Conjure Woodland Being

Conjure Woodland Being

Level 4 Conjuration spell available to Druids. One slot, one Dryad, until Long Rest. The Dryad then summons her own Wood Woad, so you are actually getting two summons for the price of one, and one of them casts Spike Growth and Entangle for free.

Spell description: Conjure a dryad to fight alongside you. She can use Nature’s Step, Entangle enemies, and summon a wood woad.

Spell properties

  • Range: 18m (60ft)
  • Duration: Until Long Rest
  • Conditions applied: Summons a Dryad with Strengthened Shillelagh, Entangle, Spike Growth, and Fallen Lover (summons a Wood Woad). One instance per caster.
  • Cost: Action + Spell Slot
  • Recharge: Per action

Spell upcasting

Casting Conjure Woodland Being at higher levels provides no additional benefits.

How to obtain Conjure Woodland Being

  • Druid at Class level 7

CONJURE WOODLAND BEING

Level 4 Conjuration Spell

Conjure a dryad to fight alongside you. She can use Nature’s Step, Entangle enemies, and summon a wood woad.

Range: 18m (60ft) Duration: Until Long Rest

When to cast Conjure Woodland Being

Cast it after every Long Rest. The Dryad lasts until you rest again, and the first thing she should do is use Fallen Lover to summon a Wood Woad. That gives you a tanky melee summon and a caster summon from a single Level 4 slot.

The Dryad is a control unit. Entangle and Spike Growth from a summon means your actual Druid is free to Concentrate on something else, like Moonbeam or Call Lightning, while she locks down the enemy frontline.

The Wood Woad is the one to put in front. It hits hard, has decent Hit Points, and if the Dryad dies the Woad stays under your control, so you do not lose everything at once.

You can only have one Dryad out per caster, and she can only have one Woad. Recasting the spell dismisses the old pair, so do not do that mid-fight.

Conjure Minor Elemental

Conjure Minor Elemental

Level 4 Conjuration spell available to Druids and Wizards. Spend one slot before the fight and bring an Azer or a pair of mephits that stick around until you Long Rest. It is not flashy, but a summon that lasts all day is a slot well spent.

Spell description: Conjure a minor elemental to fight alongside you.

Spell properties

  • Range: 18m (60ft)
  • Duration: Until Long Rest
  • Conditions applied: Summons an Azer, two Ice Mephits, or two Mud Mephits. One instance per caster.
  • Cost: Action + Spell Slot
  • Recharge: Per action

Spell upcasting

Casting Conjure Minor Elemental at higher levels provides no additional benefits.

How to obtain Conjure Minor Elemental

  • Druid, Wizard at Class level 7
  • Circle of the Land Druids (Arctic or Forest) at Class level 7

Source item: Scroll of Conjure Minor Elemental

CONJURE MINOR ELEMENTAL

Level 4 Conjuration Spell

Conjure a minor elemental to fight alongside you.

Range: 18m (60ft) Duration: Until Long Rest

Conjure Minor Elemental spell variants

You pick the elemental when you cast it. All three last until your next Long Rest, and casting the spell again replaces whatever you had out. The mephits explode when they die, which is a feature if you position them well and a problem if you do not.

1. Conjure Minor Elemental: Azer

CONJURE MINOR ELEMENTAL: AZER

Level 4 Conjuration Spell

Conjure an azer from the Plane of Fire. It deals both Bludgeoning and Fire damage with its warhammer, and can Overheat.

Range: 18m (60ft) Duration: Until Long Rest

2. Conjure Minor Elemental: Ice Mephits

CONJURE MINOR ELEMENTAL: ICE MEPHITS

Level 4 Conjuration Spell

Conjure two ice mephits from the Elemental Chaos. They can Hurl and Exhale ice, and Explode when they die.

Range: 18m (60ft) Duration: Until Long Rest

3. Conjure Minor Elemental: Mud Mephits

CONJURE MINOR ELEMENTAL: MUD MEPHITS

Level 4 Conjuration Spell

Conjure two mud mephits from the Elemental Chaos. They can cast Mud Breath and Explode when they die.

Range: 18m (60ft) Duration: Until Long Rest

When to cast Conjure Minor Elemental

Cast it out of combat, right after a Long Rest, and forget about it. The elemental follows you through every fight until you rest again, so one Level 4 slot buys you an extra body for the whole day.

The Azer is the safe pick. It is a proper melee unit with a warhammer that does Fire damage on top, and it does not explode. Put it in front of your casters and let it soak attacks.

The mephits are two bodies instead of one, they fly, and they have breath attacks, but they die fast and their Death Burst hits your party too if they go down next to you. Ice Mephits are the more useful pair thanks to Chromatic Orb: Cold and the ice surfaces it leaves.

You can only have one Conjure Minor Elemental out at a time, but it does not conflict with Conjure Elemental. A Level 9 Druid or Wizard can run both and walk around with a small army.

Confusion

Confusion

Level 4 Enchantment spell available to Bards, Druids, Sorcerers, and Wizards. Everyone hostile in a 6m radius rolls a Wisdom save or spends up to three turns attacking at random or doing nothing at all. Allies are ignored, which makes this much safer to drop on a crowd than it sounds.

Spell description: Befuddle a group of creatures, causing them to attack at random, wander around aimlessly, and occasionally skip turns in the stupor.

Spell properties

  • Range: 18m (60ft)
  • Area: 6m (20ft) radius
  • Duration: 3 turns
  • Concentration spell
  • Save: WIS save
  • Conditions applied: Confused. The creature attacks at random and may skip its turn. Allies are not affected.
  • Cost: Action + Spell Slot
  • Recharge: Per action

Spell upcasting

Increases the radius of the affected area by 2m (7ft) for each spell slot level above the 4th.

How to obtain Confusion

  • Bard, Druid, Sorcerer, Wizard at Class level 7
  • Knowledge Domain Clerics (Domain spell), Circle of the Spores Druids (Circle spell), and Circle of the Land Druids (Coast) at Class level 7
  • Warlocks via the Dreadful Word invocation at Class level 7

Source items: Orphic Ring, Scroll of Confusion

CONFUSION

Level 4 Enchantment Spell

Befuddle a group of creatures, causing them to attack at random, wander around aimlessly, and occasionally skip turns in the stupor.

Range: 18m (60ft) Save: WIS save AoE: 6m (20ft) radius Duration: 3 turns

CONDITION: CONFUSED

Duration: 3 turns
AoE: 6m (20ft) radius

Condition: Confused

  • The creature is hostile to everyone and attacks a random target, friend or foe.
  • On a hidden roll of 10 or lower it falls into a stupor and loses its turn instead.
  • It repeats the Wisdom Saving Throw at the start of each of its turns.

When to cast Confusion

Cast it on a tight group of enemies who are not the boss. Confused creatures pick a random target, which often means they turn on each other, and the ones that roll badly just stand there. Three turns of a pack fighting itself is a lot of free damage.

It is a group Wisdom save, so it works best on things with bad Wisdom: beasts, goblins, most melee brutes. Casters and clerics will shrug it off more often than not, and they repeat the save every turn anyway.

The catch is that it is Concentration, and the wandering is not really wandering. Affected enemies still take turns and still hit things, sometimes you. Keep your squishy caster out of reach of the confused ones, because random targeting includes them.

Upcasting only widens the circle. It never adds damage or duration, so cast it at Level 4 unless the enemies are spread out and you need the extra reach.

Banishment

Banishment

Level 4 Abjuration spell available to Clerics, Sorcerers, Warlocks, and Wizards. One failed Charisma save and the target simply stops existing for two turns: it cannot act, cannot be hit, and comes back exactly as it left. It is a time-out button for the one enemy you do not want in the fight right now.

Spell description: Temporarily Banish your target to another plane of existence.

Spell properties

  • Range: 18m (60ft)
  • Duration: 2 turns
  • Concentration spell
  • Save: CHA save
  • Conditions applied: Banished. The creature cannot move, act, react, or be targeted for 2 turns.
  • Cost: Action + Spell Slot
  • Recharge: Per action

Spell upcasting

Affects an additional target for each spell slot level above the 4th.

How to obtain Banishment

  • Cleric, Sorcerer, Warlock, Wizard at Class level 7
  • Bard via Magical Secrets at Class level 10

Source item: Scroll of Banishment

BANISHMENT

Level 4 Abjuration Spell

Temporarily Banish your target to another plane of existence.

Range: 18m (60ft) Save: CHA save Duration: 2 turns

CONDITION: BANISHED

Duration: 2 turns

Condition: Banished

  • Banished from this plane of existence.
  • Cannot be targeted.
  • Cannot move or take Actions, Bonus Actions, or Reactions.

When to cast Banishment

Cast it on the creature you cannot afford to deal with yet. A big melee bruiser, a caster who is about to Concentrate on something nasty, the boss while you clear the adds. Two turns of it being gone is two turns of your party fighting a smaller battle.

Charisma saves are the weak spot on most monsters. Beasts, undead, ogres, and constructs tend to have terrible Charisma, so Banishment sticks far more often than a Wisdom or Constitution save spell would on the same target.

The target comes back with every Hit Point it left with, so do not treat this as damage. It is Concentration too, and if you lose it the creature pops back early. Use the two turns to reposition, heal, or kill everything else, then be ready for its return.

Upcast it and it takes an extra target per slot level. Banishing two or three of the dangerous enemies at once can turn a losing fight into a clean-up job.

Arcane Lock

Arcane Lock

Level 2 Abjuration spell available to Wizards. Seals a door or container with a magical lock that cannot be picked and cannot be opened with Knock. Mostly it is Knock in a mirror and just as situational, but it has one combat trick that is properly good.

Spell description: Close a door or container with a magical lock. It can no longer be lockpicked or opened with Knock.

Spell properties

  • Range: Melee: 1.5m (5ft)
  • Duration: 10 turns
  • Conditions applied: Arcane Lock
  • Cost: Action + Spell Slot
  • Recharge: Per action
  • Grants: Dismiss Arcane Lock (free)

Spell upcasting

Casting Arcane Lock at higher levels provides no additional benefits.

How to obtain Arcane Lock

  • Wizard at Class level 3
  • College of Lore (Bard) at Class level 6 via Magical Secrets
  • Eldritch Knight (Fighter) at Class level 7
  • Arcane Trickster (Rogue) at Class level 8
  • Bard at Class level 10 via Magical Secrets

Source item: Scroll of Arcane Lock

ARCANE LOCK

Level 2 Abjuration Spell

Close a door or container with a magical lock. It can no longer be lockpicked or opened with Knock.

Range: Melee (1.5m) Duration: 10 turns

CONDITION: ARCANE LOCK

Duration: 10 turns

Condition: Arcane Lock

  • The door or container is locked through magical means.
  • It cannot be lockpicked or opened with Knock.
  • The caster can end it early with Dismiss Arcane Lock.

When to cast Arcane Lock

Lock the door the reinforcements are about to come through. Enemies cannot pick it and cannot Knock it, so the fight becomes you against whoever was already in the room. A couple of the game’s ambushes go from disaster to routine on the back of that one cast.

Outside combat it is a roleplaying tool. Seal a door behind you while you rob the place, or lock up something you would rather a companion did not open. Ten turns is not long, so it is holding nothing permanently.

It locks the door for everyone, including you. Dismiss Arcane Lock is free, but it still costs you a turn when you have sealed yourself in with the thing you were running from.