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Summon

At the cost of expensive materials and extreme effort, it is possible to summon a creature from another plane to an unoccupied spot you can see within range.   When you cast this spell, you must place a condition that must be met before the creature can return to its home plane. This condition must be set before the creature is summoned, and you must verbally state it when you summon the beast. In order for the creature to return, this condition must be met (to the letter), and the creature must return to the place where it was first summoned, to go back through the gate you have created.   When you cast the spell, choose the manner of creature you are summoning. This will effect the appearance and stat block of the creature, as detailed below.   If you know the name of a creature, you can name them specifically. When you choose to name a specific creature, however, the creature may choose to refuse your summoning.  
Summoned Creature Material Componenets Choice
Celestial a relevant religious symbol worth at least 500 gp Avenger or Defender
Elemental air, a pebble, ash, or water inside a gold vial worth at least 400 gp Air, Earth, Fire, or Water
Fell a mirror inlaid with silver worth at least 500 gp Dim, Dusk, or Midnight
Fey a mirror inlaid with gold worth at least 500 gp Spring, Summer, Autumn, or Winter
Fiend a relevant religious symbol worth at least 500 gp Demon or Devil
  The creature is an ally to you. In combat, this creature shares your initiative count, but it takes its turn immediately after yours.   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.
Gestures & Ritual
V, S, M (as detailed in the article)
Related School
Conjuration
Range
90 feet
Level
6th level

Summoned Celestial

Large celestial, any
Armor Class: 11 + the level of the spell + 2 (Defender only)
Hit Points: 40 + 10 fr every spell level above 6th
Speed: 30 ft , fly: 40 ft

STR

16 +3

DEX

14 +2

CON

16 +3

INT

10 +0

WIS

14 +2

CHA

16 +3

Damage Resistances: Radiant
Condition Immunities: Charmed, Frightened
Senses: darkvision 60 ft., passive Perception 12
Languages: Celestial, but understands its summoner

Actions

Multiattack. The celestial makes a number of attacks equal to half this spell's level (rounded down.)   Radiant Bow (Avenger Only). Ranged Weapon Attack: your spell attack modifier to hit, range 150/600 ft., one target. Hit 2d6 + 2 + the spell's level radiant damage.   Radiant Mace (Defender Only). Melee Weapon Attack: your spell attack modifier to hit, range 5ft., one target. Hit 1d10 + 3 + the spell level radiant damage, and the celestial can choose itself or another creature it can see within 10 feet of the target. The chosen creature gains 1d10 temporary hit points.   Healing Touch (1/day). The celestial touches another creature. The target magically regains hit points equal to 2d8 + the spell's level.

This is a celestial summoned to the player by the Summon spell. Its appearance is up to the player, or to the DM.
 

Summoned Elemental

Medium elemental, any
Armor Class: 11 + the level of the spell
Hit Points: 60 + 10 for every spell level above 6th
Speed: 40 ft , burrow: 40 ft , swim: 38 ft , can hover

STR

18 +4

DEX

15 +2

CON

17 +3

INT

4 -3

WIS

10 +0

CHA

16 +3

Damage Resistances: Acid (Water only Lightning, Thunder (Air only Piercing, Slashing (Earth only)
Damage Immunities: Poison, Fire (Fire Only)
Condition Immunities: Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious
Senses: darkvision 60 ft., passive Perception 10
Languages: Primordial, but understands its summoner

Amorphous Form (Air, Fire, and Water only). The elemental can move through a space as narrow as 1 inch wide without squeezing.  

Actions

Multiattack. The elemental makes a number of attacks equal to half this level's spell (rounded down), one of which can be its elemental action.   Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 4 + the spell level bludgeoning damage (Air, Earth, and Water only) or fire damage (Fire only).   Thunder Blast (Air Only). Ranged Spell Attack: your spell attack modifier to hit, range 60 ft., one target. Hit: 1d12 + the spell's level thunder damage   Quake (Earth Only). Ranged Spell Attack: your spell attack modifier to hit, range 50 ft., all creatures in a 10 ft. circle. Hit: 1d10 + the spell level bludgeoning damage, and all creatures in the effected area must make a Dexterity save or be knocked prone.   Flame Blast (Fire Only). Ranged Spell Attack: your spell attack modifier to hit, range 60 ft., one target. Hit: 1d10 + the spell's level fire damage, and the effected creature must make a Constitution saving throw or catch on fire, taking 1d4 fire damage per round. It can make the save at the beginning of its next turn.   Drown (Water Only). Ranged Spell Attack: your spell attack modifier to hit, range 60 ft., one target. Hit: 1d10 + the spell's level bludgeoning damage, and the effected creature is drowning inside a sphere of water, if it needs to breathe. The sphere is broken when the elemental is hit.  

This is an elemental summoned to the player by the Summon spell. Its appearance is up to the player, or the DM.
 

Summoned Fell [WIP]

Small fell, any
Armor Class: 12 + the level of the spell
Hit Points: 40 + 10 for every spell level above 6th
Speed: 40 ft , can hover

STR

13 +1

DEX

16 +3

CON

14 +2

INT

14 +2

WIS

11 +0

CHA

16 +3

Condition Immunities: Charmed, Frightened
Senses: darkvision 60 ft., passive Perception 10
Languages: Fellish

Shadow Step. The fell magically teleports up to 30 feet to a shadow-y, unoccupied space it can see.

This is a fell summoned to the player by the Summon spell. Its appearance is up to the player, or the DM.
 

Summoned Fey [WIP]

Small fey, any
Armor Class: 12 + the level of the spell
Hit Points: 40 + 10 for every spell level above 6th
Speed: 30 ft , can hover

STR

13 +1

DEX

16 +3

CON

14 +2

INT

14 +2

WIS

11 +0

CHA

16 +3

Condition Immunities: Charmed, Unconscious
Languages: Sylvan

Fey Step. The fey magically teleports up to 30 feet to an unoccupied space it can see.

This is a fey summoned to the player by the Summon spell. Its appearance is up to the player, or the DM.
 

Summoned Fiend [WIP]

Large fiend, any
Armor Class: 12 + the level of the spell
Hit Points: 50 + 15 for every spell level above 6th
Speed: 40 ft , fly: 60 ft , climb: 40 ft

STR

13 +1

DEX

16 +3

CON

15 +2

INT

10 +0

WIS

10 +0

CHA

16 +3

Damage Vulnerabilities: Radiant
Damage Resistances: Fire
Damage Immunities: Poison
Condition Immunities: Poisoned
Languages: Abyssal, Infernal, can understand its summoner
This is a fiend summoned to the player by the Summon spell. Its appearance is up to the player, or the DM.