Conjure Woodland Beings: Difference between revisions

From SRD52
Jump to navigation Jump to search
mNo edit summary
 
mNo edit summary
 
(One intermediate revision by the same user not shown)
Line 1: Line 1:
''Level 4 Conjuration (Druid, Ranger)''<br>
''Level 4 Conjuration (Druid, Ranger)''<br>
[[Casting Time]]: {{Action}}<br>
[[Casting Time]]: {{Casting Time Action}}<br>
[[Range]]: {{Self}}<br>
[[Range]]: {{Spell Range Self}}<br>
[[Components]]: V, S<br>
[[Components]]: V, S<br>
[[Duration]]: {{Concentration, up to 10 minutes}}
[[Duration]]: {{Spell Duration Concentration, up to 10 minutes}}


You conjure nature spirits that flit around you in a 10-foot Emanation for the duration. Whenever the Emanation enters the space of a creature you can see and whenever a creature you can see enters the Emanation or ends its turn there, you can force that creature to make a [[Wisdom]] [[Saving Throw|saving throw]]. The creature takes 5d8 [[Force damage]] on a failed save or half as much damage on a successful one. A creature makes this save only once per turn.  
You conjure nature spirits that flit around you in a 10-foot Emanation for the duration. Whenever the Emanation enters the space of a creature you can see and whenever a creature you can see enters the Emanation or ends its turn there, you can force that creature to make a [[Wisdom]] [[Saving Throw|saving throw]]. The creature takes 5d8 [[Force damage]] on a failed save or half as much damage on a successful one. A creature makes this save only once per turn.  

Latest revision as of 12:29, 26 April 2025

Level 4 Conjuration (Druid, Ranger)
Casting Time: Action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes

You conjure nature spirits that flit around you in a 10-foot Emanation for the duration. Whenever the Emanation enters the space of a creature you can see and whenever a creature you can see enters the Emanation or ends its turn there, you can force that creature to make a Wisdom saving throw. The creature takes 5d8 Force damage on a failed save or half as much damage on a successful one. A creature makes this save only once per turn.

In addition, you can take the Disengage action as a Bonus Action for the spell's duration.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.