You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:
- Two medium swarms of Summoned Spirits
- One large swarm of Summoned Spirits
- Two medium Summoned Spirits
- One large Summoned Spirit
Each Summoned Spirit or swarm of Summoned Spirits is considered fey, and it disappears when it drops to 0 hit points or when the spell ends. Additionally, choose a type of creature that is summoned: aquatic, aerial, or terrestrial, with additional traits and abilities based on that choice.
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.
A Summoned Spirit or Swarm has AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10, Intelligence is 5, Wisdom is 12, and its Charisma is 8.
Summoned Spirit Statistics
| Size | HP | AC | Str | Dex | Attack |
|---|---|---|---|---|---|
| Two Medium Swarms of Tiny Summoned Spirits | 10 | 11 | 4 | 16 | +3 to hit, 1d4 + 3 damage |
| One Large Swarm of Small Summoned Spirits |
20 | 12 | 8 | 12 | +5 to hit, 2d8 + 1 damage |
| Two Medium Summoned Spirits |
15 | 12 | 12 | 16 | +3 to hit, 1d6 + 3 damage |
| One Large Summoned Spirit |
30 | 13 | 16 | 12 | +5 to hit, 2d10 + 3 damage |
Summoned Aerial Spirit
Speed 20 ft., Fly 60 ft.
Senses Darkvision 60 ft.
Flyby. Aerial Spirits don’t provoke Opportunity Attacks when they fly out of an enemy’s reach.
Keen Senses (not if summoned as a swarm). Aerial Spirits have Advantage on Wisdom (Perception) checks.
Swarm (if summoned as a swarm). A swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough the individual objects that comprise it. A swarm can’t regain hit points or gain temporary hit points.
Summoned Aquatic Spirit
Speed 20 ft., Swim 30 ft.
Senses Blindsight 10 ft. (in water)
Amphibious. Aquatic Spirits can breathe air and water.
Natural Swimmer. While in the water, Aquatic Spirits can take the Dash action as a Bonus Action.
Poisonous (not if summoned as a swarm). When Aquatic Spirits hit a target or are grappled, the target or grappling creature must make a DC12 Constitution Saving Throw or be poisoned for one minute.
Swarm (if summoned as a swarm). A swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough the individual objects that comprise it. A swarm can’t regain hit points or gain temporary hit points.
Summoned Terrestrial Spirit
Speed 30 ft., Climb 30 ft.
Multiattack. Terrestrial Spirits make two attacks when taking the attack action.
Pack Tactics (not if summoned as a swarm). Terrestrial Spirits have 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 isn't incapacitated.
Swarm (if summoned as a swarm). A swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough the individual objects that comprise it. A swarm can’t regain hit points or gain temporary hit points.
At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, each creature or swarm's HP is increased by 5, and the number of damage dice is increased by 1.







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