Source: Player's Handbook

Level 3 Conjuration (Druid, Ranger, Warlock, Wizard)

Casting Time: Action
Range: 90 feet
Components: V, S, M (a gilded flower worth 300+ GP)
Duration: Concentration, up to 1 hour

You call forth a Fey spirit. It manifests in an unoccupied space that you can see within range and uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy. The creature resembles a Fey creature of your choice marked by the chosen mood, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.

The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.

Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.

Fey Spirit
Small Fey, Neutral
Armor Class: 12 + the spell’s level
Hit Points: 30 + 10 for each spell level above 3
Speed: 30 ft., Fly 30 ft.
STR (Mod/Save) DEX (Mod/Save) CON (Mod/Save) INT (Mod/Save) WIS (Mod/Save) CHA (Mod/Save)
13 (+1/+1) 16 (+3/+3) 14 (+2/+2) 14 (+2/+2) 11 (+0/+0) 16 (+3/+3)
Immunities: Charmed
Senses: Darkvision 60 ft., Passive Perception 10
Languages: Sylvan, understands the languages you know
Challenge Rating: None (XP 0; PB equals your Proficiency Bonus)
Actions
Multiattack. The spirit makes a number of Fey Blade attacks equal to half this spell’s level (round down).
Fey Blade. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 2d6 + 3 + the spell’s level Force damage.
Bonus Actions
Fey Step. The spirit magically teleports up to 30 feet to an unoccupied space it can see. Then one of the following effects occurs, based on the spirit’s chosen mood:
Fuming. The spirit has Advantage on the next attack roll it makes before the end of this turn.
Mirthful. Wisdom Saving Throw: DC equals your spell save DC, one creature the spirit can see within 10 feet of itself. Failure: The target is Charmed by you and the spirit for 1 minute or until the target takes any damage.
Tricksy. The spirit fills a 10-foot Cube within 5 feet of it with magical Darkness, which lasts until the end of its next turn.