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Spells

Conjure Woodland Beings

Summons nature spirits in a 10-foot Emanation around you. Any creature entering or ending its turn in the Emanation must make a Wisdom save (once per turn) or take 5d8 force damage...

Granted Features
Automatic:
3rd-level conjuration with concentration lasting up to 10 minutes. You summon a Large pack of spectral animals in an unoccupied space within range; the pack grants you Advantage on Strength saves while within 5 feet of it. When the pack moves within 10 feet of a creature or when a creature enters or ends its turn within 10 feet, that creature makes a DEX save or takes 3d10 slashing damage (once per turn). You move the pack up to 30 feet on your turn. Damage scales +1d10 per slot level above 3rd.
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.
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 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.

At Higher Levels: The damage increases by 1d8 for each spell slot level above 4.

Level 4th-Level · School Conjuration · Casting Time 1 action · Range Self · Components V, S · Duration Concentration, up to 10 minutes (Concentration) · Classes Druid, Ranger

Damage Force · Save Wisdom