Call Spirit Swarm (5e Spell)

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Call Spitrit Swarm
3rd-level Conjuration
Casting time: 1 action
Range: 120 feet
Components: V, S, M (A butterfly or butterfly effigy)
Duration: Concentration, up to 1 minute


You call forth four swarms of ethereal butterfly spirits to aid you in battle, which appear in spaces you can see within range. A spirit swarm is a Medium swarm of Tiny fey with a flying speed of 40 feet, 30 hit points, an AC equal to 8 + your spellcasting ability modifier, and a Dexterity of 20 (+5). A swarm disappears when it drops to 0 hit points, moves out of range, or the spell ends. For the duration, you can use a bonus action to move each swarm up to its speed and then cause one of the following effects with it; if you don't order a swarm to cause a new effect, it will keep acting as a previously ordered or take the Dodge action if unable to.

  • Harm: If the swarm occupies the same area as a creature, the swarm envelopes it. While enveloped, the target must make a Constitution saving throw at the start of each of your turns, taking 5d4 acid, cold, fire, lightning, or poison damage (your choice) on a failed save or half as much on a success. If the target moves during its turn, the swarm moves with it.
  • Heal: If the swarm occupies the same space as a creature, the swarm envelopes it, granting it half cover. While enveloped, the target regains 4d4 hit points at the end of each of your turns, and the swarm loses an equal amount of hit points. If the target moves during its turn, the swarm moves with it.
  • Merge: The swarm disappears and merges with another swarm within 5 feet, causing the target swarm to regain a number of hit points equal to the swarm's, giving it a +1 bonus to its AC, and increasing the damage dealt or hit points regained when it uses Harm or Heal by 1d4.
  • Move: If the swarm occupies the same space as a creature, the swarm envelopes it and moves the target up to 20 feet in a direction of your choice. If you choose, this movement doesn't provoke opportunity attacks. Unwilling targets can make a Strength saving throw to remain in place.
  • Protect: The swarm gains resistance to bludgeoning, piercing, and slashing damage, along with one other damage type of your choice, until you cause another effect with it. If the swarm occupies the same space as a creature, the swarm envelopes it, granting it three quarters cover and the same damage resistances as the swarm. If the target moves during its turn, the swarm moves with it.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you summon one additional swarm for each slot level above 3rd. Casting this spell with a 5th level spell or higher also removes the need for concentration.

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