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Level 6 Conjuration (Warlock, Wizard)

Casting Time: Action
Range: 90 feet
Components: V, S, M (a bloody vial worth 600+ GP)
Duration: Concentration, up to 1 hour

You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range and uses the Fiendish Spirit stat block. When you cast the spell, choose Demon, Devil, or Yugoloth. The creature resembles a Fiend of the chosen type, 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.

Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.

Roll20 Note: In the VTT, you can access the Fiendish Spirit stat block by navigating to the Compendium tab of the right-hand sidebar and searching for Fiendish Spirit in the Monster category. Ensure the source is 'Player's Handbook (2024)' and drag and drop the chip onto an empty spot on the VTT. The DM may need to assign the sheet to you. In Roll20 Characters, you can open a new Character and use the Compendium in the same way to drag and drop the sheet directly onto the character sheet. Be careful not to drag and drop onto the spellcaster's character sheet as it will overwrite.


Summon Fiend

6 Conjuration
  • Casting Time: Action
  • Range: 90 feet
  • Components: V S M (a bloody vial worth 600+ GP)
  • Duration: Yesup to 1 hour
  • Classes: Warlock, Wizard
  • You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range and uses the Fiendish Spirit stat block. When you cast the spell, choose Demon, Devil, or Yugoloth. The creature resembles a Fiend of the chosen type, 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.
  • At Higher Levels: Using a Higher-Level Spell Slot. Use the spell slot's level for the spell's level in the stat block Roll20 Note: In the VTT, you can access the Fiendish Spirit stat block by navigating to the Compendium tab of the right-hand sidebar and searching for Fiendish Spirit in the Monster category. Ensure the source is 'Player's Handbook (2024)' and drag and drop the chip onto an empty spot on the VTT. The DM may need to assign the sheet to you. In Roll20 Characters, you can open a new Character and use the Compendium in the same way to drag and drop the sheet directly onto the character sheet. Be careful not to drag and drop onto the spellcaster's character sheet as it will overwrite..
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