You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears.
• One elemental of challenge rating 2 or lower
• Two elementals of challenge rating 1 or lower
• Four elementals of challenge rating 1/2 or lower
• Eight elementals of challenge rating 1/4 or lower.
An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends.
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures' statistics.
At Higher Levels: When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear - twice as many with a 6th-level slot and three times as many with an 8th-level slot
The spell Conjure Minor Elementals is a powerful spell that allows druids and wizards to summon an army of elemental creatures to fight on their behalf. While the spell can be very useful in combat, it also requires a lot of concentration and a long casting time, which can make it difficult to use effectively. Some players may find it too complex to use on a regular basis, while others may enjoy the challenge of mastering this powerful spell. Overall, Conjure Minor Elementals is a solid spell that can be a useful addition to any spellcaster's arsenal, but it may not be the best choice for every situation.
Conjure Minor Elementals is D&D (Dungeons & Dragons) 5th edition content, but other TTRPGs may have their own version such as a Conjure Minor Elementals Pathfinder edition. Want to use Conjure Minor Elementals in a VTT (virtual tabletop)? Try out SendingStone for free today!
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