Casting Time: 1 action
Range: 90 ft
Components: V, S, M
Duration: Concentration
, up to 1 hour
You call forth a Celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range and uses the Celestial Spirit stat block. When you cast the spell, choose Avenger or Defender. Your choice 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 reliquary worth 500+ GP
Verbal Component:
Invito Celestis
Verbal Component (Alternative):
I summon forth, an angelic creature; a celestial form, rising from the aether.
Celestial Spirit
Large celestial, neutral
Armor Class 11 + the spell's level + 2 (Defender only)
Hit Points 40 + 10 for each spell level above 5
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 12
Languages Celestial, understands the languages you know
Challenge None (XP 0; PB equals your Proficiency Bonus)
Actions
Multiattack. The spirit makes a number of attacks equal to half this spell's level (round down).
Radiant Bow (Avenger Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 600 ft.
Hit: 2d6 + 2 + the spell's level Radiant damage.
Radiant Mace (Defender Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft.
Hit: 1d10 + 3 + the spell's level Radiant damage, and the spirit 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 spirit touches another creature. The target regains Hit Points equal to 2d8 + the spell’s level.
Classes: Cleric, Paladin
Tags: Summoning
Source: Player's Handbook (2024) (page 323)
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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).