1435644-2024 PHB Spell Update Blank - New Missing Updated 1.1
1435644-2024 PHB Spell Update Blank - New Missing Updated 1.1
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PRINTING INSTRUCTIONS
COMPUTER SKILL INK EFFECTS
CONJURATION LEVEL 6 MEDIA DISCIPLINE
PRINTING INSTRUCTIONS
PERIPHERAL ITEM PAPER JAM EFFECTS
You unleash a storm of flashing light and raging You conjure a claw-footed cauldron filled with bubbling
thunder in a 10-foot-radius, 40-foot-high Cylinder liquid. The cauldron appears in an unoccupied space on
centered on a point you can see within range. the ground within 5 feet of you and lasts for the
While in this area, creatures have the Blinded and duration. The cauldron can't be moved, and disappears
Deafened conditions, and they can’t cast spells with a when the spell ends, along with the bubbling liquid
Verbal component. inside of it.
When the storm appears, each creature in it makes The liquid in the cauldron duplicates the properties
a Constitution saving throw, taking 2d10 Radiant of a Common or an Uncommon potion of your choice
damage and 2d10 Thunder damage on a failed save (such as potion of healing). As a Bonus Action, you or an
or half as much damage on a successful one. A ally can reach into the cauldron and withdraw one
creature also makes this save when it enters the potion of that kind. The potion is contained in a vial
that disappears when the potion is consumed. The
spell’s area for the first time on a turn or ends its turn
cauldron can produce a number of these potions equal
there. A creature makes this save only once per turn.
to your spellcasting ability modifier (minimum 1). When
At Higher Levels: The Radiant and Thunder
the last of these potions is withdrawn from the
damage increase by 1d10 for each spell slot level cauldron, the cauldron disappears, and the spell ends.
above 5. Potions obtained from the cauldron that aren't
consumed disappear when you cast the spell again.
Components. A pinch of phosphorus.
Components . A gilded ladle worth 500+ GP
You fortify up to six creatures you can see within You tap into your life force to heal yourself. Roll one
range. The spell bestows 120 Temporary Hit Points, or two of your unexpended Hit Point Dice, and
which you divide among the spell’s recipients. regain a number of Hit Points equal to the roll’s total
plus your spellcasting ability modifier. Those dice are
then expended.
At Higher Levels: The number of unexpected
Hit Dice you can roll increases by one for each spell
slot level above 2.
You cast sorcerous energy at one creature or object You launch a mote of light at one creature or object
within range. Make a ranged attack roll against the within range. Make a ranged spell attack against the
target. On a hit, the target takes 1d8 damage of a type target. On a hit, the target takes 1d8 Radiant damage,
you choose: Acid, Cold, Fire, Lightning, Poison, and until the end of your next turn, it emits Dim
Psychic or Thunder. Light in a 10-foot radius and can’t benefit from the
If you roll an 8 on a d8 for this spell, you can roll Invisible condition.
another d8, and add it to the damage. When you cast At Higher Levels: The damage increases by 1d8
this spell, the maximum these d8s you can add to the when you reach levels 5 (2d8), 11 (3d8) and 17 (4d8).
spell’s damage equals your spellcasting ability
modifier.
At Higher Levels: The damage increases by 1d8
when you reach levels 5 (2d8), 11 (3d8) and 17 (4d8).
A cool light wreathes your body for the duration, You teleport up to 60 feet to an unoccupied space
emitting Bright Light in a 20-fioot radius and Dim you can see. On each of your turns before the spell
Light for an additional 20 feet. ends, you can use a bonus action to teleport in this
Until the spell ends, you have Resistance to way again.
Radiant damage, and your melee attacks deal an extra
2d6 Radiant damage on a hit.
In addition, immediately after you take damage
from a creature you can see within 60 feet of
yourself, you can take a Reaction to force the
creature to make a Constitution saving throw. On a
failed save, the creature has the Blinded condition
until the end of your next turn.
You touch an object weighing 10 pounds or less A strong wind (20 miles per hour) blows around you
whose longest dimension is 6 feet or less. The spell in a 10-foot radius and moves with you, remaining
leaves an invisible mark on its surface and invisibly centered on you. The wind lasts for the spell’s
inscribes the name of the item on the sapphire you duration.
use as the material component. Each time you cast The wind has the following effects:
this spell, you must use a different sapphire. • It deafens you and other creatures in its area.
At any time thereafter, you can use your action to • It extinguishes unprotected flames in its area that
speak the item’s name and crush the sapphire. The are torch-sized or smaller.
item instantly appears in your hand regardless of • The area is difficult terrain for creatures other
physical or planar distances, and the spell ends. If than you.
another creature is holding or carrying the item, • The attack rolls of ranged weapon attacks have
crushing the sapphire doesn’t transport the item to disadvantage if they pass in or out of the wind.
you, but instead you learn who the creature • It hedges out vapor, gas, and fog that can be
possessing the object is and roughly where that dispersed by strong wind.
creature is located at that moment.
Dispel Magic or a similar effect successfully
applied to the sapphire ends this spell’s effect.
You brandish the weapon used in the spell’s casting You brandish the weapon used in the spell’s casting
and make a melee attack with it against one creature and make a melee attack with it against one creature
within 5 feet of you. On a hit, the target suffers the within 5 feet of you. On a hit, the target suffers the
weapon attack’s normal effects, and you can cause weapon attack’s normal effects and then becomes
green fire to leap from the target to a different sheathed in booming energy until the start of your
creature of your choice that you can see within 5 feet next turn. If the target willingly moves 5 feet or more
of it. The second creature takes fire damage equal to before then, the target takes 1d8 thunder damage,
your spellcasting ability modifier. and the spell ends.
At H igher Levels. At 5th level, the melee attack At H igher Levels. At 5th level, the melee attack
deals an extra 1d8 fire damage to the target on a hit, deals an extra 1d8 thunder damage to the target on a
and the fire damage to the second creature increases hit, and the damage the target takes for moving
to 1d8 + your spellcasting ability modifier. Both increases to 2d8. Both damage rolls increase by 1d8
damage rolls increase by 1d8 at 11th level (2d8 and at 11th level (2d8 and 3d8) and again at 17th level
2d8) and 17th level (3d8 and 3d8). (3d8 and 4d8).
You take control of the air in a 100-foot cube that you can see The target takes an extra 2d8 Radiant damage from
within range. Choose one of the following effects when you cast the attack. The damage increases by 1d8 if the target
the spell. The effect lasts for the spell’s duration, unless you use
your action on a later turn to switch to a different effect. You can
is a Fiend or an Undead.
also use your action to temporarily halt the effect or to restart one
you’ve halted. At H igher Levels: The damage increases by 1d8 for
Gusts. A wind picks up within the cube, continually blowing in each spell slot level above 1.
a horizontal direction that you choose. You choose the intensity of
the wind: calm, moderate, or strong. If the wind is moderate or
strong, ranged weapon attacks that pass through it or that are made
against targets within the cube have disadvantage on their attack
rolls. If the wind is strong, any creature moving against the wind
must spend 1 extra foot of movement for each foot moved.
Downdraft. You cause a sustained blast of strong wind to blow
downward from the top of the cube. Ranged weapon attacks that
pass through the cube or that are made against targets within it
have disadvantage on their attack rolls. A creature must make a
Strength saving throw if it flies into the cube for the first time on a
turn or starts its turn there flying. On a failed save, the creature is
knocked prone.
Updraft. You cause a sustained updraft within the cube, rising
upward from the cube’s bottom edge. Creatures that end a fall
within the cube take only half damage from the fall. When a
creature in the cube makes a vertical jump, the creature can jump
up to 10 feet higher than normal.
Flame-like shadows wreathe your body until the spell You conjure up a wave of water that crashes down
ends, causing you to become heavily obscured to on an a rea within range. The area can be up to 30
others. The shadows turn dim light within 10 feet of feet long, up to 10 feet wide, and up to 10 feet tall.
you into darkness, and bright light in the same a rea Each creature in that area must make a Dexterity
to dim light. saving throw. On a failed save, a creature takes 4d8
Until the spell ends, you have resistance to radiant bludgeoning damage and is knocked prone. On a
damage. In addition, whenever a creature within 10 successful save, a creature takes half as much damage
feet of you hits you with an attack, the shadows lash and isn't knocked prone. The water then spreads out
out at that creature, dealing it 2d8 necrotic damage. across the ground in all directions, extinguishing
unprotected flames in its area and within 30 feet of it,
Components . An undead eyeball encased in a gem and then it vanishes.
worth at least 150 gp.
Components . A drop of water.
You awaken the sense of mortality in one creature You choose an area of water that you can see within
you can see within range. A construct or an undead is range and that fits within a 5-foot cube. You
immune to this effect. The target must succeed on a manipulate it in one of the following ways:
Wisdom saving throw or become frightened of you • You instantaneously move or otherwise change
until the spell ends. The frightened target can repeat the flow of the water as you direct, up to 5 feet in
the saving throw at the end of each of its turns, any direction. This movement doesn’t have
ending the effect on itself on a success. enough force to cause damage.
At H igher Levels. When you cast this spell using • You cause the water to form into simple shapes
a spell slot of 2nd level or higher, you can target one and animate at your direction. This change lasts
additional creature for each slot level above 1st. The for 1 hour.
creatures must be within 30 feet of each other when • You change the water’s color or opacity. The
you target them. water must be changed in the same way
throughout. This change lasts for 1 hour.
• You freeze the water, provided that there are no
creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times, you can have no
more than two of its non-instantaneous effects active
at a time, and you can dismiss such an effect as an
action.
As you hit the target, grasping vines appear on it, and You cause a tremor in the ground within range. Each
it makes a Strength saving throw. A Large or larger creature other than you in that a rea must make a
creature has Advantage on this save. On a failed save, Dexterity saving throw. On a failed save, a creature
the target has the Restrained condition until the spell takes ld6 bludgeoning damage and is knocked prone.
ends. On a successful save, the vines shrivel away, If the ground in that area is loose earth or stone, it
and the spell ends. becomes difficult terrain until cleared, with each 5-
While Restrained, the target takes 1d6 Piercing foot-diameter portion requiring at least 1 minute to
damage at the start of each of its turns. The target or clear by hand.
a creature within reach of it can take an action to At Higher Levels. When you cast this spell using
make a Strength (Athletics) check against your spell a spell slot of 2nd level or higher, the da mage
save DC. On a success, the spell ends. increases by ld6 for each slot level above 1s t
At H igher Levels. If you cast this spell using a
spell slot of 2nd level or higher, the damage increases
by 1d6 for each slot level above 1st.
DURATION
CAST TIME CAST TIME DURATION
Action Concentration, Action Instantaneous
up to 1 minute
COMPONENTS COMPONENTS
RANGE RANGE
Verbal, Somatic, Verbal, Somatic,
60 Feet 30 Feet
Material Material
DURATION
CAST TIME DURATION CAST TIME
Concentration,
Action Instantaneous Bonus action
up to 1 minute
COMPONENTS RANGE COMPONENTS RANGE
Verbal 90 Feet Verbal, Somatic 60 Feet
RANGER WARLOCK
DURATION
CAST TIME DURATION CAST TIME
Concentration,
Action Concentration, Action
up to 1 day
up to 10 minutes
COMPONENTS
COMPONENTS RANGE
Verbal, Somatic, RANGE
Verbal, Somatic Sight
Material 90 Feet
DURATION
CAST TIME CAST TIME DURATION
Action Concentration, Action Concentration,
up to 1 minute
COMPONENTS COMPONENTS up to 10 minutes
RANGE Verbal, Somatic,
Verbal, Somatic, RANGE
90 Feet Material
Material 60 Feet
An aura radiates from you in a 30-foot Emanation An aura radiates from you in a 30-foot Emanation
for the duration. While in the aura, you and your for the duration. While in the aura, you and your
allies have Resistance to Poison damage and allies have Resistance to Necrotic damage, and your
Advantage on saving throws to avoid or end effects Hit Point maximums can’t be reduced. If an ally with
that include the Blinded, Charmed, Deafened, 0 Hit Points starts its turn in the aura, that ally
Frightened, Paralyzed, Poisoned, or Stunned regains 1 Hit Point.
condition.
CAST TIME
DURATION CAST TIME DURATION
Bonus
Concentration, Action Concentration,
action*
up to 1 minute up to 10 minutes
COMPONENTS COMPONENTS
RANGE RANGE
Verbal Verbal, Somatic
Self 120 Feet
The target hit by the attack roll takes an extra 5d10 Dim, greenish light spreads within a 30-foot-radius
Force damage from the attack. If the attack reduces sphere centered on a point you choose within range.
the target to 50 Hit Points or fewer, the target must The light spreads around corners, and it lasts until
succeed on a Charisma saving throw or be the spell ends.
transported to a harmless demiplane for the duration. When a creature moves into the spell’s area for the
While there, the target has the Incapacitated first time on a turn or starts its turn there, that
condition. When the spell ends, the target reappears creature must succeed on a Constitution saving
in the space it left or in the nearest unoccupied space throw or take 4d10 radiant damage, and it suffers
if that space is occupied. one level of exhaustion and emits a dim, greenish
light in a 5-foot radius. This light makes it impossible
* Take immediately after hitting a creature with a for the creature to benefit from being invisible. The
Melee weapon or an Unarmed Strike light and any levels of exhaustion caused by this spell
go away when the spell ends.
IMMOLATION SCATTER
ACTION 90 FT C. 1 MIN. V ACTION 30 FT INSTANT V
EVOCATION LEVEL 5 CONJURATION LEVEL 6
NEGATIVE ENERGY FLOOD STEEL WIND STRIKE
NECROMANCY LEVEL 5 CONJURATION LEVEL 5
IMMOLATION SCATTER
EVOCATION LEVEL 5 CONJURATION LEVEL 6
Flames wreathe one creature you can see within The air quivers around up to five creatures of your
range. The target must make a Dexterity saving choice that you can see within range. An unwilling
throw. It takes 8d6 fire damage on a failed save, or creature must succeed on a Wisdom saving throw to
half as much damage on a successful one. On a failed resist this spell. You teleport each affected target to
save, the target also burns for the spell's duration. an unoccupied space that you can see within 120 feet
The burning target sheds bright light in a 30-foot of you. That space must be on the ground or on a
radius and dim light for an additional 30 feet. At the floor.
end of each of its turns, the target repeats the saving
throw. It takes 4d6 fire damage on a failed save, and
the spell ends on a successful one. These magical
flames can't be extinguished by nonmagical means.
If damage from this spell kills a target, the target is
turned to ash.
DIVINE SMITE
UNDEAD SPIRIT
BONUS ACT. SELF INSTANT V
MD UNDEAD NEUTRAL
EVOCATION LEVEL 1
SUMMON UNDEAD FLAME ARROWS
NECROMANCY LEVEL 3 TRANSMUTATION LEVEL 3
FIND STEED
OTHERWORLDLY STEED
ACTION 30 FT INSTANT V, S
LG CELESTIAL, FEY, FIEND NEUTRAL CONJURATION LEVEL 2
GIANT INSECT GIANT INSECT (CREATURE)
CONJURATION LEVEL 4
AC 11 + the spell’s level
HP 30 + 10 for each spell level above 4
CAST TIME DURATION
Speed 40 ft., Climb 40 ft., Fly 40 ft. (Wasp only)
Action Concentration,
up to 10 minutes STR DEX CON INT WIS CHA
COMPONENTS
Verbal, Somatic RANGE
STAT 17 13 15 4 14 3
60 Feet
MOD +3 +1 +2 -3 +2 -4
You summon a giant centipede, spider, or wasp Senses Darkvision 60 ft., Passive Perception 12
(chosen when you cast the spell). It manifests in an Languages Understands the languages you know
unoccupied space you can see within range and uses CR None (XP 0; PB equals your Proficiency Bonus)
the Giant Insect stat block. The form you choose Spider Climb (Passive). The insect can climb difficult
determines certain details in its stat block. The surfaces, including along ceilings, without the need to
creature disappears when it drops to 0 Hit Points or make an ability check.
when the spell ends. Multiattack (Action). The insect makes a number of
The creature is an ally to you and your allies. In attacks equal to half this spell’s level (round down).
combat, the creature shares your Initiative count, but Poison Jab (Action). Melee Attack Roll: Bonus equals
it takes its turn immediately after yours. It obeys your your spell attack mod, reach 10 ft. Hit: 1d6 + 3 plus the
verbal commands (no action required by you). If you spell’s level Piercing damage + 1d4 Poison damage.
don’t issue any, it takes the Dodge action and uses its Web Bolt (Action; Spider). Ranged Attack Roll:
movement to avoid danger. Bonus equals spell attack modifier, range 60 ft. Hit:
At Higher Levels: Use the spell slot’s level for 1d10 + 3 plus spell level Bludgeoning damage, and the
the spell’s level in the stat block. target’s Speed is reduced to 0 until the start of the
insect’s next turn.
Venomous Spew (Bonus Action; Centipede).
Constitution Saving Throw: Your spell save DC, one
creature the insect can see within 10 feet. Failure: The
target has the Poisoned condition until the start of the
insect’s next turn.
DRUID
MOD +4 +1 +2 -2 +1 -1
You summon an otherworldly being that appears as a
loyal steed in an unoccupied space of your choice within Senses Passive Perception 11
range. This creature uses the Otherworldly Steed stat Languages Telepathy 1 mile (works only with you)
block. If you already have a steed from this spell, the CR None (XP 0; PB equals your Proficiency Bonus)
steed is replaced by the new one.
The steed resembles a Large, rideable animal of your Life Bond (Passive). When you regain Hit Points from a
choice, such as a horse, a camel, a dire wolf, or an elk. level 1+ spell, the steed regains the same number of Hit
Points if you’re within 5 feet of it.
Whenever you cast the spell, choose the steed’s creature
type—Celestial, Fey, or Fiend—which determines certain
Otherworldly Slam (Action). Melee Attack Roll: Bonus
traits in the stat block.
equals your spell attack modifier, reach 5 ft. Hit: 1d8 plus
Combat. The steed is an ally to you and your allies. In
the spell’s level of Radiant (Celestial), Psychic (Fey), or
combat, it shares your Initiative count, and it functions as Necrotic (Fiend) damage.
a controlled mount while you ride it (as defined in the Fell Glare (Bonus Action; Fiend; Long Rest
rules on mounted combat). If you have the Incapacitated Recharge). Wisdom Saving Throw: DC equals your spell
condition, the steed takes its turn immediately after yours save DC, one creature within 60 feet the steed can see.
and acts independently, focusing on protecting you. Failure: The target has the Frightened condition until the
Disappearance of the Steed. The steed disappears if end of your next turn.
it drops to 0 Hit Points or if you die. When it disappears, Fey Step (Bonus Action; Fey; Long Rest Recharge).
it leaves behind anything it was wearing or carrying. If The steed teleports, along with its rider, to an unoccupied
you cast this spell again, you decide whether you space of your choice up to 60 feet away.
summon the steed that disappeared or a different one. Healing Touch (Bonus Action; Celestial; Long Rest
Recharge). One creature within 5 feet of the steed regains
a number of Hit Points equal to 2d8 plus the spell’s level.
PALADIN
SUMMON ABERRATION SUMMON BEAST
ACTION 90 FT C. 1 HR. V, S, M ACTION 90 FT C. 1 HR. V, S, M
CONJURATION LEVEL 5 CONJURATION LEVEL 4
You call forth the spirit of a Construct. It manifests You call forth a fiendish spirit. It manifests in an
in an unoccupied space that you can see within range unoccupied space that you can see within range and
and uses the Construct Spirit stat block. When you uses the Fiendish Spirit stat block. When you cast
cast the spell, choose a material: Clay, Metal, or the spell, choose Demon, Devil, or Yugoloth. The
Stone. The creature resembles an animate statue (you creature resembles a Fiend of the chosen type, which
determine the appearance) made of the chosen determines certain details in its stat block. The
material, which determines certain details in its stat creature disappears when it drops to 0 Hit Points or
block. The creature disappears when it drops to 0 Hit when the spell ends.
Points or when the spell ends. The creature is an ally to you and your allies. In
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but
combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your
it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you
verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its
don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
movement to avoid danger. Using a H igher-Level Spell Slot. Use the spell
At H igher Levels. Use the spell slot’s level for slot’s level for the spell’s level in the stat block.
the spell’s level in the stat block. Components . a bloody vial worth 600+ GP.
Components . A lockbox worth 400+ GP.
Heated Body (Passive; Metal). A creature that hits the Death Throes (Passive; Demon). When the spirit drops to 0 Hit
spirit with a melee attack or that starts its turn in a grapple Points or the spell ends, the spirit explodes. Dexterity Saving Throw:
DC equals your spell save DC, each creature in a 10-foot
with the spirit takes 1d10 Fire damage.
Emanation originating from the spirit. Failure: 2d10 plus this spell’s
Stony Lethargy (Passive; Stone). When a creature starts its
level Fire damage. Success: Half damage.
turn within 10 feet of the spirit, the spirit can target it with Devil’s Sight (Passive; Devil). Magical Darkness doesn’t impede
magical energy if the spirit can see it. Wisdom Saving Throw: DC the spirit’s Darkvision.
equals your spell save DC, the target. Failure: Until the start of Magic Resistance (Passive). The spirit has Advantage on saving
its next turn, the target can’t make Opportunity Attacks, and throws against spells and other magical effects.
its Speed is halved. Multiattack. The spirit makes a number of attacks equal to half
Multiattack. The spirit makes a number of Slam attacks this spell’s level (round down).
equal to half this spell’s level (round down). Bite (Action; Demon). Melee Attack Roll: Bonus equals your spell
Slam (Action). Melee Attack Roll: Bonus equals spell attack attack modifier, reach 5 ft. Hit: 1d12+3 + spell level Necrotic
modifier, reach 5 ft. Hit: 1d8+4 +spell level Bludgeoning damage.
dmg. Claws (Action; Yugoloth). Melee Attack Roll: Bonus equals spell
attack modifier, reach 5 ft. Hit: 1d8+3 + spell level Slashing
Berserk Lashing (Action; Clay). Trigger: The spirit takes
damage. Immediately after the attack hits/misses, the spirit can
damage from a creature. Response: The spirit makes a Slam
teleport up to 30 ft to an unoccupied space it can see.
attack against that creature if possible, or the spirit moves up Fiery Strike (Action; Devil). Melee or Ranged Attack Roll: Bonus
to half its Speed toward that creature without provoking equals your spell attack modifier, reach 5 ft. or range 150 ft. Hit:
Opportunity Attacks. 2d6 + 3 + the spell’s level Fire damage.
SUMMON FEY SUMMON DRAGON
ACTION 90 FT C. 1 HR. V, S, M ACTION 60 FT C. 1 HR. V, S, M
CONJURATION LEVEL 3 CONJURATION LEVEL 5
You call forth a Dragon spirit. It manifests in an You call forth a Fey spirit. It manifests in an
unoccupied space that you can see within range and unoccupied space that you can see within range and
uses the Draconic Spirit stat block. The creature uses the Fey Spirit stat block. When you cast the
disappears when it drops to 0 Hit Points or when the spell, choose a mood: Fuming, Mirthful, or Tricksy.
spell ends. The creature resembles a Fey creature of your choice
The creature is an ally to you and your allies. In marked by the chosen mood, which determines
combat, the creature shares your Initiative count, but certain details in its stat block. The creature
it takes its turn immediately after yours. It obeys your disappears when it drops to 0 Hit Points or when the
verbal commands (no action required by you). If you spell ends.
don’t issue any, it takes the Dodge action and uses its The creature is an ally to you and your allies. In
movement to avoid danger. combat, the creature shares your Initiative count, but
At H igher Levels: Use the spell slot’s level for it takes its turn immediately after yours. It obeys your
the spell’s level in the stat block. verbal commands (no action required by you). If you
Components . An object with the image of a don’t issue any, it takes the Dodge action and uses its
dragon engraved on it worth 500+ GP. movement to avoid danger.
At H igher Levels: Use the spell slot’s level for
the spell’s level in the stat block.
Components . A gilded flower worth 300+ GP.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
STAT 19 14 17 10 14 14 STAT 13 16 14 14 11 16
MOD +4 +2 +3 0 +2 +2 MOD +1 +3 +2 +2 0 +3
Resistance to Acid, Cold, Fire, Lightning, Poison Immunity to Charmed, Frightened, Poisoned
Immunity to Charmed, Frightened, Poisoned Senses Darkvision 60 ft., Passive Perception 10
Senses Blindsight 30 ft., Darkvision 60 ft., Passive Languages Sylvan, understands languages you know
Perception 12 CR None (XP 0; PB equals your Proficiency Bonus)
Languages Draconic, knows languages you know Multiattack. The spirit makes a number of Fey Blade
CR None (XP 0; PB equals your Proficiency Bonus) attacks equal to half this spell’s level (round down).
Fey Blade (Action). Melee Attack Roll: Bonus equals your
Shared Resistances (Passive). When you summon
spell attack modifier, reach 5 ft. Hit: 2d6+3 + the spell’s
the spirit, choose one of its damage Resistances share it
level Force damage.
until the spell ends. Fey Step (Bonus Action). The spirit magically teleports
Multiattack. The spirit makes a number of Rend up to 30 feet to an unoccupied space it can see. Then one
attacks equal to half the spell’s level (round down), and of the following effects occurs, based on the spirit’s
it uses Breath Weapon. chosen mood:
Rend (Action). Melee Attack: Bonus equals your spell Fuming. The spirit has Advantage on the next attack roll
attack modifier, reach 10 feet. Hit:1d6 + 4 + the spell’s it makes before the end of this turn.
level Piercing damage. Mirthful. Wisdom Saving Throw: DC equals your spell save
Breath Weapon (Action). Dexterity Saving Throw: DC DC, one creature the spirit can see within 10 feet of itself.
equals your spell save DC, each creature in a 30-foot Failure: The target is Charmed by you and the spirit for 1
Cone. Failure: 2d6 damage of a type this spirit has minute or until the target takes any damage.
Resistance to (your choice when you cast the spell). Tricksy. The spirit fills a 10-foot Cube within 5 feet of it
Success: Half damage. with magical Darkness, lasts until the end of its next turn.
SUMMON CELESTIAL SUMMON ELEMENTAL
ACTION 90 FT C. 1 HR. V, S, M ACTION 90 FT C. 1 HR. V, S, M
CONJURATION LEVEL 5 CONJURATION LEVEL 4
You call forth an elemental spirit. It manifests in an You call forth a Celestial spirit. It manifests in an
unoccupied space that you can see within range. This angelic form in an unoccupied space that you can see
corporeal form uses the Elemental Spirit stat block. within range and uses the Celestial Spirit stat block.
When you cast the spell, choose an element: Air, Earth, When you cast the spell, choose Avenger or
Fire, or Water. The creature resembles a bipedal form Defender. Your choice determines certain details in
wreathed in the chosen element, which determines its stat block. The creature disappears when it drops
certain traits in its stat block. The creature disappears to 0 Hit Points or when the spell ends.
when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your allies. In
The creature is an ally to you and your companions. In combat, the creature shares your Initiative count, but
combat, the creature shares your initiative count, but it it takes its turn immediately after yours. It obeys your
takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you
verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its
don’t issue any, it takes the Dodge action and uses its
movement to avoid danger.
move to avoid danger.
At Higher Levels: Use the spell slot's level for
At H igher Levels. When you cast this spell using a
spell slot of 5th level or higher, use the higher level the spell's level in the stat block.
wherever the spell’s level appears in the stat block.
Components . A reliquary worth 500+ GP.
Components . Air, a pebble, ash, and water inside a
gold-inlaid vial worth at least 400 gp.