1. Homebrew Rules

Summon Elemental

Summon Elemental

Level 4 Conjuration (Druid, Ranger, Wizard)

Casting Time: Action

Range: 90 feet

Components: V, S, M (air, a pebble, ash, and water inside a gold-inlaid vial worth 400+ GP)

Duration: Concentration, up to 1 hour

You call forth an Elemental spirit. It manifests in an unoccupied space that you can see within range and uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature resembles a bipedal form wreathed in the chosen element, 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.

ELEMENTAL SPIRIT

Medium Elemental, Neutral

AC 11 + the spell’s level

HP 50 + 10 for each spell level above 4

Speed 40 ft., Burrow 40 ft. (Earth only); Fly. 40 ft. (Hover, Air only); Swim 30 ft (Water only).

           Mod Save                     Mod Save 

STR 18    +4    +4      INT       4    -3    -3 

DEX 15    +2    +2      WIS    10     0     0 

CON 17   +3    +3      CHA    16   +3   +3

Resistances Acid (Water only), Lightning and Thunder (Air only), Piercing and Slashing (Earth only)

Immunities Fire (Fire only), Poison; Exhaustion, Paralyzed, Petrified, Poisoned

Senses Darkvision 60 ft., Passive Perception 10

Languages Primordial, understands the languages you know

CR None (XP 0; PB equals your Proficiency Bonus)

Traits

Amorphous Form (Air, Fire, and Water Only).
The spirit can move through a space as narrow as 1 inch wide without it counting as Difficult Terrain.

Actions

Multiattack.
The spirit makes a number of Slam attacks equal to half this spell’s level (round down).

Slam.
Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft.
Hit: 1d10 + 4 + the spell’s level Bludgeoning (Earth only), Cold (Water only), Lightning (Air only), or Fire (Fire only) damage.