Conjure Minor Elementals: 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 gaggle, which has its own turns. They obey any verbal commands that you simply issue to them (no action required by you). If you do not issue any commands to them, they defend themselves from hostile creatures, but otherwise, take no actions. GM has the creatures’ statistics.
- One elemental of challenge rating two or below two
- Two elementals of challenge rating one or below one
- Four elementals of challenge rating 1/2 or below of it
- Five elementals of challenge rating 1/4 or below of it
Check also: Speak with Plants 5e
Conjure Minor Elementals 5e
- Level: 4 (Conjuration)
- Casting time: 1 Minute
- Components: V, S
- Range(area): 90 feet
- Attack(save): None
- Damage(effect): Summoning
- School: Conjuration
- Duration: Concentration up to 1 Hour
At Higher Levels: once you cast this spell using certain higher-level spell slots, you select one among the summoning options above, and more creatures appear twice as many with a 6th-level slot and 3 times as many with an 8th-level slot.
Check also: Speak with Plants 5e
There are some FAQ
Q1: What Does Conjure Minor Elementals Do?
Ans: This spell basically does exactly what it says it should do, it conjures one CR 2 (“challenge rating 2”) elemental or a hoard of CR 1/4 elemental minions to fight for you.
Q2: Why use the Conjure Minor Elemental spell when its results are so unpredictable?
Ans: You Can Request. There are tons of cases that’s a far better option than something that does what you plan.
Q3: Conjure Minor Elementals and Steam Mephit Death Burst?
Ans: No, the Mephit’s Death Burst specifically says that it happens when the Mephit dies, not when it reaches 0 HPs, and therefore the spell specifically says that the creatures disappear once they reach 0 HPs, which isn’t dying.