Casting Time: 1 action
Range: 90 ft
Components: V, S, M
Duration: Concentration
, up to 1 hour
You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range and uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain details 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 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:
a feather, tuft of fur, and fish tail inside a gilded acorn worth 200+ GP
Verbal Component:
Invito Bestia
Verbal Component (Alternative):
I summon forth a beastial friend, An ally to aid, protect and defend.
Bestial Spirit
Small beast, neutral
Armor Class 11 + the spell's level
Hit Points 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2
Speed 30 ft.; Climb 30 ft. (Land only); Fly 60 ft. (Air only); Swim 30 ft. (Water only)
Str
18 (+4)
Dex
11 (0)
Con
16 (+3)
Int
4 (-3)
Wis
14 (+2)
Cha
5 (-3)
Senses Darkvision 60 ft., Passive Perception 12
Languages understands the languages you know
Challenge None (XP 0; PB equals your Proficiency Bonus)
Traits
Flyby (Air Only). The spirit doesn't provoke Opportunity Attacks when it flies out of an enemy's reach.
Pack Tactics (Land and Water Only). The spirit has Advantage on an attack roll against a creature if at least one of the spirit's allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition.
Water Breathing (Water Only). The spirit can breathe only underwater.
Actions
Multiattack. The spirit makes a number of Rend attacks equal to half this spell's level (round down).
Rend. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft.
Hit: 1d8 + 4 + the spell’s level Piercing damage.
Classes: Druid, Ranger
Domain: Nature
Tags: Summoning
Source: Player's Handbook (2024) (page 322)
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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).