- Casting Time
- 1 Minute
- 90 Feet
- Concentration, up to 1 hour
You 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 GM has the celestial’s statistics. (Sample: Pegasus)
At Higher Levels. When you cast this spell using a 9th-level spell slot, you summon a celestial of challenge rating 5 or lower.
Is Conjure Celestial Good?
Overall Rating: Blue. This means that conjure celestial is a great spell and you should strongly consider this spell for your character.
Overall Notes: You don't have a lot of choice when choosing the celestial you're summoning. It will either be a Pegasus (CR 2), Couatl (CR 4), or Unicorn (CR 5—requires spell slot 9). That said, if summoning a Couatl is definitely worth the 6th-level spell slot, its a powerful ally that can fly, has a good AC, a decent amount of hit points, useful spells, and good attacks. If your DM lets you pick the celestial to conjure, this is a worthwhile and very effective spell. If not, and you either get a CR 2 ally or a CR 4 ally randomly, it's not quite as worth it.