Conjure Minor Elementals
ConjurationYou summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears:
- One elemental of challenge rating 2 or lower
- Two elementals of challenge rating 1 or lower
- Four elementals of challenge rating 1/2 or lower
- Eight elementals of challenge rating 1/4 or lower. An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures' statistics.
At Higher Levels: When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.
Spell Details
Player Guide
Summon two CR 1 elementals (8 total if upcast at 6th level) to flank enemies and control the battlefield while you remain safe at range. Position them to block retreat routes or protect vulnerable allies; their action economy advantage often wins fights through action denial. Use them to trigger opportunity attacks from allies or concentrate damage on priority targets while you maintain concentration and cast control/damage spells.
Spell Combos
DM Tips
Track elemental HP and actions separately; elementals follow the caster's commands on their turn but use their own initiative. Consider action economy carefully—8 elementals at 6th level can bog down combat; set strict turn time limits and pre-roll initiative for summoned creatures.