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Summon Fey

3rd-level Conjuration · Concentration

Conjuration

Casting Time

Action

Range

90 ft

Components

V, S, M (Gilded flower worth 300+ GP)

Duration

One Hour

Damage Type

Force

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. 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.

Fey Spirit

Small Fey, Neutral

Armor Class 12 + the spell’s level

Hit Points 30 + 10 for each spell level above 3

Speed 30 ft., Fly 30 ft

STR
13 (+1/+1)
DEX
16 (+3/+3)
CON
14 (+2/+2)
INT
14 (+2/+2)
WIS
11 (+0/+0)
CHA
16 (+3/+3)

Immunities Charmed

Senses Darkvision 60 ft., Passive Perception 10

Languages Sylvan, understands the languages you know

Challenge Rating None (XP 0; PB equals 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. WIS 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.

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

Classes

Druid Gambler Occultist Ranger Sorcerer Summoner Warlock Wizard