The only rule that has been introduced in Fairy Tail so far is that a spirit may not directly or indirectly kill its summoner under any circumstances. You summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range. I’ll be sure to check in. Now that we have celestial warlocks, I feel like it'd make as much sense to summon an angel as it does for an archfiend to summon a devil. Controlling two spirits at 7th, three at 14th. When designing, we assume that combat will last 3 rounds. Made a Celestial Warlock; hoping Tasha's gives Warlocks Summon Celestial Spirit. This corporeal form uses the Celestial Spirit stat block. But, with a 30 foot flying range, the mage has effective means to spread this risk. I’ve shared the defense calculator so you can tinker with your own numbers, by adjusting the number of objects, their Armor Class, and their Hit Points. Pick the Entertainer background, and pick the explorer's pack and a shortsword as apart of your starting equipment. By RAW, you can use Summon Guardian Spirit and grab one or two other monsters of the same level -- something you can’t normally do just by delaying the upgrades because you can only summon one Guardian Spirit, ever. There’s a variety of ways you can achieve 4 turns of survivability. It goes up to 70% when you bake in the extra HP. The Spells Known column of the Celestial Performer Spellcasting table shows when you learn more bard spells of 1st level or higher. Creatures that have a CR below one, but isn’t a CR 0 cost 1 point to summon. You just multiply the number of hits by the number of dice you need to roll, and throw the bones. Increased AC for medium, large, and huge objects. If you are evil, they appear fiendish. Each object needs to be targeted separately. How do we balance for a spell that deals damage on successive turns? Vitriolic Sphere: Harder to attain than storm sphere, but more powerful. Spells: Summon Celestial Spirit. Range: 90 feet . They flit around you to a distance of 15 feet for the Duration. Summon a celestial of cr 5 or lower. In consideration of everything above, I’m comfortable setting damage at 50% of the recommended 10d10 spell damage. In addition to the normal retainer statistics, your summoned celestial can be medium or large size. The saving throw DC is calculated as follows: At 5th level, whenever you use your action to summon a Celestial Spirit you can immediately use your bonus action to make one weapon attack against a creature within range. Summon Elemental Spirit (UA): Slightly more attainable than an aberrant spirit, but still very expensive. (Your DM might allow Other Animals to be summoned as steeds.) If the weapon is already magical you can cause the weapon to deal radiant damage instead. The amount of Celestial Points used to summon a spirit is equal to their CR x 2. Swarms of smaller objects are susceptible to area of effect (AoE) damage. You learn two additional maneuvers of your choice at 5th, 11th, and 15th level. You gain the ability to summon Celestial Spirits that you have a connection with as well as use Celestial Keys. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots. When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice. Observe the stark difference: Note: To be fair to the big boys, their calculations are based on a pro rata fraction of the 10 objects you get. Once you use this feature you cannot use it again until you finish a long rest. Damage. It's impossible to summon spirits elsewhere. Hit Dice: 1d8 per Celestial Spirit User level Taking the middle puts Spiritual Weapon at 16.25 average damage per turn at a hypothetical 5th level upcast. If no commands are given it will defend either itself, the Summoner, or does something independent according to the spirit until another command is given. You can choose the form that this melee weapon takes each time you create it. For that, we turn to the Dungeon Master’s Guide: For a spell that works based on attacks, it’s appropriate to use the single target damage benchmark, with the 25% markup (since attacks don’t deal half damage on a miss). Also note that depending on the key that all spirits have different stats and abilities. Equally as much pizazz. While larger objects may hit harder, action economy quickly takes over. You are able to control more spirits at later levels. Conjuration Spells for Dungeons and Dragons (D&D) Fifth Edition (5e). First off, CR 0 keys only require a short rest to be able to summon again, in comparison to other spirits. The Spirit World was apparently incompatible with the Great Wheel cosmology, coming as it did from a radically different worldview. For example, keys that are a CR of 0 don’t cost any points at all making them the equivalent to something on the lines of a Pet, Cantrip, or Familiar. ( Log Out /  Consider how small objects deal less damage than tiny objects, but they have increased durability. This damage is radiant, necrotic, or cold (your choice when you cast the spell). The target is racked by flying debris, swarmed by small devices, assaulted by automatons, or some combination of the above. If you are good or neutral, their spectral form appears angelic or fey (your choice). Additionally, as apart of the same reaction, you can move up to your movement speed and take the attack action against another creature within range. At 5th level, when you cast a spell on a creature while you have a Celestial Spirit within 10 feet of you, you can make a Charisma(Performance) check contested by the target creature’s Wisdom(Insight) check. There are nine all in all, and we know four so far: Summon Aberrant Spirit; Summon Celestial Spirit If you’re already proficiency in Performance you can choose to either double your proficiency bonus for your performance checks, or choose a different skill to become proficient in. The being must be known to you - a god, a primordial, a demon prince, or some other being of cosmic power. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. Animate Objects is a 5th level spell in D&D 5th Edition that turns objects in your environment into weapons. The celestial is a level 3 retainer per the rules presented on pages 69-81 of Strongholds and Followers. Summon Celestial Spirit. At 10th level, they turn into d10s. Contracts can be broken if the Mage gets arrested, releases the spirit by him/her self, or dies. Keep in mind, it might make sense to give one object class a little more firepower if its cousin has a little more durability. If you’re going to do that, I highly recommend checking out Sly Flourish’s Mob Damage Calculator. A celestial creature’s CR increases by +1 only if the base creature has 5 or more HD. Hit Points at 1st Level: 8 + Constitution modifier Celestial Spirits, when summoned, act on their own initiative and take their own actions. If you don't care what they summon, then technically you can summon a familiar (with the Find Familiar spell) with any class. This feature doesn’t work while you or your spirits are on separate planes of existence. Weapons: Simple Weapons, Shortswords You could fiddle with this by adding +1s to the attack/DC column of the table, but I wouldn’t. celestial lawful good Minor Archon (5e Class Feature) 0 40 ft., fly 60 ft. | Here Be Monsters Shop the Open Gaming Store! The creature disappears when it drops to 0 hit points or when the spell ends. We can assume this damage is tuned down a bit to account for the healing rider. It seems that the mark we want to hit in terms of survivability is somewhere around the 4 turn mark. The benefit of larger objects is twofold: Larger objects maintain their full offensive potency until they’re destroyed, whereas a collection of smaller objects will see their offensive prowess wane as they are dispatched. Here’s an example using the Dungeon Master’s Guide‘s suggested stats for a CR 9 creature (+7 attack, 57 damage/round): Larger Objects. That’s what we’re looking for. Components: V, S, M (a golden reliquary worth at least 500 gp) Duration: Concentration, up to 1 hour . These items are less friends instead they are beautiful artifacts that you must study and learn . If you are using starting wealth, you have 5d4 x 10gp in funds. Summoning. You’ll see a little bit of this ground made up on the defensive side. Remember that the smaller dice you use, the more likely you are to get an average result. Saving Throws: Dexterity, Charisma Some Celestial Relations include the Celestial Performer. Prerequisites. It is a comparison UA Bestial Spirit versus Druid Conjuration spells (Animal, Woodland Beings, Minor Elemental, Elemental, Fey) of only single summons [summoning more lower CR Monsters might be better]: 3rd lvl spell: [conjure animal -> CR 2 beast] Bestial Spirit: 14 AC, 37 HP, Pack-Tactics/Flyby, 1 attack with +7 hit for 1d8+7 (12) A useful summon for Ranger? One last thing: Summon Guardian Spirit is one of the few reasons to take the Balanced Summoning discovery. Damage increases from smallest to largest (average 6.5 to 17). That’s about on par with Warlocks, another winner of this book! Bumped up the attack bonus for small, medium, and large objects. Temp hp can't stack meaning that the spirit will have to target allies with this ability, so I didn't scale it up as the spell level increases when the celestial makes more attacks. Celestial Spirits each come with various abilities and prerequisites that a Celestial Spirit User must take note of when Summoning a Celestial Spirit. The total HP for all the objects is higher. Roll the number of dice indicated reduced by the number of lost objects. You use your Charisma whenever a spell refers to your spellcasting ability. At the 1st level you may only summon and control one Celestial Spirit at a time. Large and huge objects can’t expect much from 10 AC, so we should probably bump that up a bit. As a Celestial Spirit User you gain the following class features. You gain additional spells at later levels, and Charisma is your spellcasting Modifier. At 6th level, once per long rest, you can touch one weapon and make it magical if it wasn’t already until your next long rest. For a quick build, Dexterity should be your highest score followed by Charisma. Saved your site. The bigger your targeted objects get, the less potent they become. At 3rd level, you gain the use of a special Help action. The amount of Celestial Points used to summon a spirit is equal to their CR x 2. Here’s how that would work: As a bonus action on each of your turns while the spell is active, you can mentally command the objects to attack a target. You can choose the cosmetic aspects of the celestial. That’s mostly true, though medium objects are the weakest attackers pound-for-pound. 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