1. Homebrew Rules

Summon Fey

Summon Fey

Level 3 Conjuration (Druid, Ranger, Warlock, Wizard)

Casting Time: Action

Range: 90 feet

Components: V, S, M (a gilded flower worth 300+ GP)

Duration: Concentration, up to 1 hour

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.

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

FEY SPIRIT

Small Fey, Neutral

AC 12 + the spell’s level

HP 30 + 10 for each spell level above 3

Speed 30 ft., Fly 30 ft.

               Mod Save              Mod Save 

STR 13 +1 +1   INT     14 +2 +2 

DEX 16 +3 +3   WIS     11 +0 +0 

CON 14 +2 +2   CHA 16 +3 +3

Immunities Charmed

Senses Darkvision 60 ft., Passive Perception 10

Languages Sylvan, understands the languages you know

CR 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.
Wisdom 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.