With Conjure Woodland Beings, you can get a CR2 Nereid with unlimited Control Water (although with smaller area), blinding acid attacks, invisibility in water, and a weird drowning attack that prevents speech. I generally agree with the rankings, but I think you're leaving out the best fey from beyond the Monster Manual. Chances are, it will require either payment or a quest. No way you are getting this to work for free. Barring shenanigans you will lose control, which makes it more of a hassle than it is worth.ġ5) Planar Ally. At least the demon doesn't roll every turn to break free.ġ4) Summon Greater Demon. Conjure Elemental but more difficult to control. Very random and you get no control over them, but you can get some use out of this by placing it beyond your enemies.ġ3) Infernal Calling. You don't want to deal with an angry elemental in addition to your other enemies.ġ2) Summon Lesser Demons. Ok spell to use at the beginning of a dungeon, but only if you know you can maintain concentration. Mephits are fun and cute, Magmins are reasonably strong if you get them.ġ1) Conjure Elemental. Not as good as Conjure Animals but not terrible. Depending on the DM this can be actively harmful if the summoned entity gets angry, but at the same time it's your best bet to Planar Bind some of the most dangerous creatures out there.ġ0) Conjure Minor Elementals. Great when we don't have access to Find Greater Steed, but eventually gets outclassed.ĩ) Gate. The Annis Hag and the Mammoth are both good combat options, though at spell level 6 we have better things to do with out slots or Mystic Arcanum.Ĩ) Find Steed. Standouts include Summon Celestial (can be used as a mount if you choose the right shape of celestial), Summon Undead, and Summon Aberration.ħ) Conjure Fey. Some are better, some are worse, all are solid and all belong at this rank. Amazing scouting and, depending of the familiar chosen, utility (like Blindsight) or even combat capabilities through the Help action.Ħ) The Tasha summons.
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Both are rare and powerful effects.ĥ) Find Familiar.
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Flight and using yesterday's slots today. CR 1/2 is also solid but not as good.Ĥ) Find Greater Steed.
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I recommend the CR 1 option, which gives you either two Quicklings for good damage that's a bit more difficult to take down with AoE or two Dryads, for much lower damage but a lot of healing and utility. Even without Pixie shenanigans, this is quite strong. Always choose CR 1/4 beasts on land for maximum effectiveness.ģ) Conjure Woodland Beings. Be careful about using this at a physical table as it will take some time, but on a VTT macros and a bit of planning will let everything run smoothly. The damage is unparalleled among summoning spells regardless of what appears provided it's not of a lower CR than the one chosen, and this makes the Shepherd Druid the top DPR build of the game. Conjure Celestial doesn't let you choose among several broad options), which gives us a bit more consistency.Ģ) Conjure Animals. The design intent for options like these is that the spellcaster chooses one of them, and then the DM decides what creatures appear that fit the chosen option". Interestingly, this spell is not covered by the ruling that the DM chooses what's summoned (the ruling says "Other spells of this sort let the spellcaster choose from among several broad options.
#5E CONJURE WOODLAND BEINGS FULL#
But, if you make full use of your Couatl's Change Shape ability, Conjure Celestial becomes mini-wish, giving you access to a ton of lower level spells and powerful features.
#5E CONJURE WOODLAND BEINGS HOW TO#
If you don't know how to use this, the spell is.