Summons

The stat blocks include companions bond at level 2. At level 2 you may summon Ruby Carbuncle, and a Spirit of your choice. You learn to summon other Spirits at levels 6, 12, and 18. Spirits do not benefit from companions bond, with the exception that they get to roll hit dice each level up, and gain ASI’s when you do. Spirits gain an extra spell/day when they gain an ASI and are casted 1 level higher. Any instance of the word “Egi” in the ffxiv classes pdf, replace with “Avatar or Spirit”. Aetherflow bonus is granted in exchange for the advantage and bonus damage effect from the summoner’s “Spur” ability.

Ruby Carbuncle

Small Avatar, unaligned

AC: 12

Hit Points: 14 (2d8+1)

Speed: 25 ft.

STR 

DEX

CON

INT

WIS

CHA

12 (+1)

14 (+2)

12 (+1)

10 (0)

12 (+1)

10 (0)

Senses: Passive Perception 15

Languages: Understands the Languages of the Summoner but cannot speak

Actions:

Searing Light: Magical Ranged Attack (Wisdom): +3 to hit, reach 30 ft. one target,  (1d6 +3) radiant damage.

Poison Nails (Recharge 5-6). Melee Attack(Dexterity): +4 to hit, reach 5 ft. one target (1d6 +4) slashing damage and the target has the poisoned condition for 1 minute.

Enkindle:

Shining Ruby: Carbuncle jumps in the air and its ruby glows intensely, all creatures of the summoners choosing within 20 ft. gets +2 AC and 2 x Summoners level of Temporary HP.

Fenrir

Large Avatar, unaligned

AC: 15

Hit Points: 24 (2d10+2)

Speed: 40 ft.

STR 

DEX

CON

INT

WIS

CHA

14 (+2)

16 (+3)

14 (+2)

13 (+1)

12 (+1)

9 (-1)

Senses: Passive Perception 15 Darkvision 80 ft.

Resistances: Necrotic and Radiant

Languages: Understands the Languages of the Summoner but cannot speak

Actions: DC of certain abilities is (8 + Fenrir’s Intelligence modifier + Summoner’s Proficiency Bonus)

Moonlit Charge: Melee Attack (Dexterity): +5 to hit, reach 5 ft. one target, (1d8+5) bludgeoning damage

(Aetherflow Bonus) The target must make a Constitution save or be Blinded, the target may reroll the save at the end of its turn to remove the effect.

Lunar Bay: Magical Ranged Attack (Intelligence): +3 to hit, reach 15 ft. (1d6+3) Radiant damage. Hit or miss the target and creatures within 5 ft. of it must make a Dexterity saving throw or take (1d4) necrotic damage.

(Aetherflow Bonus) The Radiant and Necrotic Damage is increased by 1d6

Eclipse Bite (Recharge 5-6). Melee Attack (Dexterity): +5 to hit reach 5 ft. one target (1d10+5) piercing damage. You make this attack 3 times, you may choose different targets for each attack.

(Aetherflow Bonus)  The target must make a Constitution save or be Paralyzed, the target may reroll the save at the end of its turn to remove the effect.

Ecliptic Howl (Recharge 6). Roll 1d4, a number of targets within 30 ft. equal to Fenrir’s Intelligence Modifier receives the number rolled added to AC and Attack rolls.

(Aetherflow Bonus) Roll 1d4, a number of targets within 30 ft. equal to Fenrir’s Intelligence Modifier must make an Intelligence save, on a failure they receive the number rolled subtracted to AC and Attack rolls.

Enkindle:

Howling Moon: Fenrir howls and the image of the full moon appears above. Creatures you choose within 20 ft. of Fenrir must make a Wisdom saving throw or take 10d10 Radiant and 10d10 Necrotic damage. Additionally the creature’s Strength score is reduced by 1d10+Fenrir’s Intelligence modifier for 1 minute. If a creature’s Strength is reduced to 0 in this way, the creature dies. On a success the target(s) take half damage and their strength is not reduced.

(Aetherflow Bonus) The Strength from one target is instead drained, and may be granted to a target within 20 ft. of Fenrir for one minute.

Light Spirit

Small Elemental, unaligned

AC: 10

Hit Points: 7 (2d4)

Speed: 20ft. hover

STR 

DEX

CON

INT

WIS

CHA

8 (-1)

10 (0)

10 (0)

4 (-3)

14 (+2)

10 (0)

Senses: Passive Perception 12 Blindsight 30 ft.

Provides Bright light 10ft and an additional 10 ft. of dim light beyond.

Languages: Understands the Languages of the Summoner but cannot speak

Magical Resistance: The Spirit has resistance to non- magical piercing, bludgeoning, and slashing damage.

Innate Spellcasting:The Light Spirit’s innate spellcasting ability is Wisdom (Spell Save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components.

At Will: Light

2/Day Each: Bless, Healing Word.

1/Day Each (At 2nd Level): Cure Wounds, Healing Word.

Dark Spirit

Small Elemental, unaligned

AC: 10

Hit Points: 7 (2d4)

Speed: 20ft.

Hover

STR 

DEX

CON

INT

WIS

CHA

8 (-1)

10 (0)

10 (0)

4 (-3)

14 (+2)

10 (0)

Senses: Passive Perception 12 Blindsight 30 ft.

Languages: Understands the Languages of the Summoner but cannot speak

Magical Resistance: The Spirit has resistance to non- magical piercing, bludgeoning, and slashing damage.

Innate Spellcasting:The Dark Spirit’s innate spellcasting ability is Wisdom (Spell Save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components.

At Will: Chill Touch

2/Day Each: Bane, Hideous Laughter

1/Day Each: Darkness

Fire Spirit

Small Elemental, unaligned

AC: 10

Hit Points: 7 (2d4)

Speed: 20ft.

Hover

STR 

DEX

CON

INT

WIS

CHA

8 (-1)

10 (0)

10 (0)

4 (-3)

14 (+2)

10 (0)

Senses: Passive Perception 12 Blindsight 30 ft.

Languages: Understands the Languages of the Summoner but cannot speak

Magical Resistance: The Spirit has resistance to non- magical piercing, bludgeoning, and slashing damage.

Innate Spellcasting:The Fire Spirit’s innate spellcasting ability is Wisdom (Spell Save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components.

At Will: Firebolt

2/Day Each: Faerie Fire, Burning Hands

1/Day Each: Flaming Sphere

Ice Spirit

Small Elemental, unaligned

AC: 12

Hit Points: 9 (2d4 +1)

Speed: 20ft.

Hover

STR 

DEX

CON

INT

WIS

CHA

8 (-1)

8 (-1)

12 (+1)

4 (-3)

14 (+2)

10 (0)

Senses: Passive Perception 12 Blindsight 30 ft.

Languages: Understands the Languages of the Summoner but cannot speak

Magical Resistance: The Spirit has resistance to non- magical piercing, bludgeoning, and slashing damage.

Innate Spellcasting:The Ice Spirit’s innate spellcasting ability is Wisdom (Spell Save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components.

At Will: Frostbite

2/Day Each: Ice Knife, Sleep

1/Day Each: Snilloc’s Snowball Storm

Wind Spirit

Small Elemental, unaligned

AC: 10

Hit Points: 7 (2d4)

Speed: 20ft.

Hover

STR 

DEX

CON

INT

WIS

CHA

8 (-1)

12 (+1)

10 (0)

4 (-3)

14 (+2)

10 (0)

Senses: Passive Perception 12 Blindsight 30 ft.

Languages: Understands the Languages of the Summoner but cannot speak

Magical Resistance: The Spirit has resistance to non- magical piercing, bludgeoning, and slashing damage.

Innate Spellcasting:The Wind Spirit’s innate spellcasting ability is Wisdom (Spell Save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components.

At Will: Thunderclap

2/Day Each: Featherfall, Fog cloud

1/Day Each: Dust Devil

Earth Spirit

Small Elemental, unaligned

AC: 14

Hit Points: 13 (2d4 +3)

Speed: 20ft.

Hover

STR 

DEX

CON

INT

WIS

CHA

8 (-1)

8 (-1)

16 (+3)

4 (-3)

12 (+1)

10 (0)

Senses: Passive Perception 12 Blindsight 30 ft.

Languages: Understands the Languages of the Summoner but cannot speak

Magical Resistance: The Spirit has resistance to non- magical piercing, bludgeoning, and slashing damage.

Innate Spellcasting:The Earth Spirit’s innate spellcasting ability is Wisdom (Spell Save DC 11, +3 to hit with spell attacks). It can innately cast the following spells, requiring no material components.

At Will: Earth Tremor (with a range of 5 ft instead of 10)

2/Day Each: Shield

1/Day Each: Maximilian's Earthen Grasp

Lightning Spirit

Small Elemental, unaligned

AC: 10

Hit Points: 7 (2d4)

Speed: 20ft.

Hover

STR 

DEX

CON

INT

WIS

CHA

8 (-1)

12 (+1)

10 (0)

4 (-3)

14 (+2)

10 (0)

Senses: Passive Perception 12 Blindsight 30 ft.

Languages: Understands the Languages of the Summoner but cannot speak

Magical Resistance: The Spirit has resistance to non- magical piercing, bludgeoning, and slashing damage.

Innate Spellcasting:The Lightning Spirit’s innate spellcasting ability is Wisdom (Spell Save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components.

At Will: Lightning Lure(Slam) (10 ft. range, pushes the target away 10 ft. instead of pulling)

2/Day Each: Witch Bolt, Guiding Bolt (lightning damage)

1/Day Each: Aganazzar’s Scorcher (lightning damage)

Water Spirit

Small Elemental, unaligned

AC: 10

Hit Points: 8 (2d4)

Speed: 20ft.

Hover

STR 

DEX

CON

INT

WIS

CHA

8 (-1)

10 (0)

10 (0)

4 (-3)

16 (+3)

10 (0)

Senses: Passive Perception 13 Blindsight 30 ft.

Languages: Understands the Languages of the Summoner but cannot speak

Magical Resistance: The Spirit has resistance to non- magical piercing, bludgeoning, and slashing damage.

Innate Spellcasting:The Water Spirit’s innate spellcasting ability is Wisdom (Spell Save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components.

At Will: Shape Water

2/Day Each: Create or Destroy Water, Purify Food and Drink

1/Day Each: Melf’s Acid Arrow

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