Conjure Minor Elementals
4th-level conjuration · 2d8 roll, average 9
9 average roll · 2–16
Roll Conjure Minor Elementals
Press a roll button. The dice land here.
Spell details
- Level
- 4th-level
- School
- Conjuration
- Casting time
- Action
- Range
- Self
- Components
- V, S
- Duration
- Concentration, up to 10 minutes
- Classes
- Druid, Wizard
Conjure Minor Elementals damage by level
| Cast at | Dice | Average | Range |
|---|---|---|---|
| 4th slot | 9 | 2–16 | |
| 5th slot | 13.5 | 3–24 | |
| 6th slot | 18 | 4–32 | |
| 7th slot | 22.5 | 5–40 | |
| 8th slot | 27 | 6–48 | |
| 9th slot | 31.5 | 7–56 |
The odds of 2d8
| Total | Chance |
|---|---|
| 6 or more | 84% |
| 9 or more | 56% |
| 13 or more | 16% |
| 15 or more | 5% |
Rules text
You conjure spirits from the Elemental Planes that flit around you in a 15-foot Emanation for the duration. Until the spell ends, any attack you make deals an extra damage when you hit a creature in the Emanation. This damage is Acid, Cold, Fire, or Lightning (your choice when you make the attack).
In addition, the ground in the Emanation is Difficult Terrain for your enemies.
At higher levels. The damage increases by for each spell slot level above 4.
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.