Casting Time: 1 action
Range: 90 ft
Components: V, S, M
Duration: Concentration
, up to 1 hour
You call forth a Fey spirit. It manifests in an unoccupied space that you can see within range and uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy. The creature resembles a Fey creature of your choice marked by the chosen mood, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.
Use the spell slot's level for the spell's level in the stat block.
Material Component:
a gilded flower worth 300+ GP
Verbal Component:
Invito Fea
Verbal Component (Alternative):
I call forth, a creature fae; come to my aide, and do as I say.
Fey Spirit
Small fey, neutral
Armor Class 12 + the spell's level
Hit Points 30 + 10 for each spell level above 3
Speed 30 ft., Fly 30 ft.
Str
13 (+1)
Dex
16 (+3)
Con
14 (+2)
Int
14 (+2)
Wis
11 (0)
Cha
16 (+3)
Condition Immunities Charmed
Senses Darkvision 60 ft., Passive Perception 10
Languages Sylvan, understands the languages you know
Challenge None (XP 0; PB equals your Proficiency Bonus)
Actions
Multiattack. The spirit makes a number of Fey Blade attacks equal to half this spell's level (round down).
Fey Blade. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft.
Hit: 2d6 + 3 + the spell's level Force damage.
Bonus Actions
Fey Step. The spirit magically teleports up to 30 feet to an unoccupied space it can see. Then one of the following effects occurs, based on the spirit's chosen mood:
Fuming. The spirit has Advantage on the next attack roll it makes before the end of this turn.
Mirthful. Wisdom Saving Throw: DC equals your spell save DC, one creature the spirit can see within 10 feet of itself.
Failure: The target is Charmed by you and the spirit for 1 minute or until the target takes any damage.
Tricksy. The spirit fills a 10-foot Cube within 5 feet of it with magical Darkness, which lasts until the end of its next turn.
Classes: Druid, Ranger, Warlock, Wizard, Rogue
Tags: Summoning
Source: Player's Handbook (2024) (page 326)
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Other Planes and Effects
Below is information about this spell as it relates to other planes and area of effects (i.e. underwater). Some of the information is pulled official D&D sources (such as books and the twitter feeds of D&D officials), but other information is derived from forums and online discussions. As always, it is up to the DM to decide how they wish to handle spell effects.
Summoning in Sigil
From Planescape Adventures in the Multiverse, Sigil and the Outlands, "With the exception of permanent teleportation circles, the Lady of Pain prevents spells and other powers from allowing anything to enter the City of Doors. That means creatures and objects from outside in the multiverse can't be summoned or conjured into Sigil by any means. Summoning abilities a character might have, such as the conjure elemental spell or a class feature that summons a companion, still function as normal with these features calling only creatures that exist somewhere within Sigil itself."
Underwater - Verbal Component
Official rules have been verified by Jeremy Crawford - "No rule prohibits verbal components from working underwater. Keep in mind that if you're talking, you're not holding your breath." Hence, while submerged underwater and holding its breath, a creature can cast a spell that requires a verbal component. After casting the spell, if the creature can't breathe underwater, it immediately runs out of breath. The creature can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round).