Casting Time: 1 action
Range: 60 ft
Components: V, S, M
Duration: Concentration
, up to 1 hour
You call forth a Dragon spirit. It manifests in an unoccupied space that you can see within range and uses the Draconic Spirit 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 allies. 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 movement to avoid danger.
Use the spell slot's level for the spell's level in the stat block.
Material Component:
an object with the image of a dragon engraved on it worth 500+ GP
Verbal Component:
Invito Draconis
Verbal Component (Alternative):
I summon a dragon, to help in my fight; A spirit to aid, protect and smite.
Draconic Spirit
Large dragon, neutral
Armor Class 14 + the spell's level
Hit Points 50 + 10 for each spell level above 5
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 Acid, Cold, Fire, Lightning, Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Blindsight 30 ft., Darkvision 60 ft., Passive Perception 12
Languages Draconic, understands the languages you know
Challenge None (XP 0; PB equals your Proficiency Bonus)
Traits
Shared Resistances. When you summon the spirit, choose one of its Resistances. You have Resistance to the chosen damage type until the spell ends.
Actions
Multiattack. The spirit makes a number of Rend attacks equal to half the spell's level (round down), and it uses Breath Weapon.
Rend. Melee Attack: Bonus equals your spell attack modifier, reach 10 feet.
Hit: 1d6 + 4 + the spell’s level Piercing damage.
Breath Weapon. Dexterity Saving Throw: DC equals your spell save DC, each creature in a 30-foot Cone.
Failure: 2d6 damage of a type this spirit has Resistance to (your choice when you cast the spell).
Success: Half damage.
Class: Wizard
Tags: Summoning
Source: Player's Handbook (2024) (page 324)
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Other Planes and Effects
Below is information about this spell as it relates to other planes and area of effects (i.e. underwater). Some of the information is pulled official D&D sources (such as books and the twitter feeds of D&D officials), but other information is derived from forums and online discussions. As always, it is up to the DM to decide how they wish to handle spell effects.
Summoning in Sigil
From Planescape Adventures in the Multiverse, Sigil and the Outlands, "With the exception of permanent teleportation circles, the Lady of Pain prevents spells and other powers from allowing anything to enter the City of Doors. That means creatures and objects from outside in the multiverse can't be summoned or conjured into Sigil by any means. Summoning abilities a character might have, such as the conjure elemental spell or a class feature that summons a companion, still function as normal with these features calling only creatures that exist somewhere within Sigil itself."
Underwater - Verbal Component
Official rules have been verified by Jeremy Crawford - "No rule prohibits verbal components from working underwater. Keep in mind that if you're talking, you're not holding your breath." Hence, while submerged underwater and holding its breath, a creature can cast a spell that requires a verbal component. After casting the spell, if the creature can't breathe underwater, it immediately runs out of breath. The creature can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round).