Conjure Fey

6th-Level Conjuration
Casting Time: 1 action
Range: 60 feet
Components: VS
Duration: (C) Varies, 10 minutes (combat) or 1 hour (non-combat)

You summon a fey presence to aid you in different ways, depending on the circumstances of the casting:
Combat. You summon the awesome presence of a Medium Fey spirit in an unoccupied space you can see within range. The spirit lasts for the duration, and it looks like a Fey creature of your choice. When the spirit appears, you can immediately make one melee spell attack against a creature within 5 feet of the spirit. On a hit, the target takes psychic damage equal to 3d12 plus your spellcasting ability modifier, and the target must succeed on a Wisdom saving throw or have the Frightened condition until the start of your next turn.
As a Bonus Action on your later turns, you can teleport the spirit to an unoccupied space you can see within 30 feet of the space it left and repeat the attack against a creature within 5 feet of it.
Non-Combat. You conjure a fey being that appears in an unoccupied space that you can see within range. This fey can serve one of the listed purposes below, or other purposes depending on creative freedom. The GM is the final arbiter of whether a function is within the confines of the spell:
  • Cause natural and awe-inspiring phenomenon, such as growing small areas of plant-life, temporarily changing the colors of small objects, or similar feats similar in scope to the druidcraft or prestidigitation spells.
  • Cast up to three divination, enchantment, or illusion spells of 3rd level or lower on behalf of the caster. These spells use your spellcasting ability modifier, and cannot deal damage or require concentration.
  • Answer questions or offer insights on matters within its purview (though it may not be at liberty to share information about sensitive topics).
  • Aid in appeals to druids, elves, or other gatherings that may respond favorably to the fey being's presence.
  • Scout an area and report back to you, using information gleaned from one of the following spells: detect evil and good, detect magic, detect poison and disease, detect thoughts.
The fey disappears when it takes damage or when the spell ends. It is friendly to you and your companions for the duration, and it obeys any verbal commands that you issue to them. If initiative is rolled while the fey is active, choose one of the following options:
  • The fey vanishes and covers you and your allies in a glamour of night. You and creatures of your choice within 40 feet of you become invisible until the spell ends. The spell ends for a target that attacks, casts a spell, or uses an action that would reveal it, or uses other hostile actions.
  • The fey adds a +5 bonus to the Tides of Battle if the mechanic is active in the resulting encounter.
  • The fey leaps into battle and follows the rules of the combat version of the spell.
Regardless of the chosen option, the spell ends at the end of the encounter.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increase by 2d12 for each slot level above 6th. If cast in a non-combat situation, the strength of the fey increases for each slot level above 6th. As a result, you may increase the range of the invisibility cloak effect by 10 feet, increase the Tides of Battle bonus by an additional +1, increase spell level of the spells it can cast by one (up to a maximum of 5th level) OR the number of spells it can cast, or other similar benefits. If the non-combat form transitions into the combat form, the fey spirit's damage increases according to the level the spell was cast.

Source: PHB 225, SRD

Changelog