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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 or you do.
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.
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: Double the spell's level (treat it as 18) when working out the spirit's Hit Points and the damage of its attacks. Its Armor Class is unchanged.
Disappearance. The spirit disappears if it drops to 0 Hit Points or if you die. It leaves behind anything it was wearing or carrying. When you cast this spell again, you decide whether you call the same spirit or a different one.
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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