Conjure Rodent Constellation
3rd-level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a golden key with a rodent-headed handle worth at least 300 gp)
- Duration: Concentration, up to 1 hour
You summon 4 constellation spirits that take the form of rodents and appear in on top of a creature of your choice within the area that you can see within range.
The rodent constellation spirits stay on top of your chosen creatures' shoulder or back. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. The rodent constellation spirit disappears when it drops to 0 hit points or when the spell ends.
As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor.
If you issue no commands, the rodent constellation spirits will take the Dodge action and use their bonus action to use the Help action on the creature they are assigned to. Granting them an advantage on the next attack that creature makes.
Once given an order, the creature continues to follow it until its task is complete.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block. And more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.
Rodent Constellation Spirit
Small Celestial, Unaligned
- Armor Class 12 + the level of the spell
- Hit Points 5 + the level of the spell
- Speed 30 ft.
STR DEX CON INT WIS CHA 7 (-2) 15 (+2) 11 (+0) 8 (-1) 10 (+0) 8 (-1)
- Saving Throws Dex +4, Cha +1
- Skills Acrobatics +4, Perception +4, Stealth +6
- Damage Immunities radiant
- Senses darkvision 60 ft., passive Perception 14
- Languages Celestial, understands the languages you speak
- Challenge -
- Proficiency Bonus +2
Keen Smell. The rodent constellation spirit has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics. The rodent constellation spirit has advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally isn't incapacitated.
Actions
Bite. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + the spell's level radiant damage.
Bonus Actions
Resourceful. The rodent constellation spirit can use the Disengage, Help, and Hide actions as a bonus action.
Conjure Bull Constellation
4th-level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a golden key with a bull-headed handle worth at least 500 gp)
- Duration: Concentration, up to 1 hour
Bull Constellation Spirit
Large Celestial, Unaligned
- Armor Class 12
- Hit Points 60 + 15 for each spell level above 4th
- Speed 40 ft.
STR DEX CON INT WIS CHA 18 (+4) 11 (+0) 16 (+3) 8 (-1) 16 (+3) 10 (+0)
- Saving Throws Con +5, Cha +2
- Skills Athletics +6, Perception +7
- Damage Resistances bludgeoning, piercing, and slashing
- Damage Immunities radiant
- Senses darkvision 60 ft., passive Perception 17
- Languages Celestial, understands the languages you speak
- Challenge -
- Proficiency Bonus +2
Reckless. At the start of its turn, the bull constellation spirit can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.
Actions
Multiattack. The bull constellation spirit makes 2 attacks, when you cast this spell using a spell slot of 6th level or higher, the number of attack you can make increases by 1.
Greataxe. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 2d12 + the spell's level radiant damage.
Javelin. Melee or Ranged Weapon Attack: your spell attack modifier to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 1d6 + the spell's level radiant damage.
You summon one bull constellation spirit that take the form of a minotaur, half-human half-bull, and appear in an unoccupied space that you can see within range.
In combat, the creature shares your initiative count, but it takes its turn immediately after yours. The bull constellation spirit disappears when it drops to 0 hit points or when the spell ends.
As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor.
If you issue no commands, the bull constellation spirit will make reckless attacks against the nearest hostile creature.
Once given an order, the creature continues to follow it until its task is complete.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears in the stat block.
Conjure Tiger Constellation
4th-level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a golden key with a tiger-headed handle worth at least 500 gp)
- Duration: Concentration, up to 1 hour
You summon one tiger constellation spirit that take the form of a tiger and appear in an unoccupied space that you can see within range.
In combat, the creature shares your initiative count, but it takes its turn immediately after yours. The tiger constellation spirit disappears when it drops to 0 hit points or when the spell ends.
As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor.
If you issue no commands, the tiger constellation spirit will use its bonus action to use Pounce creature then make its attacks against the nearest hostile.
Once given an order, the creature continues to follow it until its task is complete.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears in the stat block.
Tiger Constellation Spirit
Large Celestial, Unaligned
- Armor Class 10 + the level of the spell
- Hit Points 40 + 10 for each spell level above 4th
- Speed 40 ft.
STR DEX CON INT WIS CHA 18 (+4) 11 (+0) 16 (+3) 8 (-1) 16 (+3) 10 (+0)
- Saving Throws Con +5, Cha +2
- Skills Perception +5, Stealth +4
- Damage Immunities radiant
- Senses darkvision 60 ft., passive Perception 15
- Languages Celestial, understands the languages you speak
- Challenge -
- Proficiency Bonus +2
Keen Hearing and Smell. The tiger constellation spirit has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Formidable (1/day). If tiger constellation spirit fails a saving throw, it can reroll.
Actions
Multiattack. The tiger constellation spirit makes 2 attacks, when you cast this spell using a spell slot of 6th level or higher, the number of attack you can make increases by 1.
Claw. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + the spell's level radiant damage.
Bonus Actions
Pounce. The tiger constellation spirit jump 15 feet straight toward a creature and then hits it with a claw attack, that target must succeed on a Strength saving throw against your spell save DC or be knocked prone.
Rabbit Constellation Spirit
Medium Celestial, Unaligned
- Armor Class 12 + the level of the spell
- Hit Points 25 + 5 for each spell level above 5th
- Speed 60 ft.
STR DEX CON INT WIS CHA 10 (+0) 15 (+2) 14 (+2) 8 (-1) 14 (+2) 14 (+2)
- Saving Throws Dex +4, Cha +4
- Skills Perception +5, Stealth +4
- Damage Immunities radiant
- Senses darkvision 60 ft., passive Perception 15
- Languages Celestial, understands the languages you speak
- Challenge -
- Proficiency Bonus +2
Evasive. When the rabbit constellation spirit is subjected to an effect that allows it to make a Dexterity 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.
Staggering Strike (1/Turn). When the rabbit constellation spirit hit a creature with its attack, it can force the creature to make a Constitution saving throw against your spell save DC or be stunned until the end of rabbit constellation spirit's next turn.
Actions
Multiattack. The rabbit constellation spirit makes 2 attacks.
Unarmed Strike. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + the spell's level radiant damage
Bonus Actions
Quickened Attack. The rabbit constellation spirit makes 1 attack with Unarmed Strike. When you cast this spell using a spell slot of 6th level or higher, the number of attack you can make increases by 1.
Step of the Star. The rabbit constellation spirit takes the Disengage or Dash action as a bonus action
Reactions
Parry. When the rabbit constellation spirit is hit by an attack, it can use a reaction to gain a +5 bonus to AC against the triggering attack.
Conjure Rabbit Constellation
5th-level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a golden key with a rabbit-headed handle worth at least 1,000 gp)
- Duration: Concentration, up to 1 hour
You summon one rabbit constellation spirit that take the form of a harengon, half-human half-rabbit, and appear in an unoccupied space that you can see within range.
In combat, the creature shares your initiative count, but it takes its turn immediately after yours. The rabbit constellation spirit disappears when it drops to 0 hit points or when the spell ends.
As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor.
If you issue no commands, the rabbit constellation spirit will make attacks against the nearest hostile creature and use its Staggering Strike and Parry against that creature.
Once given an order, the creature continues to follow it until its task is complete.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, use the higher level wherever the spell's level appears in the stat block.
Conjure Dragon Constellation
7th-level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a golden key with a dragon-headed handle worth at least 2,000 gp)
- Duration: Concentration, up to 1 hour
You summon one dragon constellation spirit that take the form of a dragon and appear in an unoccupied space that you can see within range.
In combat, the creature shares your initiative count, but it takes its turn immediately after yours. The dragon constellation spirit disappears when it drops to 0 hit points or when the spell ends.
As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor.
If you issue no commands, the dragon constellation spirit
will use its Astral Presense then make its attacks against the nearest hostile creature on the following turns.
Once given an order, the creature continues to follow it until its task is complete.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears in the stat block.
Dragon Constellation Spirit
Huge Celestial, Unaligned
- Armor Class 10 + the level of the spell
- Hit Points 70 + 10 for each spell level above 7th
- Speed 30 ft., fly 60 ft., swim 30 ft.
STR DEX CON INT WIS CHA 21 (+5) 12 (+1) 17 (+3) 16 (+3) 13 (+1) 15 (+2)
- Saving Throws Wis +4, Cha +5
- Skills Athletics +8, Perception +7
- Damage Resistances acid, cold, fire, lightning, and poison
- Damage Immunities radiant
- Condition Immunities charmed, frightened, poisoned
- Senses blindsight 30 ft., darkvision 60 ft., passive Perception 17
- Languages Celestial, understands the languages you speak
- Challenge -
- Proficiency Bonus +3
Actions
Multiattack. The constellation spirit makes a number of attacks equal to half the spell's level (rounded down).
Stellar Strike. Melee Weapon Attack: your spell attack modifier to hit, reach 10 ft., one target. Hit: 2d6 + the spell's level radiant damage.
Stellar Breath (Recharge 5–6). The dragon constellation spirit exhales destructive energy in a 30-foot cone. Each creature in that area must make a Dexterity saving throw against your spell save DC. A creature takes radiant damage a number of d6s equal to your proficiency bonus on a failed save, or half as much damage on a successful one.
Astral Presense (1/Day). Each creature of your choice that is within 120 feet of the constellation spirit and aware of it must succeed on a Wisdom saving throw against your spell save DC or become charmed or frightened of the spirit for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Serpent Constellation Spirit
Large Celestial, Unaligned
- Armor Class 10 + the level of the spell
- Hit Points 50 + 10 for each spell level above 5th
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 13 (+1) 14 (+2) 14 (+2) 16 (+3)
- Saving Throws Wis +4, Cha +5
- Skills Deception +5, Stealth +4
- Damage Immunities radiant, poison
- Condition Immunities poisoned
- Senses darkvision 60 ft., passive Perception 15
- Languages Celestial, understands the languages you speak
- Challenge -
- Proficiency Bonus +2
Magic Resistance. The serpent constellation spirit has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The serpent constellation spirit makes 2 attacks.
Bite. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 2d6 + the spell's level psychic damage.
Spectral Fangs. Ranged Weapon Attack: your spell attack modifier to hit, range 120 ft., one target. Hit: 1d10 + the spell's level psychic damage.
Reactions
Magic Disruption (Half the Spell's Level/Day). When a creature within 60 feet of the serpent constellation spirit cast a spell, it can use its reaction to disrupt it. The caster must make a Constitution saving throw against your spell save DC or the spell is wasted.
Conjure Serpent Constellation
5th-level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a golden key with a serpent-headed handle worth at least 1,000 gp)
- Duration: Concentration, up to 1 hour
You summon one serpent constellation spirit that take the form of a serpent and appear in an unoccupied space that you can see within range.
In combat, the creature shares your initiative count, but it takes its turn immediately after yours. The serpent constellation spirit disappears when it drops to 0 hit points or when the spell ends.
As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor.
If you issue no commands, the serpent constellation spirit will make attacks against the nearest hostile creature.
Once given an order, the creature continues to follow it until its task is complete.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears in the stat block.
Steed Constellation Spirit
Large Celestial, Unaligned
- Armor Class 12
- Hit Points 90 + 15 for each spell level above 6th
- Speed 60 ft., fly 90 ft.
STR DEX CON INT WIS CHA 18 (+4) 15 (+2) 16 (+3) 10 (+0) 15 (+2) 13 (+1)
- Saving Throws Dex +4, Cha +3
- Skills Athletics +6, Perception +6
- Damage Immunities radiant
- Senses darkvision 60 ft., passive Perception 16
- Languages Celestial, understands the languages you speak
- Challenge -
- Proficiency Bonus +2
Flyby. The steed constellation spirit doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Astral Smite (1/Turn). When the steed constellation spirit hit a creature with its attack, it can deal additional 2d8 radiant damage. If the target is fiend or undead, the additional damage becomes 3d8 instead.
Actions
Multiattack. The steed constellation spirit makes 2 attacks.
Hooves. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 2d10 + the spell's level radiant damage.
Spellcasting. The steed constellation spirit casts one of the following spells, using your spell attack modifier and spell save DC if needed:
1/day: banishment
Conjure Steed Constellation
6th-level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a golden key with a steed-headed handle worth at least 1,500 gp)
- Duration: Concentration, up to 1 hour
You summon one steed constellation spirit that take the form of a pegasus and appear in an unoccupied space that you can see within range.
In combat, the creature shares your initiative count, but it takes its turn immediately after yours. The serpent constellation spirit disappears when it drops to 0 hit points or when the spell ends.
As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor.
If you issue no commands, the steed constellation spirit will wait for you to mount it then carry you to the nearest hostile creature, making attacks against them.
Once given an order, the creature continues to follow it until its task is complete.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, use the higher level wherever the spell's level appears in the stat block.
Ram Constellation Spirit
Medium Celestial, Unaligned
- Armor Class 10 + the level of the spell
- Hit Points 60 + 10 for each spell level above 6th
- Speed 30 ft., fly 60 ft.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 13 (+1) 17 (+3) 12 (+1) 11 (+0)
- Saving Throws Wis +3, Cha +2
- Skills Arcana +7, Investigation +7, Nature +5, Perception +5
- Damage Immunities radiant
- Senses darkvision 60 ft., passive Perception 15
- Languages Celestial, understands the languages you speak
- Challenge -
- Proficiency Bonus +2
Eagle Familiar. The ram constellation spirit has an eagle familiar.
Magic Resistance. The ram constellation spirit has advantage on saving throws against spells and other magical effects.
Speak with Beasts and Plants. The ram constellation spirit can communicate with beasts and plants.
Actions
Quarterstaff. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + the spell's level radiant damage.
Arcane Rays (Recharge 1-6). The ram constellation spirit shoots three of the following magical rays at random (reroll duplicates) using your spell save DC, choosing one to three targets it can see within 120 feet of it:
When you cast this spell at 6th level, roll a d6
1. Charm Ray. The targeted creature must succeed on a Wisdom saving throw or be charmed by the beholder for 1 hour, or until the beholder harms the creature.
*2.
Conjure Ram Constellation
6th-level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a golden key with a ram-headed handle worth at least 1,500 gp)
- Duration: Concentration, up to 1 hour
You summon one ram constellation spirit that take the form of a satyr mage and appear in an unoccupied space that you can see within range.
In combat, the creature shares your initiative count, but it takes its turn immediately after yours. The serpent constellation spirit disappears when it drops to 0 hit points or when the spell ends.
As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor.
If you issue no commands, the ram constellation spirit will cast guiding bolt against the nearest hostile creature.
Once given an order, the creature continues to follow it until its task is complete.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, use the higher level wherever the spell's level appears in the stat block.
Monkey Constellation Spirit
Large Celestial, Unaligned
- Armor Class 10 + the level of the spell
- Hit Points 50 + 10 for each spell level above 5th
- Speed 40 ft., fly 40 ft.
STR DEX CON INT WIS CHA 10 (+0) 18 (+4) 16 (+3) 12 (+1) 16 (+3) 15 (+2)
- Saving Throws Dex +7, Cha +5
- Skills Acrobatics +7, Perception +6
- Damage Immunities radiant
- Senses darkvision 60 ft., passive Perception 16
- Languages Celestial, understands the languages you speak
- Challenge -
- Proficiency Bonus +3
Brave. The monkey constellation spirit has advantage on saving throws against being frightened.
Evasion. If the monkey constellation spirit is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the monkey
constellation spirit instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Flyby. The monkey constellation spirit doesn't provoke an opportunity attack when it flies out of an enemy's reach.
Actions
Multiattack. The monkey constellation spirit makes 2 attacks, when you cast this spell using a spell slot of 6th level or higher, the number of attack you can make increases by 1.
Quarterstaff. Melee Weapon Attack: your spell attack modifier to hit, reach 15 ft., one target. Hit: 2d6 + the spell's level radiant damage.
Bonus Actions
Battle Cry (1/Day). Each creature of the monkey constellation spirit's choice that is within 30 feet of it, can hear it, and not already affected by Battle Cry gain advantage on attack rolls until the start of its next turn. The monkey constellation spirit can then make one attack.
Reactions
Sidestep. When taking damage, the monkey constellation spirit can use its reaction to half the damage.
Conjure Monkey Constellation
5th-level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a golden key with a monkey-headed handle worth at least 1,000 gp)
- Duration: Concentration, up to 1 hour
You summon one monkey constellation spirit that take the form of a hadozee warrior and appear in an unoccupied space that you can see within range.
In combat, the creature shares your initiative count, but it takes its turn immediately after yours. The monkey constellation spirit disappears when it drops to 0 hit points or when the spell ends.
As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor.
If you issue no commands, the monkey constellation spirit will make attacks against the nearest hostile creature.
Once given an order, the creature continues to follow it until its task is complete.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears in the stat block.
Rooster Constellation Spirit
Medium Celestial, Unaligned
- Armor Class 12 + the level of the spell
- Hit Points 25 + 5 for each spell level above 5th
- Speed 40 ft.
STR DEX CON INT WIS CHA 10 (+0) 15 (+2) 14 (+2) 8 (-1) 14 (+2) 14 (+2)
- Saving Throws Dex +4, Cha +4
- Skills Perception +5, Stealth +4
- Damage Immunities radiant
- Senses darkvision 60 ft., passive Perception 15
- Languages Celestial, understands the languages you speak
- Challenge -
- Proficiency Bonus +2
Evasive. When the rooster constellation spirit is subjected to an effect that allows it to make a Dexterity 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.
Actions
Kick. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + the spell's level radiant damage
Rooster's Cry (Recharge 4–6). Each creature in a 15-foot radius originating from the rooster constellation spirit must make a Constitution saving throw against your spell save DC. On a failed save, a creature takes 2d8 + the spell's level thunder damage and is pushed 10 feet away from it. On a successful save, the creature takes half as much damage and isn't pushed.
Bonus Actions
Taunt (2/Day). The rooster constellation spirit targets one creature within 30 feet of it. If the target can hear, the target must succeed on a Charisma saving throw against your spell save DC or have disadvantage on ability checks, attack rolls, and saving throws until the start of its next turn.
Reactions
Discourage. When a hostile creature within 60 feet of the rooster constellation spirit make an attack, it can use its reaction to subtract 1d6 to the attack roll.
Conjure Rooster Constellation
5th-level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a golden key with a rooster-headed handle worth at least 1,000 gp)
- Duration: Concentration, up to 1 hour
You summon one rooster constellation spirit that take the form of a humanoid bard dressed in feathers and appear in an unoccupied space that you can see within range.
In combat, the creature shares your initiative count, but it takes its turn immediately after yours. The rooster constellation spirit disappears when it drops to 0 hit points or when the spell ends.
As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor.
If you issue no commands, the rooster constellation spirit will make an attack against the nearest hostile creature and use its reaction to Discourage an attack of the creature.
Once given an order, the creature continues to follow it until its task is complete.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears in the stat block.
Hound Constellation Spirit
Medium Celestial, Unaligned
- Armor Class 12 + the level of the spell
- Hit Points 15 + 5 for each spell level above 3rd
- Speed 40 ft.
STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 14 (+2) 8 (-1) 10 (+0) 12 (+1)
- Saving Throws Dex +4, Cha +3
- Skills Athletics +4, Perception +6
- Damage Immunities radiant
- Senses darkvision 60 ft., passive Perception 16
- Languages Celestial, understands the languages you speak
- Challenge -
- Proficiency Bonus +2
Keen Hearing and Smell. The hound constellation spirit has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The hound constellation spirit has advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally isn't incapacitated.
Vigilant. The hound constellation spirit can’t be surprised.
Actions
Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + the spell's level radiant damage.
Reactions
Deflect Attack. The hound constellation spirit imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than it.
Conjure Hound Constellation
3rd-level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a golden key with a hound-headed handle worth at least 1,000 gp)
- Duration: Concentration, up to 1 hour
You summon 4 constellation spirits that take the form of hounds appear in the area that you can see within range.
In combat, the creature shares your initiative count, but it takes its turn immediately after yours. The hound constellation spirit disappears when it drops to 0 hit points or when the spell ends.
As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any
or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor.
If you issue no commands, the hound constellation spirit will move to stand guard the nearest allies then take the Dodge action. Whenever an ally they are standing with are target by an attack, they will use Deflect Attack.
Once given an order, the creature continues to follow it until its task is complete.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears in the stat block. And more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.
Boar Constellation Spirit
Gargantuan Celestial, Unaligned
- Armor Class 12
- Hit Points 60 + 20 for each spell level above 4th
- Speed 40 ft.
STR DEX CON INT WIS CHA 21 (+5) 10 (+0) 20 (+5) 8 (-1) 11 (+0) 10 (+0)
- Saving Throws Con +7, Cha +2
- Skills Athletics +7
- Damage Immunities radiant
- Senses darkvision 60 ft., passive Perception 10
- Languages Celestial, understands the languages you speak
- Challenge -
- Proficiency Bonus +2
Charge. If the boar constellation spirit moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn. You deal additional damage to the target equals to 1d6 per 10 feet of your movement (to the maximum number of d6s equals to your proficiency bonus). The damage type is the same type as its melee attack. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be pushed up to 10 feet away and knocked prone.
Regeneration. As long as the boar constellation spirit has at least 1 hit point remaining, it regains 5 hit points at the start of its turn.
Actions
Gore. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 2d12 + the spell's level radiant damage.
Bonus Actions
Piggy Run. The boar constellation spirit can take the Dash action as a bonus action.
Conjure Boar Constellation
3rd-level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a golden key with a boar-headed handle worth at least 500 gp)
- Duration: Concentration, up to 1 hour
You summon one boar constellation spirit that take the form of a Gargantuan boar and appear in an unoccupied space that you can see within range.
When appears, the boar constellation spirit causes the area it show up to tremble. Creature within 10-foot radius around the boar constellation spirit and under it must make a Dexterity saving throw. On a failed save, it falls prone and takes 3d6 bludgeoning damage. On a successful save, it doesn't fall prone and takes half damage.
In combat, the creature shares your initiative count, but it takes its turn immediately after yours. The boar constellation spirit disappears when it drops to 0 hit points or when the spell ends.
As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor.
If you issue no commands, the boar constellation spirit will move toward the nearest hostile creature and make an attack.
Once given an order, the creature continues to follow it until its task is complete.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, use the higher level wherever the spell's level appears in the stat block. When you cast this spell using a spell slot of 4th level or higher, the damage when the boar constellation spirit appears increases by 1d6 for each slot level above 3rd.
Long Fei's
Legend of Feixu
Welcome to the mystical realm of Feixu, a world steeped in the rich tapestry of Eastern mythology. Here, ancient legends come to life, and the boundaries between the mortal realm, the spirit realm, and the divine are often blurred.
Version 1.0.0
Art Credit:
- Page 1: Year of the Rat - Alberto Rocha
- Page 2: Minotaurs - For Eternal
- Page 3: 幽灵虎 Spectral Tiger
- Page 4: Carrot Sulong - One Piece ep 863 by Berg-anime
- Page 5: Diana Elena Buru
- Page 6: Karol Sollich
- Page 7: Pegasus by Golphee
- Page 8: Calypso the Wanderer - Spireveil
- Page 9: Bubble Cat Studio
- Page 10: Year of The Rooster - BB BlackBunii
- Page 11: Galaxy Dog - Cain Zander
- Page 12: The Steaming Pig - Jourdan Tuffan
- Cover Art (Back): ZF Puhi An art exhibition of a Chinese village wit
My other Homebrew contents, including spells, subclasses, and playable races, can be found for free on u/dimijung41.