6th-level Conjuration spell (concentration, up to 10 minutes) that summons a Medium Fey spirit in an unoccupied space within range. On casting, make a melee spell attack against a...
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.
5th-level conjuration; summons a Large intangible elemental spirit (air/lightning, earth/thunder, fire, or water/cold) in an unoccupied space within range. When a creature enters the spirit's space or starts its turn within 5 feet, you force a Dexterity save; on failure, the target takes 8d8 damage of the spirit's type and becomes Restrained until spell ends. Restrained targets repeat the save at the start of their turns, taking 4d8 damage on failure or ending the Restrained condition on success.
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 Medium spirit from the Feywild in an unoccupied space you can see within range. The spirit lasts for the duration, and it looks like a Fey creature of your choice. When the spirit appears, you can make one melee spell attack against a creature within 5 feet of it. On a hit, the target takes Psychic damage equal to 3d12 plus your spellcasting ability modifier, and the target has the Frightened condition until the start of your next turn, with both you and the spirit as the source of the fear. As a Bonus Action on your later turns, you can teleport the spirit to an unoccupied space you can see within 30 feet of the space it left and make the attack against a creature within 5 feet of it.
At Higher Levels: The damage increases by 1d12 for each spell slot level above 6.
Level 6th-Level · School Conjuration · Casting Time 1 action · Range 60 feet · Components V, S · Duration Concentration, up to 10 minutes (Concentration) · Classes Druid