Conjure Animals
ConjurationYou summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:
- One beast of challenge rating 2 or lower
- Two beasts of challenge rating 1 or lower
- Four beasts of challenge rating 1/2 or lower
- Eight beasts of challenge rating 1/4 or lower
- Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures' statistics.
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, and four times as many with a 9th-level slot.
Spell Details
Player Guide
Prioritize eight CR 1/8 creatures (flying snakes, poisonous snakes) for action economy and action denial over raw damage. Position summoned creatures to control space, flank enemies, and trigger opportunity attacks from allies. Use the 1-hour concentration duration to maintain pressure throughout extended encounters. Consider the action economy advantage: 8 creatures acting independently often outvalue a single powerful summon.
Spell Combos
DM Tips
Manage action economy carefully—consider using initiative cards for summoned creatures or rolling one d20 for all. Clarify beforehand whether summoned beasts follow tactical orders intuitively or require bonus actions to command.