Level
3rd
Casting Time
1 Action
Range/Area
60 ft.
Components
V, S
Duration
Concentration 1 Hour
School
Conjuration
Attack/Save
None
Damage/Effect
Restrained (...)

You summon fey spirits that take the form of a gargantuan swarm of beasts and appear in an unoccupied space that you can see within range. The summoned creatures are friendly to you and your companions. Roll initiative for the swarm when you conjure it, as it has its own turns. The swarm obeys 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 action.

The swarm can share space with other creatures and it threatens all spaces it occupies. The space it occupies is considered difficult terrain. Whenever the swarm perform an attack action, it targets all enemies in the space it threatens. You may command it not to target specific enemies. The swam can perform one action and up to 3 reactions per turn and can perform attacks of opportunity whenever an enemy leaves its threatened space. The swarm has a +0 bonus to all their Saving Throws.

Upon summoning the swarm, you must choose its features from the list below. The whole swarm has the same features. You choose what the summoned beasts look like, and it can be the appearance of any existing beast as long as it's in line with the chosen features. Individual beasts may look different from each other.

  • Flying beasts 
    • Armor Class: 11 + the level of the spell (natural armor)
    • Hit Points: 25 + 5 for each spell level above 3rd.
    • Speed: 10 ft., fly 40 ft.
    • Flyby 
    • Actions: dodge, help, grab, attack (claws)
      • Claws. Melee Weapon Attack: your spell attack modifier to hit. Hit: 3d4 + the spell's level slashing damage.
      • Grab. Melee Weapon Attack: your spell attack modifier to hit. Hit: the targets must perform a Strenght saving throw against your spell DC with advantage. If they fail, they are restrained until the end of their next turn.
  • Land beasts with claws
    • Armor Class: 11 + the level of the spell (natural armor)
    • Hit Points: 35 + 5 for each spell level above 3rd.
    • Speed: 30 ft. 
    • Actions: dodge, help, grab, attack (claws)
      • Claws. Melee Weapon Attack: your spell attack modifier to hit. Hit: 3d6 + the spell's level slashing damage.
      • Grab. Melee Weapon Attack: your spell attack modifier to hit. Hit: the targets must perform a Strenght saving throw against your spell DC with advantage. If they fail, they are restrained until the end of their next turn.
  • Land beasts with hooves
    • Armor Class: 11 + the level of the spell (natural armor)
    • Hit Points: 35 + 5 for each spell level above 3rd.
    • Speed: 30 ft. 
    • Actions: dodge, help, grab, attack (hooves)
      • Hooves. Melee Weapon Attack: your spell attack modifier to hit. Hit: 3d4 + the spell's level slashing damage. The target must succeed on a Strength saving throw against your spell save DC or be knocked prone.
      • Grab. Melee Weapon Attack: your spell attack modifier to hit. Hit: the targets must perform a Strenght saving throw against your spell DC with advantage. If they fail, they are restrained until the end of their next turn.
  • Water beasts
    • Armor Class: 11 + the level of the spell (natural armor)
    • Hit Points: 35 + 5 for each spell level above 3rd.
    • Speed: 30 ft., swim 30 ft
    • Water breathing 
    • Actions: dodge, help, grab, attack (claws)
      • Claws. Melee Weapon Attack: your spell attack modifier to hit. Hit: 3d4 + the spell's level slashing damage.
      • Grab. Melee Weapon Attack: your spell attack modifier to hit. Hit: the targets must perform a Strenght saving throw against your spell DC with advantage. If they fail, they are restrained until the end of their next turn.


The swarm is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by one damage dice for each slot level above 3rd.

 

Spell Tags: Summoning

Available For: Druid (Legacy) Ranger (Legacy)

Ikaryuu

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