Conjure Animals
You summon fey spirits that take the form of beasts and appear in unoccupied spaces within range. Choose one of the following: one beast of CR 2 or lower, two beasts of CR 1 or lower, four beasts of CR 1/2 or lower, or eight beasts of CR 1/4 or lower. The beasts are friendly to you and your companions. Roll initiative for the summoned creatures as a group. They obey your verbal commands (no action required). Without commands, they defend themselves but take no other actions.
At a Glance
Level
3rd
School
Conjuration
Casting Time
1 action
Range
60 feet
Duration
Concentration, up to 1 hour
Concentration
Yes
How Conjure Animals Works
| Casting Time | 1 action |
|---|---|
| Range | 60 feet |
| Components | V, S |
| Duration | Concentration, up to 1 hourCONCENTRATION |
Available to:
DruidRanger
At Higher Levels
When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.
Common Mistakes
Common Mistake
Players choosing specific animals - the DM chooses which beasts appear, fitting the environment
Common Mistake
Summoning animals that don't make sense for the location (sharks in a dungeon, etc.)
Common Mistake
Forgetting that commanding them requires verbal commands
Common Mistake
Not tracking that concentration breaks if you take damage
DM Tips
DM Tip
To speed up play, have the player roll all attack/damage dice at once
DM Tip
Consider limiting to 2-4 creatures maximum to keep combat moving
DM Tip
Choose thematic animals - wolves in forests, giant spiders in caves, etc.
DM Tip
This spell can slow combat significantly, so work with players to streamline their turns
Sources & Further Reading
- Conjure Animals — D&D 5e Wikidot — Full SRD text
- Conjure Animals — Roll20 Compendium — Structured reference
- Conjure Animals — D&D Beyond — Official digital reference