You call forth an elemental version of yourself. It has the same stats as you and hit points equal to your maximum.
It acts on your turn, requiring your bonus action to control it. If you do not give it an order, it takes the Dodge Action.
It cannot regain hit points.
It is able to cast all the same spells you have prepared for the day. It can take an Action, Bonus Action and Movement. However, it uses your spell slots. If it casts a concentration spell, it has to maintain concentration of the spell, not you.
The elemental disappears when it drops to 0 hit points or when the spells ends.
If your concentration is broken, the elemental doesn't disappear. Instead make a Persuasion DC20 check to avoid losing control of the elemental. On a fail, it becomes hostile toward you and your companions, and it attacks.
An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour after you summoned it. It continues to attempt to use your spell slots requiring a contested Spellcasting Ability (Wisdom, Intelligence, Charisma) check per attempt.
As it is created with 5th level magic it cannot use spell slots higher than 5th, unless you maitain your concentraton on it and control it fully.
* - (something that represents your chosen element - e.g. charcoal for fire, a shimmering pearl for spirit - totaling at least 100gp)Previous Versions
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