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Spells

Conjure Celestial

7th-level conjuration (action, concentration up to 10 minutes) manifests a pillar of light in a 40-foot-high, 10-foot-radius Cylinder centered on a point within range. You bathe cr...

Granted Features
Automatic:
3rd-level conjuration with concentration lasting up to 10 minutes. You summon a Large pack of spectral animals in an unoccupied space within range; the pack grants you Advantage on Strength saves while within 5 feet of it. When the pack moves within 10 feet of a creature or when a creature enters or ends its turn within 10 feet, that creature makes a DEX save or takes 3d10 slashing damage (once per turn). You move the pack up to 30 feet on your turn. Damage scales +1d10 per slot level above 3rd.
Conjures elemental spirits in a 15-foot Emanation around you for concentration (up to 10 minutes). Your attacks deal an extra 2d8 acid, cold, fire, or lightning damage when they hit creatures in the Emanation; ground there becomes difficult terrain for enemies. Damage scales +1d8 per spell slot level above 4th. Search fit: elemental damage rider, area denial, concentration aura scaling.
4th-level Conjuration spell (concentration, up to 10 minutes) summons nature spirits in a 10-foot emanation around you. Any creature entering or ending its turn in the emanation makes a Wisdom save (once per turn) or takes 5d8 force damage on failure; you also gain Bonus Action Disengage for the duration. Damage scales +1d8 per slot above 4th. Search fit: force damage aura, concentration control, bonus action mobility.
5th-level conjuration; summons a Large intangible elemental spirit (air/lightning, earth/thunder, fire, or water/cold) in an unoccupied space within range. When a creature enters the spirit's space or starts its turn within 5 feet, you force a Dexterity save; on failure, the target takes 8d8 damage of the spirit's type and becomes Restrained until spell ends. Restrained targets repeat the save at the start of their turns, taking 4d8 damage on failure or ending the Restrained condition on success.
6th-level conjuration that summons a Medium Fey spirit in melee range, dealing 3d12 psychic damage and applying Frightened on a spell attack hit. Bonus action on later turns teleports the spirit up to 30 feet and repeats the attack. Requires concentration up to 10 minutes; damage scales +1d12 per slot level above 6th. Search fit: melee spell attack, psychic damage, Frightened condition, concentration damage scaling.

You conjure a spirit from the Upper Planes, which manifests as a pillar of light in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range. For each creature you can see in the Cylinder, choose which of these lights shines on it: Until the spell ends, Bright Light fills the Cylinder, and when you move on your turn, you can also move the Cylinder up to 30 feet. Whenever the Cylinder moves into the space of a creature you can see and whenever a creature you can see enters the Cylinder or ends its turn there, you can bathe it in one of the lights. A creature can be affected by this spell only once per turn.

At Higher Levels: The healing and damage increase by 1d12 for each spell slot level above 7.

Level 7th-Level · School Conjuration · Casting Time 1 action · Range 90 feet · Components V, S · Duration Concentration, up to 10 minutes (Concentration) · Classes Cleric