Summon Fey
Level 3 Conjuration
- Casting time
- Action
- Range
- 90 feet
- Components
- V, S, M (a gilded flower worth 300+ GP)
- Duration
- Concentration, Concentration, up to 1 hour
- Classes
- Druid, Ranger, Warlock, Wizard
Description
You call forth a Fey spirit. It manifests in an unoccupied space that you can see within range and uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy. The creature resembles a Fey creature of your choice marked by the chosen mood, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends. The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger. Fey Spirit stat block: Small Fey, Neutral AC 12 + the spell's level HP 30 + 10 for each spell level above 3 Speed 30 ft., Fly 30 ft. STR 13 (+1/+1), DEX 16 (+3/+3), CON 14 (+2/+2), INT 14 (+2/+2), WIS 11 (+0/+0), CHA 16 (+3/+3) Immunities Charmed Senses Darkvision 60 ft., Passive Perception 10 Languages Sylvan, understands the languages you know CR None (XP 0; PB equals your Proficiency Bonus) Actions Multiattack. The spirit makes a number of Fey Blade attacks equal to half this spell's level (round down). Fey Blade. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 2d6 + 3 + the spell's level Force damage. Bonus Actions Fey Step. The spirit magically teleports up to 30 feet to an unoccupied space it can see. Then one of the following effects occurs, based on the spirit's chosen mood: Fuming. The spirit has Advantage on the next attack roll it makes before the end of this turn. Mirthful. Wisdom Saving Throw: DC equals your spell save DC, one creature the spirit can see within 10 feet of itself. Failure: The target is Charmed by you and the spirit for 1 minute or until the target takes any damage. Tricksy. The spirit fills a 10-foot Cube within 5 feet of it with magical Darkness, which lasts until the end of its next turn.
At Higher Levels
Use the spell slot's level for the spell's level in the stat block.
All text above is reproduced verbatim from the D&D 5e 2024 SRD. No AI interpretation.