Summon Celestial

Spell • PHBLink to source

Spell Level: 5

Spell School: Conjuration

Casting Time: 1 Action

Components: V, S, M (a reliquary worth 500+ GP)

Range: 90 ft.

Area: None

Duration: Concentration (1 Hour)

Conditions/Effects: Summoning

Attack/Save:

Ritual: No

Scaling: Spell Slot Level

Classes: Cleric, Paladin, Celestial Patron

You call forth a Celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range and uses the Celestial Spirit stat block. When you cast the spell, choose Avenger or Defender. Your choice determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.

The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.

Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.

Celestial Spirit

Large Celestial, Neutral

AC 11 + the spell’s level + 2 (Defender only)

HP 40 + 10 for each spell level above 5

Speed 30 ft., Fly 40 ft.

  ModSave
STR16+3+3
DEX14+2+2
CON16+3+3
  ModSave
INT10+0+0
WIS14+2+2
CHA16+3+3

Resistances Radiant

Immunities Charmed, Frightened

Senses Darkvision 60 ft.; Passive Perception 12

Languages Celestial, understands the languages you know

CR None (XP 0; PB equals your Proficiency Bonus)

Actions

Multiattack. The spirit makes a number of attacks equal to half this spell’s level (round down).

Radiant Bow (Avenger Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 600 ft. Hit: 2d6 + 2 + the spell’s level Radiant damage.

Radiant Mace (Defender Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d10 + 3 + the spell’s level Radiant damage, and the spirit can choose itself or another creature it can see within 10 feet of the target. The chosen creature gains 1d10 Temporary Hit Points.

Healing Touch (1/Day). The spirit touches another creature. The target regains Hit Points equal to 2d8 + the spell’s level.

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