

Just for comparison's sake, assuming a 60% chance to hit (+5 modifier and +4 proficiency bonus) with a 5% critical hit chance: A level 11 paladin using a longsword, dueling, one level 1 smite and one level 3 smite, over three rounds of combat deals an average of 84.6, or 28.2 per round damage. What enemy deals 40 damage on a single hit? Melee ranger would be wise to use conjure animals to close big gaps and do some of the work while on getting to the fight with other martials. Any caster casting a good spell that requires concentration has this as a concern for sure. The damage dice are small numbers anyway, with a little variation. Rolling multiple d20s are infinitely much easier and quicker than rolling multiple instances of damage dice. Also, try using average damage for the beasts. But, using a few less the beasts would help no matter what the cost. (Which is why Tasha’s is so entertaining to me as now every spellcasting class you can add more actions, and extra time, to the battlefield via additional creatures.) In my experience the slowing down the game has almost 100% to do with the player using the spell, and not the spell itself. One common criticism of the spell this how it slows down the game so much. Also, 4 or 2 large or larger animals placed on the battlefield also easily supplies all of the spells other benefits, including providing cover, soaking enemy attacks, using the help action, grappling enemies, knocking down enemies, etc. I realize that 8 animals is the option that mathematically superior for damage output, but that is way more than is necessary to make the spell worthwhile from a damage perspective. Monstrous Compendium Volume One: Spelljammer CreaturesĪ point I’d like to share about the spell is that it’s “effectiveness“ can be achieved very easily my only conjuring 4 or 2 animals, snd sometimes even just 1.
