Flyby (Air Only). The spirit doesn’t provoke Opportunity Attacks when it flies out of an enemy’s reach.
Pack Tactics (Land and Water Only). The spirit has Advantage on an attack roll against a creature if at least one of the spirit’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition.
Water Breathing (Water Only). The spirit can breathe only underwater.
Multiattack. The spirit makes a two Rend attacks.
Rend. Melee Attack Roll: +9, reach 5 ft. Hit: 13 (1d8 + 9) Piercing damage.
Description
You call forth a bestial spirit using the Summon Beast Spell at 5th level. The spell casting doesn’t require Concentration, but you otherwise function as the spell’s caster. It manifests in an unoccupied space that you can see within 90 feet and uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain details 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 allies. 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 movement to avoid danger.
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