Conjure Fey
6th-level conjuration · 3d12 roll, average 19.5
19.5 average roll · 3–36
Roll Conjure Fey
Press a roll button. The dice land here.
Spell details
- Level
- 6th-level
- School
- Conjuration
- Casting time
- Action
- Range
- 60 feet
- Components
- V, S
- Duration
- Concentration, up to 10 minutes
- Classes
- Druid
- Attack
- Melee spell attack
Conjure Fey damage by level
| Cast at | Dice | Average | Range | Critical |
|---|---|---|---|---|
| 6th slot | 19.5 | 3–36 | 39 | |
| 7th slot | 26 | 4–48 | 52 | |
| 8th slot | 32.5 | 5–60 | 65 | |
| 9th slot | 39 | 6–72 | 78 |
The odds of 3d12
| Total | Chance |
|---|---|
| 11 or more | 93% |
| 20 or more | 50% |
| 28 or more | 10% |
| 33 or more | 1% |
Rules text
You conjure a Medium spirit from the Feywild in an unoccupied space you can see within range. The spirit lasts for the duration, and it looks like a Fey creature of your choice. When the spirit appears, you can make one melee spell attack against a creature within 5 feet of it. On a hit, the target takes Psychic damage equal to plus your spellcasting ability modifier, and the target has the Frightened condition until the start of your next turn, with both you and the spirit as the source of the fear.
As a Bonus Action on your later turns, you can teleport the spirit to an unoccupied space you can see within 30 feet of the space it left and make the attack against a creature within 5 feet of it.
At higher levels. The damage increases by for each spell slot level above 6.
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.