That's why the Beastmaster shared action economy thing was never really an issue for me. Very few things explicitly make other creatures directly under the players control. "Kill all the X", where X is the type of monster you're fighting, is usually a good place to go, but sometimes not.Įdit: I always found it funny (in a weird way) in AL when DMs would using a battlemat would just let the player directly control where the creatures went and what they attacked. But also prevents precision control by the caster, since you can't talk that much on your turn in combat. This prevents changing things between turns (since you can only speak on your turn). If he isn't precise enough, they could end up provoking opportunity attacks, failing to flank enemies, or even standing idle because the foe they were told to attack was killed prior to their initiative.Yup. As a DM, I don't hold back on my end when it's enemies that know something about magic.Īnother consideration is that the caster has to give them orders. Even if it means throwing javelins or improvised weapons. They do anything they can to take down a caster that does something powerful (even battle changing), and concentration based, as quick as possible. My PCs sure do this to enemies regularly. Assuming they know that and saw you just cast a spell which popped a bunch of extra creatures into play. And that's far more likely to happen if the enemy is acting right after you in the initiative count.Īnd hitting someone who just cast a powerful spell and making it fail, possibly even before the spells effects can come into play once, is a really good thing for intelligent enemies to do. Even all the enemies if your DM rolls initiative once for them all. And the summoned creatures initiative is rolled when you cast the spell, and can easily mean multiple enemies get to act before your creatures do even once. If you fail one before their initiative they don't even get to attack. If you fail a concentration check, they're all gone. IMO it mostly depends on your how well your enemies know magic, and Conjure spells in particular, and how your DM plays them. My resonans for picking the spell is that it seems like the consistently most powerfull option in all sorts of different situations while it also fits the character concept, and i've always enjoyed summons. So what is your experience with both of these concerns? Im the kind of player that likes to optimize to a certain extent, but I also try not to overshadow the other characters or steal their thunder, and ruining other peoples fun is the last i want to do. Im not so much concerned about 1 as I plan to print all stats, throw all attack rolls at once, use average damage and use simple tactics etc.īut 2 has me concerned. It is to powerfull and overshadows what the other characters can do, trivializes encounters etc. The concerns are mainly about two things: 1. Reading around on the web I see a lot of concerns about this spell. Our group is playing our first proper 5e campaign, and my lore bard is considering picking this spell with his magical secrets at level 6.
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