You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears:
- One elemental of challenge rating 2 or lower
- Two elementals of challenge rating 1 or lower
- Four elementals of challenge rating 1/2 or lower
- Eight elementals of challenge rating 1/4 or lower.
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 group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.
The GM has the creatures' statistics.
At 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 6th-level slot and three times as many with an 8th-level slot.
Sample Elementals
CR | Monster |
1/4 | Steam Mephit |
1/2 | Dust Mephit, Ice Mephit, Magma Mephit, Magmin |
2 | Azer, Gargoyle |
If you're concerned your players might try the silly chwinga summoning exploit, consider this method of saying "no, but": chwingas know no languages. This means that, like an animal, the concept of language is alien to them and they won't be able to obey verbal commands. This would allow you to play the chwingas like the odd and fun little creatures they are, that only bestow their gifts upon those who prove deserving of them.
Another way to go about it is to have repeat castings to summon chwingas produce the same bunch of them, meaning the players and the chwingas can form a more long-term bond. At the cost of maybe dozens of spell slots over a longer period of time, the players could befriend these chwingas, earn their boon and teach the chwingas what the players desire of them.
And if you're thinking that conjure animals produces creatures that know no languages and still obey commands, I counter that all summoning spells that produce an animal specifically create a fey or spirit form of that creature—a form that is physically different, if not a magical facsimile of an animal. This spell conjures the actual creature, which actually has no concept of language.
Counter to the first paragraph, "They obey any verbal commands that you issue to them (no action required by you)." Thus, the Chwingas will use their magical gift ability if commanded. And if you want to roleplay chwingas like "the odd and fun little creatures they are", put chwingas in your world. If a spell doesn't give a mechancial advantage to a caster they won't use it again as they will have better spells to use their spellslots on.
Counter to the second paragraph, "The summoned creatures are friendly to you and your companions." There is no need for the players to befriend them, they already are friendly with the players and will give the characters charms.
Counter to the third paragraph, "They obey any verbal commands that you issue to them (no action required by you)." It doesn't matter whether they are in a magically different form they still obey verbal commands from you.
Overall rather than trying to accommodate a min-maxer player, just straight up tell them that they won't be able to conjure Chwingas before they take the spell allowing them to choose whether they want to grind away at a single spell or focus on easier, and quicker routes to power.