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High level Conjuration Wizard seems OP...
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<blockquote data-quote="FormerlyHemlock" data-source="post: 7147820" data-attributes="member: 6787650"><p>Alternately, you could just create a bunch of skeletons and zombies (or mice from your local animal shelter, or any other creature) and turn them all into rhinos and dire wolves using Wish: Animal Shapes.</p><p></p><p>The long and the short of it is that summoning spells are terrific in 5E (moreso for druids than for wizards actually), and so are any kind of minion, whether those minions are generated via spells (e.g. Planar Binding, or Create Undead (wight) + Geas + Mass Suggestion) or conventional means (bribe the hobgoblins 1 gp/day each to abandon the BBEG and join the PC team). Downsides to minions include AoE (mitigated by minions with ranged weapons who spread out in skirmish formation), additional hassle for DM/players, having to deal with logistics (especially travel/transport), and the fact that it changes the focus of the game from RP and/or small unit tactics to logistics/wargaming (which, depending on your interests, may not count as a downside at all to you--but check with other players and the DM!).</p><p></p><p><strong>RE:</strong> ways to improve upon this build with non-concentration spells, consider just specializing in Necromancy (because Animate Dead does not take concentration) and using spells like Web and Evard's Black Tentacles to grant advantage to all of your skeleton archers, thus almost doubling the damage of the other archers. You can also detail a few skeletons to through Nets on enemies, which accomplishes the same thing with no spell point/slot cost but may require more bonus action commands from you to get them to engage the right targets.</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 7147820, member: 6787650"] Alternately, you could just create a bunch of skeletons and zombies (or mice from your local animal shelter, or any other creature) and turn them all into rhinos and dire wolves using Wish: Animal Shapes. The long and the short of it is that summoning spells are terrific in 5E (moreso for druids than for wizards actually), and so are any kind of minion, whether those minions are generated via spells (e.g. Planar Binding, or Create Undead (wight) + Geas + Mass Suggestion) or conventional means (bribe the hobgoblins 1 gp/day each to abandon the BBEG and join the PC team). Downsides to minions include AoE (mitigated by minions with ranged weapons who spread out in skirmish formation), additional hassle for DM/players, having to deal with logistics (especially travel/transport), and the fact that it changes the focus of the game from RP and/or small unit tactics to logistics/wargaming (which, depending on your interests, may not count as a downside at all to you--but check with other players and the DM!). [B]RE:[/B] ways to improve upon this build with non-concentration spells, consider just specializing in Necromancy (because Animate Dead does not take concentration) and using spells like Web and Evard's Black Tentacles to grant advantage to all of your skeleton archers, thus almost doubling the damage of the other archers. You can also detail a few skeletons to through Nets on enemies, which accomplishes the same thing with no spell point/slot cost but may require more bonus action commands from you to get them to engage the right targets. [/QUOTE]
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