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Conjure Woodland Beings

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Conjure Woodland Beings
  • Level: 4
  • School: Conjuration
  • Class: 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.

Tactical Usage

Mobile Area Damage: Conjure Woodland Beings creates a personal emanation that deals force damage while providing mobility options. This 4th-level conjuration spell excels at hit-and-run tactics and sustained area damage.

Optimal Timing: Most effective when you can move through enemy groups while maintaining safe positioning through bonus action Disengage.

Resource Management: Uses a 4th-level spell slot - available from character level 7+. Concentration requirement demands protection but provides ongoing damage output.

Target Selection: Focus on moving through clustered enemies to maximize emanation triggers while using Disengage for safety.

Spell Combinations

Synergistic Spells:

  • Movement Enhancement: Combine with speed increases or teleportation for better positioning
  • Defensive Spells: Shield and protection magic while maintaining concentration
  • Forced Movement: Push or pull enemies into emanation range

Class Feature Interactions:

  • Wild Shape: Druids can maintain concentration while transformed for enhanced mobility
  • Cunning Action: Rangers benefit from additional mobility options beyond Disengage
  • Mobile Feat: Enhanced movement synergizes with hit-and-run tactics

Multi-Caster Coordination: Multiple woodland being emanations can create overlapping damage zones.

Material Component Details

Component Acquisition: No material components required - only verbal and somatic components needed.

Component Handling: Simple V, S casting allows flexible deployment during combat.

Roleplay Opportunities: Woodland spirits manifesting around the caster creates impressive natural magic displays.

Economic Considerations: No costs make this spell economically viable for regular tactical use.

Creator Notes

Encounter Balancing: Provides consistent force damage with high mobility, affecting encounter positioning and damage output calculations.

NPC Usage: Enemy druids can use this for mobile harassment tactics, staying out of reach while dealing damage.

Environmental Considerations: Force damage bypasses most resistances, making this effective in any environment.

Campaign Integration: Excellent for woodland encounters, fey themes, or tactical mobility scenarios.

Environmental Interactions

Terrain Effects: Mobile emanation ignores terrain obstacles while Disengage helps navigate difficult areas.

Weather Influence: Woodland spirits adapt thematically to environmental conditions while maintaining consistent effects.

Structural Interactions: 10-foot emanation moves with you, creating a mobile zone of woodland magic.

Elemental Interactions: Force damage is rarely resisted, making this consistently effective regardless of enemy types.

Common Rulings & Clarifications

Timing Questions: Damage triggers when emanation enters creature space or when creatures enter/end turns in emanation.

Target Limitations: Affects creatures you can see within the emanation. One save per creature per turn.

Duration Interactions: Concentration up to 10 minutes. Disengage bonus action available throughout duration.

Mechanical Interactions: Emanation moves with you automatically. Disengage prevents opportunity attacks on movement.

Alternative Applications

Non-Combat Uses: Intimidation through woodland spirit display, nature magic demonstration, or area territory marking.

Social Encounters: Impressive displays of druidic power, though the damaging aura typically escalates conflicts.

Exploration Applications: Mobile spirits can help navigate dangerous areas while providing protection against threats.

Utility Functions: Area control for crowd management, though the force damage makes this unsuitable for most peaceful situations.

Same School: Other conjuration spells like conjure animals (3rd level nature spirits), conjure minor elementals (4th level elemental aura), conjure fey (6th level fey spirit).

Similar Effects: spirit guardians (3rd level divine aura), conjure minor elementals (4th level personal emanation), guardian of faith (4th level area denial).

Progression Options: faerie fire (1st level fey magic), conjure animals (3rd level animal spirits), conjure fey (6th level powerful fey).

Complementary Magic: misty step (enhanced mobility), pass without trace (stealth movement), barkskin (defensive enhancement).

Scaling Analysis

Level Progression: Solid damage output with excellent mobility makes this useful throughout mid-to-high level play.

Upcast Benefits: Additional 1d8 damage per level makes higher-level casting significantly more effective (6d8→7d8→8d8).

Campaign Phases: Peak effectiveness in mid-level play (7-12) where force damage and mobility remain tactically relevant.

Comparative Value: Good mobile damage option that provides unique combination of offense and tactical mobility.

Narrative Flavor

Casting Description: Woodland spirits emerge from natural magic, swirling around you in a protective dance while lending supernatural grace to your movements.

Effect Manifestation: Tiny fey creatures, nature spirits, or woodland essences orbit around you, striking at enemies while granting otherworldly agility.

Personal Style: Different druids might manifest pixies, dryad essences, or animal spirits based on their connection to specific natural environments.

World Integration: Represents intermediate nature magic that calls upon woodland spirit allies, often associated with ancient forests or druidic sacred groves.