
#Conjure minor elemental 5e plus#
Hit: 4 (1d6+1) bludgeoning damage (or fire damage for a Fire elemental) plus extra damage equal to spell slot level. Conjure Minor Elemental (Spell), Coral worth 200 gp. Can You Use Higher Level of Conjure Minor. When you cast this spell using certain higher level spell slots, you gain the following enhancement: 6th the elemental deal double damage and it can take an extra attack each round 8th the elemental deal triple damage and gain 20 feet reach. Melee Weapon Attack: your spell attack bonus to hit, reach 5 ft., one target. It conjures a single CR 2 (challenge rating 2) elemental or a hoard of CR 1/4 elemental minions to fight for you. Each creature within 5 feet of it must make a DexterityĪgainst your spell save DC, taking 7 (2d6) bludgeoning damage (or fire damage for a Fire elemental) on a failed save, or half as much damage on a successful one. The minor elemental explodes when it dies.

The elemental can move through a space as narrow as 1 inch wide without squeezing.ĭeath Burst. Languages Primordial and one determined by type: Auran (Air), Aquan (Water), Ignan (Fire), Terran (Earth)Ĭhallenge - Proficiency your proficiency bonusĪmorphous Form (Air, Fire, and Water Only). Senses darkvision 60 ft., tremorsense 60 ft. (Water only) STRĭamage Immunities fire (Fire only), poison Hit Points 40 + 10 for each spell slot level above 4th Small elemental (air, earth, fire, or water)Īrmor Class 11 + spell slot level (natural armor) An uncontrolled creature disappears at the end of the spell’s maximum duration. Is broken before the spell ends, you lose control of any summoned creatures, which become hostile and might attack you and your companions. The summoned creature disappears when reduced to 0 hit points. Without such commands, a minor elemental only defends itself. When you command multiple minor elementals using this spell, you must give them all the same command. The summoned creatures are friendly to you and your companions and take their turns immediately after yours. If you summon only 2 creatures with this spell, increase its effective slot level by 1 when determining the minor elemental’s statistics, and if you summon a single creature with this spell its effective slot level is increased by 2 instead. These creatures use the statistics of a minor elemental (detailed below) with certain traits determined by your choice of its type: air, earth, fire, or water. You summon up to 3 creatures from the Elemental Planes.

If you don't issue any commands to them, they defend themselves from Hostile Creatures, but otherwise take no ACTIONS. 4th level ( 3 slots ) : Dimension Door, Greater Invisibility, Conjure Minor Elemental. They obey any verbal commands that you issue to them (no Action required by you).


Roll Initiative for the summoned Creatures as a group, which has its own turns. The summoned Creatures are friendly to you and your Companions. Eight Elementals of Challenge rating 1/4 or lower.Īn elemental summoned by this spell disappears when it drops to 0 Hit Points or when the spell ends.Four Elementals of Challenge rating 1/2 or lower.Two Elementals of Challenge rating 1 or lower.One elemental of Challenge rating 2 or lower.You choose one the following options for what appears. You summon Elementals that appear in unoccupied spaces that you can see within range.
