Conjure Celestial
ConjurationYou summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends. The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions. The DM has the celestial's statistics.
At Higher Levels: When you cast this spell using a 9th-level spell slot, you summon a celestial of challenge rating 5 or lower.
Spell Details
Player Guide
Summon a Pegasus or Couatl for balanced offense and utility, positioning them to flank enemies or control difficult terrain. Use the celestial's action independently while you cast control/damage spells, effectively doubling your action economy. Maintain concentration carefully as losing it wastes a valuable 7th-level slot; avoid areas with heavy AoE damage.
Spell Combos
DM Tips
Establish celestial stat blocks beforehand (Pegasus CR 2, Couatl CR 4) to avoid table delays; remind the caster concentration can be broken by damage or spells. Consider encounter difficulty when allowing 7th-level slot usage, as summoned allies significantly increase party power.