Conjure Woodland Beings: Difference between revisions
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''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]]: {{Spell 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. |
Revision as of 12:24, 26 April 2025
Level 4 Conjuration (Druid, Ranger)
Casting Time: Action
Range: Self
Components: {{Spell 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.