Summon Celestial: Guardian Angel
Spell Level: 5
School: Conjuration
Casting Time: 1 action
Range: 90 feet
Duration: Concentration, up to 1 hour
Components: V, S, M (a golden reliquary worth at least 500 gp)
You call forth a celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range. This corporeal form uses the Celestial Spirit stat block. When you cast the spell, choose Avenger or Defender. Your choice determines the creature’s attack 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 6th level or higher, use the higher level whenever the spell’s level appears in the stat block.
Celestial Spirit
Large celestial
Armor Class: 11 + the level of the spell (natural armor) + 2 (Defender only)
Hit Points: 40 + 10 for each spell level above 5th
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 10
Languages: Celestial, understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
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, reach 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, reach 5 ft., one target. Hit: 1d10 + 3 + the spell’s 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.
Tasha’s Cauldron of Everything introduced a new way to handle summoning magic that looks like it’ll be the new way D&D handles summoned monsters. This is one of, if not THE best quality of life update it opened up. Each varies in spell level from 2nd to 6th level, but all of them share a common mechanic that makes them feel streamlined and easy to use while maintaining a bit of the flexibility the original conjure spells like Conjure Minor Elementals had. Because you’re getting just one, and it requires your concentration, immediately a lot of the problems bulk low CR summoning magic created vanishes. Instead, each offers you a unique set of tools you can somewhat tailor by situation that reflects the strength of the summoned creature type. If you love casting and using your spirit friend, the up-casting benefits scale pretty well, and can be major threats even in the upper tiers. If you’re just curious as to if they’re powerful or useful, the answer, regardless of summon, is absolutely. Some more than others based on their spell level, but you will consistently find they open up new ways to navigate encounters in a big way.
For a 5th level slot, clerics (and technically paladins) can summon a large celestial spirit with only two modes: avenger or defender. Which is a bummer, cause both modes are strikingly dull, but still fairly powerful.
Defenders get a bonus +2 AC, meaning when summoned with a 5th level slot, it has an AC of 18. That’s good, sure, but not revolutionary or anything. It also gets a nifty attack, radiant mace, that grants 1d10 temp HP to a creature each time it hits. This is probably the coolest thing the spell can do, especially when you use a 6th level slot to get potential 3d10+27 radiant damage to enemies and 3d10 HP split among itself and allies every round. It having 50 HP on top of that, with an AC of 18, will make it feel like a bulwark.
Avenger basically just gets a 150/600 bow attack that deals 2d6+7ish radiant damage on hit. With a 6th level slot, you’re getting three attacks with that bow, which is a lot of dice, but that's really it. 6d6+24 radiant damage a round (7 scaling up to 8 with the upcast) is excellent for just your concentration each round, especially at this range, but it's just… bland. Not for me.
Both modes also get a once per day 2nd level Cure Wounds functionally. Neat.
Summon Celestial is a perfectly serviceable summon spell, it just isn't revolutionizing the game at this point. A lot of other classes have more flexible versions, and instead clerics are getting a very consistent beat stick to play with. Defender has some neat potential, especially with upper-level slots making it a neat defense mini-game where you’re trying to get threatening allies as much temp hp as you can. Avenger is just a radiant ranger buddy, which sure. That’ll do some good damage. If that sounds appealing to you, or you just love conceptually having an angel flying around killing shit with you, Summon Celestial delivers.
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