Summon Bestial Spirit 5E Spell

Hello magic casters of all shapes and sizes! welcome to my spellbook and thank you so much for checking out the 74th episode of our 2nd level spell series. Today we have a very special one in store for us. In the way that we’re talking about a spell that doesn’t really exist yet. So today we’re talking about dnd 5e Summon Bestial Spirit it is usable by the druid and the ranger. It has found in the unearthed arcana. So what the means is this being played tested right now. My or may not make it into the main game personally i think it should i think this spell is baller but it might not. So run and pester DM if you’re planning on taking it this really does make the classes play substantially different. Especially at those early levels. Now without further ado let’s take a quick look at its mechanics and kind of get into this. Just as a quick warning however this is gonna be a little bit longer of an article, there’s just a lot to cover here.

Table of Contents


  • Casting Time: 1 Action
  • Range: 90ft
  • Duration: 1 Hour (Concentration)
  • Components: Somatic, Material and Verbal
  • At Higher Levels: More AC, Health, Attacks, and damage for each slot level above 2nd.
  • School: Conjuration

The cast time is one action, the range is 90 feet, the duration is one hour and it is concentration, the components are the holy trinity so somatic, material and verbal. If you’re curious about the material component it is a feather tough of fur and fish tail inside a gilded acorn worth at least 200 gold piece. Which is pretty interesting. At higher levels you get more AC, health, attacks, and damage for each slot level above second. The school is conjuration which makes sense because you’re conjuring the beast you’ll spirit.

So the effect at a glance is as followed: Summon a beastly spirit, that is friendly to you and your allies. It shares your initiative and obeys your commands. In any case let’s take at the full description here and better flesh out exactly how the spell functions.


You would call forth a spirit of the beast. Basically the spirit shall manifest physically in an unoccupied space which is you could see within a particular range. However this corporeal form uses a Bestial Spirit stat block which we’ll cover in a little bit below. When you cast a spell, you have to select an environment such as: Air, Land, or Water. The creature physically resembles an animal which depends upon your choice which is native to a selected environment, which is also determines on of a movement modes within a creature’s stat block. However the creature shall also disappear whenever it drops to 0 hit points or when the spell ends.

Basically, the creature is more friendly to you and even to your companions for the specific spell’s duration. In combat, the creature almost shares your initiative count, but it takes its normal turn immediately after yours. It obeys the verbal commands which you issue to it (no action required by you). Al though, if you do not issue any, then it defends itself but otherwise takes no action.

At Higher Levels:

Whenever you cast this spell by using a spell slot of 3rd level or higher, the creature might assume the higher level for that casting wherever it uses the spell’s level in its stat block.

Very cool stuff! Now needless to say this really goes a long way in terms of giving the ranger and drew a little bit more teeth. I think the druid has plenty of teeth already but i think there’s a couple of the ranger archetypes they could really use this. But let’s take a look at the actual stats behind it.


  • Type: Small beast, unaligned
  • STR: 18 (+4)
  • DEX: 11 (+0)
  • CON: 16 (+3)
  • INT: 4 (-4)
  • WIS: 14 (+2)
  • CHA: 5 (-3)

So looking at the stats for the Bestial Spirit it is technically a small beast which is interesting. I expected it to be medium but whatever. It is also unaligned. Now taking a look at its stats you’ll notice its strength is very impressive then this constitution’s not bad either. It’s not particularly smart, it’s not particularly charismatic but in combat you don’t necessarily always need those things.

Now it’s AC is a little weird. So this is where the slot level gets involved. So it’s AC is 11 plus the slot level. So you cast it at second level that means it’s AC is 13 right! (11 plus 2). So that’s kind of how this all works. It’s HP is calculated very similarly. So it’s the beast con modifier which is a 3 plus your spell-casting modifier whatever that may be and then multiply and then added by 10 multiplied by the slot level. So casting at second level would be 20 right!

  • AC: 11+Slot level
  • HP: Beast’s con mod+ your spellcasting mod +(10x slot level)
  • Speed: Land: 30ft, Climb: 30ft, Air: Fly 60ft, water: Swim 30ft

The speed is also really interesting. Because it comes down to which version of the beast you selected. I personally think the land might be the best one but i’ll leave that for you to decide. In any case land gets you 30 feet of movement, but it also gives a 30 feet climb speed so you can kind of do either or. Air it gives you a fly speed of 60 feet which is impressive. Water gives you a swim speed of 30 feet as well. Which i’m to the right circumstances is pretty useful. Now let’s take a quick look at its senses and how it communicates.

Senses And Communication

So it has a darkvision of upto 60 feet which is great. It has a passive perception of 12 which isn’t the best but once again this is more or less meant to be used exclusively in combat so passive perception isn’t that important. Languages it understands language as you speak. It can’t speak on its own but it does share of your language with you. Which is kind of cool and it makes sense because you’re gonna be issuing at verbal commands right! Now let’s take a look at it’s abilities.


So this is another thing where it kind of depends on which beast you choose.

Amphibious(it would be if you pick the water variant of it): The beast can breathe air and water. Makes sense. If you were to pick the air you get flyby and this is one of my all time favorite ability is certainly top three, flyby(air): The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. The owl in the find familiar spell is this exact same ability and it is so great. If you pick the land or the water you get pack tactics: This is absolutely great, god do i love pack tactics. The beast has advantage on an attack roll against a creature if it has at least one of the beast’s allies is within 5 feet of it and so the ally isn’t incapacitated.

It’s pretty cool! it basically guarantees you constant advantage especially if you have a lot of martial characters. This really helps out now. Let’s take a look at its actions.


So this is a little bit unique in the way that it actually is a multi attack. So you can do more than one attack per round. How you calculate it as it is the number of attacks is calculated by taking the spell level and then dividing by 2 and then rounding down. It’s pretty interesting, the most you can ever really gets is four attacks in and that’s if you use an eighth level spell slot so well they’re not it’s worth it i’ll leave that for you to decide. I do think under certain circumstances there’s some benefit there but whatever.

You can also use the maul attack: So it is 4 plus the spell level to hit, reaches 5 feet, so it’s a melee attack. You could target one target. In terms of damage it’s 1d8+4+the spell slot level. So potentially pretty decent and it’s piercing damage by the way.

I actually really like this spell whether i’d have to like play a game with it to know exactly how it function. But for the most part i certainly don’t see any immediate problems. I think he’s a little bit too tanky in terms of how much health he can get but overall i really don’t think that’s too too much of an issue. I don’t know, i’d really need to see it play tested before i made any like real judgements bought about at a glance. It looks pretty decent it’s worded in a way that’s very creative and i can really respect that i like creative spells a lot. In any case let’s take a quick look at some alternative uses here and just better flesh out this spell a little bit.

Alternative Uses

So, one of my like favorite ways to use spells like this is to use it to essentially raid an enemy camp well they’re are not suspecting it, usually at night. So the way you do this is you actually just cast it in the middle of one of their larger 10 or storehouses or what have you and you just have the beast go berserk. This is a little bit unique because it does have health but it’s pretty pretty chunky especially for an early level spell slot. So i really do think it has a high degree of survivability. Ultimately this is a great spell to use if you’re trying to balance encounters. That’s kind of what it’s meant to be used for i think.

I think this was aimed a little bit more so at the ranger than it wasn’t the druid but once again i’d have to see a play tested before i really knew too too much about that. Another great way to use this is to take advantage of that casting range and that luna chris speed. So if you have an enemy that’s running. You cast it 90 feet out, grab the air variant so that’s 60 feet of flight and just chase that guy down. It doesn’t say at any point that the beast has to remain within a certain distance from you which might be a little broken, might not i don’t know. You can’t perceive through its senses but you can issue a verbal command so you can just be like kill this guy, do whatever you take, come back to you and you’re done. Like that’s really all you have to say for the most part.


If you have any alternative thoughts, questions, ideas, comments or concerns please put it down beneath in the comment section I really do appreciate it. Thank you so much for checking out guys, i really do appreciate it. I hope you all have a great day and as always happy spell-casting.


Protection from Energy, Revivify, and Water Breathing are spells that a Ranger could learn, but are best learned by full casters.

– Classes: Cleric, Paladin.
– Spell level: 3rd.
– Minimum character level: 5 for Clerics, 9 for Paladins.
– Casting Time: 1 action.
– Maximum allowed time after death: 1 minute.
– Cost: 300 gp.
– Requires body: Yes.
– Restores body parts: No.

CR Creature Name
— ———————————————————————————————————————–
2 Giant Boar, Giant Constrictor Snake, Giant Elk, Hunter Shark, Plesiosaurus, Polar Bear, Rhinoceros, Saber-toothed Tiger

3rd level

Yes. You need a diamond worth at least 300gp as a material focus to cast revivify. The spell consumes this.

CR Creature Name
— ——————————————————————————————————————
1/8 Blood Hawk, Camel, Flying Snake, Giant Crab, Giant Rat, Giant Weasel, Mastiff, Mule, Poisonous Snake, Pony, Stirge

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