WarrentheHero
2016-01-09, 03:27 AM
This is an attempt to improve conjuration and summoning for spellcasters in D&D 5e. I find it to be really lackluster right now, being unable to summon things in a meaningful way until 5th-level (spell level 3rd) with Animate Dead, and if you're not a Necromancer, you weren't likely to actually summon a creature until 7th-level (spell level 4th) with Conjure Minor Elementals. This makes the idea of a summoner character annoying to pull off, and downright impossible at low-level. I've always been a fan of summoning, and this is one of my greatest disappointments of 5e. So I'm trying to rectify that by making more spells, more creatures, more options.
As stated in the title, this is a work in progress, an ongoing process. It is not complete, but I'll put some work into it each day. Any feedback at any stage of this project is welcome.
For the most part, spells seem to summon a creature of their own level. Conjure Elemental is 5th-level and summons CR 5, Conjure Fey is 6th-level and summons CR 6, True Polymorph, though not a Conjuration spell, is a 9th-level spell that can create a CR 9 creature. The only exceptions are Animate Dead, a 3rd level spell that creates Skeletons or Zombies, typically CR 1/4, though subject to change. The other exception is Conjure Minor Elementals (4th), Conjure Woodland Beings (4th), and Conjure Animals (3rd level) that all have versatility over power.
These aren't conditions that necessarily effect combat, but it's a way to add in text and info and restrictions without having to type it into every single spell.
This creature is bound into the service of another, and its abilities- and will- are limited. While under the control of another, it is effected thusly:
A summoned creature's casts a spell, it uses the Spell Slots of the one who summoned it rather than its own.
A summoned creature is entirely under the command of its summoner. This command is instant and telepathic in nature.
A summoned creature can be effected by the Dispel spell. If so targeted, the DC is the summoner's Spell Save DC. If the Dispel is successful, the summoner loses concentration on the spell that inflicted this condition.
A summoned creature is effected by Banishing Smite and Banishment as though it was not native to the current plane of existence. If it is actually native, it returns to the part of the plane from which it was summoned.
If the spell that
This creature is binding one or more other creatures to its will. It is effected in the following ways:
A summoner can only have creatures bound to its service whose total CR is equal to no more than the summoner's total level.
A creature summoned by a Summoner uses the Summoner's Spell Slots rather than its own when casting spells; cantrips are unaffected by this.
A summoner issues instant, mental commands to creatures summoned by it.
All creatures bound to you take their turn on the same initiative, immediately after yours.
Familiars do not subject you to the Summoner condition.
When you control no bound creatures, you lose the Summoner condition.
1st-level conjuration for Druids, Wizards
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (used match, handful of sand, a feather, a waterskin)
Duration: Concentration, up to 1 minute
You call forth an elemental to fight for you in an unoccupied space you can see within range. The elemental you summon must be of CR 1 or lower. The elemental is subject to the Summoned Condition, and you are subject to the Summoner condition. If your concentration is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can't be dismissed by you and disappears at the end of the spell's duration.
At Higher Levels.When you cast this spell using a spell slot of 2nd level or higher, you summon an elemental with with a maximum of 1 higher CR for every spell slot used beyond 1st. If this spell is cast using a slot of 5th level or higher, the duration increases to Concentration, up to 1 hour.
1st-level Conjuration for Clerics, Warlocks, Wizards
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a piece of golden string, a burnt pbit of flesh, the hoof of an animal)
Duration: Concentration, up to 1 minute
You call forth a celestial, demon, or devil to fight for you in an unoccupied space you can see within range. The outsider you summon must be of CR 1 or lower. The outsider is subject to the Summoned Condition, and you are subject to the Summoner condition. If your concentration is broken, the outsider doesn't disappear. A celestial flees combat while a demon becomes hostile to you and your allies. A devil may be bargained with to continue fighting for you. To do so, you must succeed on a Charisma contest with the devil. If you succeed, it follows your orders as though you hadn't lost concentration. If the devil succeeds, it becomes hostile to you and your allies. Each kind of outsider disaappears at the end of the spell's duration.
At Higher Levels.When you cast this spell using a spell slot of 2nd level or higher, you summon an outsider with a maximum of 1 higher CR for every spell slot used beyond 1st. If this spell is cast using a slot of 5th level or higher, the duration increases to Concentration, up to 1 hour.
1st-level conjuration for Druids, Warlocks, Wizards
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (the needle of an evergreen)
Duration: Concentration, up to 1 minute
You call forth a fey creature to fight for you in an unoccupied space you can see within range. The fey you summon must be a non-humanoid of CR 1 or lower. The creature is subject to the Summoned Condition, and you are subject to the Summoner condition. If your concentration is broken, the fey doesn't disappear. Instead, you lose control of the fey, it becomes hostile toward you and your companions, and it might attack. An uncontrolled fey can't be dismissed by you and disappears at the end of the spell's duration.
For the purposes of this spell, a Faerie Dragon counts as a Fey creature, and a Faerie Dragon summoned this way is treated as a Fey in all cases in which it is relevant.
At Higher Levels.When you cast this spell using a spell slot of 2nd level or higher, you summon a fey with a maximum of 1 higher CR for every spell slot used beyond 1st. If this spell is cast using a slot of 5th level or higher, the duration increases to Concentration, up to 1 hour.
1st-level conjuration for Druids, Sorcerers, Wizards
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (the needle of an evergreen)
Duration: Concentration, up to 1 minute
You call forth a spectral dragon to fight for you in an unoccupied space you can see within range. This Dragon is not a real dragon, it is a mere imitation of one, but is no less dangerous or willful. The dragon you summon must be a non-humanoid of CR 1 or lower. The creature is subject to the Summoned Condition, and you are subject to the Summoner condition. If your concentration is broken, the dragon doesn't disappear. Instead, you lose control of the dragon, it becomes hostile toward you and your companions, and it might attack. An uncontrolled dragon can't be dismissed by you and disappears at the end of the spell's duration.
At Higher Levels.When you cast this spell using a spell slot of 2nd level or higher, you summon a dragon with a maximum of 1 higher CR for every spell slot used beyond 1st. If this spell is cast using a slot of 5th level or higher, the duration increases to Concentration, up to 1 hour.
2nd-level conjuration for Druids, Wizards
Casting Time: 1 minute
Range: 30 feet
Components: V, S, M (a small gem worth no less than 20 gold, red, brown, clear, or blue in coloration, which this spell consumes)
Duration: 1 hour
You attempt to bind an elemental to a gem in your possession, and therefore to your will. The elemental must succeed on a Charisma saving throw or be bound. An elemental already bound by another creature has advantage on this save. The elemental is subject to the Summoned condition, and you are subject to the Summoner condition. If the creature succeeds on its saving throw, it is not bound to you, but the component is not consumed. When the spell ends, the elemental becomes unbound from you. An unbound elemental becomes hostile toward you and your companions, and it might attack. If it was previously bound to another creature, it becomes re-bound to them, if they choose, with whatever duration was remaining on their spell before you cast Bind Elemental.
2nd-level necromancy for Clerics, Wizards
[Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a small chunk of bone, a bit of flesh, or a rotted eyeball)
Duration: 1 hour
You imbue one medium-sized skeleton or corpse with a semblance of life. For the duration, it rises as an undead with the Summoned condition, and you gain the Summoner condition. The creature's statistics are as they were in life, with the following exceptions:
Its Intelligence and Charisma are lowered to 4 if they were not already lower.
Its creature type is changed to undead if it was not already.
It can only make attack per turn, even if it had Multiattack in life.
It loses the Spellcasting trait, if it had it.
The spell cannot raise a creature that had a CR of 3 or higher. When the spell ends, the magic empowering the corpse fails and the corpse collapses.
Elementals
Fire Snake
Small Elemental
Armor Class 14 (natural armor)
Hit Points 18 (4d8)
Speed 0ft., fly 30ft. (hover)
8 STR (-1) 15 Dex (+2) 11 Con (+0) 7 Int (-2) 10 Wis (+0) 8 Cha (-1)
Damage Vulnerabilities Thunder
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities lightning
Senses Blindsight 60ft. (blind beyond this radius)
Languages Understands Auran but can't speak
Challenge 1 (200 XP)
Air Form. An Air Puff's body is like that of a cloud; it can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
Actions
Multiattack. The Air Puff makes two Weak Bolt attacks, two Slam attacks, or one Weak Bolt and one Slam attack.
Weak Bolt. Ranged Spell Attack: +3 to hit, 30 foot range, one target. Hit: 5 (d10) lightning damage.
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning damage plus 3 (1d6) lightning damage.
Charge. The Air Puff charges its body. The next time a creature touches it or hits it with a melee attack while within 5 feet of it takes 4 (2d4) lightning damage.
Small Elemental
Armor Class 14 (natural armor)
Hit Points 22 (5d8)
Speed 30 ft., Swim 40ft.
12 STR (+1) 15 Dex (+2) 11 Con (+0) 7 Int (-2) 10 Wis (+0) 8 Cha (-1)
Damage Vulnerabilities Lightning
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities cold
Senses Blindsight 20 ft.
Languages Understands Aquan but can't speak
Challenge 1 (200 XP)
Water Form. A Waterwhip's body is lith and liquid; it can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
Actions
Multiattack. The Waterwhip makes two Slam attacks.
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning damage plus 3 (1d6) cold damage.
Constrict. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 11). Until the grapple ends, the target is restrained, the the Waterwhip tries to drown it, and the Waterwhip can't constrict another target.
Armor Class 16 (natural armor)
Hit Points 28 (6d8 + 2)
Speed 25 ft.
14 STR (+2) 9 Dex (-1) 15 Con (+2) 7 Int (-2) 10 Wis (+0) 8 Cha (-1)
Damage Vulnerabilities thunder
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities poison
Senses Darkvision 30 ft., Tremorsense 30ft.
Languages Understands Terran but can't speak
Challenge 1 (200 XP)
Siege Monster. The Mobile Rock deals double damage to objects and structures.
False Appearance. While the Mobile Rock remains motionless, it is indistinguishable from a natural rock.
Actions
Multiattack. The Waterwhip makes two Slam attacks.
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 9 (2d8) bludgeoning damage.
Celestials
small celestial
Armor Class 14 (natural armor)
Hit Points 18 (4d8)
Speed 0ft., fly 30ft. (hover)
8 STR (-1) 15 Dex (+2) 11 Con (+0) 7 Int (-2) 10 Wis (+0) 8 Cha (-1)
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities poison, radiant
Senses Blindsight 90ft. (blind beyond this radius)
Languages Understands Celestial but can't speak
Challenge 1 (200 XP)
Ephemeral. A Mote of Light can't carry wear or carry anything.
Variable Illumination. The Mote of Light sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The More of Light can alter the radius as a bonus action.
Actions
Multiattack. The Mote of Light makes two Gleam attacks, two Slam attacks, or one Gleam and one Slam attack.
Gleam. Ranged Spell Attack: +3 to hit, 30 foot range, one target. Hit: 5 (d10) radiant damage.
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning damage plus 3 (1d6) radiant damage.
Fey
Dryad
Faerie Dragon (young)
Demons
Quasit
Devils
Imp
Dragons
Brass Dragon Wyrmling
Copper Dragon Wyrmling
Faerie Dragon (young)
Elementals
Gargoyle
Celestials
Pegasus
Fey
Faerie Dragon (old)
Sea Hag
Demons
Devils
Spined Devil
Dragons
Black Dragon Wyrmling
Bronze Dragon Wyrmling
Faerie Dragon (old)
Green Dragon Wyrmling
Silver Dragon Wyrmling
EDIT LOG
1-12-16:A host of changes; added the conditions, added Conjure Dragon, added Bind Elemental, added Animate Corpse, added CR 2 list, added At Higher Levels to each of the Conjure spells.
Contributor Log
This is a log of people who have contributed ideas that have caused or convinced me to make changes in the Supplement. If you feel you have been left out, let me know.
Mith (http://www.giantitp.com/forums/member.php?81344-Mith)
Fast Jimmy (http://www.giantitp.com/forums/member.php?112083-Fast-Jimmy)
weaseldust (http://www.giantitp.com/forums/member.php?106406-weaseldust)
As stated in the title, this is a work in progress, an ongoing process. It is not complete, but I'll put some work into it each day. Any feedback at any stage of this project is welcome.
For the most part, spells seem to summon a creature of their own level. Conjure Elemental is 5th-level and summons CR 5, Conjure Fey is 6th-level and summons CR 6, True Polymorph, though not a Conjuration spell, is a 9th-level spell that can create a CR 9 creature. The only exceptions are Animate Dead, a 3rd level spell that creates Skeletons or Zombies, typically CR 1/4, though subject to change. The other exception is Conjure Minor Elementals (4th), Conjure Woodland Beings (4th), and Conjure Animals (3rd level) that all have versatility over power.
These aren't conditions that necessarily effect combat, but it's a way to add in text and info and restrictions without having to type it into every single spell.
This creature is bound into the service of another, and its abilities- and will- are limited. While under the control of another, it is effected thusly:
A summoned creature's casts a spell, it uses the Spell Slots of the one who summoned it rather than its own.
A summoned creature is entirely under the command of its summoner. This command is instant and telepathic in nature.
A summoned creature can be effected by the Dispel spell. If so targeted, the DC is the summoner's Spell Save DC. If the Dispel is successful, the summoner loses concentration on the spell that inflicted this condition.
A summoned creature is effected by Banishing Smite and Banishment as though it was not native to the current plane of existence. If it is actually native, it returns to the part of the plane from which it was summoned.
If the spell that
This creature is binding one or more other creatures to its will. It is effected in the following ways:
A summoner can only have creatures bound to its service whose total CR is equal to no more than the summoner's total level.
A creature summoned by a Summoner uses the Summoner's Spell Slots rather than its own when casting spells; cantrips are unaffected by this.
A summoner issues instant, mental commands to creatures summoned by it.
All creatures bound to you take their turn on the same initiative, immediately after yours.
Familiars do not subject you to the Summoner condition.
When you control no bound creatures, you lose the Summoner condition.
1st-level conjuration for Druids, Wizards
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (used match, handful of sand, a feather, a waterskin)
Duration: Concentration, up to 1 minute
You call forth an elemental to fight for you in an unoccupied space you can see within range. The elemental you summon must be of CR 1 or lower. The elemental is subject to the Summoned Condition, and you are subject to the Summoner condition. If your concentration is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can't be dismissed by you and disappears at the end of the spell's duration.
At Higher Levels.When you cast this spell using a spell slot of 2nd level or higher, you summon an elemental with with a maximum of 1 higher CR for every spell slot used beyond 1st. If this spell is cast using a slot of 5th level or higher, the duration increases to Concentration, up to 1 hour.
1st-level Conjuration for Clerics, Warlocks, Wizards
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a piece of golden string, a burnt pbit of flesh, the hoof of an animal)
Duration: Concentration, up to 1 minute
You call forth a celestial, demon, or devil to fight for you in an unoccupied space you can see within range. The outsider you summon must be of CR 1 or lower. The outsider is subject to the Summoned Condition, and you are subject to the Summoner condition. If your concentration is broken, the outsider doesn't disappear. A celestial flees combat while a demon becomes hostile to you and your allies. A devil may be bargained with to continue fighting for you. To do so, you must succeed on a Charisma contest with the devil. If you succeed, it follows your orders as though you hadn't lost concentration. If the devil succeeds, it becomes hostile to you and your allies. Each kind of outsider disaappears at the end of the spell's duration.
At Higher Levels.When you cast this spell using a spell slot of 2nd level or higher, you summon an outsider with a maximum of 1 higher CR for every spell slot used beyond 1st. If this spell is cast using a slot of 5th level or higher, the duration increases to Concentration, up to 1 hour.
1st-level conjuration for Druids, Warlocks, Wizards
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (the needle of an evergreen)
Duration: Concentration, up to 1 minute
You call forth a fey creature to fight for you in an unoccupied space you can see within range. The fey you summon must be a non-humanoid of CR 1 or lower. The creature is subject to the Summoned Condition, and you are subject to the Summoner condition. If your concentration is broken, the fey doesn't disappear. Instead, you lose control of the fey, it becomes hostile toward you and your companions, and it might attack. An uncontrolled fey can't be dismissed by you and disappears at the end of the spell's duration.
For the purposes of this spell, a Faerie Dragon counts as a Fey creature, and a Faerie Dragon summoned this way is treated as a Fey in all cases in which it is relevant.
At Higher Levels.When you cast this spell using a spell slot of 2nd level or higher, you summon a fey with a maximum of 1 higher CR for every spell slot used beyond 1st. If this spell is cast using a slot of 5th level or higher, the duration increases to Concentration, up to 1 hour.
1st-level conjuration for Druids, Sorcerers, Wizards
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (the needle of an evergreen)
Duration: Concentration, up to 1 minute
You call forth a spectral dragon to fight for you in an unoccupied space you can see within range. This Dragon is not a real dragon, it is a mere imitation of one, but is no less dangerous or willful. The dragon you summon must be a non-humanoid of CR 1 or lower. The creature is subject to the Summoned Condition, and you are subject to the Summoner condition. If your concentration is broken, the dragon doesn't disappear. Instead, you lose control of the dragon, it becomes hostile toward you and your companions, and it might attack. An uncontrolled dragon can't be dismissed by you and disappears at the end of the spell's duration.
At Higher Levels.When you cast this spell using a spell slot of 2nd level or higher, you summon a dragon with a maximum of 1 higher CR for every spell slot used beyond 1st. If this spell is cast using a slot of 5th level or higher, the duration increases to Concentration, up to 1 hour.
2nd-level conjuration for Druids, Wizards
Casting Time: 1 minute
Range: 30 feet
Components: V, S, M (a small gem worth no less than 20 gold, red, brown, clear, or blue in coloration, which this spell consumes)
Duration: 1 hour
You attempt to bind an elemental to a gem in your possession, and therefore to your will. The elemental must succeed on a Charisma saving throw or be bound. An elemental already bound by another creature has advantage on this save. The elemental is subject to the Summoned condition, and you are subject to the Summoner condition. If the creature succeeds on its saving throw, it is not bound to you, but the component is not consumed. When the spell ends, the elemental becomes unbound from you. An unbound elemental becomes hostile toward you and your companions, and it might attack. If it was previously bound to another creature, it becomes re-bound to them, if they choose, with whatever duration was remaining on their spell before you cast Bind Elemental.
2nd-level necromancy for Clerics, Wizards
[Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a small chunk of bone, a bit of flesh, or a rotted eyeball)
Duration: 1 hour
You imbue one medium-sized skeleton or corpse with a semblance of life. For the duration, it rises as an undead with the Summoned condition, and you gain the Summoner condition. The creature's statistics are as they were in life, with the following exceptions:
Its Intelligence and Charisma are lowered to 4 if they were not already lower.
Its creature type is changed to undead if it was not already.
It can only make attack per turn, even if it had Multiattack in life.
It loses the Spellcasting trait, if it had it.
The spell cannot raise a creature that had a CR of 3 or higher. When the spell ends, the magic empowering the corpse fails and the corpse collapses.
Elementals
Fire Snake
Small Elemental
Armor Class 14 (natural armor)
Hit Points 18 (4d8)
Speed 0ft., fly 30ft. (hover)
8 STR (-1) 15 Dex (+2) 11 Con (+0) 7 Int (-2) 10 Wis (+0) 8 Cha (-1)
Damage Vulnerabilities Thunder
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities lightning
Senses Blindsight 60ft. (blind beyond this radius)
Languages Understands Auran but can't speak
Challenge 1 (200 XP)
Air Form. An Air Puff's body is like that of a cloud; it can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
Actions
Multiattack. The Air Puff makes two Weak Bolt attacks, two Slam attacks, or one Weak Bolt and one Slam attack.
Weak Bolt. Ranged Spell Attack: +3 to hit, 30 foot range, one target. Hit: 5 (d10) lightning damage.
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning damage plus 3 (1d6) lightning damage.
Charge. The Air Puff charges its body. The next time a creature touches it or hits it with a melee attack while within 5 feet of it takes 4 (2d4) lightning damage.
Small Elemental
Armor Class 14 (natural armor)
Hit Points 22 (5d8)
Speed 30 ft., Swim 40ft.
12 STR (+1) 15 Dex (+2) 11 Con (+0) 7 Int (-2) 10 Wis (+0) 8 Cha (-1)
Damage Vulnerabilities Lightning
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities cold
Senses Blindsight 20 ft.
Languages Understands Aquan but can't speak
Challenge 1 (200 XP)
Water Form. A Waterwhip's body is lith and liquid; it can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
Actions
Multiattack. The Waterwhip makes two Slam attacks.
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning damage plus 3 (1d6) cold damage.
Constrict. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 11). Until the grapple ends, the target is restrained, the the Waterwhip tries to drown it, and the Waterwhip can't constrict another target.
Armor Class 16 (natural armor)
Hit Points 28 (6d8 + 2)
Speed 25 ft.
14 STR (+2) 9 Dex (-1) 15 Con (+2) 7 Int (-2) 10 Wis (+0) 8 Cha (-1)
Damage Vulnerabilities thunder
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities poison
Senses Darkvision 30 ft., Tremorsense 30ft.
Languages Understands Terran but can't speak
Challenge 1 (200 XP)
Siege Monster. The Mobile Rock deals double damage to objects and structures.
False Appearance. While the Mobile Rock remains motionless, it is indistinguishable from a natural rock.
Actions
Multiattack. The Waterwhip makes two Slam attacks.
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 9 (2d8) bludgeoning damage.
Celestials
small celestial
Armor Class 14 (natural armor)
Hit Points 18 (4d8)
Speed 0ft., fly 30ft. (hover)
8 STR (-1) 15 Dex (+2) 11 Con (+0) 7 Int (-2) 10 Wis (+0) 8 Cha (-1)
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities poison, radiant
Senses Blindsight 90ft. (blind beyond this radius)
Languages Understands Celestial but can't speak
Challenge 1 (200 XP)
Ephemeral. A Mote of Light can't carry wear or carry anything.
Variable Illumination. The Mote of Light sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The More of Light can alter the radius as a bonus action.
Actions
Multiattack. The Mote of Light makes two Gleam attacks, two Slam attacks, or one Gleam and one Slam attack.
Gleam. Ranged Spell Attack: +3 to hit, 30 foot range, one target. Hit: 5 (d10) radiant damage.
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning damage plus 3 (1d6) radiant damage.
Fey
Dryad
Faerie Dragon (young)
Demons
Quasit
Devils
Imp
Dragons
Brass Dragon Wyrmling
Copper Dragon Wyrmling
Faerie Dragon (young)
Elementals
Gargoyle
Celestials
Pegasus
Fey
Faerie Dragon (old)
Sea Hag
Demons
Devils
Spined Devil
Dragons
Black Dragon Wyrmling
Bronze Dragon Wyrmling
Faerie Dragon (old)
Green Dragon Wyrmling
Silver Dragon Wyrmling
EDIT LOG
1-12-16:A host of changes; added the conditions, added Conjure Dragon, added Bind Elemental, added Animate Corpse, added CR 2 list, added At Higher Levels to each of the Conjure spells.
Contributor Log
This is a log of people who have contributed ideas that have caused or convinced me to make changes in the Supplement. If you feel you have been left out, let me know.
Mith (http://www.giantitp.com/forums/member.php?81344-Mith)
Fast Jimmy (http://www.giantitp.com/forums/member.php?112083-Fast-Jimmy)
weaseldust (http://www.giantitp.com/forums/member.php?106406-weaseldust)