D&D 5E (2024) Conjure Minor Elemental Real in Game Thoughts. S Tier? Review So ENworld can Tell Me I'm Wrong.

Zardnaar

Legend
So I have been testing CME lately using RAW encounter budgets in dungeons with a variety of terrain options. Sometimes its a cramped empty room, other times difficult terrain, fire pits, lighting etc. Not actively trying to screw people over or feed a user perfect situations. Magic items were 1 rare each, 4 uncommons/commons with veto power over really nutty stuff (vicious great weapons, dual wielding ones, elemental gems etc).

Levels tested 7-12. Encounter numbers vary typically 3-5 though.

So what does it do? At levels that matter its a bonus 2d8-4d8 elemental damage. The more attacks you make and the higher level you are when you cast it the better. Its reasonably short range 15' and requires concentration.

Its a popular spell to white room theory craft (WRTC) with 3 or 4 attacks or using spells like Scorching Ray and the new Spellfire Flare spell in Heroes of Faerun. Spellfire flare deals 2d10 radiant damage lvl 1 negates partial cover and you get an extra ray per level upcast.

It was an early spell fore people to start crying its broken but it got nerfed fast. Obviously its better if you're playing at a table who doesn't use or is even aware of errata. Alot of theory craft builds involve 10 levels of Valor Bard with a level of warlock and 2 levels of fighter. Level 13 minimum and that builds fairly terrible played in a real game until you hit 13. I've seen it used on a bladesinger, valor bard (single classed) and a blasting druid using Spell Fire Flare with magic adept.

Druids and Wizards get the spell. Eberron opens it up to every class and yeah Fighters and Monks might be suddenly very interested.

WRTC its aazing. Cast it in your highest level slot, make as many attacks as you can. In theory is lots of extra damage for dual wielders and blaster Druids/Wizards.Eberron Monks, Warlocks, Sorcerers and Fighters would all be obvious contenders. Dual wield Paladins as well and they can aquire it at level 7. Eberrons an exception and restricted to Eberron RAW so Ill deal with that towards the end.

When I rate something I generally like using the Dungeon Dudes recommendations.

Impact. How powerful It is.

Frequency. How often you can do it. Once per encounter, once per combat, once per day. That sort of thing.

Cost. What does it cost you. Eg a spell slot or opportunity cost eg concentration or perhaps even subclasss or class (translation you could play something else instead).

Synergy. How does something interact with the rest of your class. In a real game party synergy matters a lot harder to rate so only very common scenarios can be relied on (eg you probably have a tank or striker in the party).

I'm going to assume if you're using CME you're probably taking the warcaster feat. Very popular feat to take with all spellcasters except maybe blasters and Artificers and Sorcerers depending on what they want to do. If you're using summons, emanations, control spells you probably want warcaster anyway so its not much of a downside in a real game. Warcaster is basically a feat tax if we are honest IMHO.

CME Impact.
On paper CME deals a boat load of damage. Assuming you have lots of attacks. If you only have 1 maybe 2 its a lot less impressive. You have to cast it first however so round 1 encounter 1 it may be a non event. WRTC fails to take that into account. You can scout with familars and spells like arcane eye. Precasting can't be relied on however. Its impact is also low cast at 4th level maybe even 5th.

CME
Frequency. You can make lots of attacks with it. However you also generally have to burn your highest level slot on it and that requires your only level 5,6,7+ spell on it. Frequency depends on maintaing concentration and how many encounters you can cram into 10 minutes. Its not at well but its a lot to very little if concentration is broken or dispel magic is used. In effect the real answer is it depends. A flunked wisdom save or reduced to 0 hp impacts frequency. Best case scenario you get 2 or 3 combats out of it. Worst case its interrupted same round you cast it. High risk high reward.

Cost. Generally one of your precious high level slots, concentration and possibly time cast in combat to cast or recast it. Cost is actually high. On a blaster its even higher as you have to burn spell slots on scorching ray or spellfire flare.

Synergy. Very good with 2 spells and multiple weapon attacks. Average otherwise . Makes cantrips hit harder but its not really what we are after considering it eats your concentration.

TLDR. High cost, high reward with unknown frequency. Depends on dice rolls, DM, encounters etc. Dispel magic around a lot its fairly miserable.

Still even with the above WWTC high risk high reward ideally in a 5MWD environment if its getting interrupted or you're a blaster caster. Blaster caster is probably running out of spells encounter 3 lvls 7-10. Higher level game the better. Level 6 for example you deal +4d8 damage and have 2 5th level slots. That is potentially 6 rays via scorching ray each one dealing 6d8 damage. If someone else has conveniently paralyzed someone the mind boggles!!!!

So what is it like in actual play. Issue one is casting it vs having it running from a previous fight. Casting it its very average. Even worse due to 5.5 meta changes if you hard cast it generally you do nothing that round. A Druid or Wizard has some of the best control spells in the game. A high encounter at 10th level could be 6 CR 5's with enough xp left over for some fodder. If they all focus fire you or have AoEs even a bladesinger isn't gonna do much. Opportunity cost should have cast a control spell instead. Second issue is range. Sometimes you can't get close enough. Or if you can there is other PCs, terrain features or enemies in the way. If you're using a range spell you soak up disadvantage due to clustered enemies. If enemies are clustered you ideally want to use an AoE that doesn't require concentration and one that probably doesn't hit allies. That spell is another spell you're not using on casting scorching ray or spellfire flare. Its also misses a lot do those 3,4,5,6 attacks a few will miss. Feel free to insert fantasy ACs to make it good. Shield spell ruins your day a bit.

Finally there is some opportunity coast. Its not really doing much that spells like Spirit Guardians or Conjure Woodland beings are not doing. Except they do more if you have to hard cast it in combat for whatever reason. At best you deal lots of damage to a single target. I've seen Clerics and Druids cast those spells then on their turns use things like true strike, command, or a monster of a war cleric with its bonus action attack/spiritual weapon/common. A Sea Druid with emanations, cold caster and normal spells is also better most of the time IMHO. I'm not counting trying to abuse those spells either eg carry the cleric around. More just emanations as is, occasional forced movements or misty stepping clerics/druids via feat or racial. I've also seen Conjure Celestial in action as well and I regard that and Spirit Guardians as S tier. They're also nicer if you have to recast.

The Eberron CME.

Any class on Eberron can get CME via an origin feat and potent Dragonmark. And you can cast a lvl 4 or 5 one as a short rest. This opens it up to better options such as dual wielders, monks, Sorcerers and Warlocks acquiring it early eg level 7 or 8 and a free cast of CME 1/short rest. Action surging fighter (dual wielding) proficient in con saves and indomitable....... Frequency goes up, opportunity cost goes down. You can also cast CME and action surge or cast it and flurry of blows. Warcaster recommended for monks.

Conclusion.

Is CME a bad spell? No but for most characters its only a B tier spell. Nice cantrips and spells with attack rolls but to make it better you need to build around it. That drags it up to A tier for a Bladsinger or Valor Bard who isn't burning all their spell slots. On specific subclasses there is better things for Clerics and Druids to do with emanations that target wisdom saves vs attack rolls that deal force or radiant damage. They also last for 10 minutes and require concentration. I consider them S tier and have seen them side by side with said Valor Bard and Bladesingers. To rate it much higher you would need to add the following.

Potentially S Tier. Valor Bard or Bladesinger (A tier for everyone else)

Precasting it or having it running from previous encounter
Very high level game (11 or 13+)
5 Minute Workday (5MWD) 2 or 3 Encounters pre lvl 11. Any wizard, land druid with spell fire flare.
Eberron (fiendpact warlock + eldritch blast/scorching ray, any Fighter/Monk/Sorcerer some Paladins).
DM encounter design (small and medium size rooms, minimal features)

More boxes ticked drags it that much closer to S tier. Internet over rates it, very good to great option as I've outlined. There internet told me its a great spell though (in a white room theory craft specific assumptions and situations sure). Personally I would only use it on a gish that is capable of casting it. Translation Valor Bard (at 7 Fount of Moonlights good enough), Bladesinger, Eberron, high level wizard blaster leaning towards 5MWD or playing with Eberron material. Real answer it depends.
 
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IME generally B tier, situationally S tier. I've seen it on multiple PCs to 20th level. It is like Selune's Viper in that in certain situations there is nothing better. In most situations though there is something better.

The real S Tier spells in 5.5 off the top of my head are Shield, Command, Tasha's Laughter, Fear, Wall of Force, Forcecage, Ottos Dance.
 

IME generally B tier, situationally S tier. I've seen it on multiple PCs to 20th level. It is like Selune's Viper in that in certain situations there is nothing better. In most situations though there is something better.

The real S Tier spells in 5.5 off the top of my head are Shield, Command, Tasha's Laughter, Fear, Wall of Force, Forcecage, Ottos Dance.

Yeah they're all great. Would add conjure celestial and probably SG snd Conjure Woodland beings.
 

Yeah they're all great. Would add conjure celestial and probably SG snd Conjure Woodland beings.

I have seen Conjure Celestial but probably not enough to make a conclusion based on play. Based on the White Room I agree it is S-tier.

CWB is S-tier in tier 1 but not really after that. The difference with the spells I mentioned is they are S-tier from when you get them until the game ends.
 

I have seen Conjure Celestial but probably not enough to make a conclusion based on play. Based on the White Room I agree it is S-tier.

CWB is S-tier in tier 1 but not really after that. The difference with the spells I mentioned is they are S-tier from when you get them until the game ends.

Good emanations are S tier imho. You can trigger damage multiple times snd they usually last more than 1 round.

If you dont break concentration Conjure Celestial functionally is unlimited healing.

Spirit guardians and woodland beings can last several combats, gard to break without doell casters ir ow/medium combats.

Generally lots of synergy with weapon masteries, spells, forced movement etc.

Stupid Monks punching an opponent through spirit guardians and conjure animals.
We bought spell templates and condition rings doh.

Conjure celestial was ball breaking as DM. Even the newbies have figured out warcaster and make opponents miss a turn.
 
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Even at +4d8, with 2 attacks no advantage it's probably only putting you in solid damage dealing territory compared to martials. You really need 3+ attacks and/or advantage with it, and even then other spells are probably better in most situations. I think t4 it's alot better as it gives a decent option vs magic resistance for wizards/sorcerers.

I'd much prefer spirit guardians or 1 of the druids damage emanations up and then using my action for command or something like that.

I think it mostly shines on valor bards and maybe sorcerers.

I don't think it's particularly strong for wizards, even blade singers, though if you want the melee wizard feel it helps.

Definitely not tier S at level 7-12. I'd say maybe B tier on Valor Bard and Sorcerer and probably C tier on everything else.
 

Even at +4d8, with 2 attacks no advantage it's probably only putting you in solid damage dealing territory compared to martials. You really need 3+ attacks and/or advantage with it, and even then other spells are probably better in most situations. I think t4 it's alot better as it gives a decent option vs magic resistance for wizards/sorcerers.

I'd much prefer spirit guardians or 1 of the druids damage emanations up and then using my action for command or something like that.

I think it mostly shines on valor bards and maybe sorcerers.

I don't think it's particularly strong for wizards, even blade singers, though if you want the melee wizard feel it helps.

Definitely not tier S at level 7-12. I'd say maybe B tier on Valor Bard and Sorcerer and probably C tier on everything else.

Yeah I saw it sie by side with a war cleric doing its thing. Cleric was a lot better tbh. And its nova was steel wind strike plus spirit guardians plus bonus action attack.

Wizard was tanked by the third encounter.
 

It's a damage spell that uses Concentration. And puts you in melee range.
And burns additional slots for damage dealing in most of the builds.

It's a win-win for every DM that a player is using that. Even the original version.
 

It's a damage spell that uses Concentration. And puts you in melee range.
And burns additional slots for damage dealing in most of the builds.

It's a win-win for every DM that a player is using that. Even the original version.

Yeah tgats what I was thinking. At 10 the cleric gad a level 4 spirit guardians running and shield if faith.

SG plus steel wind strike was worse than a level 5 scorching ray with lvl 5 CME. Out of level 5 spells as well.
 


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