Lunar Spirit (5e Spell)
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|V, S, E (a night with an unobstructed view of the moon)
You call upon the energy of the moon, manifesting its light into a spiritual companion. This creature appears in an unoccupied space that you can see within range, and it uses the Lunar Spirit stat block. The phase of the moon when you cast this spell (Waxing, Waning, New, or Full) determines certain traits in its stat block. The creature resembles an animal of your choice that is associated with the moon such as a wolf, rabbit, or deer. The creature disappears at dawn or when it drops to 0 hit points.
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.
If you cast this spell more than once during the same night, there is a 50 percent chance for subsequent castings of this spell to fail, wasting the spell slot used to cast it.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block.
Medium celestial, any alignment
Damage Vulnerabilities radiant damage from effects that create or channel sunlight
Sunlight Vulnerability. If the lunar spirit enters an area of sunlight for the first time on a turn or starts its turn there, it takes 40 radiant damage (already doubled as per vulnerability).
Moonlight Dependence. (Waxing, Waning, and Full Moon only) If the spirit is not in moonlight, it has disadvantage on attack rolls, ability checks, and saving throws.
Moonlight Empowerment. (Full Moon only) The spirit gains an amount of temporary hit points equal to twice this spell's level every time it starts its turn in moonlight. While in moonlight, its attacks deal an additional die of damage.
Incorporeal Movement. (Waxing, Waning, and New Moon only) The spirit can pass through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Illumination. (Full Moon only) The spirit sheds bright light for a 20-foot radius and dim light for an additional 20 feet beyond that. A shapeshifter that enters the area of this light for the first time on a turn or starts its turn there must succeed on a Charisma saving throw or instantly revert back to its original form, becoming unable to assume a new form until it leaves the light.
Variable Illumination. (Waxing and Waning only) The spirit sheds bright light in a 5 to 20-foot radius and dim light for an additional number of ft. equal to the chosen radius. The spirit can alter the radius as a bonus action.
Multiattack. The spirit makes a number of attacks equal to half this spell’s level (rounded down).
Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 2 + the spell's level radiant damage. A shapechanger that takes this damage instantly reverts to its true form.