Conjure Constructs

Level & School
3rd-level conjuration
Casting Time
Action
Range
60 feet
Components
V, S, M (a brass cog)
Duration
Concentration, up to 10 minutes
Classes
Wizard

You conjure a group of intangible, orderly spirits that appear as a Medium group of modrons or other Constructs in an unoccupied space you can see within range. The spirits last for the duration.

When you cast this spell and as a Magic action on subsequent turns, you can command the spirits to target one creature or object you can see within 5 feet of the spirits and create one of the following effects:

Clockwork Force. The target makes a Dexterity saving throw, taking 3d6 Force damage on a failed save or half as much damage on a successful one.

Orderly Ward. The target gains Temporary Hit Points equal to 1d6 plus your spellcasting ability modifier.

Using a Higher-Level Spell Slot. The damage and Temporary Hit Points both increase by 1d6 for each spell slot level above 3.

Conjure Constructs 5.5e 2024 vs. 5e 2014 edition differences

Conjure Constructs is a new spell for the 2024 edition.