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of identical weapons that shoot forward and then
d10 Behavior
disappear. Each creature in a 60-foot cone must succeed
1 The creature uses all its movement to move in a
on a Dexterity saving throw. A creature takes 3d8
random direction. To determine the direction, roll
damage on a failed save, or half as much damage on a
a d8 and assign a direction to each die face. The
successful one. The damage type is the same as that of
creature doesn’t take an action this turn. the weapon or ammunition used as a component.
2-6 The creature doesn’t move or take actions this turn.
7-8 The creature uses its action to make a melee attack C o n j u r e C e l e s t i a l
against a randomly determined creature within its 7th-level conjuration
reach. If there is no creature within its reach, the Casting Time: 1 minute
creature does nothing this turn. Range: 90 feet
9-10 The creature can act and move normally. Components: V, S
Duration: Concentration, up to 1 hour
At the end of each o f its turns, an affected target can You sum m on a celestial of challenge rating 4 or lower,
make a W isdom saving throw. If it succeeds, this effect which appears in an unoccupied space that you can see
ends for that target. within range. The celestial disappears when it drops to
At Higher Levels. W hen you cast this spell using a 0 hit points or when the spell ends.
spell slot of 5th level or higher, the radius of the sphere The celestial is friendly to you and your com panions
increases by 5 feet for each slot level above 4th. for the duration. Roll initiative for the celestial, which
has its own turns. It obeys any verbal com m ands that
C o n j u r e A n i m a l s
you issue to it (no action required by you), as long as
3rd-level conjuration
they don’t violate its alignment. If you don’t issue any
Casting Time: 1 action com m ands to the celestial, it defends itself from hostile
Range: 60 feet creatures but otherwise takes no actions.
Components: V, S The DM has the celestial’s statistics.
Duration: Concentration, up to 1 hour At Higher Levels. W hen you cast this spell using a
9th-level spell slot, you summ on a celestial of challenge
You sum m on fey spirits that take the form of beasts and
rating 5 or lower.
appear in unoccupied spaces that you can see within
range. C hoose one of the following options for what
C o n j u r e E l e m e n t a l
appears:
5th-level conjuration
• One beast of challenge rating 2 or lower
Casting Time: 1 minute
• Two beasts of challenge rating 1 or lower
Range: 90 feet
• Four beasts of challenge rating 1/2 or lower
Components: V, S, M (burning incense for air, soft clay
• Eight beasts of challenge rating 1/4 or lower
for earth, sulfur and phosphorus for fire, or water and
Each beast is also considered fey, and it disappears sand for water)
when it drops to 0 hit points or when the spell ends. Duration: Concentration, up to 1 hour
The sum m oned creatures are friendly to you and your
You call forth an elemental servant. Choose an area of air,
com panions. Roll initiative for the sum m oned creatures
earth, fire, or water that fills a 10-foot cube within range.
as a group, which has its own turns. They obey any
An elemental of challenge rating 5 or lower appropriate
verbal com m ands that you issue to them (no action
to the area you chose appears in an unoccupied space
required by you). If you don’t issue any com m ands to
within 10 feet of it. For example, a fire elemental
them, they defend themselves from hostile creatures,
em erges from a bonfire, and an earth elemental rises
but otherwise take no actions.
up from the ground. The elemental disappears when it
The DM has the creatures’ statistics.
drops to 0 hit points or when the spell ends.
A t Higher Levels. When you cast this spell using
The elemental is friendly to you and your com panions
certain higher-level spell slots, you choose one of the
for the duration. Roll initiative for the elemental, which
sum m oning options above, and m ore creatures appear:
has its own turns. It obeys any verbal com m ands that
twice as many with a 5th-level slot, three times as many
you issue to it (no action required by you). If you don’t
with a 7th-level slot, and four times as many with a
issue any com m ands to the elemental, it defends itself
9th-level slot.
from hostile creatures but otherwise takes no actions.
If your concentration is broken, the elemental doesn’t
C o n j u r e B a r r a g e
disappear. Instead, you lose control of the elemental,
3rd-level conjuration
it becom es hostile toward you and your companions,
Casting Time: 1 action and it might attack. An uncontrolled elemental can’t
Range: Self (60-foot cone) be dism issed by you, and it disappears 1 hour after
Components: V, S, M (one piece of ammunition or a you sum m oned it.
thrown weapon) The DM has the elemental’s statistics.
Duration: Instantaneous At Higher Levels. W hen you cast this spell using
You throw a nonm agical weapon or fire a piece of a spell slot of 6th level or higher, the challenge rating
nonm agical ammunition into the air to create a cone increases by 1 for each slot level above 5th.

