Conjure Fey
ConjurationYou 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 DM has the fey creature's statistics.
At Higher Levels: 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.
Spell Details
Player Guide
Use Conjure Fey to summon a CR 6 creature that synergizes with your party's strategy—typically a Dryad for control or a Pixie for disruption. Position the summoned fey in flanking positions or behind enemy lines to maximize action economy gains. The spell's strength lies in forcing enemies to divide attention, but coordinate with your DM beforehand on which fey you intend to summon to avoid mechanical surprises during combat.
Spell Combos
DM Tips
Establish with your caster which fey creatures are reasonable options (Dryad, Pixie, Green Hag, etc.) to prevent mid-combat disputes; ensure the summoned fey's stat block is readily available. Consider the summoned creature's intelligence and alignment when determining how much autonomy it has versus following the caster's tactical suggestions.