You 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 GM 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 slot, and four times as many with a 9th-level slot.
How Conjure Animals plays
You summon fey spirits in the form of beasts in unoccupied spaces within 60 feet: one beast of challenge 2 or lower, two of challenge 1 or lower, four of challenge 1/2 or lower, or eight of challenge 1/4 or lower. They last up to an hour while you concentrate, or until each one drops to 0 hit points.
The beasts are friendly to your party and obey your spoken commands without costing you an action. They roll initiative as one group and take their own turns. Eight wolves, each with Pack Tactics and a bite that can knock a target prone, can overwhelm a single big enemy or bury a group of weaker ones. It’s one of the strongest 3rd-level spells in the game for that reason.
When to pick Conjure Animals
Druids and rangers who want to control the battlefield with bodies. The beasts block corridors, surround enemies and soak up attacks meant for the party.
Protect your concentration. If you lose it, every beast vanishes. Stay back and let them do the fighting.
Keep turns quick. Eight creatures with separate attacks can slow the table. Have their stat blocks ready, roll attacks together, and use fewer, stronger beasts if your group finds it tedious.
Upcast at 5th and 7th level. A 5th-level slot doubles the number of beasts and a 7th-level slot triples it. Slots in between give nothing extra.
Common questions
Who chooses the animals for Conjure Animals?
The spell only says the DM has the creatures’ statistics. Wizards of the Coast’s official Sage Advice ruling is that the caster picks one of the four options (how many and what challenge rating) and the DM picks which beasts appear. Many DMs let the player choose.
What are the best animals to summon?
Eight challenge 1/4 beasts are usually the most powerful choice. Wolves are the classic pick, with Pack Tactics and a knock-prone bite. Elk and riding horses hit hard for their challenge rating.
Do I need to use my action to command the beasts?
No. They obey any verbal command you give with no action required. If you give no commands, they defend themselves but otherwise do nothing.
Can the beasts be summoned in the air or water?
They appear in unoccupied spaces you can see within 60 feet. A flying or swimming beast works in those places; the DM decides what’s available.
What happens when a summoned beast drops to 0 hit points?
It disappears. The others stay until they drop to 0 or the spell ends.
Did the 2024 rules change Conjure Animals?
Completely. The 2024 spell conjures a single Large pack of intangible spirit animals that lasts up to 10 minutes. You can move it up to 30 feet when you move, and you have advantage on Strength saves within 5 feet of it. A creature that the pack moves near, that comes within 10 feet of it or that ends its turn there makes a Dexterity save or takes 3d10 slashing damage, plus 1d10 per slot level above 3rd.
The 2024 Player’s Handbook revised many spells, and the SRD 5.2 carries the new text. What changed from the 2014 version above:
Duration: Up to 1 hour → up to 10 minutes.
Casting time
Action
Range
60 feet
Components
V, S
Duration
Concentration, up to 10 minutes
School
Conjuration
Level
3
Classes
Druid, Ranger
Tags
concentration
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.
2024 version from the SRD 5.2. Most tables settle on one edition, so check which one yours uses.