5e SRD >Spells >

Summon Dragon Spirit

4th-level conjuration

Casting Time 1 action

Range 90 feet

Components V, S, M (a few scales from a serpent or lizard)

Duration Concentration, up to 1 hour

You call forth a dragon spirit from the dragon lands. It manifests in an unoccupied space that you can see within range.

This corporeal form uses the Dragon Spirit stat block. When you cast the spell, choose an element (thunder, lightning, acid, cold, or fire). The creature resembles a dragon of that kind, which determines certain traits in its 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 companions. 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 move to avoid danger.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell’s level appears on the stat block.

Dragon Spirit

Large dragon, neutral

Armor Class 11+ level of the spell (natural armor)
Hit Points 50 (6d8 + 12) +10 for each spell level above 4th
Speed 30 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 16 (+3) 15 (+2) 10 (+0) 10 (+0)

Skills Deception +2, Insight +4, Perception +2, Persuasion +5
Senses darkvision 60 ft., blindsense 10 ft., passive Perception 12
Languages Draconic, understands any

Special Traits

  • Legendary Resistance (1/day): If the Dragon fails a saving throw, it can choose to succeed instead.
  • Proficiency bonus: equal to the caster

Actions

  • Multiattack. The dragon makes a number of attacks equal to half this spell’s level (rounded down).
  • Claws. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 3 + the spell’s level slashing damage.
  • Tail Slap. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell’s level bludgeoning damage and the creature must make a Str save vs your spell save or be knocked prone.
  • Frightful Presence. Each creature of the dragon’s choice, and not allied with the summoner, that is within 120 ft. of the dragon and aware of it must succeed on a DC, equal to the caster’s Spell Save, Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.
  • Breath Weapon. The dragon exhales the chosen element in a 60-foot cone. Each creature in that area must make a Dexterity saving throw equal to the Spell Save DC of the Summoner, taking 1d8 + 3 + the spell’s level, chosen elemental Damage on a failed save, or half as much damage on a successful one.

About

A giant, nigh translucent apparition in the form of a chromatic dragon.

Folklore tells the tales of dragon being bound to service by powerful wizards and mages. Whether through happenstance, forced binding, or other arcane means, some dragons may become so entwined with the souls of their masters that they become bound to spaces, to which their spirit remains long after death. These dragons remain with the souls yearning for connection whether through conversation or ethereal combat. It is said that powerful magics can catch the ear of one such dragon spirit willing to be unbound if not for the briefest of moments, aiding the call of those in need for a small chance at freedom.

Section 15: Copyright Notice
Troubadours & Tenders of the Grove, Pugilists & Pact Makers A Scarred Lands Character Options Supplement By Vorpal Tales Authors: Patrick Warren, Shawn McNamara, Tyler Middleton, Zachery Naldrett