CONJURE ANIMALS
Level 3 Conjuration (Druid, Ranger)
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 10 minutes
At the start of each of your turns, you may give the swarm a command that it obeys if it is within range,
Fetch: You describe a specific kind of plant, rock, metal, or item worth less than 10 gp and weighing less than 100 lbs. The swarm disappears and returns in 1 minute. When they return, it drops it at your feet if that object was within 5 miles and not in the possession of any creature.
Hunt: You describe a specific kind of plant or creature that was within the area during the last 24 hours. The swarm disappears and returns in 1 minute. When they return. you learn the direction and distance to that plant or creature if within 5 miles..
Maul: You can make a melee spell attack against a creature within 10 feet of the swarm. On a hit, the target takes Slashing or Poison damage (your choice) equal to 2d10 plus your spellcasting ability modifier.
Watch: You can use your action to see through the swarm’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses.
When you Move on your turn, you can also move the swarm up to 30 feet to an unoccupied space you can see.
Level 3 Conjuration (Druid, Ranger)
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 10 minutes
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.
The swarm lasts for the duration, and you choose the animal form of the spirits, such as wolves, serpents, or birds.
At the start of each of your turns, you may give the swarm a command that it obeys if it is within range,
Fetch: You describe a specific kind of plant, rock, metal, or item worth less than 10 gp and weighing less than 100 lbs. The swarm disappears and returns in 1 minute. When they return, it drops it at your feet if that object was within 5 miles and not in the possession of any creature.
Hunt: You describe a specific kind of plant or creature that was within the area during the last 24 hours. The swarm disappears and returns in 1 minute. When they return. you learn the direction and distance to that plant or creature if within 5 miles..
Maul: You can make a melee spell attack against a creature within 10 feet of the swarm. On a hit, the target takes Slashing or Poison damage (your choice) equal to 2d10 plus your spellcasting ability modifier.
Watch: You can use your action to see through the swarm’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses.
When you Move on your turn, you can also move the swarm up to 30 feet to an unoccupied space you can see.
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