Summon Humanoid (5e Spell)
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2nd-level Conjuration | |
Casting time: | 1 action |
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Range: | 90ft |
Components: | V, S, M (a gold plated police whistle, worth at least 200 gp) |
Duration: | Concentration, up to 1 hour |
You call forth a spirit of the common folk. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Militia Spirit stat block. When you cast the spell, choose a race: Dwarf, Elf, Human, or Gnome. The creature resembles an average person of that race, 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.
Militia Spirit[edit]
Medium humanoid, Armor Class 11 + the level of the spell (leather armor)
Damage Resistances poison (Dwarf Only) Fey Ancestry (Elf Only). The spirit has advantage on saving throws against being charmed, and magic can't put it to sleep. Sneak Attack (Gnome Only). Once per turn, the spirit deals an extra 2d6 damage when it hits a target with its dagger and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spirit that isn't incapacitated and the spirit doesn't have disadvantage on the attack roll. ACTIONSMultiattack. The spirit makes a number of attacks equal to half this spell’s level (rounded down). Bow (Elf Only). Melee Weapon Attack: your spell attack modifier to hit, reach 80ft, one target. Hit: 1d6 + 3 + the spell's level piercing damage. Dagger (Gnome Only). Ranged Weapon Attack: your spell attack modifier to hit, reach 20ft, one target. Hit: 1d4 + 3 + the spell's level slashing damage. Warpick (Human and Dwarf Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5ft, one target. Hit: 1d8 + 3 + the spell's level piercing damage. Second Wind (1/Day) (Human Only). The spirit can use a bonus action to regain hit points equal to 1d10 + the spell's level.
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At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, use the higher level wherever the spell’s level appears in the stat block.
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