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<blockquote data-quote="kerbarian" data-source="post: 8210490" data-attributes="member: 40393"><p>The new summon spells are great for sustained damage without the headaches or DM-dependence of previous conjure/summon spells. The highest-damage build I'm seeing so far is a genie chainlock with Investment of the Chain Master and Summon Fey (or another summon spell).</p><p></p><p>At 3rd level they can attack for 1d10+3 (eldritch blast) + 2 (genie) + 1d4+3+3d6 (imp) = 26.5.</p><p>At 5th level it's 1d10+4 (eldritch blast) + 1d10+4 (eldritch blast) + 3 (genie) + 1d4+3+3d6 (imp) + 2d6+6 (fey spirit) = 51.</p><p></p><p>The imp poison damage gets a save for half (at the warlock's spell DC), but the fey spirit is attacking with advantage which I think more than makes up for it. Other summon spells can be better for utility, bypassing damage resistances, etc.</p><p></p><p>The imp and summon can be taken out but I generally think it's fine if they're tanking and protecting the rest of the party when you can just resummon them. The imp can be surprisingly tough with resistance to all damage (many inherent resistances plus resistance from Investment of the Chain Master when needed), and the warlock can also be VHuman with Inspiring Leader to hand out temp HP to their minions (and the rest of the party!). Eldritch Mind makes concentration checks very reliable so the summon won't disappear that way.</p><p></p><p>Honorable mentions go to Circle of Stars and Wildfire Druids who can start using Summon Beast at level 3 and also get bonus-action attacks from their circle. Plus the Wildfire Spirit offers great utility with its at-will teleport.</p></blockquote><p></p>
[QUOTE="kerbarian, post: 8210490, member: 40393"] The new summon spells are great for sustained damage without the headaches or DM-dependence of previous conjure/summon spells. The highest-damage build I'm seeing so far is a genie chainlock with Investment of the Chain Master and Summon Fey (or another summon spell). At 3rd level they can attack for 1d10+3 (eldritch blast) + 2 (genie) + 1d4+3+3d6 (imp) = 26.5. At 5th level it's 1d10+4 (eldritch blast) + 1d10+4 (eldritch blast) + 3 (genie) + 1d4+3+3d6 (imp) + 2d6+6 (fey spirit) = 51. The imp poison damage gets a save for half (at the warlock's spell DC), but the fey spirit is attacking with advantage which I think more than makes up for it. Other summon spells can be better for utility, bypassing damage resistances, etc. The imp and summon can be taken out but I generally think it's fine if they're tanking and protecting the rest of the party when you can just resummon them. The imp can be surprisingly tough with resistance to all damage (many inherent resistances plus resistance from Investment of the Chain Master when needed), and the warlock can also be VHuman with Inspiring Leader to hand out temp HP to their minions (and the rest of the party!). Eldritch Mind makes concentration checks very reliable so the summon won't disappear that way. Honorable mentions go to Circle of Stars and Wildfire Druids who can start using Summon Beast at level 3 and also get bonus-action attacks from their circle. Plus the Wildfire Spirit offers great utility with its at-will teleport. [/QUOTE]
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