Conjure Elemental

5th-Level Conjuration
Casting Time: 1 action
Range: 60 feet
Components: VSM
Duration: (C) Varies, 10 minutes (combat) or 1 hour (non-combat)

You summon an elemental presence to aid you in different ways, depending on the circumstances of the casting:
Combat. You summon an Elemental spirit that fills a 10-foot Cube within range. The spirit lasts for the duration and is composed of air, earth, fire, or water (your choice) when you cast this spell. Once per turn, when a creature hostile to you Moves within 5 feet of the spirit or starts its turn there, you can make a melee spell attack against that creature. On a hit, the target takes 4d8 damage of a type determined by the spirit’s element: Bludgeoning (earth), Cold (water), Fire (fire), or Lightning (air). If the target is a Large or smaller creature, it is also pulled into the Cube and has the Restrained condition. At the start of each of its turns, the target must make a Strength saving throw against your spell save DC. On a success, the target frees itself. On a failure, the target takes 4d8 damage of the same type as the spell attack. The spirit can have only one creature restrained at a time.
When you move on your turn, you can also move the elemental up to 30 feet to an unoccupied space you can see. If a creature is restrained inside the elemental, it moves with it, but the elemental can only move 15 feet instead.
Non-Combat. You conjure an elemental being that appears in an unoccupied space that you can see within range. This elemental 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:
  • Shape the elements with feats similar to those of the control flames, gust, mold earth, or shape water spells, based on the spirit's element.
  • Ride inside the elemental to traverse difficult terrain without danger based on the spirit's element: burrow through the ground (earth), swim and breathe underwater (water), pass through open flames and smoke (fire), or fly (air).
  • Act as a source of air, fire, stone, or water based on the spirit's element.
  • Complete laborious tasks, run messages, and communicate simple ideas in the Primordial language.
The elemental 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 elemental is active, choose one of the following options:
  • The elemental rushes forward to a point within range erupts with a fierce burst of elemental energy before returning to its elemental plane. All enemies within 10 feet pf the elemental must succeed on a Dexterity saving throw, taking 4d8 damage of the type determined by the spirit's element, or half as much on a successful save. Creatures who fail the save are also flung up to 20 feet away from the elemental and are subject to a different condition based on the spirit's element: prone (earth), chilled (water), burning (fire), or silenced (air). Then the spell ends.
  • The elemental adds a +4 bonus to the Tides of Battle if the mechanic is active in the resulting encounter.
  • The elemental leaps into the fray 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 6th level or higher, the damage increase by 2d8 for each slot level above 5th. Additionally, if you cast the spell at 7th level or higher, the elemental can become Huge, the range of its attack increases to 10 feet, and it can restrain one Huge creature, two Large creatures, or four Medium creatures. If cast in a non-combat situation, the strength of the elemental increases for each slot level above 5th. As a result, you may increase the Tides of Battle bonus by an additional +1 or other similar benefits. If the non-combat form transitions into the combat form, the elemental's damage and size increases according to the level the spell was cast.

Source: PHB 225, SRD

Changelog