Conjure Elemental
Level 5 Conjuration
Casting Time
1 action
Range
60 ft
Duration
Concentration, up to 10 minutes
Components
V, S
You conjure a churning wind, a ## of fire, a mound of earth, or a surge of water in a 10-foot Cube within range. Until the spell ends, the area is Difficult Terrain. Each creature in the Cube when it appears makes a Dexterity saving throw, taking 8d8 damage (Bludgeoning, Cold, Fire, or Thunder — your choice) on a fail, or half on a success. A creature also makes the save when it enters the area for the first time on a turn or starts its turn there. At Higher Levels: The damage increases by 2d8 for each slot level above 5th.
Use this in your TTRPG campaigns
Create a free Lorekeeper TTRPG account to add monsters to encounters, track combat, and plan sessions. Fully compatible with 5th Edition and 5.5e rules.