(All links take you to DnD Beyond unless otherwise noted.)
Overview
“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.
“Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 3.” (Dnd Beyond Link)
First things first, the spell doesn’t actually conjure animals. It conjures nature spirits. Actually no, it doesn’t even do that. It basically summons a 30’ wide rolling ball of immaterial but deadly whirling blades.
At a glance, the spell has no benefit outside of combat, but it has a duration of ten minutes, so I guess you could park it in a doorway while you searched a room.
Damage-wise, the spell can be brutal because it can let you damage enemies twice with the same attack and doesn’t dip into your action economy to move around. Against mooks and minions it can quickly clear a fight, and even against boss-level foes, it does enough round-to-round damage to wear them down or keep them at bay.
Conjure animals in past editions
In AD&D, good ol’ beautifully-named Animal Summoning I let you summon up to eight normal or giant animals, but you had to guess what type was available in your area (you did get three guesses, though). The animals would aid the caster in whatever way they could, sticking around for a fight or until the caster was safe, the mission accomplished, they were dead or dismissed.
In 2nd edition, conjure animals was a 6th-level priest or wizard spell that summoned up to twice your level in hit dice worth of mammals (and only mammals. Dolphins, fine, but no emus.) If you wanted to specify the animal mammal summoned, you only got half as much HD. The animals fur-babies stuck around for twice your level in rounds, so they were clearly in it to win it. The conjured animals only wanted to fight, and if you asked them to do anything else, they might turn against you. They disappeared when slain like enemies in a side-scroller from the 90s.
3rd edition summoned 1-8 fey spirits that took the shape of animals. This had some weird corner-case interactions with the rules (protection from evil and good would protect you from the summoned spirits for example), but otherwise didn’t really matter. Because they stuck around for an hour, you could the spirits for all sorts of things: scouting, guarding, hunting, fighting, travel, or spying.
In 4th edition, Summon Beasts is the closest I could find. You called forth a number of animals suitable to the area equal to your Charisma modifier. They were your minions until they were hit, at which point they would run away. This is just pure awesome-sauce—actual animals, acting like animals.
5.0 went back to spirits, but at least it still conjured something animal-ish.
How good is conjure animals?
There are lots of good 3rd-level spells (maybe the sweet spot for spells in the game). But conjure animals is clearly one of the better damage spells at that level for rangers and druids, if not the best. From a game design point of view, it feels overpowered, overly combat-focused, and the gains on action economy are lost by the sheer volume of saving throws. And it doesn’t do what it says it does. Definitely a C-tier effort by the design team.
House rules and other thoughts
I think DnD Beyond commenter Pyrobolser hit the nail on the head with this comment from September 4th of last year.
“That’s just a flaming sphere with fangs and claws.
“I know that some DM complained about invocation spells being a hassle to run in combat, but at least they were thematically correct.
“Sure, it will slow down the battle, but seeing the druid in my group having fun choosing what animals she’s going to bring to the battle was well worth the time.“I feel there was a lot of solution to remake this spell without completely removing it’s original purpose and aesthetics. Reduce the number of summons to a max of 4, give a list of summons to pick from in the spell description, or even give a generic stat bloc for a “summoned beast”.
“Just anything but this generic “dex save or damage” spell.”
How do we fix this and not over-complicate DnD’s already brutal action economy?
- Get back to animals.
- Get back to animals appropriate to their environment (or brought along with the caster).
- Give the spell utility outside of combat.
- Require changing the animals’ target or action require a bonus action.
- Leverage the rules for mobs from the DMG.
Conjure Animals (Far Reach revision)
3rd-level conjuration (Druids, Rangers)
Casting Time: 1 action
Range: 120’
Components: V, S
Duration: Concentration (up to one hour)
Attack/Save: Special (see below)
You point at an area within range and make a bestial cry. A number of natural beasts, giant beasts, or swarms native to the terrain emerge from the area and move their speed toward you. If there are animals visible in the area, such as a herd of elk, or a flock of birds, the animals will come from these groups first, even bursting their fetters or disregarding their riders to join you (if feasible). The number of animals that heed the summons is equal to your proficiency bonus in HD and don’t have to be the same species. The summoned animals get their own intiative roll and will follow your spoken commands to the best of their ability (they are still animals after all), but they will flee if hit or damaged, pausing only to attack any creatures that attempt to hinder them. Giving the animals a new command or having them attack a different target takes a bonus action. If a creature that you summoned is killed, you take psychic damage equal to its hit dice. When the spell ends, the animals slink back from whence they came.
GM Tip. Use the Mobs rules in the DMG to handle large groups of summoned beasts.
Casting against mounts. You can cast this against beasts that are being used as mounts. In this case, the mounts get a Wisdom saving throw against your spell DC. If they fail, they have the Charmed condition for the duration of the spell and attempt to come to you and obey your commands. As an action, a rider can attempt a Wisdom (Animal Handling) check against your spell save DC to free the mount from your influence.
At higher-levels. For each spell-slot above three, the spell summons an additonal level-equivalent HD of monsters equal. A 9th-level caster using a 5th-level spell slot to cast the spell could summon 12 HD worth of beasts. A 20th-level cast using a 9th-level spell slot could summmon
Addendum: Monster Manual beasts by terrain and HD
Note: I left off the dinosaurs (a little too J-Park for my usual fantasy tastes), and Blood Hawks (clearly a monstrosity). If you feel strongly otherwise, by all means include them at your table.
Arctic
- Hawk (1HD)
- Owl (1HD)
- Brown Bear (3HD)
- Polar Bear (5HD)
- Saber-Toothed Tiger(7HD)
- Mammoth (11HD)
Coastal
- Crab (1HD)
- Eagle (1HD)
- Hawk (1HD)
- Lizard (1HD)
- Crocodile (2HD)
- Giant Venomous Snake (2HD)
- Venomous Snake (2HD)
- Giant Wolf Spider (2HD)
- Giant Crab (3HD)
- Giant Lizard (3HD)
- Giant Toad (6HD)
- Swarm of Venomous Snakes (8HD)
- Giant Crocodile (9HD)
- Hippopotamus (11HD)
Desert
- Cat (1HD)
- Hyena (1HD)
- Jackal (1HD)
- Lizard (1HD)
- Scorpion (1HD)
- Spider (1HD)
- Vulture (1HD)
- Camel (2HD)
- Constrictor Snake (2HD)
- Giant Venomous Snake (2HD)
- Giant Wolf Spider (2HD)
- Mule (2HD)
- Venomous Snake (2HD)
- Giant Lizard (3HD)
- Swarm of Insects (3HD)
- Giant Spider (4HD)
- Lion (4HD)
- Giant Hyena (6HD)
- Giant Scorpion (7HD)
- Giant Constrictor Snake (8HD)
- Swarm of Venomous Snakes (8HD)
Forest
- Baboon (1 HD)
- Badger (1 HD)
- Bat (1 HD)
- Cat (1HD)
- Deer (1HD)
- Frog (1HD)
- Hawk (1HD)
- Hyena (1HD)
- Lizard (1HD)
- Mastiff (1HD)
- Owl (1HD)
- Rat (1HD)
- Spider (1HD)
- Weasel (1HD)
- Boar (2HD)
- Constrictor Snake (2HD)
- Elk (2 HD)
- Giant Badger (2HD)
- Giant Rat (2HD)
- Giant Venomous Snake (2HD)
- Giant Weasel (2HD)
- Giant Wolf Spider (2HD)
- Swarm of Bats (2HD)
- Venomous Snake (2HD)
- Wolf (2HD)
- Ape (3HD)
- Black Bear (3HD)
- Brown Bear (3HD)
- Dire Wolf (3HD)
- Giant Lizard (3HD)
- Panther (3HD)
- Swarm of Insects (3HD)
- Giant Bat (4HD)
- Giant Frog (4HD)
- Giant Spider (4HD)
- Swarm of Rats (4HD)
- Tiger (4HD)
- Giant Boar (5HD)
- Giant Wasp (5HD)
- Giant Hyena (6HD)
- Giant Toad (6HD)
- Giant Constrictor Snake (8HD)
- Swarm of Venomous Snakes (8HD)
- Giant Ape (16HD)
Grassland
- Cat (1HD)
- Deer (1HD)
- Eagle (1HD)
- Goat (1HD)
- Hawk (1HD)
- Hyena (1HD)
- Jackal (1HD)
- Vulture (1HD)
- Weasel (1HD)
- Boar (2HD)
- Elk (2 HD)
- Giant Venomous Snake (2HD)
- Giant Weasel (2HD)
- Giant Wolf Spider (2HD)
- Pony (2HD)
- Riding Horse (2HD)
- Venomous Snake (2HD)
- Wolf (2HD)
- Giant Goat (3HD)
- Panther (3HD)
- Swarm of Insects (3HD)
- Lion (4HD)
- Tiger (4HD)
- Giant Boar (5HD)
- Giant Wasp (5HD)
- Giant Hyena (6HD)
- Rhinoceros (6HD)
- Elephant (8HD)
- Swarm of Venomous Snakes (8HD)
Hill
- Baboon (1 HD)
- Eagle (1HD)
- Goat (1HD)
- Hawk (1HD)
- Hyena (1HD)
- Mastiff (1HD)
- Owl (1HD)
- Raven (1HD)
- Vulture (1HD)
- Weasel (1HD)
- Boar (2HD)
- Elk (2 HD)
- Giant Venomous Snake (2HD)
- Giant Weasel (2HD)
- Giant Wolf Spider (2HD)
- Mule (2HD)
- Swarm of Ravens (2HD)
- Venomous Snake (2HD)
- Wolf (2HD)
- Brown Bear (3HD)
- Dire Wolf (3HD)
- Giant Goat (3HD)
- Panther (3HD)
- Swarm of Insects (3HD)
- Lion (4HD)
- Giant Boar (5HD)
- Giant Hyena (6HD)
- Saber-Toothed Tiger(7HD)
- Swarm of Venomous Snakes (8HD)
Mountain
- Bat (1 HD)
- Eagle (1HD)
- Goat (1HD)
- Hawk (1HD)
- Swarm of Bats (2HD)
- Giant Goat (3HD)
- Giant Bat (4HD)
- Lion (4HD)
- Saber-Toothed Tiger(7HD)
Swamp
- Frog (1HD)
- Lizard (1HD)
- Rat (1HD)
- Raven (1HD)
- Spider (1HD)
- Constrictor Snake (2HD)
- Crocodile (2HD)
- Giant Rat (2HD)
- Giant Venomous Snake (2HD)
- Swarm of Ravens (2HD)
- Venomous Snake (2HD)
- Giant Lizard (3HD)
- Swarm of Insects (3HD)
- Swarm of Rats (4HD)
- Giant Frog (4HD)
- Giant Spider (4HD)
- Giant Toad (6HD)
- Giant Constrictor Snake (8HD)
- Swarm of Venomous Snakes (8HD)
- Giant Crocodile (9HD)
- Hippopotamus (11HD)
Underdark
- Bat (1 HD)
- Giant Fire Beetle (1HD)
- Lizard (1HD)
- Rat (1HD)
- Spider (1HD)
- Giant Centipede (2HD)
- Giant Rat (2HD)
- Swarm of Bats (2HD)
- Giant Lizard (3HD)
- Swarm of Insects (3HD)
- Giant Bat (4HD)
- Giant Spider (4HD)
- Swarm of Rats (4HD)
- Giant Toad (6HD)
Underwater
- Crab (1HD)
- Octopus (1HD)
- Piranha (1HD)
- Seahorse (1HD)
- Constrictor Snake (2HD)
- Giant Crab (3HD)
- Giant Seahorse (3HD)
- Reef Shark (4HD)
- Hunter Shark (6HD)
- Giant Octopus (7HD)
- Giant Constrictor Snake (8HD)
- Giant Shark (8HD)
- Swarm of Piranhas (8HD)
- Killer Whale (12HD)
- Giant Squid (16HD)
Urban
- Bat (1 HD)
- Cat (1HD)
- Goat (1HD)
- Mastiff (1HD)
- Rat (1HD)
- Raven (1HD)
- Spider (1HD)
- Crocodile (2HD)
- Draft Horse (2HD)
- Giant Centipede (2HD)
- Giant Rat (2HD)
- Mule (2HD)
- Riding Horse (2HD)
- Swarm of Bats (2HD)
- Swarm of Ravens (2HD)
- Swarm of Insects (3HD)
- Warhorse (3HD)
- Giant Spider (4HD)
- Swarm of Rats (4HD)
- Giant Wasp (5HD)
About Spell-by-Spell
Spell-by-spell is a series of articles where we discuss the spells in Dungeons & Dragons 5.5e. We start with the spell as-written, and we’ll provide our take on how “good” the spell is (S-Tier to F-Tier), and thoughts for using the spell as a player or DM. We offer up suggestions for adding color or flavor to the spell, out-of-the-box ideas for non-combat applications, and occasionally stories from the game-table. We might look the history of a spell and the different versions across editions or even different games. Finally, we weigh in on how well the spell does what it says it does; how well it plays in-game (does it slow the game down, does it steal the thunder of other classes, is it fun); whether it should be banned, nerfed, or boosted; and revisions we’d like to see in theoretical future editions or that we plan to make (or have made) in our own D&D games.
Spell-by-Spell Tier Rankings:
F-Tier: Spells that are so bad, they shouldn’t be in the game. This includes useless and trap spells, as well as always-spam spells that seem to have been created to cause friction between players and GMs.
S-Tier: Spells that are so cool or so useful that you want to be able to cast them as many times as possible.
A-Tier: Spells that you always want to have in your spellbook or spell list. There may be situations where you would choose to not memorize or prepare them, but those cases are rare.
B-Tier: Good, solid spells. Spells you are often happy you have in your spellbook or spell list, but maybe don’t memorize or prepare every day.
C-Tier: Spells that are only situationally useful, that do too little damage, or that have some other strange or confusing unexpected flaw. Also poorly-named spells that don’t do what you would think they do.
D-Tier: Spells that are poorly designed, overshadow the schtick of other classes, or interact with other effects or abilities in ways detrimental to the player or game.




