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| #1IxidorRSOct 02, 2014 7:04:35 | Conjurer of Cheap Tricks - A Conjuration Handbook
Contents 1. Overview and discussion of spells, classes, and races. 2. Challenge 0 and 1/8
Introduction
Because there are a number of options for the various summoning spells in the Player's Handbook, with new options just added from the Monster Manual, this guide is intended to give good advice for why Conjuration spells are useful and how to use them in a useful way. It also serves as a quick reference for possible creatures to summon and where to find them.
From this point forward, the common colour coding is being used:
Sky Blue = Top of the line Blue = Very strong choice Black = Solid choice. There are better options, but this is more than serviceable Purple = Not top tier. It may have niche use, but better options exist Red = Mechanically weak. If you feel it fits your concept, go for it, but you will likely be less effective
Some General Advice More is usually better- but let this be a guide, not a rule. If you use one of the conjuration spells that lets you pick from several choices of CRs with varying amounts of creatures, if you're summoning more than one creature, they don't have to be the same type of creature- just have the same CR or lower. Summoning four wolves and four giant owls is completely reasonable and possible. Creatures that generate their own Advantage are awesome. Creatures that generate Advantage for players are awesome. Creatures that do both are the most useful (which is why Wolves are rated so highly). Sometimes, survivability of your conjurations is more important than generating advantage. If you're up against something that's dropping lots of high damage save spells, especially area effects, wolves aren't as awesome as usual. If you're fighting a bunch of goblins with mundane weapons and no spellcaster, wolves are awesome, but so are some of the other creatures.
The Summoning Spells Conjure Animals- Extremely useful. Gives access to eight or more wolves (pack tactics and prone on a hit), as well as a few other great options. In most cases, more is better. Find the CR 1/4 creature (or a combination of several) that works for you, either making a wall or swarming targets. You'll have some situations where a few stronger creatures might be more useful. Also keep in mind that when you take a choice with multiple creatures, they do not all have to be the same creature. For instance, when taking eight Challenge 1/2 creatures, you could take four Wolves and four Giant Owls. Occasionally, you might use this only as a utility spell- perhaps to get somewhere you need to go or to take care of a minor problem for someone (like pests). This is a very versatile spell and has the largest bank of options of the conjuration spells. Conjure Celestial - There's not enough Celestials yet for this to be incredibly powerful. The Couatl and the Unicorn are the only good options now. The Couatl is especially good with Paladin level AC and a good innate spellcasting list, as well as the Constrict ability for fun time flying and dropping. The Unicorn is also great with Legendary Actions. Conjure Elemental = Solid choice. There are better options, but this is more than serviceable - Getting a single creature is interesting. You can't access Genies which would be the best thing, but there are some great options, namely the Xorn. Four attacks a turn. Keep in mind you must have an area that makes since for the elemtnal conjuration. No fire? No fire elemental. You're probably a wizard, though, so you can fix that. Air and earth based elementals are the easiest to find. Don't lose concentration or it could turn on you. Conjure Fey - Beasts are a better option for this spell than Fey. Green Hag is currently the only Fey creature that isn't a valid target for the minor version of this spell. Don't lose concentration or it could turn on you. Conjure Minor Elementals - Similar to how useful Conjure Animals is, but in different ways. Currently, only Mephits are CR 1/4, but they just aren't as good as wolves. Each Mephit has a death burst and an area attack with low saves, but some have good effects on the failed save and innate spellcasting that can actually be useful, such as Blur on the Steam Mephit, and Sleep on the Sand Mephit. You don't have to summon all of the same elemental using this spell, as long as they're all the same CR. Conjure Woodland Beings - This one can be just as good if not better than Conjure Animals. The main reason is Pixies. They are fragile but include an awesome innate spellcasting list (polymorph, fly, sleep and more) and you get at least eight of them. You don't have to summon all of the same elemental using this spell, as long as they're all the same CR.
Classes Druid - Conjure Animals, Conjure Woodland Beings, and Conjure Fey. The most options of conjuration spells, but Conjure Fey is mostly unuseable currently. Green Hags just aren't going to be worth it. You get the spells sooner than the Ranger, and have more slots. Circle of the Land seems better for conjurations than Circle of the Moon due to Natural Recovery. Ranger - Conjure Animals and Conjure Woodland Beings. You get them later, but still useful. You get no class features which help with conjurations other than casting them. You also get the spells later and have less slots. Wizard - Conjuration School has the best feature for this after level 10. Other Wizards still have access, but Focused Conjuration is where it's at if you want to Conjure. The level 14 feature makes these summons even better, especially when summoning a large number. You get your Conjuration spells later than Druids, but you also get other Conjuration spells that play into your class features. All Wizards have Arcane Recovery for recovering spells and also can get Find Familiar from level 1, which can at least get you someone who can provide the Help action or let you use your Touch spells at range. Abjuration Wizards can also work with a very nice defense against making concentration checks using Abjuration spells- such as Shield. Cleric - You've got access to armor so you're less likely to be hurt from attacks. You don't get a conjuration spell until level 13, but you can conjure one of the best options in the game (Couatl) using it. You're not likely a Cleric because you want to use conjurations, but that doesn't mean that you shouldn't. Bard/Multiclassing Bard - Magical Secrets can grab any of the minor conjuration spells as well as Conjure Elemental. Jack of all Trades applies to Initiative. You definitely want to have your summons out before your opponents get a turn. You probably can't give your summons an initiatve boost with Inspiration. College of Lore Cutting Words could prevent an attack on you, and Additional Magic Secrets can get you Conjure Animals sooner than 10th level. Peerless Skill at Level 14 can be applied to your Initiative checks, again because you want your summons out before they act. It's also of note that Magical Secrets and Additional Magical Secrets can grab you the Conjuration spell of your choice (if at the right level) and quite a few other tasty spells including Haste, Blink, Mirror Image, Sanctuary, Shield.
Special Mentions Multiclassing Barbarian - Armor proficiency and Con Saves if you start as a Barbarian at level 1. Unarmored Defense CAN be good if you're a Moon Druid, though whether the forms that have "natural armor" give you a bonus is up for debate to some. Danger Sense might avoid some damage. Rage ruins this as a strong conjurer, as you can't concentrate while raging. Multiclassing Cleric - Armor from certain domains even after level 1. Nothing of much use here, though. Resistance would be good if it wasn't Concentration. If you have an ally with Resistance, plead with him to give you a d4. Sadly, Conjure Celestial comes too late for this mutliclass to be strong for conjurations. [b]Multiclassing Druid - 7 levels and you have the best of the conjuration spells. 5 levels for only Conjure Animals. This could be quite good combined with a few ideas. Rogue for almost always on Sneak Attack. Extend tanking ability by bringing out constructs that grab and/or restrain. With Wizard to make the Druid conjurations more likely to last. Eldritch Knight Fighter- At level 20 you can grab Conjure Minor Elementals. Probably not worth it. You do get CON save proficiency, which is nice. Multiclassing Fighter - Con Saves and Armor if you start Fighter at level 1. Battlemaster maneuvers can be good to strengthen some of your summons' attacks or to protect them. Multiclassing Monk - At level 1, you get Unarmored Defense. There are some other good features, especially the level 14, but you delay conjurations too long for them to affect summoning. Unarmored Defense is good for Moon Druids, mainly. This is because when you are Wild Shaped, your UD bonus can apply. There is some debate on whether "natural armor" removes this bonus, but there are forms that are strong. Multiclassing Paladin - Aura of Protection at 6 adds +Cha to saving throws. The other Auras are also good. Might not be worth the wait, though you do get heavy armor and martial weapons if you start as Paladin at level 1. Multiclassing Ranger - I wouldn't suggest multiclassing to Ranger from any of the other conjurer classes. Starting Ranger and picking up a few levels of features and spells may work out okay, then move to Druid or Wizard. Arcane Trickster Rogue - Arcane Trickster - At level 20 you can grab Conjure Minor Elementals. Probably not worth it, though you will have Sneak Attack against targets you're conjurations stand next to. You also have other ways of getting that. Multiclassing Rogue - This isn't terrible. If you've got conjurations out, then you've got someone to stand next to enemies and give you Sneak Attack. The Theif archetype with the Healer feat could be good if you want to run around bandaging your conjurations while dealing sneak attack. Remember, your conjurations won't get a short rest, so you'll only heal each of them once. The level 2 bonus actions are also fantastic for staying out of harm's way. Multiclassing Sorcerer - Multiclassing with Sorcerer can be useful to get Extended Spell and Quickened Spell. Also gets you Con saves if you start at level 1 as Sorcerer. Multiclassing Wizard - The best features for conjurations come late but you get the elemental conjuration spells. Druid 6 / Wizard 14 may be a very interesting build for Conjure Animals abuse but you'll not have access to Conjure Woodland Beings.
Races I'll come back and rate the races. Alternate Human can get you War Caster or Resilient right from Level 1, and you can start with a CON of 17. Forest Gnomes are extremely good here. The main thing is the Magic saving throws which could help avoid taking damage or being placed under a status that could break concentration. Halflings are also great because Lucky can be used on saving throws and advantage against Frightened. Elves and Half-Elves can't fall asleep from magic and have advantage against charm spells. You could also try a Mountain Dwarf to have medium armor and start with an 18 CON. |
| #2IxidorRSNov 03, 2014 6:20:37 | Challenge 0 and 1/8
Generally, everything at Challenge 0 or Challenge 1/8 is Red. The main reason is that you can't get more than eight of these and there are much better options in CR 1/4. I'm listing these anyway, as there are a few utility or roleplay possibilities, but you're mostly going to avoid summoning any of these.
BeastBaboon(Basic,MM) - Pack Tactics, but only +1 to hit. I don't see this going well when you'd get just as many Wolves or other CR 1/4 beasts. Blood Hawk (Basic, MM) - Flying and Pack Tactics. Pretty good for the CR, but other options are better. Flying is useful, though. Camel (Basic, MM) - No. Giant Crab (Basic, MM) - Auto-grab on a hit, but not restrained. Can grab two targets, though. Giant Rat (Basic) - Only reason this isn't red is Pack Tactics. Giant Weasel (Basic) - No. Flying Snake (Basic, MM) - Flies and Flyby is good, but damage amount is too low to matter. Mastiff (PHB, Basic) - Proning attack is good, but low HP. Completely overshadowed by Wolves. Mule (PHB, Basic) - For carrying stuff, could occasionally be useful since it's consider a large for carrying capacity. Poisonous Snake (PHB, Basic) - Low damage, but does paralyze on failed saves. Still, pretty much a pass. Pony (Basic) - No. Stirge (Starter, MM, HotDQ, Basic) - Decent fly speed and persistent damage without attack rolls after the first attack. Enemies can just use their action to pick them off or attack them, though. |
| #3IxidorRSJan 27, 2015 6:41:59 | Challenge 1/4Because more creatures is usually more useful than fewer higher CR creatures, CR 1/4 is likely you're go to destination. This is the most true if you have Conjure Animals or Conjure Woodland Beings. Conjure Minor Elementals can get you eight Mephits, a couple of which have decent conditions, but you might be better off going for higher level creatures.
BeastGenerally speaking, Wolves are the best option for Conjure Animals. There are exceptions to this statement. If you need a "Wall of Fur" there are better options, such as Giant Owls and Giant Bats, as they are large creatures. If your party has other ways of generating Advantage, most of the Blue options become as good as the Wolves. Pack Tactics is their main advantage. If you're in a situation where it's not relevant, look at the blue options and choose what fits your need.
Axe Beak (Basic, MM) - Large, but not better than riding horses and no special movement types. Skip. Giant Owl (Basic, MM) - If you can get your DM to use these as mounts or at least get them to carry you, pretty nice. Flyby only protects them, though, not anyone riding or being carried by them. Understands several languages so could be a very useful scout as well. As they are Large and have Flyby, they are very useful in the "Wall of Fur" strategy where you use their actions for the Help action on a few enemies, attack a few others and then have them fly away and make a wall in front of your allies.. The main downside here is +3 to hit, but if you're using Help a lot, this gets better. Riding Horse (PHB, Basic, MM) - Giving your party mounts could be useful in some situations. Elk are just better for this, though.
ElementalMud Mephit (MM) - A recharge attack and a death burst which can restrain. False Appearance could work for ambushes.
FeySprite (PHB, MM) - Could be used as scouts, but not much else. Very tiny possibility of knocking creatures unconscious. Heart Sight could come in handy occasionally. |
| #4IxidorRSOct 21, 2014 7:24:04 | Challenge 1/2
BeastApe (PHB, Basic) - Multiattack is decent. Also has a ranged attack if you're farther away.
ElementalMagmin (MM) - Can be used similar to Dancing Lights. Persistent damage against creatures hit. Death burst for low damage.
FeySatyr (MM, Basic) - Advantage on ST against spells and magic. That's the best thing it's got going for it. If the DM allows you to take the Satyr Pipes version, you get a pretty awesome summon which has the ability to charm, frighten, or sleep anything with 60' of it without using any spells at-will. It can do this over and over, as an action. It will affect your allies as well, though Charmed in that situation isn't bad, but sleep and frightened will be a problem. Without the Satyr Pipes version, overshadowed by Pixies. |
| #5IxidorRSOct 22, 2014 17:55:46 | Challenge 1Beast
Giant Octopus - (MM,Basic) - Much better underwater, but can still work on land. Attacks at 15' grapple and restrain with DC 16 to escape the grab. That's pretty good. 10' walking speed is pretty bad. Don't worry about the water breathing as you only have the creatures for an hour anyway and they can hold their breath that long.
FeyDryad (MM) - Innate spellcasting including 3/day Goodberry. That's 30 HP times the number of Dryads you Conjure. A minimum of 60 HP from Conjure Woodland Beings. That's just silly. Pass Without Trace can be extremely useful. Barkskin is not too amazing, but could keep the Dryad's alive longer. Also has 3/day Entangle. On top of all that, the Dryads have a Charm action which can be repeated, though only one humanoid and three beasts can be charmed at one time and only humanoids and beasts can be targetted by the ability. 1/day Shillelagh keeps the Dryads useful even after they've used all their spells.
Elemental
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| #6IxidorRSOct 21, 2014 7:22:29 | Challenge 2
BeastAllosaurus (MM, Basic) - Good to hit, great damage, possible multiattack with a prone on the first attack with Pounce. Good stuff here. Damage is higher on the main attack so you don't feel as bad if you don't get the prone in.
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| #7IxidorRSOct 18, 2014 21:00:28 | Challenge 3
BeastAnkylosaurs (MM.Basic) - Good AC, attack can knock prone. Huge.
ElementalWater Weird (MM) - Can't leave the water. 10' reach attack that pulls towards water and grapples and restrains. Only one target at a time, though. It can't leave the water, though.
FeyGreen Hag (MM) - This is the only current Fey target for Conjure Fey that can't be summoned by Conjure Woodland Beings. If you want an hour of at-will Viscious Mockery (at DC 12) then this is great. If not, then probably don't even learn Conjure Fey unless you're just hoping for something more down the road. I imagine there will be. Mimicry can also be useful, but you can do a very similar thing with Druidcraft at-will.
Challenge 4BeastElephant (MM,Basic) - A huge beast with a second attack on prone, good damage but low AC.
CelestialCouatl (MM) - Of only two valid targets from a 7th level slot (the other being Pegasus), we've got some good stuff going on here. AC19, fantastic save proficiencies, plenty of HP, Fly 90', Innate spellcaster with DC 14. At-will of detect magic, detect E&G, and detect thoughts and then 3/day bless, cure wounds, lesser restoration, sanctuary, and shield. The you've also got greater restoration and some others 1/day, 24 hour Poison condition on a hit from its bite, constrict gives grappled and restrained (which would allow you to fly straight up and drop him), and the ability to change into a humanoid or beast of CR 4 or lower. Although you've got basically no other choices, it's hard to say whether this will be beat when new choices arrive. I'd suggest this over the higher level Unicorn in most situations.
Challenge 5
Beast
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| #8IxidorRSOct 18, 2014 20:51:27 | Challenge 6BeastMammoth (MM,Basic) - Trampling charge to maybe prone and get another hit in. Great damage on both attacks. Also, it's a mammoth. That's just cool. Good target for Conjure Fey.
ElementalGaleb Duhr (MM) - Weapon resistances, decently high AC. Rolling charge does extra damage and knocks prone. 1/day can animate two boulders to be dumb versions of itself. Three for the price of one is not bad, but they only last one minute. I'd say CR 5 has better options than this.
Challenge 7BeastGiant Ape (MM) - Bad AC, good HP, multiattack for good damage. Decent option for Conjure Fey but the Giant Crocodile is maybe better.
Challenge 8BeastTyrannosaurus Rex (MM) - Multiattack but forced to use them against two targets. Bite does grapple and restrain with DC17 to escape. Higher HP and better save scores than the Giant Crocodile but the Giant Crocodile is more versatile and has higher AC. |
| #9IxidorRSOct 20, 2014 12:03:46 | Similar Spells
The spells in this section follow a similar theme to the conjuration spells but typically work very differently. All of these options should likely be addressed by your DM or event organizers (for AL play) before you consider them. There are some groups that simply will not tolerate a necromancer as a PC character. Your Find Steed options may be limited to only those listed in the spell. Simulacrum doesn't have many issues except for the costs it takes to cast and heal it, and whether or not an "alchemical laboratory" can host a creature if you copy a large or larger original.
Animate Dead 3rd Level Cleric, Wizard You animate either corpses or pile of bones to become zombies or skeletons, respectively. I don't think this is a great spell unless you're taking the Necromancy (more animated per slot, HP bonuses) school on a Wizard, though it gets better with higher slots for any useras higher slots animate additional corpses or piles of bones. You can recast the spell to keep the same zombies or skeletons alive each day.
Animate Objects 5th Level Sorcerer or Wizard You animate objects to fight for you. Somewhere between three (a huge and two tiny/small) to ten (all tiny/small) possible objects, with several options in between. You give them a general command and they do you're bidding. Bigger objects have lower AC and Dexbut higher damage, HP, and Str. Smaller objects have higher AC and Dex, but lower HP and Str. The spell is also only Verbal and Somatic, so as long as you aren't gagged and you have a hand free you can use this- such as in a situation where all your equipment has been put out of your reach.
Create Undead 6th Level Cleric, Warlock or Wizard Instead of creating Zombies or Skeletons, you can now create Ghouls. With higher slots on this spell, you can create ghasts, wights, or mummies. This is a lot more interesting than Animate Dead though you don't get as many minions. If you're going for quantity, Animate Undead is your spell. That said, there is definitely some interesting fun to be had here. Ghouls bring a paralyzing attack with their claws but they have a fairly low to-hit and damage on their attacks, they also have a higher damage standard attack with a lower to-hit. Ghasts have a Poisoned stench aura which continually causes saving throws as well as Turning Defiance to protect all your undead from those silly Clerics. Also includes a paralyzing attack as well as a higher damage attack with a lower to-hit. Wights have sunlight sensitivity, which hurts. Life Drain could cause you to have even more undead at your control if you keep reasserting your Wights. Mummies Rotting Fist and Dreadful Glare are interesting but ultimately the save DC is quite low. Overall I think the Wights are the best option due to Life Drain, though this depends on the life of your campaign and how long you think you can keep them alive and reasserted. Ghasts or Mummies are likely second best. Ghouls are fine if you need numbers, but again, Animate Dead can give you higher amounts.
Find Steed 2nd Level Paladin A good flavorful spell for the Paladin, but it takes away from your daily number of Smites. Still, some paladins will enjoy using this. All of the options are in my lists for Beasts above. The Warhorse is likely your best option from those listed in the spell description. Some of the better mount possibilities you might talk your DM into include Wolves, Dire Wolves, Elephants, Giant Elk, Giant Spider, Mammoth Winter Wolves.... There's quite a few good options. As this spell includes so much DM fiat, you'll want to work your DM to figure out what will be allowed in the campaign. A good suggestion might be to allow it to get better as you level up, so you can eventually take bigger creatures, flying mounts (Pegasus), and more magical creatures (Unicorn).
Giant Insect You'll end up with either 10 Giant Centipedes, three Giant Spiders, five Giant Wasps, or one Giant Scorpion. One Giant Scorpion may be the best option on the list, though all of the options have some strength to them. In some situations, this is better than Conjure Animals, but only lasts 10 minutes. I'd probably start carrying jars of insects if I wanted to use this spell often as it does specifically say those insects must be in range, not as a material component (which would be covered by a focus or component pouch).
Mordenkeinen's Faithful Hound 4th Level Wizard 8 hour duration, not concentration, can't be harmed, deals good damage without taking your actions. Unfortunately immobile.
Planar Ally Risky, as the creeature that is delivered to you is not necessarily going to do what you want. Also potentially very expensive. Be smart when you do this, and already have a plan for how to get the creature to help with your task or know what sort of creature might be the most willing to do so at a discount.
Simulacrum 7th Level Wizard This can copy literally any creature you see, everything about that creature. This can be used for quite a lot of reasons such as copying some creature that will be useful in combat (this includes other PCs, amusingly enough) or deceiving someone into thinking someone who isn't there is there. It is fairly expensive- 1500gp is the only listed cost for materials, but getting that much snow could be prohibitive in certain climes. Additionally, healing it requires money- 100gp for every HP you heal. At the point you have this spell, these amounts may be small to you, but that certainly depends on your campaign. If money's hard to come by, this might not be good for you. Additionally, the spell takes 12 hours to cast- all of which the original must be present for. Healing mentions no time, but it does require you to be in an alchemical laboratory. If the creature is of any size, this could potentially be an issue. The creature lasts as long as it has hit points and you deifnitely get more out of creatures whose abilitie's are "always on," rather than the result of spells. It does not specifically say that abilities that are not spells that recharge on rests are lost, so you may be able to copy something like a Battle Master Fighter, and still get the Superiority Dice back when the copy takes a short rest.
Wish 9th Level Sorcerer or Wizard While this spell is not a conjuration or similar spell itself, it can cast any of them. One of it's better uses is Simulacrum. Instead of taking 24 hours, you take 6 seconds. It can also be used on any of the conjuration spells as if they were at 8th level or lower, including spells that are not on your list. This spell has so many uses that it's difficult to say what it's best use is, but the shortening of longer casting time spells is probably one of the best options. |
| #10IxidorRSJan 27, 2015 6:35:36 | Feats Conjuration spells are Concentration spells. So Resilient (Constitution) and War Caster are your best friends (unless you get CON saving throws from a multiclass). Conjuration wizards might be able to suffere through until 10th level without War Caster. It's other features likely won't be important unless you gained shield proficiency from somewhere, as all conjure spells are at least vocal and somatic. Inspiring Leader - Doesn't fit with the main conjuring classes, but if your summons can understand you, a small boost could be worthwile. Eats into ten minutes of the summoned time, though. Might be good if you're summons survive with some hits after a battle in which you conjure them. Healer - If you summon eight wolves, and they all take a little damage, you could have them all at full health in 48 seconds. Costs a small bit of money to keep purchasing the healer's kits. Linguist - If you really want to be able to communicate with some of the elemental and fey conjurations and couldn't pick the language up another way, this might be alright. Keep in mind downtime days can also be used to learn languages and Comprehend Languages can be used as a ritual. Magic Initiate - How good this is depends on what you take with it. Bless, Goodberry, Speak with Animals are all good targets. Ritual Caster - This is most useful for the Ranger, as he does not cast rituals natively. If you're thinking of taking at least three classes in Warlock, the Pact of the Tome with the Book of Ancient Secrets Invocation is arguably a better route. Keep in mind that rituals require concentration while you are casting them and they take 10 minutes longer than normal. This means you aren't able to conjure animals and then ritual cast Speak With Animals to discuss things after they go scouting. It's one or the other.
Helpful Non-Summoning Spells Some of these will require multiclassing or Magic Initiate, but all have some way in which they improve your conjurations. Remember, all these spells are competing for casting conjurations, so keep that in mind.
Aid - 2nd Level Cleric or Paladin Spell. If it targeted more creatures, this might look better. As is, could keep your conjurations alive a bit longer. I'd be more likely to use this if summoning a smaller number of creatures. If you're going 5 levels with the Paladin, maybe go one more to get the Aura of Protection, which boosts your concentration saving throws. Animal Shapes - 8th Level Druid Spell. This spell has three issues currently. The first being Conjure Woodland Beings does this and at higher beast CRs possibly with flying at Druid level 7. The second being that it's concentration with a long duration. The third being that it only allows up to CR 4 Beasts, and only Large or smaller. If it allowed Huge, your entire party could be Elephants, which would be pretty good. If it allowed CR 5, you could be Giant Crocodiles. Instead, you're main choices are Allosaurus and Sabre-Toothed Tiger. Not terrible, but you're likely losing AC by doing this. Other good uses would be giving a fly speed, climb speed, or swim speed and water breathing for situations where those things might be necessary. Bless - 1st Level Cleric or Paladin Spell. Looks good, but it's concentration. Ask a Cleric or Paladin that comes along to cast it for you. Blink - 3rd Level Bard, Sorcerer, Warlock, Wizard Spell. As far as I can tell, there is nothing stating you have to remain within any distance of your conjurations except when giving them verbal commands. Blink lets you pop in, give your verbal commands, and then possibly pop out of the combat again. If anyone's aware of a rule that keeps this from happening, let me know. Comprehend Languages - 1st Level Bard, Sorcerer, Warlock or Wizard Spelll. You can listen to things said by your conjurations, but cannot speak back in their language unless you know it from some other means. Can also be taken by the feats Magic Initiate and Ritual Caster. Crusader's Mantle - Paladin Level 3. This looks awesome at first glance... but it's Concentration. If you have a Paladin ally, plead him for this. It will be that good. This is at least light blue for Necromancers, and willl be more useful to those that can get the Oathbreaker sub-class once the DMG is out. Feather Fall - 1st Level Bard, Sorcerer, Wizard Spell. Protect yourself and four conjurations from falling damage... if your party won't hate you for not protecting them. Magic Initiate can grab this. Goodberry - 1st Level Druid or Ranger Spell. A single slot for 10 HP back to one of your creatures can be quite good. A Druid on a downtime day could spend all their slots to have a good store of berries for the next day. Decent grab for Magic Initiate. Haste - 3rd Level Sorcerer or Wizard Spell. It's concentration. Oh, how I wish it wasn't concentration. Message - Bard, Sorcerer, Wizard Cantrip. Send commands to your conjurations from hard cover. Just send it around the corner or through it if it's not too thick. Mirror Image - 2nd Level Sorcerer, Warlock, Wizard spell. Reducing the chance you'll be hit by an attack improves your likelihood to not be broken by concentration. Prayer of Healing - 2nd Level Cleric. 10 Minute casting, so you have to concentrate on it (PHB p202). If you've conjured, finished a battle quickly, maybe an ally can heal your conjurations for you and you can get to another engagement or use your conjurations for utility. Tongues - 3rd Level Bard, Cleric, Sorcerer, Warlock, or Wizard. A better version of Comprehend Languages, but doesn't work for writing. Whether this works with beast conjurations is somewhat questionable, as they mostly do not have languages defined or state they cannot speak the languages they know (e.g Giant Owl). Sanctuary - 1st Level Cleric. A defensive spell. Completely prevent creatures from possibly attacking you without concentration. Good stuff. The only prohibitive part is that you cannot cast a spell or attack while under the Sanctuary. By RAW, this means your verbal commands to your conjurations are allowed and won't end the spell, even if they are for the summons to attack. Shield - 1st Level Sorcerer or Wizard spell. Possible candidate for Magic Initiate as well. +5 AC for a round will be useful at every level of the game, and it casts a reaction. Speak with Animals - 1st Level Bard, Druid, or Ranger spell. A target for both Magic Initiate and Ritual Caster. Instead of only being able to give verbal commands to your beast conjurations, you can converse with them. Spiritual Weapon - An easy way to increase DPR without breaking your concentration. Teleport - 7th Level Bard or Wizard spell. You and up to eight conjurations (or party members, I guess) can teleport with you. Warding Bond - 2nd Level Cleric. It's questionable if you can use this on yourself, but it's very good if you can. For 1 hour, you get +1 to saving throws and AC. You also take as much damage as your bond takes (ie, you) but you resist all damage, so the damage you take twice is halved each time. I think practically this means you take normal damage, but you take damage twice and you reduce odd amounts of damage by 1. Because you take damage twice, that means you make two seperate concentration saves. This is definitely a better option if you have a high CON, which you should really consider having anyway. Cleric's can get away with this in the heavy armor domains without worry. Druid's can rely on their Wild Shape for defense a bit (especially if you MC into Monk).
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| #11IxidorRSJan 26, 2015 9:48:27 | Couatl's Change Shape The Couatl can take the form of any beast or humanoid of its CR or below (which is 4). The beasts available to this ability have already been described above, so we'll mostly have humanoids here. Of note is the fact that the Couatl already has a strong grab attack with a fly speed, has an AC higher than any other creature at or below its CR level that's available through conjuration or Polymorph, and can speak either verbally or through telepathy with any species. With any of the humanoid forms, being able to take that form might play a part in social communication. Depending on how your group rules Lawful Good, the Couatl might not be willing to deceive others, though. More of an RP issue, but it is worth noting. Also keep in mind that unlike Polymorph or Wild Shape, it's Change Shape form does not have it's own pool of HP. It keeps it's Couatl HP and if it dies in the Change Shape form, it dies and reverts to its true nature. A 97 HP Kobold should raise some eyebrows when a few swings of a greataxe fail to take it down. I imagine you may also occasionally come across DMs who allow you to take on general abilities of a humanoid form but not specific ones, such as being a Bugbear, but not a Bugbear Chieftan with Heart of Hruggek.
Challenge 0 Challenge 1/8 Challenge 1/4 Bullywug - Good in swamps or water. Drow - If not going to be in daylight, much better. Some innate spellcasting but not too interesting. Poison ranged attack.
Challenge 1/2
Challenge1 Bugbear - Good Stealth check. Good damage, especially in surprise rounds. Good AC. Bugbear Chief - Good AC, Good Steatlh, Advantage against certain conditions, surprise attack, good damage.
Challenge 2 Aarakocra - Flying is the main benefit here.
Githyanki Warrior, Githzerai Monk, Gnoll, Gnoll Pack Lord, Deep Gnome, Goblin, Goblin Boss, Grimlock, Hobgoblin, Hobgoblin Captain, Jackalwere, Kenku, Winged Kobold, Kobold, Kuo-Toa, Kuo-Toa Whip, Lizardfolk, Lizardfolk Shaman, Lizard King/Queen, Wereboar, Wererat, Weretiger, Werewolf, Merfolk, Orc, Orc War Chief, Orc Eye of Gruumsh, Orog, Quaggoth, Sahuagin, Sahuagin Priestess, Thri-Keen, Troglodyte, Yuan-Ti Pureblood, Acolyte, Bandit, Bandit Captain, Berserker, Commoner, Cultist, Cult Fanatic, Druid (MM), Guard, Knight, Noble, Priest, Scout, Spy, Thug, Tribal Warrior, Veteran |
| #12IxidorRSJan 26, 2015 9:16:59 | DPR/KPR Discussions
I'll be updating this area again in the future. I wasn't happy with it. |
| #13IxidorRSJan 29, 2015 11:05:17 | Magic Items
Magic items are rarer in Fifth Edition than in some previous editions. They are no longer an oft-expected reward. Because of this, its certainly hard to say you'll be able to get any specific magic item you want, but I want to offer discussion on those that I feel help Conjurers.
MasterNamer has put together a lovely guide to magic items here: http://community.wizards.com/forum/player-help/threads/4179391#comment-51776741 1. Saving throws - There's three kinds of items here. Ones that boost ALL saving throws, ones that boost saving throw with a specific stat, and ones that boost saving throws against specific effects or in specific situations. I think the former two are likely to be more important for summoning, and on the second kind, specifically ones that boost Constitution saving throws. 2. Armor Class Boosts - Having a Higher AC should translate to getting hit less. Getting hit less means rolling less concentration saves. Rolling less concentration saves means failing less concentration saves. Hooray! Straight-forward AC boosts are obvious but there's also several items that grant disadvantage on attacks against you or invisibility (which also grants disadvantage on attacks against you). These items can often give you a booter boost than the straightforward +1,+2,+3 items can. I personally prefer the disadvantage to attackers option over the +X bonus. 3. Damage reduction - Immunity to damage types is best. Resistance is nice. In most cases, resistance looks to be a single type per item. This means whether the resistance item is good for you is going to depend a lot on the campaign you're in. If your DM is throwing you useless resistances then he shouldn't be surprised when you feed them to your freshly summoned xorn. |
| #14IxidorRSOct 02, 2014 7:06:58 | Reserved |
| #15awaken_D_M_golemOct 02, 2014 14:08:21 | Excellent, thanks for the work.
Wiz Conj 14 ability is quite the tasty spam on 8 cr 1/4 elementals = +240hp. It even scales well.
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| #16UndrhilOct 02, 2014 17:01:10 | Multiclassing into another class does not confer that classes Save proficiencies to you. You would have to start as that class in order to have their save proficiencies. You listed a bene of multiclass sorcerer as gaining prof in con saves.
Also, you have Conjure Woodland Beings listed twice, giving contradictory grades to both. |
| #17IxidorRSOct 03, 2014 6:22:51 |
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| #18Rancid_RogueOct 03, 2014 7:36:33 |
Giant Owls are your CR 1/4 go-to beasties. Eight large fly-by attackers shaping the battlefield? Don't mind if I do. |
| #19IxidorRSOct 03, 2014 9:28:45 |
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| (Reply to #19)Rancid_Rogue |
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| #21IxidorRSOct 03, 2014 12:51:51 |
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| #22melloredOct 03, 2014 13:02:05 | Crusader's Mantle.
Also, i don't know if you want to add animate dead and simulacron, which fits in the role, but last much longer.
Also, the healer feat works, though your using money, and they have to survive a hit first. |
| #23TimboramaOct 03, 2014 13:09:48 | Owls are nice because at the very least, they can fly in, use the Help action on a bad guy, then fly out. The PC they choose then gets advantage as they charge their laser.
Heck, you can even have them form a meat-shield wall, fly in, help, fly back to reform wall, then you cast a spell with advantage (yes they grant cover, too, but who cares because advantage!)
Rinse, repeat |
| (Reply to #21)Rancid_Rogue |
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| #25IxidorRSOct 03, 2014 14:15:36 |
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| #26IxidorRSOct 03, 2014 14:22:51 |
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| #27IxidorRSOct 03, 2014 14:41:30 |
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| #28MistwellOct 03, 2014 15:13:14 | Conure Fey - Mammoth works fine. |
| #29IxidorRSOct 04, 2014 17:14:19 |
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| (Reply to #29)Rancid_Rogue |
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| #31IxidorRSOct 06, 2014 6:02:55 | I've gone through CR 9 on all of the Conjuration categories. I'm going to compress some of the CR stuff since there's not enough in the higher ranks and then discuss Simalcrum, Animate Dead, and Polymorph in some of the later reserved posts. |
| #32Coredump00Oct 06, 2014 14:23:55 | Based on your posts... I can't see Wizard-Conjuration school being Sky Blue. No way is that as good as a druid.
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| #33FrostrazorOct 06, 2014 14:24:22 | seems wizards get the shaft when it comes to summoning monsters.... |
| #34M_AureliusOct 06, 2014 18:00:57 | Well, wizard conjurers are more high end summoners. Conjure minor elementals using a 9th level spell slot and thats 24 mephits at +720 HP. Plus higher CR elementals are really powerful/useful in this edition. Of course, unless your party is going to definitely get to levels 17-20, I agree Druid is the better bet for superior summoning ability. |
| #35IxidorRSOct 07, 2014 8:23:52 | Druids and Rangers have more options and better options than Wizards now, but non-beasts are more likely to show up later, I'd think.
That's only speculation. It's entirely possible it won't go that way.
The Conjuration Wizard's features really do help them stick better. Druids and Rangers are more likely to lose concentration, especially after Level 10, though Resiliient and War Caster do help all of them. War Caster might not be necessary on Wizards, but you'll not have Focused Conjuration until 10. |
| #36IxidorRSOct 07, 2014 8:47:23 | I need a recommendation on creatures that only can breathe underwater.
Currently I've got most of them rated purple. Does this make sense to everyone here? In my experience being near the water is common but in it is much less so. Please let me know what you think about these. |
| #37melloredOct 07, 2014 9:05:43 |
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| #38Coredump00Oct 07, 2014 9:11:30 | If they are big enough to harrass a boat/ship it makes them more useful.
Perhaps other utility, like an elemental helping a boat to move faster....
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| #39IxidorRSOct 07, 2014 9:55:03 |
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| #40melloredOct 07, 2014 10:17:20 | Formatting Request: Since your sticking multiple CR's in one post, can you make the title for each CR bigger?
i.e.
Challenge 5 Crocodile:
to
Challenge 5Crocodile:
Or some other way to differentiate catagory from rating at a glace.
Otherwise, it looks like the ratings are good. |
| #41IxidorRSOct 07, 2014 11:05:39 |
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| #42TimboramaOct 07, 2014 11:52:24 | Note: Air Elementals and Water Elementals can make good grapplers.
Step 1: Grapple Step 2: Move at half speed (45ft!) into the air (or below the water maybe?) Step 3: Watch your opponent squirm but not actually want to escape... Step 4: On its next turn, have it Dash as its action and then move 90 ft Step 5: Drop the fool
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| #43IxidorRSOct 07, 2014 12:20:24 |
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| #44TimboramaOct 07, 2014 12:29:24 | You really only need to grapple once, since you can move after the grapple. 45ft is nothing to sneeze at! That's 4d6 extra damage (and prone, I believe!) if they escape on their turn before you can get them up any higher. 5d6 if your DM would round up |
| #45melloredOct 07, 2014 12:34:26 |
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| #46IxidorRSOct 07, 2014 13:03:20 |
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| #47IxidorRSOct 14, 2014 9:31:07 | I moved the feats into a new section and started working on non-summoning spells that are also useful to Conjurers (Still doing formatting here). I also added a few more spells to the section for spells with similar themes to summoning spells. Giant Insect looks particularly fun to me though it clashes with Conjure Animals. |
| (Reply to #37)Rancid_Rogue |
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| #49melloredOct 14, 2014 10:13:29 | You should mention wish.
Wish -> Simulacron is nice. Can even combo it with Planar Ally, or possibly gate if you have an ally. You can also wish for other conjurations too. Though it might not be worth the price.
And Animate Objects for "knife elementals". |
| #50IxidorRSOct 14, 2014 10:25:33 | I'll add those both shortly. |
| #51IxidorRSOct 17, 2014 9:00:59 | I've added the above mentioned spells, worked on some formatting, and edited some of the ratings in the top and bottom posts.
I've also realized that ritual casting or any spell that's casting time lasts longer than an action, reaction, or bonus action is no good for those that want to be concentrating on conjurations. Prayer of Healing went from black to red just like that. |
| #52FralexOct 17, 2014 15:07:59 |
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| #53IxidorRSOct 20, 2014 8:11:19 | Wow. I missed an entire second half of a sentence in reading that spell several times. Updating some things soon. |
| #54IxidorRSOct 20, 2014 8:05:20 | Updated several bits regarding Conjure Fey. Started a section for Couatl's Change Shape as I think it's interesting enough to discuss.
I was looking at the Druid's Wild Shape and I'm concerned on one note regarding the Conjuration spells.
Conjuration spells say you give vocal commands to tell your summons what to do. Wild shape states you take on the vocal capabilities of the shape you take on.
So, I'm seeing a problem. Most of the options for Wild Shape do not have a language. I would hope that changing into a similar form wouldn't be an issue, but consider something like conjuring owls and shifting into a giant constrictor snake. The Owl's can actually understand common, but you can't speak it at this point. Can snakes even vocalize?
I'd definitely say you can cast the spell, give your commands as a general, "attack the things that are hostile to us," and then use wild shape (even on the same turn for a Moon Druid)... but you may run into situations where this causes your summons to attack a new creature that has entered the area and is appearing hostile even if he might normally be friendly. You can revert as a bonus action, so at most, there's about six seconds where this could be a big problem. You may also realize that one of the combatants is the worst thing there and you want your summons to gang up on it, but may not have realized it until after you've shifted.
There's a few things to consider there. |
| (Reply to #9)whitishknight |
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| #56IxidorRSOct 20, 2014 12:05:22 |
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| (Reply to #10)GladiusLegis |
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| #58IxidorRSOct 22, 2014 6:43:14 |
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| #59IxidorRSOct 22, 2014 7:59:36 | Added Crusader's Mantle at red and bumped a few other spells I have realized are Concentration down to red (Haste, Bless).
I'm realizing Conjurations can be tricky to have any defensive spells with.
Currently, I see Aid (eh, sort of defensive?), Mirror Image, Sanctuary, Shield. Please let me know if I'm missing any defensive spells that are not Concentration spells.
It looks like the Arcane casters are much better at protecting themselves.
Druid's do have their animal shapes which could be used to boost defenses, of course.
Upping Monk and Barbarian as Unarmored Defense works with at least some wild shape forms to keep AC higher. |
| #60melloredOct 22, 2014 7:59:25 |
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| #61IxidorRSOct 22, 2014 8:00:27 |
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| #62raleelOct 22, 2014 8:02:28 |
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| #63melloredOct 22, 2014 8:09:45 | The message cantrip could be useful.
Give commands around corners. |
| #64melloredOct 22, 2014 8:18:52 | Toungs (level 3), is upgraded comprehend languages. So you can speak to your summons. |
| #65IxidorRSOct 22, 2014 8:32:26 |
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| #66IxidorRSOct 22, 2014 8:57:39 | I would like to review my ratings based on DPR, but I'm unsure of a few things on the math. The simplest ones that attack should be easy enough.
1. Pounce creatures (eg, panther) 2. Creatures that have multi-attack with different attacks at different damage levels (eg, giant scorpion) 2. AOE creatures (eg, mephits) 3. Creatures that deal poison (eg, giant centipede) or do damage every turn in some other way (eg, water elemental)
Specifically on Pounce and Poision, how to factor in likelihood of saving against the attack. |
| #67melloredOct 22, 2014 8:57:55 | If you cast toungs on the summon, it understand every language, and can talk back. Not good for summoning hordes, but dam if i don't want to send a dinosaur into a goblin den to negotiate the relase of hostages.
If you cast it on yourself, then yea, you need to summon something that can talk.
Actually, are there any creatuers with good diplomacy or intimidation?
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| #68melloredOct 22, 2014 9:01:58 |
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| #69IxidorRSOct 22, 2014 9:12:19 |
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| #70IxidorRSOct 22, 2014 9:13:36 |
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| #71melloredOct 22, 2014 9:16:01 |
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| #72IxidorRSOct 22, 2014 10:02:27 | Warding Bond appears to be useable on one's self.
+1 AC, +1 to saving throws, resistance to damage, but you take the same amount of damage the "bond" takes... so you'd take the damage twice and half it both times. I'm fairly certain they meant to say it only targets a creature other than yourself, but it doesn't have concentration, so I'm adding it. |
| #73melloredOct 22, 2014 10:33:12 |
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| #74IxidorRSOct 22, 2014 10:41:21 | So, trying out the DPR math and starting with wolves. Please let me know if this is right or way off.
Wolves +4 to hit w/Advantage 7 damage 5th level Druid / 3rd level spell - 8 Wolves - Target has AC 14, 48 HP (based on DPR Kings thread Fantastic Four). With Advantage (likely), 46.893 DPR, 0.9769375 KPR. Without Advantage, DPR 32.34, KPR 0.67375
Per each hit, To hit: 1 - .05 * (14 - 4 - 1) = 0.55, With Advantage: 1-(1-0.55)^2 = 0.7975, DPR regular:0.55*7*1.05=4.0425, DPR advantage:0.7975*7*1.05=5.861625 |
| #75melloredOct 22, 2014 10:57:32 |
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| #76IxidorRSOct 22, 2014 12:06:45 |
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| #77melloredOct 22, 2014 12:37:04 |
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| #78melloredOct 23, 2014 5:48:38 |
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| #79IxidorRSOct 23, 2014 8:05:11 |
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| #80melloredOct 23, 2014 8:16:09 |
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| #81IxidorRSOct 23, 2014 8:39:09 |
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| #82melloredOct 23, 2014 8:55:55 |
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| #83IxidorRSOct 23, 2014 9:12:10 |
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| #84melloredOct 23, 2014 9:36:20 |
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| #85melloredOct 23, 2014 11:01:36 | So further looking at warding bond... it seems like you would loop.
If you got hit for 40 damage, you would take 20, then 10, then 5, then 2, then 1 (38 total).
And you'd need to make 5 concentration checks. |
| #86IxidorRSOct 23, 2014 13:23:47 | I'm thinking Abjuration Wizards could be good summoners as well. While they don't get the Concentration check and HP bonus of the Conjuration wizard, their defensive ward may be enough to keep damage off of you.
There's a number of good spells. Shield being the first one that jumps right in your face.
Warlock 2/Wizard 2 can cast Mage Armor At-Will without spending armor slots, though this only puts up 4+Int HP at that level to start and 2 HP each time you cast it again. I think you have to take an action to get rid of it and then cast it again. Detect Magic at-will from the Warlock would be great if it wsn't concentration, though you could use it outside of having conjurations to bring up your ward's HP up. Also, short rest slots for Shield. |
| #87awaken_D_M_golemOct 23, 2014 16:53:02 | ... niice. And pump it up between combats, say within a minute or so. Armor on. Armor off. Armor on ... etc
Effective up to Wiz 18, when Wiz can spam it's own abj's. But otherwise a decent tactic from 4 to 17.
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| #88IxidorRSOct 23, 2014 21:02:43 |
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| (Reply to #85)BlinkBlink |
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| #90IxidorRSOct 23, 2014 22:38:33 |
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| #91IxidorRSOct 31, 2014 11:01:16 | Going through the math again, it looks like Giant Badgers might have a higher DPR/KPR than Wolves. Lower AC, but two more HP per creature.
I think I definitely need to review all my ratings taking into account DPR/KPR as well as opponents DPR/KDR against the same creature.
Of course, Wolves still are the better team player (if you're buddies are melee.
8 Giant Badger DPR 48.48 KPR 0.61 |
| #92melloredOct 31, 2014 11:44:27 | what about 4 badgers and 4 wolves?. |
| #93IxidorRSOct 31, 2014 11:59:02 |
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| #94IxidorRSNov 01, 2014 20:49:31 | I think I got some math wrong in there somewhere, crunching numbers again. |
| #95ShinQuickManNov 02, 2014 11:44:50 | I'd bump the giant bats' rating to purple. They have the most HP for a beast of their challenge rating. Also, their blindsight helps when fighting gaze-using monsters and in magical darkness. Moreover, given their higher strength when compared to giant owls, they could be more useful as temporary mounts, and for grappling and "airdropping" enemies (especially when the group is using the encumbrance variant in the PHB).
Very specific uses, and I admit that they're generally outclassed, but that's what the purple rating is for. |
| #96melloredNov 02, 2014 12:12:31 | I suggest you make pixies gold.
I mean, mass polymorph from a single slot is just extreme. |
| #97melloredJan 05, 2015 9:11:29 | True Polymorph is summon-like. Turn an object into any CR 9 creature. |
| #98borg285Jan 13, 2015 14:42:05 | Consider the lowely bard for a viable summoner. He is able to snipe the best conjuration spells (haste, conjur X) often only a level behind the origining caster of the spell. He may not be the best, but he can support his conjured army quite well. |
| #99awaken_D_M_golemJan 14, 2015 13:47:16 | 2nd-ing
... I'm playing a Fighter 1 / Lore Bard X, for this exact purpose.
Also, I put a refined Conj + Conc list over on the Wizard guide, for that level 10 ability. |
| #100IxidorRSJan 26, 2015 9:15:39 |
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| #101IxidorRSJan 26, 2015 10:07:25 |
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| #102melloredJan 26, 2015 10:15:37 |
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| #103YunruJan 26, 2015 10:56:25 | Spiritual Weapon. If not summoning it's Summon-like. Thematic and what else are you doing with your Bonus action that's better than a summoned sword? |
| #104IxidorRSJan 26, 2015 15:16:03 |
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| #105awaken_D_M_golemJan 27, 2015 16:33:24 |
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| #106IxidorRSJan 29, 2015 11:06:38 | I've added a section on magic items and linked to MasterNamer's guides. I think most of his rulings are spot on, though summoners may have a slightly different rating on some items.
I'll likely still add in some specific items which are think are bee's knees for conjurers. |
| #107FatherLiirMar 07, 2015 16:19:53 | Out of curiosity, why is there nothing on the warlock? He can grab Conjure Fey as a Mystic Arcanum and can grab "Conjure Elemental" With an Eldritch Invocation, and Chain Pact locks have plenty of neat tricks with their summons. |
| #108IxidorRSMar 10, 2015 7:46:55 |
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| #109GeistrinMay 18, 2015 17:57:38 | Unless I misunderstand how poison damage works, Giant Poisonous Snakes ("GPS") seem potentially amazing. Doesn't poison just add the poison damage to each attack (modified by save)?
If so, that means that a GPS does an average of 11 damage per hit even if the target saves, which is more than a Giant Badger even if you don't account for the bonus to hit. The bonus to hit is double that of a badger (+6 vs +3). Badgers have 2 more HP than a GPS, but a GPS has four more AC (14 vs 10). This AC matter even more when you consider another feature I discuss below.
Another fun factor for the GPS is that it has a 10' reach, giving it a lot of flexibility on positioning, and making it possible for a higher level Conjure Animals to make use of their attacks.
Heres is where it gets really fun: The GPS has Blindsight. This means your friendly wizard with a Fog Cloud can give them all advantage to hit and disavantage to be hit while facing enemies in the cloud. This isn't the only effect that can provide area heavily obscured either. The new Pyrotechnics spell from Elemental Evil give you a NO CONCENTRATION option to heavily obscure the area for the GPS to do its thing.
Since all the major summons require concentration, it really comes down to who has the single best summoning spell. I think (and the article seems to agree) that this is the Conjure Animals spell. Because bards can get this spell along with a great variety of supporting spells (like Pyrotechnics, Mass Suggestion, etc), I think they are porbably the best overall summoners, with conjurer wizards holding a niche on mass high HP summons. Lore bards in particular can really help summons with Cutting Words, which allows them to lower the BBEGs initiative roll and other shenanigans.
Just some thoughts as I read your guide. Keep up the good work. |
| #110GeistrinMay 18, 2015 19:04:34 | Also, when calculating damage, only damage DICE are doubled, not +X bonus damage. In fact, all dice associated with that attack are rolled twice. I assume this means that the poison from a GPS attack is also doubled. |
| #111IxidorRSMay 26, 2015 7:34:07 |
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| #112IxidorRSMay 26, 2015 7:35:52 |
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| #113GeistrinMay 29, 2015 0:31:14 |
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| #114MechatarrasqueJun 30, 2015 14:13:56 | No love for the elemental myrmidons? You have to cast conjure elemental as a 7th level spell, but you get a critter whose attacks count as a magic weapon for overcoming resistances and immunities, and it speaks a language of your choice, so you don't have to worry about DM's who want the PC to speak an elemental language to command an elemental. |
| #115GladiusLegisJul 20, 2015 15:23:44 | So, uh, conjurations in general got an ad hoc nerf in this month's Sage Advice. It's now up to the DM to choose which creatures show up.
No more wolf pack or pixie platoon on demand. |
| #116ShinQuickManJul 20, 2015 19:00:48 | Wow. Talk about a huge nerf. And a potential burden on the DM as well. |
| (Reply to #116)Mechatarrasque |
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| (Reply to #117)FatherLiir |
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| #119JackOfAllTiradesJul 21, 2015 12:48:55 | Would I be "nerfing" my own character if I just decided NOT to use any summoning spells?
This is starting to sound like more trouble than it's worth. |