Conjure Animals
3rd-Level Conjuration
Casting Time: 1 action
Range: 60 feet
Components: VS
Duration: (C) Varies, 10 minutes (combat) or 1 hour (non-combat)
You summon beasts to aid you in different ways, depending on the circumstance of the casting:
Combat. You summon nature spirits that take the form of a Large swarm of spectral animals in an unoccupied space that you can see within range. The swarm lasts for the duration, and you choose the animal form of the spirits, such as wolves, serpents, or birds. When a creature hostile to you enters a space within 10 feet of the swarm for the first time on a turn or starts its turn there, you can make a melee spell attack against the creature. On a hit, the target takes bludgeoning, piercing, or slashing damage equal to
2d10 plus your spellcasting ability modifier
. You have Advantage on Strength saving throws while you are within 10 feet of the swarm, and when you move on your turn, you can also move the swarm up to 40 feet to an unoccupied space you can see.
Non-Combat. You summon nature spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. These beasts can serve one of the listed purposes below, or other purposes depending on creative freedom. The GM is the final arbiter of whether a function is within the confines of the spell:
- Serve as mounts for up to 8 people. The mount's speed is 60 feet, and can be either a flying speed or walking speed depending on the form the mount takes.
- Excavate the ground, move heavy cargo, pull carts, or similar feats a beast of burden may accomplish.
- Serve as a distraction.
- Scout an area and report back to you if you have an ability that allows you to speak with animals.
Each beast disappears when it takes damage or when the spell ends. The summoned creatures are friendly to you and your companions. They obey any verbal commands that you issue to them. If initiative is rolled while these beasts are active, choose one of the following options:
- Mounts remain as mounts for those riding them, but if they are damaged, they will disappear after bringing their rider to safety. They cannot take hostile action.
- The beasts add a +2 bonus to the Tides of Battle if the mechanic is active in the resulting encounter.
- The beasts immediately begin to swarm and follow the rules of the combat version of the spell.
Regardless of the chosen option, the spell ends at the end of the encounter.
At Higher Levels. When you cast this spell using a spell slot of level 4 or higher, the damage of the combat form increases by 1d10 for each slot level above 3rd. Additionally, if you cast the spell at 5th level or higher, the swarm of creatures can become Huge. If cast in a non-combat situation, the number of beasts you can summon increases by 2 for each slot level above 3rd. As a result, you can provide mounts for additional people, increase the Tides of Battle bonus by an additional +1, or other similar benefits. If the non-combat form transitions into the combat form, it deals damage according to the level the spell was cast.
Source: PHB 225, SRD
Changelog
- Altered function of spell to have both an in-combat use (from Unearthed Arcana: Playtest 8), and out-of-combat use.