Replies: 2 comments
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Hard disagree. The spell has already been tuned down based one the community feedback and is now widely accepted as very powerful but balanced. To enable the combo you're talking about it'd require to waste a turn setting up conjure elemental and spending at least a 4th lvl spell slot and spend a 2nd spell slot on scorching ray. That's 2 turn + 1 level 2 spell slot + 1 level 4 spell slot + concentration for an average of 48dmg assuming every ray hits which is far not gonna happen considering you need to be within 15feet of the target and have disadvantage on every attack roll. It's far from overpowered. In fact it's rather suboptimal. |
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I also have to side with @mboudraa and hard disagree. It has several downsides. It costs an action to set up, it requires concentration, and it's single-target damage rather than AoE which is a biggggg difference. AoE and Control are king, not single target. Let's paint picture. In many fights there are at least 3 or 4 enemies that could be grouped up with a fireball. Assuming the same spell slot a level 4 fireball does this:
All of which can be done turn one. CME can't even be used till turn two. CME, assuming you're getting 5 attacks with Scorching Ray and hitting all of them, it averages out to 45 damage extra per turn, no half damage, and you've also lost your first turn. So assuming both the scorching ray and CME are 4th level slots that's two level 4 fireballs compared to 1 round of Scorching Ray + CME. Which is 80 damage on the second turn only if you can land every shot, which you will likely miss some. If you're a blade singer or someone with extra attack and light weapon bonus action, that's only 3 hits at most which would be an added 27 damage per turn on top of the weapon damage while again losing your entire first turn. It's not a bad spell, but it's not OP. |
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I want to have some discussions about Conjure Minor Elementals, because this spell is far too powerful (actually, I think it’s broken) in the 2024 ruleset.
It is a 4th-level spell that Wizards and Druids can learn(And bard too). It lasts 100 rounds (10 minutes) and requires concentration. While the spell lasts, any attack you make that hits a creature within the 15-foot emanation deals an extra 2d8 damage. You can also upcast this spell, increasing the damage by 1d8 for each spell slot level above 4th.
For example, when you use a 2nd-level Scorching Ray, you get an extra 6d8 damage, which is completely insane.
The only disadvantage of this spell is that you have to get close to enemies, but that downside basically disappears if you are a Bladesinger, a Circle of the Dragon Druid, a Circle of the Moon Druid, or if you use the feats and stats adjustment.
I know it’s important to stick to the original rules, but this spell really breaks the game, so I think it should be homebrewed for balance.
I would like to propose three different homebrew nerf options for Conjure Minor Elementals.
1.The bonus damage from Conjure Minor Elementals can only be applied once per turn.
2.The bonus damage granted by Conjure Minor Elementals is 1d8 instead of 2d8.
When this spell is cast using a higher-level spell slot, the bonus damage increases by 1d8 for every two slot levels above 4th.
3.Conjure Minor Elementals grants a pool of 8 charges. Each time you deal bonus damage with this spell, you expend 1 charge.
When all charges are expended, the spell ends.
What do you think about these options?
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