D&D 5E Player tip: Conjured Animals

There are three classes who have access to the Conjure Animals spell: druids, rangers, and bards (via Magical Secrets). Like Conjure (Minor) Elemental(s), it is a one-hour spell which gives you a big chunk of minion HP and damage for pretty cheap. Unlike Conjure (Minor) Elementals, it is only 3rd level, and you can get the double-sized version with twice as many creatures by spending a 5th level slot instead of a 6th level slot--and I don't need to tell you how much more precious 6th level slots are than 5th!

Here's a few things which are good to summon:

Wolves, a classic. CR 1/4, +4 at advantage for 7 points of damage per hit. 11 HP AC 13, 40' movement, pushes prone. Add these to the mix to help any melee party by shoving enemies prone so you can beat on them with advantage.

Giant owls, death from above. CR 1/4, +3 for 8 points of damage per hit. 19 HP AC 12, 60' flying, flyby, 120' darkvision, stealth. Add these to the mix to either engage flying enemies or just to strafe melee enemies for 64 HP of damage per round. They're also stealthy (+4) and perceptive (+5) and have darkvision as good as drow AND Int 8 (like a mildly dimwitted human), so in short you should be able to use them as scouts whenever you're worried about enemies in the dark. Additionally, they are large enough and strong enough (Str 13) that grappling enemies of up to Huge size and flying away with them is a viable tactic: after the initial grapple they can fly 60' straight up by Dashing each round, which is kind of like a guaranteed eventual 6d6 (21) points of falling damage instead of a measly 8 points of damage IF the your +3 lands. Plus being grappled and lifted into the air tends to panic many creatures (including PCs), making the owl a top-priority target, which is great when you've got 304 HP worth of Giant Owl out of a single 5th level spell.

Giant wolf spiders, sneaky webwalkers. CR 1/4, +3 for 4 plus 7 poison (DC 11 Con for half). 11 HP AC 13, 40' movement, climb 40'. Stealth (+7) and ignores web movement restrictions (but not restraining). These guys are really quite stealthy, if you're a Lore Bard with Stealth expertise they can shadow you pretty well during scouting and add to combat without blowing your chances of a surprise round + advantage on enemies. Due to Blindsight they also combo well with Fog Cloud/Darkness, gaining advantage to attack, so if you have a Devil's Sight warlock in the party you might as well get wolf spiders instead of wolves for the extra poison damage. But see below about King Cobras.

Pythons (constrictor snakes). CR 1/4, +4 for 6 plus restraining per hit. 13 HP AC 12, 30' movement with 30' swim, blindsight. The most interesting thing about pythons is that they restrain the enemy on a hit, which gives advantage to attack them and also prevents them from attacking anyone else. Use these guys when you're trying to help allies who are not melee-based, e.g. a Sharpshooter fighter or a horde of skeletal archers or hobgoblin hirelings. If your allies are all melee-based these guys are mildly inferior to wolves, except in the water and in the dark.

King Cobras (giant poisonous snakes). CR 1/4, +6 for 6 + 10 poison (DC 11 for half) per hit, 11 HP AC 14, move 30' swim 30', blindsight. These guys are notable for having AFAIK the highest attack and damage among the CR 1/4 creatures, the best AC, and blindsight. If you're not worried about raw HP for meatshields or about proning or restraining enemies for your allies to kill them--that is, if you want your animals to do the actual killing--there's probably nothing better than a swarm of giant King Cobras under a mobile Darkness spell, unless your foe happens to be immune to poison.

Final word of advice: if you have Inspiring Leader and a way to communicate with the beasts (e.g. warlock telepathy), you could in principle give animal minion a pre-battle pep talk. In theory you could therefore get e.g. 16 * (19+25) = 704 HP worth of Giant Owls out of a single spell and thirty minutes of talking, at twentieth level. Even at mid levels an extra 13 or 15 HP per animal isn't anything to sneer at. This can smooth out the differences between animals and make some animals such as Pythons more attractive for doing their restraining/grappling job. Check with your DM first to see if he considers this abusive and absurd or just part of normal 5E play that lets you tackle Deadly fights with aplomb.
 
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It's the spell that killed my interest in Dm ing. It's very powerful and unutterably tedious at the table to resolve 8 + animals. This is an artefact of the CR system being pretty busted as low CR critters are far more powerful per point of XP/CR there is. No good reason to choose big ones. And also for some reason You get CR 1/2 animals at a lower level than fey orelementals.

Stay away I say if you want to play for fun. Or at least self moderate to only summon 1 or 2 critters
 

Stay away I say if you want to play for fun. Or at least self moderate to only summon 1 or 2 critters

Or just ramp up the difficulty some more. Conjure Animals aside, there's nothing unfun about embracing Bounded Accuracy and tackling threats at 3rd level that would be deadly at 20th level, by way of rallying ten town guards to back you up. And yes, I have done that to my players, more than once, and they had a blast.

5E isn't constrained to level-appropriate challenges like some video game. As I said, check with your DM before using to see if it fits his playstyle--but my advice to DMs would be to embrace the Bounded Accuracy playstyle and go crazy on the "difficulty." Your players will find ways to cope with it and your game will be more fun and exciting.
 

I believe it is the annoyance of managing and rolling for so many creatures that turns people off to such spells. It's very annoying when a player isn't ready to go each turn with the creatures. I would limit this spell by giving a player next to no time when it is his turn to get his actions done. If he wants to summon that many creatures, he needs to be ready with them immediately and not slow the game down.
 

I believe it is the annoyance of managing and rolling for so many creatures that turns people off to such spells. It's very annoying when a player isn't ready to go each turn with the creatures. I would limit this spell by giving a player next to no time when it is his turn to get his actions done. If he wants to summon that many creatures, he needs to be ready with them immediately and not slow the game down.

Huh. I find it pretty easy to roll for eight creatures at a time. Maybe it's because I still think in terms of AD&D THAC0. "Roll eight d20s at once, count how many are at least a 9. Multiply number of hits by seven, that's how much damage was dealt." If you were doing 3E style addition ("add four to each d20 and compare to AC") I can see how it would be more difficult and annoying.
 

Huh. I find it pretty easy to roll for eight creatures at a time. Maybe it's because I still think in terms of AD&D THAC0. "Roll eight d20s at once, count how many are at least a 9. Multiply number of hits by seven, that's how much damage was dealt." If you were doing 3E style addition ("add four to each d20 and compare to AC") I can see how it would be more difficult and annoying.

And if you're attempting to distribute them across the battlefield in an optimal fashion or employ tactics other than a simple attack like some of them knocking someone prone or providing the Help action. Summoners in 3E would spend a lot of time thinking of optimal tactics for the creatures. I don't think I'll allow this in this edition. Givne the naturalistic feel, I'm going to say you have one action to command all the animals. No fine tuning tactics. They do what you tell them to do en masse. That should speed things up.

The Master Summoner class in Pathfinder was one of the most annoying classes ever created. Extremely powerful, but super annoying as a DM. Conjure Animals isn't nearly that bad. Conjure Fey with the pixies and Inspire Others feat to make them have a bunch of temporary hit points might be annoying.
 

An addendum to Giant Owls: Have them carry your friends instead of enemies and you've got an hours worth of flight for the entire party.

Regarding managing 8+ beasts in combat, has anyone come up with rules to convert beasts into a swarm? It's not quite as versatile as rolling each one individually but it would save a lot of time in combat.
 

An addendum to Giant Owls: Have them carry your friends instead of enemies and you've got an hours worth of flight for the entire party.

Regarding managing 8+ beasts in combat, has anyone come up with rules to convert beasts into a swarm? It's not quite as versatile as rolling each one individually but it would save a lot of time in combat.

The tricky part isn't the rolling, it's HP tracking. I have a variety of techniques that I use for tracking large groups of creatures (usually enemies), but one brain-dead simple way is to just say, "Okay, each wolf has 11 HP, and I'm going to let damage spill over, so your wolves have 88 HP between them and every time they lose 11 HP they lose an attack." Voila, one 88 HP wolf swarm with 40' movement and 8x+4/2d4+2 attacks. Obviously for AoE effects it would take 8x damage.
 


It's very powerful and unutterably tedious at the table to resolve 8 + animals. This is an artefact of the CR system being pretty busted as low CR critters are far more powerful per point of XP/CR there is. No good reason to choose big ones.

Pickles hit the nail on the head here.. greater numbers of smaller creatures are simply better than fewer stronger ones.

This is made worse considering the most powerful buffing effects also tend to disproportionately favor large numbers of weaker creatures- Necromancer's undead thralls and Conjurer's durable summons, for example. (With durable summons, conjure minor elementals cast with a level 8 slot can net you 1224 hp worth of steam mephits)
 

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