
If you’re just curious as to if they’re powerful or useful, the answer, regardless of summon, is absolutely. If you love casting and using your spirit friend, the up-casting benefits scale pretty well, and can be major threats even in the upper tiers. Instead, each offers you a unique set of tools you can somewhat tailor by situation that reflects the strength of the summoned creature type. Because you’re getting just one, and it requires your concentration, immediately a lot of the problems bulk low CR summoning magic created vanishes.

Each varies in spell level from 2nd to 6th level, but all of them share a common mechanic that makes them feel streamlined and easy to use while maintaining a bit of the flexibility the original conjure spells like Conjure Minor Elementals had.
Conjure elemental 5e options update#
This is one of, if not THE best quality of life update it opened up. Review by Sam West, Twitter: Cauldron of Everything introduced a new way to handle summoning magic that looks like it’ll be the new way D&D handles summoned monsters. Hit: 1d10 + 4 + the spell’s level bludgeoning damage (Air, Earth, and Water only) or fire damage (Fire only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. The elemental makes a number of attacks equal to half this spell’s level (rounded down). The elemental can move through a space as narrow as 1 inch wide without squeezing. Languages: Primordial, understands the languages you speakĪmorphous Form (Air, Fire, and Water Only).

Senses: darkvision 60 ft., passive Perception 10 STR: 18 (+4) DEX: 15 (+2) CON: 17 (+3) INT: 4 (−3) WIS: 10 (+0) CHA: 16 (+3)ĭamage Resistances: acid (Water only) lightning and thunder (Air only) piercing and slashing (Earth only)ĭamage Immunities: poison fire (Fire only)Ĭondition Immunities: exhaustion, frightened, paralyzed, petrified, poisoned, unconscious Hit Points: 50 + 10 for each spell level above 4th Elemental SpiritĪrmor Class: 11 + the level of the spell (natural armor) When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell’s level appears in the stat block. If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.Īt Higher Levels. It obeys your verbal commands (no action required by you). In combat, the creature shares your initiative count, but it takes its turn immediately after yours. The creature is an ally to you and your companions. The creature disappears when it drops to 0 hit points or when the spell ends. The creature resembles a bipedal form wreathed in the chosen element, which determines certain traits in its stat block. When you cast the spell, choose an element: Air, Earth, Fire, or Water. This corporeal form uses the Elemental Spirit stat block. It manifests in an unoccupied space that you can see within range. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.Components: V, S, M (air, a pebble, ash, and water inside a gold-inlaid vial worth at least 400 gp) Sample elementals can be found below.Īt Higher Levels.

An uncontrolled elemental can’t be dismissed by you, and it disappears 1 hour after you summoned it. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. If your concentration is broken, the elemental doesn’t disappear.

If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions. It obeys any verbal commands that you issue to it (no action required by you). Roll initiative for the elemental, which has its own turns. The elemental is friendly to you and your companions for the duration. The elemental disappears when it drops to 0 hit points or when the spell ends. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. Concentration, up to 1 hour Components V S M Materials Requiredīurning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water Class Druid Wizard Spell Description
