Dungeons and Dragons Spells: Summon Celestial Spirit

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Details

  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a golden reliquary worth at least 500 gp)
  • Duration: Concentration, up to 1 hour

  • You call forth a spirit from the Upper Planes. The spirit manifests physically in an angelic form in an unoccupied space that you can see within range. This corporeal form uses the Celestial Spirit stat block below. When you cast the spell, choose Avenger or Defender. Your choice determines the creature’s attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

    The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

    At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the creature assumes the higher level for that casting wherever it uses the spell’s level in its stat block.

    Celestial Spirit
    Large celestial, neutral good
    Armor Class: 11 + the level of the spell (natural armor)
    Hit Points: equal the celestial’s Constitution modifier + your spellcasting ability modifier + ten times the spell’s level
    STR DEX CON INT WIS CHR
    16 (+3) 14 (+2) 16 (+3) 10 (+0) 14 (+2) 16 (+3)
    Damage Resistances: radiant
    Condition Immunities: charmed, frightened
    Senses: darkvision 60 ft., passive Perception 10
    Languages: Celestial, understands the languages you speak
    Actions
    Multiattack. The celestial makes a number of attacks equal to half this spell’s level (rounded down).
    Radiant Bow (Avenger Only). Ranged Weapon Attack: +2 + the spell’s level to hit, range 150/600 ft., one target. Hit: 2d6 + 2 + the spell’s level radiant damage.
    Radiant Mace (Defender Only). Melee Weapon Attack: +3 + the spell’s level to hit, reach 5 ft., one target. Hit: 1d10 + 3 + the spell’s level radiant damage, and the celestial can choose itself or another creature it can see within 10 feet of the target. The chosen creature gains temporary hit points equal to the damage dealt, provided it doesn’t already have temporary hit points.
    Healing Touch (1/Day). The celestial touches another creature. The target magically regains hit points equal to 2d8 + the spell’s level.


    Spell Lists. - Cleric, Paladin