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.
Related Spells
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.