You conjure a two-story tower .The tower can be round or square. Each level of the tower is 10 feet tall and has an area of up to 100 square feet. Flor Access simple ladder and hatch.
A bedroom with a bed, chairs, chest, and magical fireplace
A study with desks, books, bookshelves, parchments, ink, and ink pens
A dining space with a table, chairs, magical fireplace, containers, and cooking utensils
A lounge with couches, armchairs, side tables and footstools
A washroom with toilets, washtubs, a magical brazier, and sauna benches
An observatory with a telescope and maps of the night sky
An unfurnished, empty room
The interior of the tower is warm and dry, regardless of conditions outside. all traces of the tower and its furnishings disappear.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the tower can have one additional story for each slot level beyond 3rd.
Bonus Actions
Fey Step. The fey magically teleports up to 30 feet to an unoccupied space it can see. Then one of the following effects occurs, based on the fey’s chosen mood.
Fuming. The fey has advantage on the next attack roll it makes before the end of this turn.
Mirthful. The fey can force one creature it can see within 10 feet of it to make a Wisdom saving throw against your spell save DC. Unless the save succeeds, the target is charmed by you and the fey for 1 minute or until the target takes any damage.
Tricksy. The fey can fill a 5-foot cube within 5 feet of it with magical darkness, which lasts until the end of its next turn.
( At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level
Armor Class: 12 + the level of the spell
Hit Points: 30 + 10 for each spell level above 3rd
Speed: 40 ft.
STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 16 (+3)
Condition Immunities: charmed
Senses: darkvision 60 ft., passive Perception 10
Languages: Sylvan, understands the languages you speak
Proficiency Bonus: equals your bonus
Multiattack. The Fey makes a number of attacks equal to half this spell’s level (rounded down).
Shortsword. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell’s level piercing damage + 1d6 force damage.
One beast of challenge rating 2 or lower
Two beasts of challenge rating 1 or lower
Four beasts of challenge rating 1/2 or lower
Eight beasts of challenge rating 1/4 or lower
Each beast is also considered fey
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
twice as many with a 5th-level slot,
three times as many with a 7th-level slot,
four times as many with a 9th-level slot.
This spell sends creatures into a magical slumber. Roll 5d8, the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
Armor Class: 11 + the level of the spell
Hit Points: 20 (Air) or 30 (Land and Water) + 5 for each spell level above 2nd
Speed: 30 ft., climb 30(Land), fly 60(Air), swim 30(Water)
STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 16 (+3) 4 (−3) 14 (+2) 5 (−3)
Senses: darkvision 60 ft., passive Perception 12
Proficiency Bonus: equals your bonus
Flyby (Air). The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
Pack Tactics (Land and Water). The beast has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Water Breathing (Water Only). The beast can breathe only underwater.
Multiattack. The beast makes a number of attacks equal to half this spell’s level (rounded down).
Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell’s level piercing damage.
You magically twist space around another creature you can see within range. The target must succeed on a Constitution saving throw (the target can choose to fail), or the target is teleported to an unoccupied space of your choice that you can see within range. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 30 feet for each slot level above 2nd.
You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).
Until the spell ends, whenever you or a creature you can see moves into the spirits space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can’t heal constructs or undead.
As a bonus action on your turn, you can move the Spirit up to 30 feet to a space you can see. The spirit can heal a number of times equal to 1 + your spellcasting ability modifier (minimum of twice). After healing that number of times, the spirit disappears.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases 1d6 for each slot level above 2nd.
you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet.
The object disappears after 1 hour, when you use this feature again, or if it takes or deals any damage.