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#### Summon Archon *2nd-level conjuration* ___ - **Classes:** Cleric, Paladin - **Casting Time:** 1 action - **Range:** 90 feet - **Components:** V, S, M (an ornate relic worth at least 200 gp) - **Duration:** Concentration, up to 1 hour ___ You call forth a minor celestial archon. It manifests in an unoccupied space that you can see within range. It takes the form of the archon spirit stat block. When you cast the spell, choose one of: Lantern, Hound, or Trumpet. The creature resembles the creature of your choice, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is allied to you and your companions. 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 move to avoid danger. ***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, use the higher level whenever the spell's level appears in the stat block. \columnbreak ___ > ## Archon Spirit >*Medium (Small for Lantern) celestial, unaligned* > ___ > - **Armor Class** 11 + the level of the spell (natural armor) > - **Hit Points** 20 (Lantern or Trumpet only) or 30 (Hound Only) + 5 for each spell level above 2nd > - **Speed** 30 ft., fly 30 ft. (Trumpet and Lantern only) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|10 (0)|14 (+2)|10 (+0)|13 (+1)|14 (+2)| >___ > - **Damage Resistances** radiant > - **Senses** darkvision 60 ft., passive Perception 11 > - **Languages** Celestial, understands the languages you speak > - **Challenge** — > ___ > > ***Keen Hearing and Smell (Hound only).*** The archon has advantage on Wisdom (Perception) checks that rely on hearing or smell. > > ***Lantern's Light (Lantern only).*** The archon sheds bright light in a 30-foot radius and dim light for an additional 30 feet. > > ***Rallying Call (Trumpet only).*** Once per turn when the archon deals damage, it grants one creature of its choice within 60 feet temporary hit points equal to half the damage dealt. > > ### Actions > ***Multiattack.*** The celestial makes a number of attacks (or Trumpet uses) equal to half this spell's level (rounded down). > > ***Greatsword (Hound only).*** *Melee weapon attack:* your spell attack modifier to hit, reach 5 ft., one target. *Hit:* 2d6 + 2 + the spell's level slashing damage. > > ***Radiant Bolt (Lantern only).*** *Ranged spell attack:* your spell attack modifier to hit, 60 ft., one target. *Hit:* 1d8 + 2 + the spell's level radiant damage. > > ***Trumpet (Trumpet only.*** One creature of the archon's choice within 60 feet must pass a Constitution saving throw (DC equal to your spell save) or take 1d6 + 2 + the spell's level thunder damage. \pagebreak #### Summon Dragon *5th-level conjuration* ___ - **Classes:** Wizard, Sorcerer - **Casting Time:** 1 action - **Range:** 90 feet - **Components:** V, S, M (a dragon statuette worth at least 500 gp) - **Duration:** Concentration, up to 1 hour You call forth a magical dragon spirit. It manifests in an occupied space that you can see within range. It takes the form of the dragon spirit stat block. When you cast the spell choose a color from the table below. The creature resembles a dragon of that color, which determines certain traits in its stat block based on its color as per the Dragon Table below where listed in traits 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 companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. If obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger. ***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, use the higher level whenever the spell’s level appears in the stat block. ##### Dragon Table | Dragon | Elemental Damage | Breath Weapon Area | |:------:|:-----------:|:-------------:| | Black | Acid | 5 by 60 ft. line (Dex. save) | | Blue | Lightning | 5 by 60 ft. line (Dex. save) | | Brass | Fire | 5 by 60 ft. line (Dex. save) | | Bronze | Lightning | 5 by 60 ft. line (Dex. save) | | Copper | Acid | 5 by 60 ft. line (Dex. save) | | Gold | Fire | 30 ft. cone (Dex. save) | | Green | Poison | 30 ft. cone (Con. save) | | Red | Fire | 30 ft. cone (Dex. save) | | Silver |Cold | 30 ft. cone (Con. save) | | White | Cold| 30 ft. cone (Con. save) | \columnbreak ___ > ## Dragon Spirit >*Large dragon, unaligned* > ___ > - **Armor Class** 12 + the level of the spell (natural armor) > - **Hit Points** 50 + 10 for each spell level above 5th > - **Speed** 30 ft., fly 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+3)|10 (+0)|18 (+4)|14 (+2)|16 (+3)|18 (+4)| >___ > - **Damage Immunities** The dragon's elemental type. > - **Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 13 > - **Languages** Draconic, understands the languages you speak > - **Challenge** — > ___ > > ### Actions > ***Multiattack.*** The dragon makes a number of attacks equal to half this spell's level (rounded down). It can only attack with its bite or tail once per turn. > > ***Claw.*** *Melee weapon attack:* your spell attack modifier, reach 5 ft., one target. *Hit:* 1d4 + 3 + the spell's level slashing damage. > > ***Tail.*** *Melee weapon attack:* your spell attack modifier, reach 15 ft., one target. *Hit:* 1d8 + 3 + the spells' level bludgeoning damage. > > ***Bite.*** Melee weapon attack:* your spell attack modifier, reach 10 ft., one target. *Hit:* 1d6 + 3 + the spell's level piercing damage + 1d6 of the dragon's elemental damage. > > ***Breath Weapon (1/Day).*** The dragon exhales elemental power in its breath weapon area from the dragon table. Each creature in that area must make a Dexterity saving throw with a DC equal to your spell save DC, taking 8d6 + the spell's level elemental damage on a failed save, or half as much damage on a successful one. \pagebreakNum #### Summon Monstrosity *3rd-level conjuration* ___ - **Classes:** Occultist, Sorcerer, Wizard - **Casting Time:** 1 action - **Range:** 90 feet - **Components:** V, S, M (a statuette carved from a monster bone or fang worth at least 300 gp) - **Duration:** Concentration, up to 1 hour ___ You call forth a magical monstrosity spirit. It manifests in an occupied space that you can see within range. The corporeal form uses the Monster Spirit stat block. When you cast the spell, choose one of: Blinker, Displacer, or Burrower. The creature resembles the creature of your choice, which determines certain traits 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 your and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal comments (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger. ***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, use the higher level whenever the spell's level appears in the stat block. \columnbreak ___ > ## Monstrosity Spirit >*Medium monstrosity, unaligned* > ___ > - **Armor Class** 11 + the level of the spell (natural armor) > - **Hit Points** 35 + 15 for each spell level above 3rd > - **Speed** 40 ft., burrow 40 ft. (burrower only). >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|12 (+1)|16 (+3)|4 (-3)|16 (+3)|5 (-3)| >___ > > - **Senses** darkvision 60 ft., tremorsense 30 ft (burrower only), passive Perception 13 > - **Languages** > - **Challenge** — > ___ > > ***Evasion (Displacer and Blinker only).*** If the monster is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. > > ***Displace (Displacer only).*** Attack rolls against the monster have disadvantage. If the monster is hit by an attack this trait ceases to work until the start of the monster's next turn. > > ***Blink (Blinker only).*** As a bonus action, the monster can magically teleport up to 30 feet to an unoccupied space it can see. > > ### Actions > ***Multiattack.*** The monster makes a number of attacks equal to half this spell's level (rounded down). > > ***Chomp.*** *Melee weapon attack:* your spell attack modifier, reach 5 ft., one target. *Hit:* 1d10 + 3 + the spell's level piercing damage. > > ***Lash (Displacer only).*** *Melee weapon attack:* your spell attack modifier, reach 10 ft., one target. *Hit:* 1d4 + 3 + the spell's level slashing damage. \pagebreakNum #### Summon Plant *3rd-level conjuration* ___ - **Classes:** Druid - **Casting Time:** 1 action - **Range:** 90 feet - **Components:** V, S, M (a carved wooden figurine worth at least 300 gp) - **Duration:** Concentration, up to 1 hour ___ You call forth a magical plant. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Plant Spirit stat block. When you cast the spell, choose one of: Dryad, Shambling Mound, or Treant. The creature resembles the creature of your choice, which determines certain traits 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 companions. 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 move to avoid danger. ***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, use the higher level whenever the spell's level appears in the stat block. \columnbreak ___ > ## Plant Spirit >*Large (Medium for Dryad) plant, unaligned* > ___ > - **Armor Class** 12 + the level of the spell (natural armor) > - **Hit Points** 35 + 10 for each spell level above 3rd > - **Speed** 20 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|8 (-1)|14 (+2)|10 (+0)|16 (+3)|10 (+0)| >___ > - **Damage Vulnerabilities** fire > - **Damage Resistances** bludgeoning > - **Senses** darkvision 60 ft., blindsight 60 ft. (Shambling Mound only), passive Perception 10 > - **Languages** Sylvan, understand the languages you speak > - **Challenge** — > ___ > ***Tree Stride (Dryad Only).*** Once on its turn, the plant can use 10 feet of its movement to step magically into one living tree within its reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be large or bigger. > > ***Engulf (Shambling Mound Only).*** If the plant hits a target that is grappling, that target becomes restrained until the grapple ends. > > ### Actions > ***Multiattack.*** The plant makes a number of attacks equal to half this spell's level (rounded down). > > ***Entangling Slam (Treant or Shambling Mound Only).*** *Melee Weapon Attack:* your spell attack modifier to hit, reach 5 ft., one target. *Hit:* 1d10 + 3 + the spell's level bludgeoning damage and the target is grappled (escape DC is your spell save DC). Until this grapple ends, plant can't use this attack on another target > > ***Vine Lash (Treant or Dryad Only).*** *Melee Weapon Attack:* your spell attack modifier to hit, reach 15 ft., one target. *Hit:* 1d8 + 3 + the spell's level slashing damage and the target is grappled (escape DC is your spell save DC). Until this grapple ends, plant can't use this attack on another target > ##### Note: Vulnerable Limbs! > As per Sage Jeremy, a creature you are grappling can attack you regardless of if you are in its normal attack range by attacking the you are using to grapple it. \pagebreakNum #### Summon Slime *1st-level conjuration* ___ - **Classes:** Wizard - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (a gold vial worth at least 100 gp) - **Duration:** Concentration, up to 1 hour ___ You call forth a magical ooze. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Ooze Spirit stat block. When you cast the spell, choose from Green, Red, or Yellow. The creature resembles the creature of your choice, which determines certain traits in its stat block. The creature when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. 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 move to avoid danger. ***At Higher Levels.*** When you cast this spell using a spell of 2nd level or higher, use the higher level whenever the spell's level appears in the stat block. \columnbreak ___ > ## Ooze Spirit >*Small ooze, unaligned* > ___ > - **Armor Class** 6 + the level of the spell (natural armor) > - **Hit Points** 5 + 10 for each spell level above 1st > - **Speed** 10 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+3)|6 (-2)|12 (+1)|1 (-5)|1 (-5)|1 (-5)| >___ > - **Damage Immunities** acid, fire (Red only), lightning (Yellow only), Poison (Green only) > - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks > - **Senses** blindsight 10 ft. (blind beyond this radius), passive Perception 5 > - **Languages** understands the languages you speak > - **Challenge** — > ___ > > ### Actions > ***Multiattack.*** The ooze makes a number of attacks equal to half this spell's level (rounded down). > > ***Pseudopod.*** *Melee weapon attack:* your spell attack modifier, reach 5 ft., one target. *Hit:* 1d4 + 3 + the spell's level acid damage. \pagebreakNum #### Summon Swarm *2nd-level conjuration* ___ - **Classes:** Druid, Occultist, Wizard - **Casting Time:** 1 action - **Range:** 90 feet - **Components:** V, S, M (a golden insect worth at least 200 gp) - **Duration:** Concentration, up to 1 hour ___ You call forth a magical swarm. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Swarm Spirit stat block. When you cast the spell, choose from Spiders, Wasps, or Quippers. The swarm resembles the creatures of your choice, which determines certain traits 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 companions. In combat, the creature shares your initiative count, but 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 move to avoid damage. ***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, use the higher level whenever the spell's level appears in the stat block. \columnbreak ___ > ## Swarm Spirit >*Medium swarm of Tiny beasts , unaligned* > ___ > - **Armor Class** 10 + the level of the spell (natural armor) > - **Hit Points** 10 + 5 for each spell level above 1st > - **Speed** 30 ft. (Spiders only), fly 30 ft (Wasps only), swim 30 ft. (Quippers only) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|3 (+-4)|13 (+1)|10 (+0)|1 (-5)|7 (-2)|1 (-5)| >___ > - **Damage Resistances** bludgeoning, piercing, slashing > - **Senses** blindsight 10 ft., passive Perception 8 > - **Languages** understands the languages you speak > - **Challenge** — > ___ > > ***Swarm.*** The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can't regain hit points or gain temporary hit points. > > ***Spider Climb (Spider only).*** The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. > > ***Web Walker (Spider only.*** The swarm ignores movement restrictions caused by webbing. > > ### Actions > ***Multiattack.*** The swarm makes a number of attacks equal to half this spell's level (rounded down). > > ***Bite (Spider and Wasp only).*** *Melee weapon attack:* your spell attack modifier, reach 0 ft., one target. *Hit:* 2d4 + the spell's level piercing damage + 1d4 poison damage. > > ***Bite (Quipper only).*** *Melee weapon attack:* your spell attack modifier, reach 0 ft., one target. *Hit:* 3d4 + the spell's level piercing damage.