Conjure Animals
Level 3 · Conjuration
- Concentration
- Damage
- Save
- Summon
- Buff
Conjure Animals is a conjuration spell at level 3, sitting on the druid and ranger lists. Cast time: Action. Range 60 feet, components V/S, duration up to 10 minutes. Marked concentration. Effect: You conjure nature spirits that appear as a Large pack of spectral, intangible animals in an unoccupied space you can see within range. At higher levels: The damage increases by 1d10 for each spell slot level above 3.
Stat Block
- Level
- 3
- School
- Conjuration
- Casting Time
- Action
- Range / Area
- 60 feet
- Components
- V, S
- Duration
- up to 10 minutes
- Ritual
- No
- Concentration
- Yes
- Classes
- Druid, Ranger
- Material
- —
Description
You conjure nature spirits that appear as a Large pack of spectral, intangible animals in an unoccupied space you can see within range. The pack lasts for the duration, and you choose the spirits' animal form, such as wolves, serpents, or birds. You have Advantage on Strength saving throws while you're within 5 feet of the pack, and when you move on your turn, you can also move the pack up to 30 feet to an unoccupied space you can see. Whenever the pack moves within 10 feet of a creature you can see and whenever a creature you can see enters a space within 10 feet of the pack or ends its turn there, you can force that creature to make a Dexterity saving throw. On a failed save, the creature takes 3d10 Slashing damage. A creature makes this save only once per turn.
5e (2014) vs 2024 changes
This spell has both a 5e (2014) and 2024 Player's Handbook version. Doungim shows the current 2024 stat block above. Differences between editions typically affect components, range, or scaling — check both source books for the table.
Doungim Lore
School Fit
The Conjuration tradition is for casters who think one step ahead — a wall of fog before the ambush, a horse before the long ride, a familiar before the dungeon. The school tag on Conjure Animals is obvious from the effect — the spell places matter or creatures into the world that were not there before the cast. At level 3, Conjure Animals sits in the mid-tier slot competition.
Class Fit
- Druid: Druids consider Conjure Animals against the Wild Shape baseline — every spell cast is a turn not spent transforming. Note that Conjure Animals requires concentration; switching to a second concentration spell ends it.
- Ranger: On a Ranger sheet, Conjure Animals competes with Hunter's Mark and Favored Foe for concentration time. Keep in mind that Conjure Animals ends the moment the caster takes concentration off it for any reason.
Related Spells
Frequently Asked Questions about Conjure Animals
- What level spell is Conjure Animals?
- Conjure Animals is a level 3 spell from the Conjuration school. The classes that can prepare it: Druid, Ranger.
- How much damage does Conjure Animals deal?
- Conjure Animals deals 3d10 slashing damage as its base effect. Upcasting raises the dice count.
- What save does Conjure Animals require?
- Conjure Animals calls for a Strength save against the caster's DC. Success conditions are described in the spell text.
- What is the range of Conjure Animals?
- Conjure Animals can target a point or creature within 60 feet of the caster.
- Is Conjure Animals a concentration spell?
- Concentration is required for Conjure Animals, with a maximum duration up to 10 minutes. The concentration rules apply: one at a time, and Con saves on damage.
- What components and casting time does Conjure Animals need?
- Conjure Animals requires V, S; casting time is the standard Action.