Summon Insects
Level 1st | Casting Time 1 action | Range/Area
30 ft
| Components V, S, M |
Duration 1 hour
| School conjuration | Attack/Save | Damage/Effect |
You summon a swarm of insect spirits that swarm your enemies. Choose either bees, ants or maggots when you cast this spell. The swarm appears in an unoccupied space within range. It uses the following template for its statistics:
Insect Spirits
medium swarm of tiny beasts, your alignment
Hit Points: 10 + 5 for each spell level above 1st.
Swarm: The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.
Spider Senses (spiders only): The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Additionally, the swarm ignores movement restrictions caused by webbing, and while in contact with a web, the swarm knows the exact location of any other creature in contact with the same web.
Actions
Multiattack: The insects makes a number of attacks equal to half this spell's level (rounded down, minimum of 1).
Sting (bees only): Melee weapon attack: your spell attack modifier to hit, reach 0ft, one target. Hit: 3 + the spell's level of piercing damage, and the target must make a Constitution saving throw against the caster's spell save DC or suffer 5 (2d4) additional poison damage. If the save fails by more than 5, the target is also Poisoned until the start of the caster's next turn.
Bite (maggots only): Melee weapon attack: your spell attack modifier to hit, reach 0ft, one target. Hit: 5 (1d4+3) + the spell's level of piercing damage, and the target cannot regain hit points until the start of the caster's next turn.
Web (spiders only): Melee weapon attack: your spell attack modifier to hit, reach 0ft, one target. Hit: The target must make a Strength save against the caster's spell save DC or be Restrained (escape DC equals the caster's spell save DC) until the start of the caster's next turn.
The insects are allies to you and your companions. In combat, the insects shares your initiative count, but they take their turn immediately after yours. They obeys your verbal commands (no action required by you). If you don’t issue any, they take the Dodge action and uses their move to avoid danger.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, use the higher level wherever the spell’s level appears in the stat block.
- (an orange piece of glass with an etched honeycomb pattern, worth 100gp)
druid ranger wizard