Summon Fey

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, shown below. 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.

Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.

Material Components

A gilded flower worth 300+ GP

Gestures & Ritual

V, S

Related Discipline
Druid, Ranger, Warlock, Wizard
Related School
Conjuration
Related Element
Light, Shadow, Water
Effect Duration
1 Hour (concentration)
Effect Casting Time
1 Action
Range
90
Level
3

tags: summon


Fey Spirit CR: -

Small fey,
Armor Class: 12 + 1 per spell slot level
Hit Points: 30 + 10 per spell slot level above 3
Speed: 30 ft , fly: 30 ft

STR

13 +1

DEX

16 +3

CON

14 +2

INT

14 +2

WIS

11 +0

CHA

16 +3

Condition Immunities: Charmed
Senses:

Darkvision 60 ft.; Passive Perception 10

Languages: Sylvan, understands the languages you know
Challenge Rating: - ( - XP)
Proficiency Bonus: Equal to 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.

Motivation/Compulsion

Obeys its master.

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