Conjure Elemental
2024 Rules
- Level & School
- 5th-level conjuration
- Casting Time
- Action
- Range
- 60 feet
- Components
- V, S
- Duration
- Concentration, up to 10 minutes
- Classes
- Druid, Wizard
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 8d8 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 4d8 damage of the spirit's type. On a successful save, the target isn't Restrained by the spirit.
Using a Higher-Level Spell Slot. The damage increases by 2d8 for each spell slot level above 5.
2014 Rules
- Level & School
- 5th-level conjuration
- Casting Time
- 1 minute
- Range
- 90 feet
- Components
- V, S, M (burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water)
- Duration
- Concentration, 1 hour
- Classes
- Druid, Wizard
You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends.
The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.
If your concentration is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour after you summoned it.
The GM has the elemental's statistics.
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.
Conjure Elemental 5.5e 2024 vs. 5e 2014 edition differences
Conjure Elemental popularity
Conjure Elemental is one of the most popular level 5 spells in the game. Choosing it adds a D&D staple to your spellbook.
- #3 most popular level 5 Druid spell
- Top 25% level 5 Wizard spell
Spells similar to Conjure Elemental
Summon Elemental 4th-level conjuration
It summons an elemental for you to direct and lasts for a similar sustained duration, giving the same summoned-combatant playstyle at a lower slot.
Conjure Minor Elementals 4th-level conjuration
This spell creates creatures from the elemental planes to control for the fight, trading a single big defender for multiple summoned attackers.
Conjure Animals 3rd-level conjuration
Conjure Animals provides the same summon-and-use action-economy approach to shape the battlefield with creatures you command.
Conjure Fey 6th-level conjuration
Like the target, Conjure Fey brings a potent planar spirit to the field under your control for a sustained period to influence combat.
Conjure Celestial 7th-level conjuration
This higher‑tier conjuration summons a single powerful ally that lasts through the encounter, offering comparable tactical value and longevity.