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View Full Version : D&D 5e/Next UA 9(?) Conjure Spells- a possible fix (all feedback appreciated)



BerzerkerUnit
2023-12-14, 06:16 PM
So I think the new spells work mechanically to one degree or another but I know there’s some dissatisfaction here and there. Any feedback is appreciated.

This fix is specifically for conjure Animals and Conjure Elemental.

The mechanical goal is to present something distinct from the Summon spells from Tasha’s and do something that does a better job feeling like a "presence" on the battlefield, so here we go.

Presence is defined here as:
- Area denial due to creature taking space
- Ablative defense due to another target option
- Additional damage from additional attacks

So redesigned, these spells conjure a "creature" that shares your space, like a mount or close fighting allies.
The area denial is simulated by making the caster take up space as if they were Large.
The ablative damage of another target? Simulated with temp hp.
The additional damage of another attacker for your side? Simulated with bonus damage on your attacks.

These are significant buffs but their synergy with Wild Shape is curtailed due to Temp HP mechanics and dependence on melee attacks.
Note: the Insect, Bird, and Air elemental options all say "attack" meaning they can be used with Ranged. The main draw to these boosts is the limited durations and lack of a concentration requirement This allows them to be used in conjunction with those summons from Tashas. I use 2 inch washers with little mount figures for characters that are mounted, I swear if they put these creatures on Large bases off center so you could stand a regular mini among or next to them, the spells would immediately click for players. (See WotC's own Elder Black Pudding Mini)


Conjure Animals (Plural references some options)
Cast time: 1 Action
Target: Self
Duration: 10 minutes
Components: VSM (a piece of hide, shell, fur, or feather)

When you cast this spell you conjure a nature spirit that incarnates as beasts or a swarm that aids you in combat. Working in tandem, you and your conjured animals count as a Large creature for the duration of the spell, sharing the space you occupy and moving together. If you are already Large or larger, this does not further increases your size. Your melee attacks deal additional damage as the beast also savages your foes, and you gain 30 temporary hit points as the beast interferes with enemy attacks. Additional effects are determined by the form you direct the spirit to take.

Brilliant Steed. For the duration of the spell your walking speed increases to 50 feet and you double your Strength when determining how much you can push, carry, or drag. When you take the dash action you can make a melee attack as a bonus action that deals an additional 2d10 piercing or bludgeoning damage and knocks the target prone on a hit.

Shelled Guardian. For the duration of the spell you have a cover bonus to AC and saves. You can take a bonus action to grant cover to a creature within 5 feet, but this bonus ends if you or the creatures moves. Once per turn your melee attacks deal an additional 2d10 piecing damage on a hit and you may grapple the target even if you don't have a free hand.

Fearsome Pack. For the duration of the spell, you make opportunity attacks with advantage. Once per turn when you hit with a melee attack the target takes 1d10 additional piercing damage and must make a strength save vs your Spell DC or be knocked prone.

Beguiling Flock. For the duration of the spell, you make Persuasion Tests with advantage and once per turn your attacks deal an additional 1d10 slashing or piercing damage. When a creature hits you with a melee attack they suffer 1d10 slashing or piercing damage and must succeed on a constitution saving throw vs your Spell DC or be blinded until the end of your next turn. As a bonus action you can direct provide total concealment to a creature within 5 feet but this concealment ends if you or the creature moves or is moved.

Venomous Swarm. For the duration of the spell, you have 10 feet of Blindsense as the insects make you aware of anything they encounter. You have advantage on Intimidation Tests and a climb speed equal to your speed. Also, once per turn your attacks deal an additional 1d10 poison damage and creatures that enter spaces within 5 feet of your or start their turn there suffer 1d10 poison damage. As a bonus action you can become totally obscured by the swarm but this ends if you move or are forced to move.

Casting at higher levels. You gain an additional 10 temporary hit points for each level of the spell slot above 3rd.
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Conjure Elemental
Cast time: 1 Minute
Target: Self or 50ft cube
Duration: 1 hour
Components: VSM (a 10 ft cube of earth, air, or water, or a bonfire with a 10ft base)

This spell conjures an elemental spirit to animate a quantity of the element for a short time. The Elemental shares your space and, working in tandem you, you both count as a single large creature for the duration. The Elemental will carry you if able, providing 50 temporary hit points as it interferes with enemy attacks and enhances your own attacks as it devastates your foes with elemental power. The type of elemental is determined by the material component used and each has special qualities as described below.

Alternatively, you can conjure an Elemental Spirit as described in the Summon Elemental spell and command it protect a small area 50 feet on a side in which case it attacks any creature entering the area that does not know a password or phrase you provide at the time of casting. The elemental can move freely within that 50 ft cube but cannot exit or attack things beyond it.

Earth. For the duration of the spell, you gain a Burrow speed equal to your speed and 30 feet of Tremorsense as the Elemental alerts you to dangers of which it's aware. On a hit your melee attacks deal an additional 3d10 bludgeoning damage and Slow the target. As a bonus action you can send tremors through the ground in a 20 ft radius. Creatures standing on the ground in the area must succeed on a Strength save vs your spell DC or fall prone.

Fire. For the duration of the spell you gain resistance to Cold and Fire damage and produce 30 feet of bright light and an additional 30 feet of dim light. Additionally, once per turn on a hit your melee attacks deal an additional 3d10 fire damage. As a bonus action on your turn you can direct the elemental to blast a gout of fire in a 30 ft cone. Creatures in the cone must succeed on a dexterity save against your spell DC or suffer 3d10 Fire damage and be lit on fire. A creature on fire suffers 1d4 fire damage at the start of their turn. A creature can extinguish these flames as an action though moving through or falling prone in water or using magic may do so more efficiently at the DM's discretion.

Air. For the duration of the spell you gain a Fly speed of 50 feet and Ranged Weapon attacks have disadvantage to hit you. Once per turn your attacks deal up to 3d10 bludgeoning damage and Push your target 10 feet. For every d10 you choose not to roll, you can increase the distance they are pushed by 10 feet. As a bonus action on your turn you can direct the elemental to expel a Gust of Wind using your spell save DC until the beginning of your next turn.

Water. For the duration of the spell you gain a Swim speed of 50 feet and Resistance to Fire damage. Once per turn your melee attacks deal an additional 3d10 bludgeoning damage. As a bonus action on your turn you can cause the Elemental to powerfully surge, forcing all creatures within 10 feet to make a Strength saving throw, on a failure you decide if they are moved 10 feet towards or away from you.

Casting at Higher Levels. You gain an additional 10 temporary hit points for each level of the spell slot above 5th. When casting with a spell slot of 6-9, the duration of an area's protection by an Elemental Spirit is increased as follows:
6- 1 day
7- 1 month
8- 1 year
9- indefinite