Summon Draconic Spirit: Build-A-Dragon
Usable By: Druid, Sorcerer, Wizard
Spell Level: 5
School: Conjuration
Casting Time: 1 bonus action
Range: 60 feet
Duration: Concentration, up to 1 hour
Components: V, S, M (an object with the image of a dragon engraved on it, worth at least 500 gp)
You call forth a draconic spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Draconic Spirit stat block. When you cast this spell, choose a family of dragon: chromatic, gem, or metallic. The creature resembles a dragon of the chosen family, 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 6th level or higher, use the higher level wherever the spell’s level appears in the stat block.
Draconic Spirit
Large Dragon, Neutral
Armor Class: 14 + the level of the spell (natural armor)
Hit Points: 50 + 10 for each spell level above 5th (the dragon has a number of hit dice [d10s] equal to the level of the spell)
Speed: 30 ft., fly 60 ft., swim 30 ft.
STR: 19 (+4) DEX: 14 (+2) CON: 17 (+3) INT: 10 (+0) WIS: 14 (+2) CHA: 14 (+2)
Damage Resistances(Chromatic and Metallic Only): acid, cold, fire, lightning, poison
Damage Resistances(Gem Only): force, necrotic, psychic, radiant, thunder
Condition Immunities: charmed, frightened, poisoned
Senses: blindsight 30 ft., darkvision 60 ft., passive Perception 12
Languages: Draconic, understands the languages you speak
Challenge: —
Proficiency Bonus (PB): equals your bonus
Shared Resistances. When you summon the dragon, choose one of its damage resistances. You have resistance to the chosen damage type until the spell ends
Actions
Multiattack. The dragon makes a number of Rend attacks equal to half the spell’s level (rounded down), and it uses Breath Weapon.
Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 10 ft., one target. Hit: 1d6 plus 4 + the spell's level piercing damage.
Breath Weapon. The dragon exhales destructive energy in a 30-foot cone. Each creature in that area must make a Dexterity saving throw against your spell save DC. A creature takes 2d6 damage of a type this dragon has resistance to (your choice) on a failed save, or half as much damage on a successful one.
Review by Sam West, Twitter: @CrierKobold
Oh, summoning spells. Xanather’s Guide to Everything gave us our first taste of the relatively more balanced summoning options that don’t rely on creatures CR, but it turns out just having extra monsters fighting for you is still really busted. Summon Draconic Spirit out of Fizban’s Treasury of Dragons is one of the best summoning options added since.
For one 5th level spell slot, you’re getting a 19 AC 50 hitpoint mult-attack flying ally with a breath weapon. That on its own is crazy powerful; each attack is dealing 1d6+4+spell level damage, resulting in each hit dealing 12ish damage each round, no actions required by you. On top of that, for however long you can remain concentrated on this, you’re getting resistance to whatever damage type you want depending on the summoned dragon, which even includes the elusive force damage type that almost no creatures can resist.
I remain stumped with these spells; they don’t even eat your bonus action. Once you cast it, so long as you’re able to concentrate (which is greatly aided by having a 50 hit point large dragon defending you), you’re getting free actions each turn that mimic those of your martial counterparts. There will be some fighters and rangers who look at their builds and attacks, compare them to the dragons, and just feel terrible when they realize the creature you summoned with a single spell slot outperforms their entire build. The spirits even come with blindsight, a 60 ft. fly speed, and a 30 ft. swim speed; they’re all terrain companions that hit like a bus.
The breath weapon doesn’t even have a cooldown; you can just ask the dragon to deal AOE 2d6 damage each round. This probably is going to be slightly worse than just having it use its 10 ft. reach and swing twice, but having the option to cull waves of kobold, kuo-tao, or zombies is just nice to have. One Summon Draconic Spirit can handle wave after wave of little minions all on its own.
If you’re looking to do busted summoning stuff, this is the dragon flavor of the bunch. Draconic bloodline sorcerers jump to mind as the obvious home for this kind of thing. This probably isn’t the most game breaking of even the modern summoning options, but it’ll absolutely be a major player at the table.
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