5e - Summoning Spells

by KibblesTasty

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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.


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.

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)

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.

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.


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.

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.


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.

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.


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.

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.


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.

 

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