You call forth a Dragon spirit. It manifests in an unoccupied space that you can see within range and uses the Draconic Spirit 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.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.
Draconic Spirit
Large Dragon, Neutral
AC 14 + the spell’s level
HP 50 + 10 for each spell level above 5
Speed 30 ft., Fly 60 ft., Swim 30 ft.
Mod | Save | ||
---|---|---|---|
STR | 19 | +4 | +4 |
DEX | 14 | +2 | +2 |
CON | 17 | +3 | +3 |
Mod | Save | ||
---|---|---|---|
INT | 10 | +0 | +0 |
WIS | 14 | +2 | +2 |
CHA | 14 | +2 | +2 |
Resistances Acid, Cold, Fire, Lightning, Poison
Immunities Charmed, Frightened, Poisoned
Senses Blindsight 30 ft., Darkvision 60 ft.; Passive Perception 12
Languages Draconic, understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Shared Resistances. When you summon the spirit, choose one of its Resistances. You have Resistance to the chosen damage type until the spell ends.
Actions
Multiattack. The spirit makes a number of Rend attacks equal to half the spell’s level (round down), and it uses Breath Weapon.
Rend. Melee Attack Roll: Bonus equals your spell attack modifier, reach 10 feet. Hit:1d6 + 4 + the spell’s level Piercing damage.
Breath Weapon. Dexterity Saving Throw: DC equals your spell save DC, each creature in a 30-foot Cone. Failure: 2d6 damage of a type this spirit has Resistance to (your choice when you cast the spell). Success: Half damage.
Damn so level 8 this thing hitting five times for for 69 damage total, with 22 AC.
Want to be a Drakewarden Ranger but don't want to play a Ranger? Here ya go.
Wow this is a terrible spell. They nerfed it into the ground hard!
They literally didn’t change anything other than removing the gem ancestry option. Not sure how that’s “nerfing it into the ground”
If these were an option and are not any more force, necrotic, psychic, radiant, thunder then thats what you call a nerf the spell is literally half as good as it used to be and thats fact.
I mean if it’s really that big of a deal to you then just use the old version. As I said other than that one little change nothing else is different.
Lorewise, what is this "draconic spirit" supposed to be? Thats been bothering me with all af the Summon X spells.
They have to save stuff to make us buy the forthcoming splat books.
They should fix this. I need the gem babies
The FTD (old) version also mentioned that this dragon is corporeal, therefore able to be mounted. Is that the same for this version? Also, is this able to take the dash action?
I would say that:
Aye.
Homebrewing exists for good reason..... Corpo's often make meh decisions so Homebrew is there to save the day.
But aye, this change wasn't much of anything.
At 18th level Draconic sorcery, you can pair this with Extend Spell meta-magic and get a free cast that lasts 24 hours, and doesn't require concentration.
That combination would last for 2 minutes, not 24 hours.
The free casting you get from that level 18 feature only lasts 1 minute if you do it without concentration. Using Extended Spell on it makes the duration 2 minutes.
Extended Spell doubles the duration of a spell up to a maximum of 24 hours. It doesn't make the spell's duration 24 hours unless the spell's duration was already at least 12 hours.
I feel like the breath weapon should scale on this.
Bro this seems good but it sucks so hard.😑
They should at least have better IN
You're doing very bad math or something man. It's nowhere near that. At level 8 it's not that good, I think you're confused and not noticing it's a level 8 spell slot not you being level 8. So if you're casting it at 8th level it would have 22ac, 80hp, hits for 5-6d6+16= which averages about 32-35dpr if all attacks hit. There's a good chance it misses some rend attack t though especially because monsters you're fighting at level 15+ where you have lvl8 spell slots are pretty hard to hit.
For a level 8 spell AC 22 is correct, 80 HP also, but the damage is more...
It has 4 Rend attacks (equal to half the spell’s level), so if it hits the 4 attacks, the damage will be 4 times 1d6 + 4 + 8 (spell level) giving a total of 4d6 + 48 = 60dpr AVG.
Don't forget the breathing weapon also, 2d6 if hits, 1d6 if fails.
It's actually better than that; the average of 4d6+48 is 62, not 60. This plus the breath weapon (2d6, for an average of 7) is how nbakker got to 69 average damage.
Travwolfe101 appears to be forgetting about adding the spell's level to the damage of each attack.