Eliciate

*5th Level Divination*

Casting Time: 1 action

Range: self

Components: V, S, M (a symbol, totem, or piece of religious paraphernalia pertaining to the chosen outsider)

Duration: Concentration, up to 1 minute

Invoke an extraplanar force and become an avatar of it's power. Choose one the options and/or specifications below. You gain those qualities until the spell ends, as well as 4d10 temporary hit points. If the power you invoke has motives other than your own, you must make a wisdom save (DC=10+the level this spell was cast at) or be overtaken completely and take on the chosen entity's personality and alignment for the remainder of the spell.

* Celestial
	+ You gain angelic wings and have a flying speed of 50 feet.
	+ You have resistance to radiant and necrotic damage.
	+ You have advantage on wisdom saves and wisdom-based skill checks.
	+ Your wisdom-based attack rolls have advantage.
	+ You have darkvision out to 120 feet.
	+ Choose one of the following:
		- Protector: as a bonus action on your turn, cause all creatures of your choice within 30 feet of you to regain 1d6 hit points.
		- Avenger: all of your spells and weapons deal an extra 1d8 radiant damage.
* Fiendish
	+ You have resistance to fire, cold, and lightning damage.
	+ Fire, cold, and lightning damage caused by your spell ignores damage resistance.
	+ You have advantage on charisma saves and charisma-based skill checks.
	+ Your charisma-based attack rolls have advantage.
	+ You have darkvision out to 120 feet.
	+ Choose one of the following:
		- Diabolic: creatures targeted by your spells have disadvantage on mental saves.
		- Demonic: whenever you roll damage for a spell, you may reroll a number of dice equal to your charisma modifier.
* Aberrant
	+ You have resistance to psychic and force damage.
	+ You cannot be possessed or compelled to act in a manner contrary to your will or the invoked power's will except by the invoked power.
	+ You cannot be frightened, charmed, or stunned.
	+ You have advantage on intelligence saves and intelligence-based skill checks and your intelligence-based spell attacks have advantage.
	+ You have telepathy and blindsense out to 120 feet.
	+ Other creatures have disadvantage on mental saves against your spells.
* Fey
	+ You have magic resistance.
	+ You cannot be charmed or frightened.
	+ You have advantage on charisma saves and charisma-based skill checks.
	+ Your charisma-based spell attacks have advantage.
	+ Choose one of the following:
		- Seelie: Creatures within 30 feet of you must make a wisdom save at the start of each of their turns or be charmed by you.
		- Unseelie: Creatures within 30 feet of you must make a wisdom save at the start of each of their turns or be frightened of you.
* Shadowspawn/Undead
	+ You have resistance to necrotic and poison damage.
	+ You have advantage on any attack made in dim light or darkness.
	+ You have darkvision out to 300 feet.
	+ Your spells and weapons deal an extra 1d8 necrotic damage.
	+ Whenever you are reduced to 0 hp but not killed outright, you may make a concentration check against the taken damage. If you succeed, you drop to 1 hp instead.

A *Banishment* spell or *Protection from Evil and Good* spell cast on you will end this spell early.

**Classes: Wizard, Sorcerer, Warlock, Cleric, Paladin,**