Summon Heroic Spirit

6th-Level Conjuration
Casting Time: 1 action
Range: 90 feet
Components: VSM($) (a gilded playing card depicting a hero worth at least 600 gp)
Duration: (C) 1 hour

Target. An unoccupied space that you can see within range.
Effect. You call forth a heroic spirit from an ancient tale, alternate timeline, or even another world. This corporeal form uses the Heroic Spirit stat block. When you cast the spell, choose a type of hero: Mage, Priest, Rogue, or Warrior. The spirit resembles an humanoid armed appropriately to the chosen class, which determines the Heroic Spirit stat block it uses. 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 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. Use the higher level wherever the spell's level appears in the stat block.

Mage Heroic Spirit

Medium Humanoid, Unaligned

Armor Class 11 + spell level (natural armor)
Hit Points 100 + 10 per upcast
Speed 30 ft.

STRDEXCONINTWISCHA
10 (+0)14 (+2)14 (+2)20 (+5)15 (+2)16 (+3)

Saving Throws Int +5 + PB, Con +2 + PB
Skills Arcana +5 + PB, History +5 + PB
Condition Immunities Charmed, Frightened
Senses passive Perception 12
Languages Common, understands the languages you speak

Traits

Magic Presence. While the spirit is summoned, you and the spirit have Advantage on Intelligence, Wisdom, and Charisma ability checks and saving throws, and ability checks to dispel or counter your spells are made with Disadvantage.

Actions

Multiattack. The spirit makes a number of attacks equal to one third of this spell's level (rounded up).

Arcane Strike. Ranged Spell Attack: +Spell Attack modifier to hit, range 150 ft., one target. Hit: 1d8 + 5 + Spell Level force damage, and the creature reduces its movement speed by 10 feet until the end of its next turn.

Bonus Actions

Blink. The spirit teleports up to 30 feet to an unoccupied space it can see.

Reactions

Disrupt Magic (1/day for each 3 spell levels). When the spirit sees a creature casting a spell of 2nd level or lower, it can make an ability check with your spellcasting ability modifier with a DC equal to 10 + the spell's level. On a success, the creature's spell fails and has no effect. The creature can use its Reaction to try and reshape the fraying magic and cast another spell with the same casting time so long as it is of a spell level equal to or less than half the original spell.

Priest Heroic Spirit

Medium Humanoid, Unaligned

Armor Class 11 + spell level (natural armor)
Hit Points 100 + 10 per upcast
Speed 35 ft.

STRDEXCONINTWISCHA
14 (+2)10 (+0)14 (+2)15 (+2)20 (+5)16 (+3)

Saving Throws Wis +5 + PB, Cha +3 + PB
Skills Insight +5 + PB, Nature +2 + PB, Religion +2 + PB
Condition Immunities Charmed, Frightened
Senses passive Perception 15
Languages Common, understands the languages you speak

Traits

Blessed Presence. While the spirit is summoned, you regain the maximum number of hit points possible from any healing.

Actions

Multiattack. The spirit makes a number of attacks equal to one third of this spell's level (rounded up).

Challenging Strike. Melee Weapon Attack: +Spell Attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 5 + Spell Level bludgeoning damage, and the creature is Threatened by the spirit.

Bonus Actions

Sacred Shield. A creature of the spirit's choice within 60 feet gains a +2 bonus to their AC until the start of the spirit's next turn.

Reactions

Rebuke (1/day for each 3 spell levels). When a creature within 60 feet of the spirit damages it, it can force that creature to make a DC Caster Spell Save DC Dexterity saving throw. It takes 2d8 + 5 + Spell Level radiant damage, or half as much damage on a successful one. A creature who fails this saving throw is also pushed back 10 feet away from the spirit and is knocked Prone.

Rogue Heroic Spirit

Medium Humanoid, Unaligned

Armor Class 11 + spell level (natural armor)
Hit Points 100 + 10 per upcast
Speed 35 ft.

STRDEXCONINTWISCHA
12 (+1)20 (+5)14 (+2)13 (+1)14 (+2)16 (+3)

Saving Throws Dex +5 + PB, Int +1 + PB
Skills Acrobatics +5 + PB, Perception +2 + (2 x PB), Stealth +5 + (2 x PB), Sleight of Hand +5 + PB
Condition Immunities Charmed, Frightened
Senses passive Perception 12 + (2 x PB)
Languages Common, understands the languages you speak

Traits

Evasive Presence. When you or the spirit makes a Dexterity saving throw against an effect that deals half damage on a success, it takes no damage on a success and half damage on a failure.

Actions

Multiattack. The spirit makes a number of attacks equal to one third of this spell's level (rounded up).

Distracting Strike. Ranged Weapon Attack: +Spell Attack modifier to hit, range 150/600 ft., one target. Hit: 1d8 + 5 + Spell Level piercing damage. The next attack against the creature before the end of the spirit's next turn has Advantage.

Bonus Actions

Cunning Action. The spirit takes the Dash, Disengage, or Hide action.

Reactions

Uncanny Dodge. When the spirit is hit by an attacker it can see, it can use its Reaction to halve the damage from the attack and any other attacks that hit it until the beginning of its next turn.

Warrior Heroic Spirit

Medium Humanoid, Unaligned

Armor Class 11 + spell level (natural armor)
Hit Points 100 + 10 per upcast
Speed 40 ft.

STRDEXCONINTWISCHA
20 (+5)16 (+3)18 (+4)12 (+1)12 (+1)18 (+4)

Saving Throws Str +5 + PB, Con +4 + PB
Skills Athletics +5 + PB, Intimidation +4 + PB
Condition Immunities Charmed, Frightened
Senses passive Perception 11
Languages Common, understands the languages you speak

Traits

Tactical Presence. While the spirit is summoned, you have Advantage on Initiative checks.

Actions

Multiattack. The spirit makes a number of attacks equal to one third of this spell's level (rounded up).

Maneuvering Strike. Melee Weapon Attack: +Spell Attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 5 + Spell Level slashing damage, and the spirit can choose another creature it can see within 30 feet of itself. The chosen creature can use its Reaction to move up to half its movement speed without provoking Opportunity Attacks.

Bonus Actions

Second Wind (1/day for every 3 spell levels). The spirit regains hit points equal to 1d6 + PB + Spellcasting Ability Modifier + Spell Level.

Reactions

Deflect Attacks. When another creature damages the spirit with an attack, it can reduce the damage by 1d6 + Spellcasting Ability Score + Spell Level (to a minimum of 0 damage). If this reduces the damage to 0, it can immediately make a Maneuvering Strike against the target, as long as it is within 60 feet.

Source: Unearthed Arcana: Wonders of the Multiverse

Changelog