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 1 or lower
- Two beasts of challenge rating 1/2 or lower
- Three beasts of challenge rating 1/4 or lower
You Choose which beasts appear. If you choose an option that summons multiple beast they can be multiples of the same beast, or a variety of different beast that meet the criteria. (For example you could choose to summon 3 constrictor snakes, or 1 Axe beak,1 Constrictor snake, and 1 Draft horse.)
Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends. Each Beast has it's Cha score replaced based on it's Challenge rating, 14 for CR 1/4, 16 for CR 1/2,and 18 for CR 1. Each of the Fey spirits retain some of their magical essence while assuming the form of the beasts. Roll 1d8 for each beast to determine what innate Spell casting feature they have added to the beast's standard stat block.
1. Spell casting ability is Cha. Knows these spells: At will=Resistance. 1/day each =Sleep, Dissonant whispers. 3/day=Misty step
2.Spell casting ability is Cha. Knows these spells: At will: Thunder clap 1/day=Enlarge/reduce (self only), Magic weapon. 3/day=Absorb elements
3.Spell casting ability is Cha. Knows these spells: At will=Minor Illusion 1/day each=Disguise self, Mirror image 3/day=Color Spray
4. Spell casting ability is Cha. Knows these spells: At will=Druidcraft. 1/day each=Entangle, Goodberry. 3/day=Barkskin
5. Spell casting ability is Cha. Knows these spells: At will=Guidance. 1/day each=Bless, Sanctuary. 3/day=Cure wounds
6. Spell casting ability is Cha. Knows these spells: At will=Dancing lights. 1/day each=Darkness, Web. 3/day=False life
7. Spell casting ability is Cha. Knows these spells: At will=Poison spray. 1/day each=Pass without trace, Silence. 3/day=Invisibility (self only)
8. Spell casting ability is Cha. Knows these spells: At will=Fire bolt. 1/day each=Phantasmal force, Magic missile. Feather fall. 3/day=Feather fall.
For any spells that target a weapon, such as "Magic weapon" or "Absorb elements", the beast can target it's own claws, fists, horns, fangs, or any other "natural weapon" it can make attacks with, as if they were melee weapons.
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. Sample creatures can be found below.
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.
Sample Creatures
| CR | Creature Name |
| 0 | Frog, Sea Horse, Baboon, Badger, Bat, Cat, Crab, Deer, Eagle, Giant Fire Beetle, Goat, Hawk, Hyena, Jackal, Lizard, Octopus, Owl, Quipper, Rat, Raven, Scorpion, Spider, Vulture, Weasel |
| 1/8 | Blood Hawk, Camel, Flying Snake, Giant Crab, Giant Rat, Giant Weasel, Mastiff, Mule, Poisonous Snake, Pony, Stirge |
| 1/4 | Axe Beak, Boar, Constrictor Snake, Draft Horse, Elk, Giant Badger, Giant Bat, Giant Centipede, Giant Frog, Giant Lizard, Giant Owl, Giant Poisonous Snake, Giant Wolf Spider, Panther, Riding Horse, Wolf |
| 1/2 | Ape, Black Bear, Crocodile, Giant Goat, Giant Sea Horse, Giant Wasp, Reef Shark, Warhorse |
| 1 | Brown Bear, Dire Wolf, Giant Eagle, Giant Hyena, Giant Octopus, Giant Spider, Giant Toad, Giant Vulture, Lion, Tiger |
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