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5e: Conjure Woodland Beings

Deadly Delves: Doom of the Sky Sword (5e)

Now that we’ve covered the lowest level conjuring spells for the three classes that can summon assistance. First we covered conjure animals. Then we skipped to the highest level conjure spell: conjure celestial. Last week we talked conjure elemental. Today we talk the next logical step up from conjure animals: conjure woodland beings. First let’s take a look at the spell itself.

Conjure Woodland Beings

4th-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (one holly berry per creature summoned)
Duration: Concentration, up to 1 hour

You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

  • One fey creature of challenge rating 2 or lower
  • Two fey creatures of challenge rating 1 or lower
  • Four fey creatures of challenge rating 1/2 or lower
  • Eight fey creatures of challenge rating 1/4 or lower

A summoned creature disappears when it drops to 0 hit points or when the spell ends.

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The GM has the creatures’ statistics.

At Higher Levels: When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.

So what precisely can you conjure with this spell? Well, from the MM, you can summon:
CR 2: Sea hag
CR 1: Dryad
CR 1/2: Pixie, satyr
CR 1/4: Sprite, blink dog

Like conjure celestial, the list of creatures to magically bring to the table is remarkably thin. Even then, a sea hag is going to not be a desirable creature to be summoned many players, it being chaotic evil.

That means that this spell has much needed room for expansion as far as creatures to conjure. Be sure to come back to JonBrazer.com every Wednesday for new monsters, some you can conjure with spells like conjure woodland beings or the other spells we are covering in this series. Support our efforts to cover spells like this and other exciting articles by downloading Deadly Delves: Doom of the Sky Sword for your Fifth Edition game today at JonBrazer.com.

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5e: Conjure Minor Elementals

Deadly Delves: Along Came a Spider (5e)

Today we come to the third major group of conjuring creatures to your side: conjuring elementals. If you haven’t read conjure animals and conjure celestial, be sure to check them out.

Conjure Minor Elementals

4th-level conjuration
Casting Time: 1 minute
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 hour
You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears:

  • One elemental of challenge rating 2 or lower
  • Two elementals of challenge rating 1 or lower
  • Four elementals of challenge rating 1/2 or lower
  • Eight elementals of challenge rating 1/4 or lower.

An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends.
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.
The GM has the creatures’ statistics.
At Higher Levels: When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.

Between conjure animals and conjure celestial, this one more closely resembles the former. Like the druid/ranger spell, it brings a number of lower powered creatures.

This spell let’s a wizard do something similar to their nature-loving counterparts, having cannon fodder to attack in their stead. However, the kinds of creatures you can someone with this spell gives the wizard far more options. Creatures like an azer, fire snake, gargoyle, or magmin possess both a small measure of intelligence and hands. So the creatures summoned to a wizard’s side, while no more powerful than those conjured with the druidic spell, provides more options. Not only can they attack on the character’s behalf, they can build and they can provide information to the conjurer. If monsters are coming to attack, you can prepare and have additional help. If the characters are stuck, these conjured creatures can help provide answers.

If these is one problem with this spell is a lack of options. Unless you desire something of the fire or earth elements, your option is a mephit. This is an issue that we at JBE wish to see rectified. Every Wednesday, we share a monster, either a new creature or one from our adventures. Stop by every week; we will be creating creatures for you to conjure.

Support our efforts to bring you monsters. Download Deadly Delves: Along Came a Spider today from Jon Brazer Enterprises Shop. This 1st-level adventure features spiders, perfect for those with acrophobia, like myself. Also you can get the printed terrain so you do not have to draw the amazing maps featured in this adventure. Order them today from DriveThruRPG and RPGNow.

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5e: Conjure Celestial

Book of Beasts: Monsters of the Forbidden Woods (5e)

Last week, we took a look at the lowest level spell to conjure monsters to fight on your behalf: conjure animals. Today, we are skipping to the opposite extreme and going to the highest level spell that lets you have help from beyond (other than gate): conjure celestial.

Conjure Celestial

7th-level conjuration
Casting Time: 1 minute
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 hour
You summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends.
The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions.
The GM has the celestial’s statistics.
At Higher Levels: When you cast this spell using a 9th-level spell slot, you summon a celestial of challenge rating 5 or lower.

First point to notice about this spell versus conjure animals is that you can only bring one creature. With conjure animals, you can bring a greater number of lower level creatures, using them as cannon fodder if need be. This spell, however, you can only call in one creature. So you are going to want to make sure it is exactly the creature you want for the situation.

The next point to note is that you are limited to creatures of challenge 4 or below (5 if you cast it as a 9th level spell). As a 7th-level spell (which you have to be 13th level to cast in the first place), you can either call upon a single celestial for 1 hour that is of a difficulty that your group was defeating 9 levels prior. At a time when you can cast plane shift, regenerate, and resurrection, this spells seems under-powered. However, this can be countered be a large number of creatures with a wide variety of abilities that you can call upon. Which brings me to the most important point concerning with this spell…

There are not that many creatures that qualify for this spell. Like I mentioned you are limited to Challenge 4 and below (5 if you don’t need to use true resurrection today). In the MM, these are all the creatures this spell can conjure: couatl (Challenge 4), pegasus (Challenge 2), and a unicorn (Challenge 5). That’s it. If there were a spell called conjure fiend for an evil cleric (which, I assume there is), that cleric would have 11 creatures to summon (16 if cast as a 9th-level spell). That is more than 5 times as many. Sure the MM is designed with things to kill in mind, but there should be more options available.

That is a large oversight that needs corrected. Follow us at JonBrazer.com as we create some celestials just for you. Every Wednesday we showcase either a new monster or one from our adventures or monster books. We are working on some monsters for your to conjure (whether for this spell or the others that we are coming here).

Support our efforts to create monsters for you. Download Book of Beasts: Monsters of the Forbidden Woods today direct from us for your Fifth Edition game here at JonBrazer.com. You can also find it at DriveThruRPG/RPGNow, Paizo, and the Open Gaming Store.

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5e: Conjure Animals

Last week, we started a series on the summon monster spells for Pathfinder. Summoning works differently in Fifth Edition and I thought it would be a good idea to take a few moments to discuss the spells one by one. Today, let’s start with the lowest level one: conjure animals, a third level spell for druids and rangers. This spell reads:

Conjure Animals

3rd-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 hour
You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

  • One beast of challenge rating 2 or lower
  • Two beasts of challenge rating 1 or lower
  • Four beasts of challenge rating 1/2 or lower
  • Eight beasts of challenge rating 1/4 or lower

Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.
The GM has the creatures’ statistics.
At Higher Levels: When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.

Alright, that’s all good, but what can you conjure up. Lets start with the creatures in the PHB (ignoring anything less than CR 1/4).

  • CR 2:
  • CR 1: brown bear, dire wolf, giant eagle, giant spider, lion, tiger
  • CR 1/2: black bear, crocodile, reef shark, war horse
  • CR 1/4: boar, constrictor snake, panther, riding horse, wolf

You’ll notice there is nothing in the CR 2 range for this. That is not a mistake; there are no “beasts” in the PHB of CR 2. How about the MM (in order they appear in the book, ignoring any options in the PHB):

  • CR 2: allosaurus (dinosaur), plesiosaurus (dinosaur), giant boar, giant constrictor snake, giant elk, hunter shark, polar bear, rhinoceros, saber-toothed tiger
  • CR 1: giant hyena, giant octopus, giant toad, giant vulture
  • CR 1/2: ape, giant goat, giant sea horse, giant wasp, reef shark
  • CR 1/4: pteranodon (dinosaur), axe beak, draft horse, elk, giant badger, giant bat, giant centipede, giant frog, giant lizard, giant owl, giant poisonous snake, giant wolf spider

Total: CR 2 has nine creatures to conjure, CR 1 has ten, CR 1/2 has nine and CR 1/4 blows the rest away with seventeen.

Personally, I feel that for the first conjuring spell, there should be more options at the highest power level. Once I am done going through the conjure spells, I will be creating more creatures for you to summon.

When you conjure up a creature, make sure you are first playing an awesome race. Go beyond the ordinary and download Book of Heroic Races: Player Races 2 today at the Jon Brazer Enterprises Shop. Also find it at DriveThruRPG/RPGNow, Paizo, and the Open Gaming Store.