By 6th level, you become deeply influenced by … Additionally, as apart of the same reaction, you can move up to your movement speed and take the attack action against another creature within range. The lowest I would go is 13 AC, replicating the Hill Giant (admittedly whose stat block attributes this to natural armor). At 3rd level, choose two of your skill proficiencies. Remember that the smaller dice you use, the more likely you are to get an average result. Adjusted the damage (removing modifiers and picking two types of dice). You can choose the cosmetic aspects of the celestial. You can use your action to command a CR 0 spirit within 60 ft., of you to cast the spell. I’ll be sure to check in. If you gain spells through the use of either certain spirits then your spell modifier is Charisma. That doesn’t mean you can just divide damage by three and call it a day. You use your Charisma whenever a spell refers to your spellcasting ability. To expand your arsenal, you must first find these various keys out in the world during your adventure at the DM’s discretion. At 11th level, you can summon Celestial Spirits up to CR 1 without spending any Celestial Points. This becomes very time consuming, which can disengage other players. Big objects are easy to hit, but hard to kill. The latest design in the summoning space is this March 2020 Unearthed Arcana. You also choose the quantity of spirit weapons you create, being able to summon as many spirit weapons as you are able to hold (this doesn't change the amount of attacks you are able to make with them. The question is where to set the benchmarks. For example, keys that are a CR of 0 don’t cost any points at all making them the equivalent to something on the lines of a Pet, Cantrip, or Familiar. Attack bonuses are an inverse bell curve from tiny to huge (ranging +8 to +5). Celestials include angels, couatls, and pegasi. When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. Creatures that have a CR below one, but isn’t a CR 0 cost 1 point to summon. Huge objects have the least longevity, but also deal the most damage. While matching the high range of the Animate Objects attack bonuses, Summon Celestial Spirit deals 27 average damage per turn. I’m trying to make all my changes within the table while causing as few ripples as possible. Saved your site. The amount of Celestial Points used to summon a spirit is equal to their CR x 2. ), all movement speeds (except when you’re faster), and any other traits that are not either spellcasting, innate spellcasting, psionics, attack actions, or proficiencies. Seriously look at this thing's stats and tell me it's a CR4 For the same level slot you can summon a cr 7 elemental what make a cr 7 elemental equal to a cr 4 celestial. Wits and Charm. Bumped up the attack bonus for small, medium, and large objects. Some Celestial Relations include the Celestial Performer. When you choose this Bond at 1st level, you gain the ability to summon creatures with the Fey or Celestial type. First off, CR 0 keys only require a short rest to be able to summon again, in comparison to other spirits. You call forth a spirit from the Upper Planes. There are several things we can do to balance the spell. It’s based on the roll needed, which is variable based on target AC. Great rebuild. That’s a safe cap. The only summon with a higher passive perception (12) A talking dog? It is a comparison UA Bestial Spirit versus Druid Conjuration spells (Animal, Woodland Beings, Minor Elemental, Elemental, Fey) of only single summons [summoning more lower CR Monsters might be better]: 3rd lvl spell: [conjure animal -> CR 2 beast] Bestial Spirit: 14 AC, 37 HP, Pack-Tactics/Flyby, 1 attack with +7 hit for 1d8+7 (12) He will fight by your side for the remainder of the fight when all foes are either killed or subdued. The spell makes some objects harder to hit because they can fly! At 10th level, whenever you make a weapon attack you can add an extra 1d8 radiant damage to the attack. Putting together a bunch of different ideas that I’ve discussed above, here’s the updated spell table that I’ll be working with in the future: I made minimal adjustments where necessary. The class uses Silver, Gold, and Platinum keys. Just take the Ritual Caster feat and choose Find Familiar as one of your ritual spells. The only rule that has been introduced in Fairy Tail so far is that a spirit may not directly or indirectly kill its summoner under any circumstances. The Defender’s mace also grants temporary hit points to the Defender or an ally, equal to the damage dealt, and deals competitive damage to the bow (which has no additional special feature). That doesn’t change our calculation, but it’s something to keep in mind when setting our own benchmark. Admire how precisely we hit our desired 27.5 average damage benchmark: On the defensive side, we have a nice progression: We’re hovering right around the 4 turn longevity benchmark while providing some variety among the object classes. For DMs, the type of keys that exist can always be changed and swapped, for example you can simply change the range of the CR and make it so Platinum keys don’t exist. For example, keys that are a CR of 0 don’t cost any points at all making them the equivalent to something on the lines of a Pet, Cantrip, or Familiar. 3 Spirit totem (Druid: Circle of the Shepherd) Spirit Totem is extremely effective because it allows you to heal multiple allies within a single turn. Tasha’s Cauldron of Everything Cleric Guide. A comprehensive list of all official Conjuration spells for Fifth Edition. Here’s the main ones: There’s three components to analyze: offense, action economy, and defense. We can use the 5th level spell Summon Celestial Spirit for to get an approximation of how the designers might benchmark the damage these days. Adding an extra attack to a reskinned city guard or giving the spell burning hands to a tiger is all you need to make the game fun and more interesting. Thankfully, due to the mechanics of celestial keys going off of CR, a DM can easily take a pre existing creature from the monster manual, alter some of its features or add some new features, and reskin it into a Celestial Spirit. Secondly, each CR 0 key is innately able to cast one cantrip, using your charisma modifier as its spellcasting ability. You can smooth out the balance by dropping the tiny objects to 10 HP and doubling their Hit Points for every size (20 for small, 40 for medium, 80 for large, 160 for huge). Generally, bigger stuff hits harder. Here’s how that would work: As a bonus action on each of your turns while the spell is active, you can mentally command the objects to attack a target. But, pegging large objects at 16 AC doesn’t give us a wide spread of ACs to play with. While most Celestial Spirit users hide in the back you choose to battle alongside them hand in hand. I’d just make up any differences by tweaking the defense. So have fun summoning spirits and reflavoring monsters. At 10th level, after casting an Enchantment or Illusion spell of 1st level or higher all friendly creatures within 30 feet of you gain advantage on their next ability check or saving throw they make within the next minute. Components: V, S, M (a golden reliquary worth at least 500 gp) Duration: Concentration, up to 1 hour . Example, CR 6 would cost 12 Celestial Points normally, 13th level armor would cost 24 Celestial Points, but 17th level armor would only cost 18 Celestial Points. Appearing in an unoccupied space within range, the steed takes on a form that you choose, such as a Warhorse, a pony, a camel, an elk, or a Mastiff. Roll initiative for the celestial, which has its own turns. At 5th level, as an action, or as a reaction when an enemy rolls to hit against you or your spirits in range, but before you know if the attack hits or misses, you and a Celestial Spirit you can see within 60 feet of you can magically teleport and swap places. Tasha's Cauldron of Everything is a 5th‒edition Dungeons & Dragons sourcebook focusing on Tasha's magical findings across the planes of the multiverse. If you are not considering any AC adjustments, you can make up for the differences here by ensuring that the small and medium objects pack a little less punch. The spirit manifests physically in an angelic form in Learning and discovering these unique items in temples dungeons and ancient treasuries has ended with you having unique skills and powers, At 3rd level, You are able to search for these relics by performing a 1 hour ritual once per day doing these ritual comes in many forms you could lay a drop of blood on a map or throw chicken bones on the ground but either way it's the same result you create a magical compess that lasts for 1 minute and points you in the direction of an object or person or even a spirit, At 3rd level, your experience with hunting for treasures of ancient ages finally begins to kick in , You gain proficiency In Survival & Cartographers tools, At 5th level, as an bonus action, You are able to burn your health and transform it into celestial points , For every 2 hp you give up you gain 1 celestial points . For example the defender celestial spirit grants 1d10 temp hp to itself or another creature on a hit with it's weapon. At 17th level, the extra cost is reduced down to an extra an extra ½ the cost instead of double. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic. How do we balance for a spell that deals damage on successive turns? Instead you’ll have a ton of potent, and specific creatures to pick from when summoning something, like it matters. I hope you enjoyed this spell hack. At 15th level, whenever a Celestial Spirit or another friendly creature within 30 feet of you is reduced to 0 Hit Points you can use your reaction to have them be reduced to 1 hit point instead. Smaller objects have higher Armor Class (AC) but fewer Hit Points (HP). You gain proficiency in the Performance skill and one instrument of your choice. Otherwise it uses its action to dash, disengage, or dodge. Considering how this class uses creatures of varying CR, their does come the cost of approval by the DM. Summon Celestial Spirit. If no commands are given it will defend either itself, the Summoner, or does something independent according to the spirit until another command is given. Made a Celestial Warlock; hoping Tasha's gives Warlocks Summon Celestial Spirit. The number of attacks varies when objects are lost. In their defense, everything 5e has pathfinder has more. Summon a celestial of cr 5 or lower. Attack. This corporeal form uses the Celestial Spirit stat block. When a Celestial Spirit Mage summons a spirit, it appears directly next to them, as that's where the gates to the Spirit world had been opened. The target must make a Dexterity saving throw against your spellcasting DC. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. But, that assumes that the spell only deals damage once. Skills: Choose any three. At 9th level, you no longer need to verbally call upon the spirits by their names to summon them, but instead will them to come out to assist you. At 6th level, once per long rest, you can touch one weapon and make it magical if it wasn’t already until your next long rest. Controlling two spirits at 7th, three at 14th. Additionally you gain the ability to telepathically communicate with your summoned Celestial Spirits and know exactly where they are as long as they remain within 60 feet of you. In consideration of everything above, I’m comfortable setting damage at 50% of the recommended 10d10 spell damage. You’ll see a little bit of this ground made up on the defensive side. Once you use this feature you cannot use it again until you finish a long rest. At 3rd level, whenever you summon a Celestial Spirit they gain temporary hit points equal to your level plus your Charisma modifier. This gives us ~27.5 average damage, which we can break down however we want. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. Celestial creatures dwell in the higher planes, but can be summoned using spells such as summon monster and planar ally. In case you’re wondering how this hack shakes out in the numbers, here it is plugged into the same charts and tables as above: Exactly how we want it. The celestial is a level 3 retainer per the rules presented on pages 69-81 of Strongholds and Followers. Few unique abilities; Land and Water spirits are about the same; pick the one that makes sense given the environment. I’d prefer to keep a lower AC and add more HP if I can achieve similar effective durability. You are able to control more spirits at later levels. Large and huge objects can’t expect much from 10 AC, so we should probably bump that up a bit. We can assume this damage is tuned down a bit to account for the healing rider. You regain all of your expended superiority dice when you finish a short or long rest. The benefit of larger objects is twofold: Larger objects maintain their full offensive potency until they’re destroyed, whereas a collection of smaller objects will see their offensive prowess wane as they are dispatched. You learn another Bard cantrip of your choice at 10th level. Similarly, small objects hit a little softer than tiny objects, but tiny objects are more frail. The amount of Celestial Points used to summon a spirit is equal to their CR x 2. The amount of Celestial Points used to summon a spirit is equal to their CR x 2. Spells: Summon Celestial Spirit. If the weapon is already magical you can cause the weapon to deal radiant damage instead. 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