Conjure Elemental
5th-level conjuration · 8d8 roll, average 36
36 average roll · 8–64
Roll Conjure Elemental
Press a roll button. The dice land here.
Spell details
- Level
- 5th-level
- School
- Conjuration
- Casting time
- Action
- Range
- 60 feet
- Components
- V, S
- Duration
- Concentration, up to 10 minutes
- Classes
- Druid, Wizard
- Save
- Dexterity
Conjure Elemental damage by level
| Cast at | Dice | Average | Range |
|---|---|---|---|
| 5th slot | 36 | 8–64 | |
| 6th slot | 40.5 | 9–72 | |
| 7th slot | 45 | 10–80 | |
| 8th slot | 49.5 | 11–88 | |
| 9th slot | 54 | 12–96 |
The odds of 8d8
| Total | Chance |
|---|---|
| 22 or more | 99% |
| 36 or more | 53% |
| 50 or more | 2% |
| 58 or more | <1% |
Rules text
You conjure a Large, intangible spirit from the Elemental Planes that appears in an unoccupied space within range. Choose the spirit's element, which determines its damage type: air (Lightning), earth (Thunder), fire (Fire), or water (Cold). The spirit lasts for the duration.
Whenever a creature you can see enters the spirit's space or starts its turn within 5 feet of the spirit, you can force that creature to make a Dexterity saving throw if the spirit has no creature Restrained. On failed save, the target takes damage of the spirit's type, and the target has the Restrained condition until the spell ends. At the start of each of its turns, the Restrained target repeats the save. On a failed save, the target takes damage of the spirit's type. On a successful save, the target isn't Restrained by the spirit.
At higher levels. The damage increases by for each spell slot level above 5.
This page includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License. The averages, odds and tables are ours.