Inspired by the recent UA, Skyrim, and a manhwa called solo leveling, I've created this summoning spell. The goal is to have the spirit of a powerful dragon (Durnehviir) coming to your aid. I precise that the lore of the dragon is specific to my setting, and I'm more interested in feedback on the mechanical aspect of the spell.
An important ability of the summon is Shadow stealth, where it merges with your own shadow, and is only visible thanks to truesight. I can't help but think of extremely cool use of this (I'll admit probably quite strong for infiltration and such, but I rly like this ability). Overall, to create the summon statbloc, I've used the UA draconic spirit stat and slightly bumped them to better match a 7th level spell. But I want to make sure that the stat, and my beloved ability (and the other dragon's ability) aren't too broken and balanced for the level before handing this to my player.
Summon Durnehviir
7th level Conjuration Spell Casting time: 1 action Components: V,S,M (a beast eye worth at least 700 gp) Duration: 1 hour
The ancient dragon Durnehvirr rule over one of the most important cities of the gray waste, but despite this important position, he is trapped in here, turned into a shadow dragon ages ago. He wishes to see the sky of the material plane again and is grateful for these rare opportunities. He may teach this spell to some rare adventurer who comes across the dragon in their adventure and will assist those who call him.
You shout Durnehviir's name, manifesting a small section of its soul. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Durnehviir Spirit stat block. Durnehviir Spirit disappears when it drops to 0 hit points or when the spell ends as the dragon calls his soul back to him.
Durnehviir Spirit is an ally to you and your companions. In combat, Durnehviir Spirit 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 6th level or higher, use the higher level wherever the spell’s level appears in the stat block.
DURNEHVIIR SPIRIT
Large dragon
Armor Class 14 + the level of the spell (natural armor)
Languages Abyssal, Common, Draconic, Infernal, Primordial
Challenge — Proficiency Bonus equals your bonus
Living Shadow. While in dim light or darkness, Durnehviir Spirit has resistance to damage that isn’t force, psychic, or radiant.
Shadow Stealth. As a bonus action, Durnehviir Spirit merges with your own shadow. Only creatures with truesight are aware of the two merged shadows.
Actions
Multiattack. The dragon uses its Breath Weapon, and it makes a number of Bite and Claw attacks equal to half the spell’s level (rounded down).
Bite and Claw. Melee Weapon Attack: your spell attack modifier to hit, reach 10 ft., one target. Hit: 1d6 + 5 + the spell’s level piercing damage.
Breath Weapon.The dragon exhales a stream of shadow in a 90-foot line. Each creature in that area must make a Dexterity saving throw, taking 3d6 necrotic damage on a failed save, or half as much damage on a successful one. A humanoid reduced to 0 hit points by this damage dies.
Dear brewers,
Inspired by the recent UA, Skyrim, and a manhwa called solo leveling, I've created this summoning spell. The goal is to have the spirit of a powerful dragon (Durnehviir) coming to your aid. I precise that the lore of the dragon is specific to my setting, and I'm more interested in feedback on the mechanical aspect of the spell.
An important ability of the summon is Shadow stealth, where it merges with your own shadow, and is only visible thanks to truesight. I can't help but think of extremely cool use of this (I'll admit probably quite strong for infiltration and such, but I rly like this ability). Overall, to create the summon statbloc, I've used the UA draconic spirit stat and slightly bumped them to better match a 7th level spell. But I want to make sure that the stat, and my beloved ability (and the other dragon's ability) aren't too broken and balanced for the level before handing this to my player.
Summon Durnehviir
7th level Conjuration Spell
Casting time: 1 action
Components: V,S,M (a beast eye worth at least 700 gp)
Duration: 1 hour
The ancient dragon Durnehvirr rule over one of the most important cities of the gray waste, but despite this important position, he is trapped in here, turned into a shadow dragon ages ago. He wishes to see the sky of the material plane again and is grateful for these rare opportunities. He may teach this spell to some rare adventurer who comes across the dragon in their adventure and will assist those who call him.
You shout Durnehviir's name, manifesting a small section of its soul. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Durnehviir Spirit stat block. Durnehviir Spirit disappears when it drops to 0 hit points or when the spell ends as the dragon calls his soul back to him.
Durnehviir Spirit is an ally to you and your companions. In combat, Durnehviir Spirit 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 6th level or higher, use the higher level wherever the spell’s level appears in the stat block.
DURNEHVIIR SPIRIT
Large dragon
Armor Class 14 + the level of the spell (natural armor)
Hit Points 70 + 15 for each spell level above 7th
Speed 40 ft., fly 80 ft., swim 40 ft.
Damage Immunities lightning, necrotic
Condition Immunities charmed, frightened, poisoned
Senses blindsight 30 ft., darkvision 60 ft., passive Perception 13
Languages Abyssal, Common, Draconic, Infernal, Primordial
Challenge — Proficiency Bonus equals your bonus
Living Shadow. While in dim light or darkness, Durnehviir Spirit has resistance to damage that isn’t force, psychic, or radiant.
Shadow Stealth. As a bonus action, Durnehviir Spirit merges with your own shadow. Only creatures with truesight are aware of the two merged shadows.
Actions
Multiattack. The dragon uses its Breath Weapon, and it makes a number of Bite and Claw attacks equal to half the spell’s level (rounded down).
Bite and Claw. Melee Weapon Attack: your spell attack modifier to hit, reach 10 ft., one target. Hit: 1d6 + 5 + the spell’s level piercing damage.
Breath Weapon. The dragon exhales a stream of shadow in a 90-foot line. Each creature in that area must make a Dexterity saving throw, taking 3d6 necrotic damage on a failed save, or half as much damage on a successful one. A humanoid reduced to 0 hit points by this damage dies.
Feel free to check out my hombrew: Magic Items, Spells, Monsters, Species, Feats, Subclassses, and Backgrounds. More detail in my Homebrew Compendium.
If you have any comments, suggestions, or ways to improve my homebrew, tell me, I'm always looking to improve!
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