Suggestion
All spells ยท Spellcasting rules
Level 2 Enchantment (Bard, Sorcerer, Warlock, Wizard)
Casting Time: Action
Range: 30 feet
Components: V, M (a drop of honey)
Duration: Concentration, up to 8 hours
You suggest a course of activity--described in no more than 25 words--to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or its allies. For example, you could say, "Fetch the key to the cult's treasure vault, and give the key to me." Or you could say, "Stop fighting, leave this library peacefully, and don't return."
The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. The Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for the target upon completing it.
Summon Dragon
Level 5 Conjuration (Wizard)
Casting Time: Action
Range: 60 feet
Components: V, S, M (an object with the image of a
dragon engraved on it worth 500+ GP)
Duration: Concentration, up to 1 hour
You call forth a Dragon spirit. It manifests in an unoccupied space that you can see within range and uses the Draconic Spirit 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.
Draconic Spirit
Large Dragon, Neutral
AC 14 + the spell's level
HP 50 + 10 for each spell level above 5
Speed 30 ft., Fly 60 ft., Swim 30 ft.
MOD SAVE MOD SAVE MOD SAVE Str 19 +4 +4 Dex 14 +2 +2 Con 17 +3 +3 Int 10 +0 +0 Wis 14 +2 +2 Cha 14 +2 +2 Resistances Acid, Cold, Fire, Lightning, Poison Immunities Charmed, Frightened, Poisoned SensesBlindsight 30 ft., Darkvision 60 ft.;
Passive Perception 12
Languages Draconic, understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Shared Resistances. When you summon the spirit, choose one of its Resistances. You have Resistance to the chosen damage type until the spell ends.
Actions
Multiattack. The spirit makes a number of Rend attacks equal to half the spell's level (round down), and it uses Breath Weapon.
Rend. Melee Attack Roll: Bonus equals your spell attack modifier, reach 10 feet. Hit: 1d6 + 4 + the spell's level Piercing damage.
Breath Weapon. Dexterity Saving Throw: DC equals your spell save DC, each creature in a 30-foot Cone. Failure: 2d6 damage of a type this spirit has Resistance to (your choice when you cast the spell). Success:
Half damage.