the benefits of your Conjured Bond ability.

This being uses the statistics for your choice from an ape, a black bear, a boar, a giant badger, a giant weasel, a mule, a panther, or a wolf, though it looks how you desire it to and it is your choice of a fey, fiend, or celestial. With 8 hours of work and the expenditure of 50 gp worth of rare oils and incenses, you call forth a being of the ethereal planes to create a body to serve you. Starting at 1st level, you can call upon an ethereal beast, to serve you faithfully. When you join this domain at 1st level, you gain your choice of one of the following cantrips, and it is counted as a cleric cantrip for you: acid splash, poison spray, produce flame. Gods who reside over this domain are typically gods of magic (such as Isis, Hecate, or Anulap).Ĭonjure minor elementals, black tentacles "I'm not the only one you have to worry about."Ĭlerics of the conjuration domain are clerics that had studied in the schools of summoners, however they are more religious than their summoner counterparts, still using divine magic but taking some of the conjuration capabilities of the summoners.
