Summon Monster (5e Spell)
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|Casting Time:||1 action|
|Components:||V, S, M (a tiny bag and a small candle)|
|Duration:||Concentration, up to 1 minute|
|Casters:||Cleric, Druid, Sorcerer, Warlock, Wizard|
Pulling out the tiny bag and lighting the small candle, you gesture in the air and mutter arcane words before summoning an ally to defend you.
Upon casting this spell, you choose one of the types below and summon a creature with the following statistic block whose initiative is immediately after yours. This creature understands one language you speak, and is friendly to you and your companions. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to it, it defend itself from hostile creatures, but otherwise take no actions.
|Armor Class: 12 + the spell slot's level (natural armor)|
|Hit Points: Equal to the slot level × 10 (Hit dice equal to twice the spell slot's level)|
|Speed: 30 feet|
|Saving Throws: Increase all saves by an amount equal to one-half the spell slot expended|
|Senses: Darkvision 60 feet, passive Perception +1|
|Challenge: 1 (0 xp)|
Slam. Melee Weapon Attack: +2 to hit, plus the slot level at which you cast this spell. Hit: 1d8 + 2 magical bludgeoning damage plus the slot level at which you cast this spell.
Multiattack. If you expend a 3rd level spell slot, this summoned creature can make two slams, and an additional one for every two spell slot levels expended above 3rd.
You must be a warlock to summon an aberration, and its alignment is Chaotic Neutral.
If an aberration hits a creature with its slam, it may attempt to grapple that creature as a bonus action, gaining a bonus to its Strength (Athletics) checks equal to the level of the spell slot expended.
You must be a druid to summon a beast, and its alignment is Neutral.
A beast has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated.
You must be a cleric to summon a celestial, and its alignment is Neutral Good.
A celestial possesses the protection fighting style.
You must be a sorcerer or wizard to summon an elemental, and its alignment is Neutral.
Choose one of the following subtypes:
Air. The air elemental can fly at a speed of twice its normal speed.
Earth. An earth elemental has resistance to damage dealt by nonmagical bludgeoning, piercing, or slashing attacks.
Fire. If the fire elemental hits a creature with its slam, it can attempt to light them on fire by expending its bonus action. The creature must make a Dexterity saving throw (DC 14 + one-half the spell slot's level); on a failed save, the creature takes 1d6 fire damage at the start of its turn until someone takes an action to douse the fire. This damage increases by an additional 1d6 for every four slot levels above 1st.
Water. A water elemental can slow enemies with its freezing strikes, causing any creature who is hit by its attacks to reduce their speed by 10 feet until the start of the elemental's next turn. This penalty can apply multiple times if a creature is hit more than once.
You must be a druid to summon a fey, and its alignment is Chaotic Neutral.
Once per long rest, a fey can cast crown of madness with a DC equal to 14 + one-half the spell slot's level.
You must be a cleric or warlock to summon a fiend, and its alignment is Neutral Evil.
Once per long rest, a fiend can cast hellish rebuke at the spell slot's level.
You must be a sorcerer, warlock, or wizard to summon a monstrosity, and its alignment is Neutral.
A monstrosity possesses the sentinel feat.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, your summoned creature becomes tougher as per the statistics above.
|Action Type||Action +|
|Caster||Cleric +, Druid +, Sorcerer +, Warlock + and Wizard +|
|Challenge Rating||1 +|
|Component||V +, S + and M +|
|Consumable Components||true +|
|Experience Points||0 +|
|Hit Dice||Hit dice equal to twice the spell slot's level +|
|Hit Points||Equal to the slot level × 10 +|
|Identifier||5e Spell +|
|Range||30 feet +|
|SortText||Summon Monster +|
|Summary||A generic spell for summoning an ally in combat.|
|Title||Summon Monster +|
|Valuable Components||true +|