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Level 2 · Conjuration

Find Spirit Animal

Ritual

by Dragon Fight Club· v4 · updated 16 Sep 2026

1 DM recommends this

Casting time1 hour unless cast as a ritual
Range30 feet
ComponentsV, S, Msee below
DurationInstantaneous

M: burning incense worth 100+ GP, which the spell consumes

You call a loyal animal spirit to your side. It appears in an unoccupied space of your choice within range, wearing the form of an animal your soul has bonded with. The only form known so far is the arctic direwolf, which uses the Spirit Arctic Direwolf stat block. If you already have a spirit animal from this spell, the new casting replaces it.

The spirit is a fey echo of a living animal. It understands you without words, and it stays at your side until it falls, you fall, or you dismiss it.

Combat. The spirit animal is an ally to you and your allies. In combat, it shares your Initiative count and acts during your turn. It can move and use its Reaction on its own, but the only action it takes is the Dodge action unless your bond lets you command it (see Bond Levels below). If you have the Incapacitated condition, the spirit acts on its own and focuses on protecting you.

The Spell's Level. The spirit grows with the spell's level. For each level above 2, its Strength increases by 2 and its Constitution by 1. Its stat block works out its Armor Class, Hit Points, attacks, and saving throws from those scores, your Proficiency Bonus, and the spell's level.

Bond Levels. A higher spell level deepens the bond. Each benefit includes the ones before it.

Level 3+: You can take a Bonus Action to command the spirit to take an action from its stat block on your turn.

Level 5+: When you command the spirit to attack, it makes two attack rolls instead of one.

Level 7+: When you cast a spell with a range of Self, the spell can also affect the spirit if the two of you are within 30 feet of each other.

Level 9: Commanding the spirit no longer takes a Bonus Action. On each of your turns, it takes an action from its stat block that you choose.

Disappearance. The spirit disappears if it drops to 0 Hit Points or if you die. As a Magic action, you can temporarily dismiss the spirit to a pocket dimension. Alternatively, you can dismiss it forever. As a Magic action while it is temporarily dismissed, you can cause it to reappear in an unoccupied space within 30 feet of you. Whenever the spirit drops to 0 Hit Points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying. It also leaves those things behind when it disappears because you die. When you cast this spell again, you decide whether you call the same spirit or a different one, unless you dismissed it forever.

Using a Higher-Level Spell Slot. Use the spell slot's level for the spell's level in the stat block and for the Bond Levels above.

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Version history
v4Current16 Sep 2026
v316 Sep 2026
v21 Sep 2026
v131 Aug 2026