Showing0entries
Sorted A-Z
Spells

Conjure Elemental

5th-level conjuration that summons a Large intangible elemental spirit in an unoccupied space. The spirit's element determines damage type: air (Lightning), earth (Thunder), fire (...

Granted Features
Automatic:
3rd-level conjuration with concentration lasting up to 10 minutes. You summon a Large pack of spectral animals in an unoccupied space within range; the pack grants you Advantage on Strength saves while within 5 feet of it. When the pack moves within 10 feet of a creature or when a creature enters or ends its turn within 10 feet, that creature makes a DEX save or takes 3d10 slashing damage (once per turn). You move the pack up to 30 feet on your turn. Damage scales +1d10 per slot level above 3rd.
Conjures elemental spirits in a 15-foot Emanation around you for concentration (up to 10 minutes). Your attacks deal an extra 2d8 acid, cold, fire, or lightning damage when they hit creatures in the Emanation; ground there becomes difficult terrain for enemies. Damage scales +1d8 per spell slot level above 4th. Search fit: elemental damage rider, area denial, concentration aura scaling.
4th-level Conjuration spell (concentration, up to 10 minutes) summons nature spirits in a 10-foot emanation around you. Any creature entering or ending its turn in the emanation makes a Wisdom save (once per turn) or takes 5d8 force damage on failure; you also gain Bonus Action Disengage for the duration. Damage scales +1d8 per slot above 4th. Search fit: force damage aura, concentration control, bonus action mobility.
6th-level conjuration that summons a Medium Fey spirit in melee range, dealing 3d12 psychic damage and applying Frightened on a spell attack hit. Bonus action on later turns teleports the spirit up to 30 feet and repeats the attack. Requires concentration up to 10 minutes; damage scales +1d12 per slot level above 6th. Search fit: melee spell attack, psychic damage, Frightened condition, concentration damage scaling.
7th-level conjuration summoning a spirit pillar that fills a 10-foot-radius, 40-foot-high cylinder with bright light, movable up to 30 feet per turn. Choose which of two lights affects each creature in the cylinder; healing and damage from the lights increase by 1d12 for each slot level above 7th. Requires concentration up to 10 minutes, affects each creature once per turn when the cylinder moves or creatures enter/end turns inside.

You conjure a Large, intangible spirit from the Elemental Planes that appears in an unoccupied space within range. Choose the spirit's element, which determines its damage type: air (Lightning), earth (Thunder), fire (Fire), or water (Cold). The spirit lasts for the duration. Whenever a creature you can see enters the spirit's space or starts its turn within 5 feet of the spirit, you can force that creature to make a Dexterity saving throw if the spirit has no creature Restrained. On failed save, the target takes 8d8 damage of the spirit's type, and the target has the Restrained condition until the spell ends. At the start of each of its turns, the Restrained target repeats the save. On a failed save, the target takes 4d8 damage of the spirit's type. On a successful save, the target isn't Restrained by the spirit.

At Higher Levels: The damage increases by 1d8 for each spell slot level above 5.

Level 5th-Level · School Conjuration · Casting Time 1 action · Range 60 feet · Components V, S · Duration Concentration, up to 10 minutes (Concentration) · Classes Druid, Wizard

Save Dexterity