Conjure Fey
- Level: 6
- School: Conjuration
- Class: Druid
- Casting Time: Action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 10 minutes
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 1d12 for each spell slot level above 6.
Tactical Usage
Mobile Psychic Striker: Conjure Fey creates a teleporting spirit that delivers powerful psychic attacks with fear effects. This 6th-level conjuration spell excels at hit-and-run tactics and psychological warfare.
Optimal Timing: Most effective when you can repeatedly teleport the spirit to threaten different targets, maximizing fear effects and damage output.
Resource Management: Uses a 6th-level spell slot - available from character level 11+. Concentration requirement demands protection but provides ongoing mobile assault.
Target Selection: Prioritize enemies vulnerable to psychic damage or fear effects, especially spellcasters and creatures with low Wisdom saves.
Spell Combinations
Synergistic Spells:
- Fear Effects: Combine with other fear sources for cumulative psychological pressure
- Positioning Control: Use forced movement to keep enemies within spirit reach
- Concentration Protection: Shield and counterspell to maintain the spirit
Class Feature Interactions:
- Wild Shape: Druids can maintain concentration while transformed
- Fey Step: Thematic synergy with fey magic and teleportation abilities
- Spell Attack Bonuses: Class features that enhance spell attack rolls benefit the spirit
Multi-Caster Coordination: Multiple fey spirits can create widespread fear effects and mobile assault coverage.
Material Component Details
Component Acquisition: No material components required - only verbal and somatic components needed.
Component Handling: Simple V, S casting allows flexible deployment without resource management concerns.
Roleplay Opportunities: Choosing fey appearance reflects character connection to Feywild and specific fey courts or traditions.
Economic Considerations: No costs make this spell economically viable despite the high spell slot requirement.
Creator Notes
Encounter Balancing: High damage plus fear effect can significantly impact encounter dynamics, especially against creatures vulnerable to psychic damage.
NPC Usage: Enemy druids can use mobile fey spirits to harass party members while remaining at safe distances.
Environmental Considerations: Teleportation allows spirit to ignore most terrain obstacles, making positioning very flexible.
Campaign Integration: Excellent for Feywild encounters, fey court politics, or campaigns involving psychological horror themes.
Environmental Interactions
Terrain Effects: Spirit teleportation ignores most terrain obstacles, providing excellent battlefield mobility regardless of environment.
Weather Influence: Fey spirits adapt thematically to environmental conditions while maintaining consistent mechanical effects.
Structural Interactions: Teleportation allows spirit to appear behind cover or in advantageous positions that normal movement couldn't reach.
Elemental Interactions: Psychic damage bypasses most elemental resistances, making this effective in any environment.
Common Rulings & Clarifications
Timing Questions: Initial attack when spirit appears, then bonus action teleport and attack on subsequent turns.
Target Limitations: Melee spell attack requires target within 5 feet of spirit after teleportation.
Duration Interactions: Concentration up to 10 minutes. Fear effect lasts until start of your next turn.
Mechanical Interactions: Spell attack roll uses your spell attack modifier. Psychic damage plus fear both apply on hit.
Alternative Applications
Non-Combat Uses: Intimidation through fey presence, scouting via teleporting spirit, or demonstrating connection to Feywild.
Social Encounters: Impressive displays of fey magic, though psychic attacks typically escalate rather than resolve conflicts.
Exploration Applications: Spirit can reach difficult locations via teleportation, providing reconnaissance or interaction opportunities.
Utility Functions: Psychological warfare, interrogation assistance, or creating atmosphere for fey-themed encounters.
Related Spells
Same School: Other conjuration spells like conjure elemental (5th level elemental), conjure celestial (7th level divine), conjure woodland beings (4th level fey creatures).
Similar Effects: spiritual weapon (2nd level mobile attacker), fear (3rd level area fear), synaptic static (5th level psychic damage).
Progression Options: faerie fire (1st level fey magic), conjure woodland beings (4th level multiple fey), conjure fey (6th level powerful spirit).
Complementary Magic: misty step (personal teleportation), charm person (fey-themed control), polymorph (fey transformation magic).
Scaling Analysis
Level Progression: Excellent scaling damage and consistent tactical value make this useful throughout high-level play.
Upcast Benefits: Additional 1d12 damage per level makes 7th-9th level casting extremely potent.
Campaign Phases: Peak effectiveness in high-level play (11+) where psychic damage and fear remain relevant.
Comparative Value: Strong mobile damage option with unique psychological effects for 6th-level slot.
Narrative Flavor
Casting Description: Feywild energy swirls as a spirit materializes with otherworldly beauty and terrible presence, its form shifting between alluring and horrifying.
Effect Manifestation: The fey spirit moves with impossible grace, appearing and vanishing in bursts of woodland magic while delivering terror with its touch.
Personal Style: Different druids might summon dryad spirits, autumn court nobles, or wild hunt specters based on their Feywild connections.
World Integration: Represents advanced fey magic that bridges material and Feywild realms, often associated with ancient druidic traditions or fey court alliances.