Grimlore's Grimoire
7-level Conjuration
You summon warriors to fight for you and your allies with a
blast through a war horn that calls them to arms. Choose
between a Knight or a Veteran; the chosen creature appears
within range, as well as a squad of auxiliary warriors
composed of 2d4+4 Guards or Bandits, respectively.
The summoned warriors are friendly to you and your
companions for the duration. Roll initiative for the warriors,
which have their own turns. They obey any verbal commands
that you issue to them (no action required by you). If you don't
issue any commands to the warriors, they defend themselves
from hostile creatures but otherwise take no actions.
If your concentration is broken, the warriors don't
disappear. Instead, you lose command of them, and they
become neutral to you and your companions, following the
command of the Knight or Veteran (as appropriate).
Uncontrolled warriors can't be dismissed by you and
disappear 1 hour after they are summoned. The DM has the
warriors' statistics.
At higher levels: When you cast this spell using a spell
slot of 8th level, the number of auxiliary warriors you may
summon increases to 2d6+6. When you cast it using a spell
slot of 9th level, this number increases to 2d8+8, or you may
summon 12 auxiliary warriors and an additional Knight or
Veteran, which must be of the same type as the initial choice