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Conjure elemental
Conjure elemental








conjure elemental

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. Mythological Figures & Maleficent Monsters.The DM gets to pick the charm, and could just give everyone the same relatively lame charm, like darkvision.īut for an hour if you can keep them around, you've got 8 buddies. This seems a little OP, but consider it costs a 4th level spell slot, they have no way to deal damage, they only have 5 HP so die very easily, they vanish if your concentration on the spell is broken, and they can't carry much or speak any languages.

conjure elemental

They can also be used for getting into small, otherwise hard to reach places, and for stealth missions, since they can cast Pass Without Trace on themselves, already have a very high Stealth, and can meld with surroundings if in a natural environment. Alternatively, have all 8 chwinga riding on one person and casting Guidance or Resistance since the rule for multiple instances of the same spell state that the bonuses don't stack but you can choose the highest bonus rolled, you're all but guaranteed a bonus of 4 every time for that person. If you have a smaller party, you can double or triple up chwinga on each person, with each chwinga casting a different one of these spells, so that each person has Guidance, Resistance, and Pass Without Trace. The chwinga give each party member a charm from their 1/day Magical Gift (which the DM chooses), and then cast your choice of Resistance, Guidance, or Pass Without Trace continuously. You get 8 chwinga, and give one to each party member to perch on the party's shoulders. If you name CR 0 for the spell, the DM has no choice but to give you chwinga, since they're the only CR 0 elemental, so you're ensured to get them if you want them when you cast. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.ĭust Mephit, Ice Mephit, Magma Mephit, MagminĬhwinga from ToA are fun for Conjure Minor Elemental! If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.Īt Higher Levels. 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.

conjure elemental

You choose one the following options for what appears: You summon elementals that appear in unoccupied spaces that you can see within range.










Conjure elemental