Friday, March 12, 2021

The Use of Tasha's Various New "Summon" Spells

 Tasha's Cauldron of Everything has far fewer new spells than Xanathar's, its predecessor, had. But the highlight of its spell list are the many "Summon X" spells. These profoundly streamline conjuration as a battle strategy and are very powerful to boot. Each follows a formula as well:

Each spell conjures a single creature to fight for you, requiring concentration and a special spell component that costs 100 x the spell's base level gold, but which is not consumed or anything. When you summon the creature, you choose between variations on the theme - for instance, Summon Fiend can call forth a Devil, a Demon, or a Yugoloth - and these variations give the summoned creature some different traits and features, including sometimes different attacks.

The summoned creatures have a multiattack feature that allows them to make a number of attacks equal to the level at which the spell was cast, divided by two (rounded down.) Thus, this caps out at four attacks if you cast one of these at 8th level, or 2 if cast at 4th level. There are other elements, namely AC, health, and the damage of the attacks, that scale with every spell level you cast the spell at, but this makes it generally most efficient to cast these spells with an even-numbered spell slot.

The damage of these attacks compares pretty well with a martial player character's output, so these spells are nothing to sneeze at, as long as you A: have a bonus action to spare and B: can maintain concentration. (EDIT: actually, you don't need the bonus action to direct your summoned creature here, which opens them up to even more playstyles.)

But which to choose from? There is a spell for nearly every creature type (no humanoids, oozes, or plants) and they can serve different purposes.

First off, this decision might be made for you, or at least narrowed down, depending on your class. Clerics and Paladins only get access to Summon Celestial, for instance. Wizards get the broadest selection, only losing out on Celestials and Beasts, but Warlocks have a broad selection as well.

Also, of note, the two Sorcerer subclasses from Tasha's Cauldron of Everything each gain access to a thematically appropriate summoning spell that other Sorcerers don't get, namely Summon Aberration for Aberrant Mind sorcerers and Summon Construct for Clockwork Soul ones. Fathomless Warlocks can pick up Conjure Elemental, but only to summon the Water variety (oddly, Genie Warlocks don't get it, despite having an elemental for a patron.)

I'd also note that half-casters might find these spells a little underwhelming at the levels they can cast them (though still not terrible). Paladins and Rangers in particular will have the dual problems of never having particularly high-level spell slots on top of not necessarily having a great spell attack modifier, which is the basis for these summoned creatures' attacks. Artificers will not have to worry about the latter problem, but they'll also be limiting in upcasting the spells (Naturally, Summon Construct is the one Artificers have access to, which is a 4th level spell, and the player will likely only cast it at that level anyway.) Still, all that being said, if a Paladin casts Conjure Celestial (baseline spell level: 5th) they'll have a creature dishing out two attacks every round for an hour that can do two attacks that deal an average of 14 radiant damage each every round (for a total of 28), it's nothing to sneeze at. (The math is 2d6 + 2 + the spell's level).

But let's look at what these spirits do, and how they can be used best.

Summon Aberration:

The Beholderkin Variant here is straight damage on a flying turret. The Slaadi variation is a bit beefier with health regeneration and an attack that shuts down health regeneration for the target. Meanwhile, the Star Spawn has an aura that can inflict psychic damage to anything in melee range with it, effectively giving it some AoE damage. Beholderkin and Star Spawn deal psychic damage, which is often irresistible, but also useless against mindless constructs.

So I'd say that the Aberrant Spirit can serve as pure damage or to deal with specific mechanics like a vampire or troll's health regeneration. The Slaadi's ordinary slashing damage will run into issues when you start facing monsters that are immune to ordinary physical damage, but can otherwise be very useful. Do not, though, try to use this on a Golem, or you're going to be very disappointed.

Summon Beast:

The Bestial Spirit's attacks are the same regardless of whether it's a beast of the air, water, or land. Environment is key here, though the Beast of Air does get Flyby, which means they can do hit-and-run attacks. Damage here is a tad lower than it is for many other spells (it's also the lowest-level spell, at 2nd level, though these are all very clearly designed for up-casting.) Given that the damage is ordinary piercing damage, you're going to have trouble in higher levels with monsters that have resistance or immunity to non-magic weapons (unless you're a Shepherd Druid or similar.)

In terms of utility, though, the Bestial Spirit has very little to offer, simply working well in many environments. I'd guess your default choice will be the Beast of Air given its 60 ft. flight speed and Flyby, so you can send it in 30 feet to attack and then have it return out of harm's reach.

Summon Celestial:

By stark contrast, the Celestial is a big deal in terms of utility, though it's also one of the top options for damage as well. As a 5th level spell, only the highest tier of Paladins can cast this, but Clerics can get them near the end of tier 2. There are only two options here. The Avenger is built primarily around ranged, radiant damage, which it excels at, dealing a greatsword's worth at a longbow's range. Naturally, both kinds can fly (clearly meant to be angels) so this is another "fire and forget" damage-turret that can mess up foes from afar. The Defender gets increased AC and deals less damage (though still radiant) but it can grant temporary hit points to your allies on every single hit as long as they're close.

Both versions have a 1-per-day heal, as well. The Defender can almost stand in as the group's tank should you need it, or at least aid the tank and melee in various ways. Plus, the Radiant damage is going to be good against nearly anything. However, this is the one spell that is only limited to Clerics and Paladins, and is the only one available to them. So I guess be glad that your only choice is a good one (arguably the best overall.)

Summon Construct:

Available to Artificers and Wizards (and Clockwork Soul sorcerers,) the Construct Spirit comes in Metal, Stone, and Clay varieties (clearly evoking various golems, though they also suggest Modrons, and I'd say you can flavor them as clockwork robots too, because why not?) Like the Bestial spirit, the attacks are the same across all versions, and unfortunately only do Bludgeoning damage, so you have the same issue with highly magical creatures. (If you can convince your DM to let your Metal Construct be specifically silver, though, you might be able to harm devils and lycanthropes.)

Constructs get a higher AC than most of these, and more health, and all three versions have effects that complement a tanking role for the construct. Metal ones deal fire damage to creatures that hit them. Clay ones can make an attack against a (random) creature when they take damage, and Stone ones have a minor slowing effect (reduced movement speed and no reactions) to creatures that start their turn near them and fail a saving throw, so all three are built to be sent into the thick of a swarm of enemies to maximize their utility, and the higher health and AC will aid in this role.

Summon Elemental:

Elemental spirits come in four varieties, based on the four alchemical elements. Like Beasts and Constructs, they only have one type of attack, which deals Bludgeoning damage - except for the Fire elemental, which does, well, fire damage. They have different resistances and immunities based on their element type, and different movement speeds (naturally, air can fly, water can swim, and earth can burrow.)

The bludgeoning damage type for the non-fire elemental might be a liability (but then, fire might also be a liability when fighting red dragons or devils.) However, between Amorphous Shape (all but earth) and that burrowing speed (earth only,) there's not a lot foes can do to keep these guys away from them, which could be situationally useful.

Summon Fey:

The Fey Spirit actually has a pretty high damage potential, and its three variants are very similar. The real selling point to these folks is that they have a 40-ft run speed and can teleport 30 feet as a bonus action, giving them effectively 70 feet of movement speed, so they will close distance fast. Each variant has a different special effect when they do their Fey Step, with Fuming Fey getting advantage on an attack roll, Mirthful Fey charming a nearby creature (on a failed wisdom save) and Tricksy Fey creating a 5-ft cube of darkness for a turn.

Appropriately enough, Fey Spirits give you a lot of good options to outmaneuver enemies - that 5-ft cube of darkness might not seem like much, but dropped on a medium-or-smaller foe, that means you get to avoid opportunity attacks.

Also, their damage, a mix of piercing and force damage, is up there with the highest in this category of spell. While the piercing will run into frustrating resistances and immunities, the force damage will almost always go through (even if it's the smaller portion of the damage.)

Summon Fiend:

At 6th level, Summon Fiend is the highest-level of these spells, though I'd consider casting any of them at up to 8th level for some massive damage (even 9th, though as I said before, even-numbered spell slots are the most efficient.) Fiendish Spirits scale a bit better with spell level in terms of HP and get a slightly higher AC than others (still behind Constructs and Defender Celestials.) Fiendish Spirits are also magic-resistant, which can help with their longevity, and of course as a 6th level spell, they're getting at minimum 3 attacks per round.

Fiendish Spirits come in Devil, Demon, and Yugoloth flavors, all of which have different base health, as well as attacks and other traits. So buckle up.

Devils are the ultimate flying turrets, with a flight speed of 60 feet, devil's sight, and a ranged attack that does a bunch of fire damage at 150 ft.

Demons do only slightly less necrotic damage with their bite, have a climb speed of 40 feet, and explode when killed, doing a burst of fire damage to creatures nearby.

Yugoloths have the highest health of the fiendish spirits, also do necrotic damage (though less than the others), and can teleport 30 feet after each attack, hit or miss.

Clearly, fiends are all about that damage, and they do it well. Necrotic and Fire damage work great unless they don't work very well at all, so know your foes. But reaching them will not be much of a problem for your lower-planar denizens.

Summon Shadowspawn:

These Monstrosities hail from the Shadowfell, and are themed around fear. Each have a 1-per-day AoE Fear effect (with a Wisdom save) and have an attack that does hefty cold damage. The three varieties are Fury, Despair, and Fear. Fury gets advantage on attacking frightened creatures, while Despair significantly reduces the movement speed of creatures in melee range with it (by 20 feet, so good luck escaping!) while Fear can hide as a bonus action while in dim light or darkness.

Given that a lot of big monsters are immune to fear, you're going to want to think about this one - Fury's advantage on attacks is great, but only if you can actually scare the enemies. I think the most broadly useful one of these will be Despair, as any creature that's not you is automatically affected by its aura, and so you can use it to prevent foes from escaping or, conversely, to halt foes that are chasing you.

Summon Undead:

Interestingly, this is the only one of these spells that's not conjuration - naturally, it's necromancy. Undead spirits come in three varieties: Ghostly, Skeletal, and Putrid. There's a slight variation in health between them and Ghosts can fly with a 40-ft speed. Ghosts have incorporeal movement, and Putrid spirits have an aura that can poison nearby creatures that fail on Constitution saves. Each variant has different attacks, too. Also, all of these are immune to both poison and necrotic damage, which can potentially be very useful.

Skeletal Spirits are another ranged turret, doing a bit less than other ranged options, though the damage is necrotic, which should be great against non-undead foes.

Ghostly ones have a melee attack that deals necrotic damage as well, and can also frighten the target on a failed wisdom save (there's no 24 hour immunity here either.)

Putrid ones deal slashing damage in melee, but if the target is poisoned (say, by the spirit's aura) they have to succeed on another Con save or wind up paralyzed instead until the end of its next turn.

I'd say that as a "turret" the skeleton isn't going to keep pace with a Fiendish devil spirit, though of course this spell will be available earlier (it's 3rd level.) The Putrid option will be great against foes without a ton of Con or immunity to the poisoned condition, as paralyzing a foe means automatic crits.

As a note, most of the damage scaling of these creatures is based on the spell level - they have damage dice, a modifier based on their stats, and then add the spell level. An Avenger Celestial, for instance, does 2d6 + 2 + the spell level, versus Beholderkin Aberration dealing 1d8 + 3 + the spell's level, which on average, cast at, say, 6th level, means we're talking 15 radiant versus 13.5 psychic damage, which isn't really that huge of a difference (even when multiplied by three attacks.)

In most situations, I think you choice can be based more on flavor than anything else. I do seriously think that the physical damage inflicted by many of the creatures is a major downside in high-level (and even mid-level) play, but any of these can potentially be a huge boost of additional damage.

Consider, for example, a Warlock with Hex and Agonizing Blast, at level 10 and with maxed Charisma, will be doing 14 damage on average per blast, for 28 damage per turn. If they summon, say, a Shadowspawn to fight alongside them, that thing will be doing on average 14.5 damage per hit (with the same hit chance,) slightly outpacing the warlock themselves (note, of course, that the Warlock can't keep Hex up while concentrating on Summon Shadowspawn, but it sure seems a better use of it, doesn't it?)

Actually, a note on Warlocks:

Warlocks are pure casters, but while they automatically upcast anything 4th level or lower to 5th level by the time they're level 9, they only get the one Mystic Arcanum per day (well, one for each spell level above 5th). Warlocks have access to many of these spells, but their high-level casting is very limited. Summon Fiend is a 6th level spell (and is obviously available to Warlocks) but it is my understanding that when you pick your Mystic Arcana spells, you can actually choose lower-level spells upcast at the level of the Arcanum. So, if I'm correct, your Great Old One Warlock could take an 8th-level Summon Aberration at level 15, and cast it once per day at that level only. That would give you your 4-attack Star Spawn or what-have-you to wreck your foes, though it means not taking any of the other... 6 8th level spells the class can choose from.

(I'm really curious to see how Warlocks evolve if and when 6th Edition comes out.)

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