Animal Friendship 5e - D&D 5th Edition Spell Book

Animal Friendship 5e DnD Spell
Animal Friendship 5e Image

Animal Friendship 5e Spell Effects

1st-level enchantment


Casting Time: 1 action

Range: 30 feet

Components: V, S, M (a morsel of food)

Duration: 24 hours


This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.


At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.


All information about Animal Friendship 5e comes from the DnD Player's Handbook.

Animal Friendship 5e

Classes That Can Cast Animal Friendship 5e

The following classes gain access to casting Acid Splash 5e as part of their normal class spell availability:


Animal Friendship Usefulness

Animal Friendship 5e is probably a mid-tier spell in terms of overall value, at best. Charming animals like bears or wolves may have some value, though if you face something like an owlbear, the spell's value - if it succeeds - increases quite a bit.


As with so many other spells in D&D 5e, the main problem with spells like Animal Friendship 5e is that at least half of the spell's overall value likely comes from roleplay encounters. If you happen to adventure into a forest with powerful animals, or can charm animals to help you find important things in your adventure, etc. then Animal Friendship may be an amazing spell. However, if you don't come across animals, your 1st-level spell slot is almost certainly better spent with a damage or healing spell of some kind, such as hellish rebuke 5e or cure wounds 5e.


The main thing to keep in mind is that spell usefulness is mainly based on the adventure your group is currently facing, and your dungeon master's use of encounters. Most 5e groups get into a lot of combat encounters, which is why more heavily roleplay-based spells like animal friendship aren't often as valuable as primarily combat-based spells.



Combine Animal Friendship 5e with the Following Spells

When it comes to combat, the more time you can buy yourself to charm animals, the more likely you are to turn the combat encounter into just a host of benign animal friends. You can use spells like mage armor 5e and haste 5e to increase your AC against enemy attacks, while using cause fear 5e and charm person 5e to keep any non-animal enemies away from you.


Basically, if you just stay alive long enough, assuming you have enough spell slots, you should be able to successfully use animal friendship on just about any animal who attacks you. The spell requires a successful Wisdom save to resist, after all - which, of course, most animals are not very good at succeeding with.


Animal Friendship 5e Counters

In probably 99.9% of cases, animals (and their companions) have no way of removing an animal friendship 5e effect. Imagine a pack of wolves - they aren't going to cast silence 5e on you, naturally. Also, though the charm effect from animal friendship breaks if you or one of your companions attacks the charmed animal, technically, that effect does not break if an ally attacks the charmed target. That is to say, one wolf can't give another wolf a gentle nibble to free them of the charm effect.


So, with no dispel magic effects or magical counters at hand, a charmed animal (and its animal friends) are pretty much helpless against the animal friendship 5e spell. 


The only counter you may have to watch out for is if you use animal friendship 5e on an enemy ranger or druid's animal companion, as they may have some magical effects of their own that they can use to counter your spell. 

Animal Friendship-Type Spells in Eternity TTRPG

Eternity TTRPG has its own independent TTRPG known by the same name: the Eternity TTRPG Game System. In Eternity TTRPG, spells are not classified into primarily combat-based spells or roleplay-based spells, as they often are in D&D 5e. Instead, any spell or ability from any class may be used in a roleplay situation as players deem that the effect "fits." Furthermore, spells and abilities may be used creatively, with no "set" way for them to be used, by definition.


The only restrictions on roleplay use of spells and abilities is that the creative use of it may not be more "powerful" than it would be in combat (in a direct way), or the effect must roughly match the spell's name or original intended use.


Below is one spell, as an example, that could be an Eternity TTRPG Game System equivalent for the animal friendship 5e spell.

Druid Class Icon

Druid - Core Class Ability

Spirit Animal: you summon an animal companion with 1HP and Stats otherwise the same as the druid’s, except with -5Resilience, -5Dodge, and -5Will. On “Spirit Animal’s” turn, choose an enemy in 1Range, and roll d20. If you roll 18-20, “Spirit Animal” attacks, automatically dealing 1damage. “Spirit Animal” may also use “Charge” (see Chapter 14, “Additional Actions” - you may use Faith vs. Resilience to do so, if you so choose), but doing so reduces the druid’s Wisdom. “Spirit Animal” acts on the same turn as the druid.

“Spirit Animal” always has the same Stats as the druid, whether from level increases, buffs, or

debuffs. If the druid receives a debuff, it also affects the “Spirit Animal.” However, “Spirit Animal” is immune to both Wisdom damage and debuffs that cause recurring damage.

It takes 15minutes to summon/ tame a “Spirit Animal,” so a new “Spirit Animal” cannot be

created during Combat. You can only have one “Spirit Animal” active at a time. You continually maintain “Spirit Animal” for 3Inspiration.

(Dazed): while you are Dazed, “Spirit Animal” is also Dazed.

  • (Nature's Wrath) You instead have two (2) “Spirit Animals” active at a time, and they each only have -1Reslience, -1Dodge, and -1Will. You continually maintain this Critical for 5Inspiration (and 0Wisdom).
  • (Nature's Healing) Your “Spirit Animal” instead has 2HP. The next time you or an ally take damage while adjacent to your “Spirit Animal,” roll d20. If you roll 6-20, your “Spirit Animal” instead takes that damage.
  • (Primal) Your “Spirit Animal” instead has 2HP, and has +4Strike Bonus when using “Charge.” You continually maintain this Critical for 5Inspiration (and 0Wisdom). 


A player could make the case that their spirit animal could communicate with other animals - at least those that are of their same animal species. Then, assuming the interaction went well, perhaps the spirit animal could convince, charm, or lead another animal so that it was essentially "charmed," with a similar end result to the animal friendship 5e spell. This is just one example of how a spell from Eternity TTRPG, though its "combat effect" is far different, could easily be used for roleplay purposes.


Curious to learn more? Check out the Eternity TTRPG Core Game!

Druid - Core Class Ability

Spirit Animal: you summon an animal companion with 1HP and Stats otherwise the same as the druid’s, except with -5Resilience, -5Dodge, and -5Will. On “Spirit Animal’s” turn, choose an enemy in 1Range, and roll d20. If you roll 18-20, “Spirit Animal” attacks, automatically dealing 1damage. “Spirit Animal” may also use “Charge” (see Chapter 14, “Additional Actions” - you may use Faith vs. Resilience to do so, if you so choose), but doing so reduces the druid’s Wisdom. “Spirit Animal” acts on the same turn as the druid.

“Spirit Animal” always has the same

Stats as the druid, whether from level increases, buffs, or debuffs. If the druid

receives a debuff, it also affects the “Spirit Animal.” However, “Spirit Animal” is immune to both Wisdom damage and debuffs that cause recurring damage.

It takes 15minutes to summon/ tame a

“Spirit Animal,” so a new “Spirit Animal” cannot be created during Combat. You

can only have one “Spirit Animal” active at a time. You continually maintain “Spirit Animal” for 3Inspiration.

(Dazed): while you are Dazed, “Spirit Animal” is also Dazed.

  • (Nature's Wrath) You instead have two (2) “Spirit Animals” active at a time, and they each only have -1Reslience, -1Dodge, and -1Will. You continually maintain this Critical for 5Inspiration (and 0Wisdom).
  • (Nature's Healing) Your “Spirit Animal” instead has 2HP. The next time you or an ally take damage while adjacent to your “Spirit Animal,” roll d20. If you roll 6-20, your “Spirit Animal” instead takes that damage.
  • (Primal) Your “Spirit Animal” instead has 2HP, and has +4Strike Bonus when using “Charge.” You continually maintain this Critical for 5Inspiration (and 0Wisdom). 


A player could make the case that their spirit animal could communicate with other animals - at least those that are of their same animal species. Then, assuming the interaction went well, perhaps the spirit animal could convince, charm, or lead another animal so that it was essentially "charmed," with a similar end result to the animal friendship 5e spell. This is just one example of how a spell from Eternity TTRPG, though its "combat effect" is far different, could easily be used for roleplay purposes.


Curious to learn more? Check out the Eternity TTRPG Core Game!

Druid - Core Class Ability

Spirit Animal: you summon an animal companion with 1HP and Stats otherwise the same as the druid’s, except with -5Resilience, -5Dodge, and -5Will. On “Spirit Animal’s” turn, choose an enemy in 1Range, and roll d20. If you roll 18-20, “Spirit Animal” attacks, automatically dealing 1damage. “Spirit Animal” may also use “Charge” (see Chapter 14, “Additional Actions” - you may use Faith vs. Resilience to do so, if you so choose), but doing so reduces the druid’s Wisdom. “Spirit Animal” acts on the same turn as the druid.

“Spirit Animal” always has the same Stats as the druid, whether from level increases, buffs, or debuffs. If the druid

receives a debuff, it also affects the “Spirit Animal.” However, “Spirit Animal” is immune to both Wisdom damage and debuffs that cause recurring damage.

It takes 15minutes to summon/ tame a “Spirit Animal,” so a new “Spirit Animal” cannot be created during Combat. You

can only have one “Spirit Animal” active at a time. You continually maintain “Spirit Animal” for 3Inspiration.

(Dazed): while you are Dazed, “Spirit Animal” is also Dazed.

  • (Nature's Wrath) You instead have two (2) “Spirit Animals” active at a time, and they each only have -1Reslience, -1Dodge, and -1Will. You continually maintain this Critical for 5Inspiration (and 0Wisdom).
  • (Nature's Healing) Your “Spirit Animal” instead has 2HP. The next time you or an ally take damage while adjacent to your “Spirit Animal,” roll d20. If you roll 6-20, your “Spirit Animal” instead takes that damage.
  • (Primal) Your “Spirit Animal” instead has 2HP, and has +4Strike Bonus when using “Charge.” You continually maintain this Critical for 5Inspiration (and 0Wisdom). 


A player could make the case that their spirit animal could communicate with other animals - at least those that are of their same animal species. Then, assuming the interaction went well, perhaps the spirit animal could convince, charm, or lead another animal so that it was essentially "charmed," with a similar end result to the animal friendship 5e spell. This is just one example of how a spell from Eternity TTRPG, though its "combat effect" is far different, could easily be used for roleplay purposes.


Curious to learn more? Check out the Eternity TTRPG Core Game!

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Jacob Tegtman Eternity TTRPG Creator

Author - Jacob Tegtman

Dear reader, I hope you enjoyed this article. Tabletop gaming has been a passion of mine since I was 6 years old. I've played just about every game from Dungeons and Dragons to video games like Final Fantasy. These games have inspired me, made me laugh, made me cry, and brought me endless hours of enjoyment.


I started Eternity TTRPG - and the indie tabletop game that goes along with it (Eternity Shop) - to share my love of gaming with others. I believe that in our technology-driven age, tabletop games help bring a sense of magic and community back into our world.


If you love the site, please share it with others! I have lots of gaming-related material for you to peruse and use in your own gaming sessions. If you have any questions about the site or want to contribute, just send me a message using the "Contact" page, which you can find in the site's footer.

D&D characters read a glowing book, split scene, half lush daytime, half purple night.
By Jacob Tegtman October 7, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=VE2fUonKzl8 Transcription Dungeons & Dragons is officially crossing over with Magic: The Gathering’s Lorwyn-Shadowmoor! This fairytale world of eternal sunlight and creeping twilight is joining the Forgotten Realms through a brand-new digital-exclusive expansion. Welcome back to Eternity TTRPG—your go-to source for all things Dungeons & Dragons! So, what’s this mysterious realm and why is it part of the new 5.5 Edition rollout? And—should you actually spend fifteen bucks on it? Let’s dive in. Wizards of the Coast is making a bold move with Lorwyn: First Light—a brand-new digital-only supplement coming to D&D Beyond on November 18th . According to both Bell of Lost Souls and D&D Beyond’s official announcement, it’s part of the new Forgotten Realms bundle—which includes The Player’s Guide, Adventures in Faerûn, and three exclusive add-ons: Astarion’s Book of Hungers Netheril’s Fall and today’s star—Lorwyn: First Light. So, what is Lorwyn-Shadowmoor? If you’ve played Magic: The Gathering back in the late 2000s, you might remember these twin worlds—one a radiant fairytale land of endless summer, the other a dark, dreamlike reflection of it. In D&D terms, it’s being reimagined as a Domain of Delight in the Feywild—those whimsical, dangerous realms ruled by Archfey. But here’s the twist: Lorwyn and Shadowmoor used to shift every few centuries—light giving way to night. Now, both have begun bleeding together in unpredictable ways. Imagine meadows of sunlight interrupted by patches of midnight, separated by shimmering auroras. It’s a stunning concept—and one that promises both beauty and peril in equal measure. The big question is what do you actually get with Lorwyn: First Light? According to Wizards’ release info, you’ll get: 2 new feats 2 new backgrounds (likely tied to those feats) 2 new magic items 8 monsters drawn from the Feywild’s weirdest corners 2 playable species , plus advice for adapting 8 more to the Lorwyn-Shadowmoor setting Two mini-adventures —each with maps ready to drop into your campaign And yes, all of this can be used in the Forgotten Realms or as standalone Feywild content. Characters might cross over via fey crossings, or your adventurers might stumble through a glowing portal in the Moonshae Isles straight into a land where “dreams have claws.” The price tag is $14.99 for the standalone version—or as part of the Forgotten Realms Ultimate Bundle, which includes digital dice, and both digital and physical book copies. That’s stirred some debate online. Some fans love the idea of expanding the Feywild with official crossover content, while others worry it’s another micro-expansion cash grab. But the excitement is real—this marks the first time a Magic: The Gathering setting has officially joined D&D 5.5E. If this goes well, you should probably expect Wizards to do more of this kind of thing. In any case whether you’re a Lorwyn nostalgia fan or just want more Feywild flavor in your campaigns, this expansion could scratch both your card game and tabletop itches. Do you think that Lorwyn: First Light will be a delightful addition to your Feywild campaigns—or is this just another shiny portal to your wallet? Let me know in the comments below, and don’t forget to like, subscribe, and ring that bell for more weekly D&D news and updates.
By Jacob Tegtman October 3, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=RfmCpJPQM7o Transcription The Gygax Memorial Fund is working to build a D&D memorial for the late Gary Gygax. The memorial will (hopefully) be placed in Library Park , in downtown Lake Geneva, Wisconsin —the birthplace of Dungeons & Dragons. This is the park that Gary himself loved and even chose as the spot for a memorial before he passed. In 2024, during D&D’s 50th anniversary, the city officially granted land for the project. This memorial will be a life-sized stone gaming table, with a dungeon map designed by Gary Gygax himself. But the question is, will this Kickstarter finally succeed where past efforts failed? Welcome back to Eternity TTRPG—your weekly quest hub for all things Dungeons & Dragons. Today, we’re talking about a very feel-good story for your Friday – a legendary project years in the making: the Gary Gygax Memorial Game Table. Gary, co-creator of Dungeons & Dragons, passed away in 2008. Since then, his widow Gail Gygax has championed the idea of a permanent memorial in their hometown of Lake Geneva. Now, the Gygax Memorial Fund has revealed their project: a stone game table in Library Park, complete with benches and, eventually, a bronze statue of Gary himself. The table will feature a bronze map of Gygax’s very first dungeon. The Kickstarter launched October 1st, 2025, marking the anniversary of TSR, the company Gary founded to publish D&D. Backers for this project get everything from digital scrolls to engraved pavers around the monument. Of course, fans are excited—but also cautious. The Gygax Memorial Fund has been planning memorials since at least 2012, and past efforts fizzled after raising over $100K. This has left some fans asking wondering about this attempt. On EN World, one user wrote: ‘The fund has talked about this for a decade—none of it has come to fruition. What makes this attempt special?’ But others point out that since Paul Stormberg took over as chair in 2020, the fund has started producing real results—like memorial benches and library exhibits. And with Lake Geneva officially granting land for the project, this campaign has a stronger foundation than ever. For some D&D fans, this may not just be a statue, but a chance to gather in the very town where roleplaying was – more or less – born. It is pretty amazing to think that you could sit at Gary’s table and roll dice on his original dungeon. This is both a tribute to the past and a playable monument for future generations of adventurers. If you’re interested in helping fund the project, I’ll leave a link the video description, and comments. And lastly, what do you think? Will the Gary Gygax Memorial Game Table finally become a reality—or is this another critical fumble? Drop your thoughts in the comments, and don’t forget to like, subscribe, and ring that bell so you don’t miss next week’s D&D news.
Illustration for Critical Role Campaign 4, with a blindfolded green humanoid, castle landscape, and logo.
By Jacob Tegtman September 30, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=Tv9HBlNaSMY Transcription Critical Role just dropped the story trailer for Campaign 4. It is looking like a bold campaign. We’re talking a brand-new world, an incredible 13 player characters, and a plot that kicks off with the execution of a revolutionary firebrand named Thiatzi Fang (we’ll see if I got that pronunciation right). Oh—and if you didn’t see my last video on the topic or you haven’t heard, Brennan Lee Mulligan is DMing this campaign while Matt Mercer will be a player.  Welcome back to Eternity TTRPG—your portal of divination into all things Dungeons & Dragons. First up with campaign 4—the setting. Unlike every previous Critical Role story, Campaign 4 leaves Exandria behind entirely. Instead, we’re venturing into Araman, a godless realm still haunted by the echoes of dead deities and a rebellion that shook the land 80 years ago. This isn’t just new lore, but a blank canvas, making it perfect if you’ve never watched Critical Role. There’s no prior knowledge required, which is perfect for new fans, but also a fresh start for longtime Critters. The trailer centers on Thiatzi Fang, a revolutionary who led something called the Falcon’s Rebellion twelve years back. Now, he’s been captured, condemned, and set to be executed by the mysterious Sundered Houses. Fang himself calls the Revolutionary Council a shadow of its former glory, while hinting at the unfinished war against the gods of Araman. So already, we’re looking at political intrigue, rebellion, and a potential spark for civil war. This time, Critical Role also isn’t just one party. That is to say, because there’s 13-players, they’re actually split into three connected, but altogether different parties. Each of these parties also has a name, describing their main focus in the campaign: The Seekers, the Soldiers, and the Schemers. This setup is packed with themes that Critical Role’s new DM, Brennan Lee Mulligan thrives on—iconoclasm, unity, and tension between hope and despair. The godless world of Araman asks: Without the Gods, who will seize the crown? Fans are buzzing that this campaign might explore things akin to segments from Game of Thrones, but with more dice rolls and way more crying. If you want to check it out, Campaign 4 launches October 2nd at 7 PM PT , streaming on Twitch, YouTube, and Critical Role’s Beacon service. Like I mentioned in my last video on Critical Role, they’ll be using the 2024 D&D 5e rules , with some special homebrew added by none other than Jeremy Crawford and Chris Perkins. And yes, you can jump in totally fresh if you want to see what Critical Role’s all about—no prior Exandria knowledge required. So—what do you think? Is Thiatzi Fang a hero, a villain, or something much more complicated? And which of the three parties are you most hyped to see—the Seekers, Soldiers, or Schemers? Drop your thoughts in the comments, and let’s get the speculation for this season’s campaign rolling. And lastly, if you liked this quick update, don’t forget to like, subscribe, and ring that bell so you don’t miss our usually bi-weekly dives into the biggest stories in the D&D universe. Until next time—may your rolls be high, and your executions be… postponed.
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