Conjuration Level 5
STANDARD
Casting Time 1 minute
Range 90 feet
Components V, S, M
Duration Concentration, up to 1 hour
You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends. The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.
If your concentration is broken, the elemental doesn’t disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can’t be dismissed by you, and it disappears 1 hour after you summoned it. The DM has the elemental’s statistics.
At Higher Levels. 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. Burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water.
Spell Variants & Exotic Components – level 5
Add-on for D&D 5e.
Enhanced spell effects with exotic spell material components.
The layout is made with TheHomebrewery CSS code.
Just have a look at the preview!
SPELL VARIANT #1
Casting Time 1 minute
Range 90 feet
Components V, S, M
Duration Concentration, up to 1 hour
You call forth a fire elemental servant of superior strength. Choose an area of fire that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. The Elemental has maximum hit points and generates an aura of fire that deals 1d6 fire damage in a 10-foot radius. No saving throw allowed to avoid the damage.
At Higher Levels. When you cast this spell using certain higher level spell slots, you gain the following enhancement: 6th–the elemental deal double damage with both its attacks and fire aura;
8th-the elemental deal triple damage with both its attacks and fire aura.
Components. Fireball (Spell), Spinel worth 200 gp.
SPELL VARIANT #2
Casting Time 1 minute
Range 90 feet
Components V, S, M
Duration Concentration, up to 1 hour
You call forth an air elemental servant of superior strength. Choose an area of air that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. The Elemental has maximum hit points and generates a wind wall around its body that impose disadvantage on all ranged attack rolls against it.
At Higher Levels. When you cast this spell using certain higher level spell slots, you gain the following enhancement: 6th – the elemental deal double damage and the wind wall surrounding it impose disadvantage on both ranged and melee attacks; 8th – the elemental deal triple damage. The wind wall surrounding it, impose anyone attacking the elemental to succeed in a Strength saving throw or be pushed away by 10 feet.
Components. Conjure Minor Elemental (Spell), Jasper worth 100 gp.
SPELL VARIANT #3
Casting Time 1 minute
Range 90 feet
Components V, S, M
Duration Concentration, up to 1 hour
You call forth a water elemental servant of superior strength. Choose an area of water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. The Elemental has maximum hit points and can take two extra move every round.
At Higher Levels. 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.
Components. Conjure Minor Elemental (Spell), Coral worth 200 gp.
SPELL VARIANT #4
Casting Time 1 minute
Range 90 feet
Components V, S, M
Duration Concentration, up to 1 hour
You call forth an earth elemental servant of superior strength. Choose an area of earth that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. The Elemental has maximum hit points and can take two extra move every round. The Elemental has maximum hit points and generates an aura of acidic gases in a 15-foot radius that deals 1d6 acid damage. No saving throw allowed to avoid the damage.
At Higher Levels. When you cast this spell using certain higher level spell slots, you gain the following enhancement: 6th – the elemental deal double damage with both its attacks and acid aura;
8th – the elemental deal triple damage with both its attacks and acid aura.
Components. Elemental Gem of Earth (not consumed), Garnet worth 200 gp.