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Conjure Animals 5e

Level 3 Conjuration

Conjure Animals is a level 3 conjuration spell in D&D 5e. Casting time: 1 action, range: 60 ft, duration: Concentration, up to 10 minutes. Available to Druid, Ranger.

Casting Time

1 action

Range

60 ft

Duration

Concentration, up to 10 minutes

Components

V, S

Conjuration Level 3

You conjure nature spirits that appear as a swarm of spectral animals in a 15-foot-radius Emanation centered on a point within range. Each creature you can see in that area when the spirits appear must make a Dexterity saving throw, taking 2d10 Slashing damage on a failed save or half as much on a successful one. During each of your subsequent turns for the duration, you can take a Magic action to move the Emanation up to 30 feet and repeat the saving throw. At Higher Levels: The damage increases by 1d10 for each slot level above 3rd.

Classes Druid, Ranger

Spellcasting & Tactical Insights

Action Economy

Standard Action • Primary turn investment.

Concentration

Requires Concentration (taking damage triggers DC 10 / half-damage Con saves).

School Role

Conjuration: Transports objects, creatures, or energy. Often provides battlefield control, teleportation, or allied summons.

Frequently Asked Questions

What level spell is Conjure Animals and what school does it belong to?

Conjure Animals is a Level 3 spell belonging to the school of Conjuration in D&D 5e.

What are the casting time, range, and duration of Conjure Animals?

Conjure Animals has a casting time of 1 action, range of 60 ft, and duration of Concentration, up to 10 minutes.

Does Conjure Animals require concentration or ritual casting?

Yes, Conjure Animals requires Concentration. It cannot be cast as a ritual.

Use Conjure Animals in your campaign

Dungeon Manager lets you add Conjure Animals to your characters, reference it during sessions, and track spell slots across encounters — all free.