Conjure Fey

A
Damage

Conjure Fey is a Damage spell. Damage spells focus on dealing harm to enemies.

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spell that calls a Feywild spirit to strike foes with psychic terror, then repositions it with
bonus action speed

Conjure Fey is a Action Economy spell. Action Economy spells grant you more choices on future turns.

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2024 Rules

Level & School
6th-level conjuration
Casting Time
Action
Range
60 feet
Components
V, S
Duration
Concentration, up to 10 minutes
Classes
Druid

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 3d12 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.

Using a Higher-Level Spell Slot. The damage increases by 2d12 for each spell slot level above 6.

2014 Rules

Level & School
6th-level conjuration
Casting Time
1 minute
Range
90 feet
Components
V, S
Duration
Concentration, 1 hour
Classes
Druid, Warlock

You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends.

The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions.

If your concentration is broken, the fey creature doesn't disappear. Instead, you lose control of the fey creature, it becomes hostile toward you and your companions, and it might attack. An uncontrolled fey creature can't be dismissed by you, and it disappears 1 hour after you summoned it.

The GM has the fey creature's statistics.

Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th.

Conjure Fey 5.5e 2024 vs. 5e 2014 edition differences

Range is now 60 feet, duration is up to 10 minutes, and it no longer summons a CR-based fey. Instead you conjure a Medium Feywild spirit, hit on arrival with a melee spell attack for 3d12+mod psychic damage and Frightened until the start of your next turn, then use a Bonus Action later to teleport it and repeat the attack. Now only Druids.

Spells similar to Conjure Fey

  • Summon Fey 3rd-level conjuration

    It conjures a fey ally for you to direct and scales as a summoned spirit that fights alongside you, matching the same summoning concept and class overlap.

  • Conjure Woodland Beings 4th-level conjuration

    This also brings fey creatures from the same plane into the battlefield to fight for you and emphasizes summoning multiple fey allies under your control.

  • Conjure Animals 3rd-level conjuration

    It creates creature allies at range to join the fight and trade action economy for extra attackers, much like summoning a spirit to deal damage.

  • Conjure Elemental 5th-level conjuration

    A higher‑tier conjuration that summons a single powerful creature to fight for you, serving a similar tactical role of bringing an autonomous combatant into play.

  • Conjure Celestial 7th-level conjuration

    It summons a single durable ally that attacks and supports the caster for the duration, comparable in function though from a different thematic origin.

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