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Spells

Conjure Animals

3rd-level conjuration that summons a Large pack of spectral animals in an unoccupied space within range for up to 10 minutes (concentration). You gain Advantage on Strength saves w...

Granted Features
Automatic:
Conjures elemental spirits in a 15-foot Emanation around you for concentration (up to 10 minutes). Your attacks deal an extra 2d8 acid, cold, fire, or lightning damage when they hit creatures in the Emanation; ground there becomes difficult terrain for enemies. Damage scales +1d8 per spell slot level above 4th. Search fit: elemental damage rider, area denial, concentration aura scaling.
4th-level Conjuration spell (concentration, up to 10 minutes) summons nature spirits in a 10-foot emanation around you. Any creature entering or ending its turn in the emanation makes a Wisdom save (once per turn) or takes 5d8 force damage on failure; you also gain Bonus Action Disengage for the duration. Damage scales +1d8 per slot above 4th. Search fit: force damage aura, concentration control, bonus action mobility.
5th-level conjuration; summons a Large intangible elemental spirit (air/lightning, earth/thunder, fire, or water/cold) in an unoccupied space within range. When a creature enters the spirit's space or starts its turn within 5 feet, you force a Dexterity save; on failure, the target takes 8d8 damage of the spirit's type and becomes Restrained until spell ends. Restrained targets repeat the save at the start of their turns, taking 4d8 damage on failure or ending the Restrained condition on success.
6th-level conjuration that summons a Medium Fey spirit in melee range, dealing 3d12 psychic damage and applying Frightened on a spell attack hit. Bonus action on later turns teleports the spirit up to 30 feet and repeats the attack. Requires concentration up to 10 minutes; damage scales +1d12 per slot level above 6th. Search fit: melee spell attack, psychic damage, Frightened condition, concentration damage scaling.
7th-level conjuration summoning a spirit pillar that fills a 10-foot-radius, 40-foot-high cylinder with bright light, movable up to 30 feet per turn. Choose which of two lights affects each creature in the cylinder; healing and damage from the lights increase by 1d12 for each slot level above 7th. Requires concentration up to 10 minutes, affects each creature once per turn when the cylinder moves or creatures enter/end turns inside.

You conjure nature spirits that appear as a Large pack of spectral, intangible animals in an unoccupied space you can see within range. The pack lasts for the duration, and you choose the spirits' animal form, such as wolves, serpents, or birds. You have Advantage on Strength saving throws while you're within 5 feet of the pack, and when you move on your turn, you can also move the pack up to 30 feet to an unoccupied space you can see. Whenever the pack moves within 10 feet of a creature you can see and whenever a creature you can see enters a space within 10 feet of the pack or ends its turn there, you can force that creature to make a Dexterity saving throw. On a failed save, the creature takes 3d10 Slashing damage. A creature makes this save only once per turn.

At Higher Levels: The damage increases by 1d10 for each spell slot level above 3.

Level 3rd-Level · School Conjuration · Casting Time 1 action · Range 60 feet · Components V, S · Duration Concentration, up to 10 minutes (Concentration) · Classes Druid, Ranger

Damage Slashing · Save Strength