

Willingly ending your concentration on a spell in D&D isn't the same thing as having your concentration broken. He also had this to say about concentration in general: This is him saying that if you deliberately end your concentration the spell ends and the Elemental disappears. When you willingly stop concentrating on a concentration spell, the spell ends.Ĭonjure Elemental: "The elemental disappears when it drops to 0 hit points or when the spell ends."

Jeremy Crawford had this to say about concentration with respect to conjure elemental: It can't be dispelled any more than the environmental effects of a delayed blast fireball (PHB p.231) can be dispelled following loss of concentration.
#Conjure elemental free#
Therefore while the elemental persists for an hour after the spell ends, it is no longer part of an active spell effect so there is nothing to dispel, the elemental became free of the summoning spell when concentration was lost.Īnother way of looking at it is after the spell ends due to loss of concentration, the elemental exists as an environmental change rather than a spell effect. If you lose concentration, such a spell ends. Some spells require you to maintain concentration in order to keep their magic active. The spell has already ended as concentration has been broken and Conjure Elemental is a concentration spell. The clause about concentration does not apply, the elemental exists as the effect of an active spell, if the magic is dispelled the elemental goes.Ĭase 2) There is no spell to dispel, the elemental is unaffected: Use the online HTML, CSS, JS tool collection to make websites like a piece of cake.Case 1) The spell ends and the elemental disappears: Giant Boar, Giant Constrictor Snake, Giant Elk, Hunter Shark, Plesiosaurus, Polar Bear, Rhinoceros, Saber-toothed Tiger Sample creatures can be found below.Īt Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.įrog, Sea Horse, Baboon, Badger, Bat, Cat, Crab, Deer, Eagle, Giant Fire Beetle, Goat, Hawk, Hyena, Jackal, Lizard, Octopus, Owl, Quipper, Rat, Raven, Scorpion, Spider, Vulture, Weaselīlood Hawk, Camel, Flying Snake, Giant Crab, Giant Rat, Giant Weasel, Mastiff, Mule, Poisonous Snake, Pony, StirgeĪxe Beak, Boar, Constrictor Snake, Draft Horse, Elk, Giant Badger, Giant Bat, Giant Centipede, Giant Frog, Giant Lizard, Giant Owl, Giant Poisonous Snake, Giant Wolf Spider, Panther, Riding Horse, WolfĪpe, Black Bear, Crocodile, Giant Goat, Giant Sea Horse, Giant Wasp, Reef Shark, Warhorseīrown Bear, Dire Wolf, Giant Eagle, Giant Hyena, Giant Octopus, Giant Spider, Giant Toad, Giant Vulture, Lion, Tiger If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. They obey any verbal commands that you issue to them (no action required by you). Roll initiative for the summoned creatures as a group, which has its own turns. The summoned creatures are friendly to you and your companions. Eight beasts of challenge rating 1/4 or lowerĮach beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.Four beasts of challenge rating 1/2 or lower.Two beasts of challenge rating 1 or lower.One beast of challenge rating 2 or lower.Choose one of the following options for what appears: You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Concentration, up to 1 hour Components V S Class Druid Ranger Spell Description
