Talk:Create Guardian (5e Spell)
From D&D Wiki
Shouldn't this be a 3rd level spell? It's more powerful than animate dead. Is it the longer casting time?
This does seem somewhat too powerful; let's note that:
- Animate Dead at 3rd level only allows you to animate a single 1/4CR creature that you cannot control more than 24 hours
- This animates a 1CR or higher creature, with significant boons (possibly making it more powerful?) and it lasts forever
Plus, there doesn't seem to be any obvious limit to how many you could create; so a necromancer who lived on a battlefield could end up with a considerable army...
Any thoughts on if I'm just imagining this? Any thoughts on how to balance this, if it needs balancing?
- Maybe drop the CR to 1/4 your level with the max. no. of managed creatures 1/2 your level?
- Maybe make it so that the spell caster must make a save vs. charisma [or the creature save vs. con?] after 1 week with DC 10, and every day thereafter where the DC increases by 1 per day?
- I think by making this a CR 1/2 creature and a CR Spell Level/2 (round down) when cast with a higher level spell, while also limiting it to no more than a single guardian at a time and maybe even adding some 'feedback' when that creature dies (say the caster 2d4 necrotic damage per CR of the creature, but at least 1d4) one would end up with a mostly balanced level 2 spell.
- Otherwise I have to agree. Infinite, permanently controlled, CR 1 zombies as a level 2 spell is WAY too overpowered, especially since they even get buffed (say a couple dozen rats, or worse: crows, with STR 15/CON 14 ...). As a level 7 spell it MIGHT be about right, but even then it would be very very powerful, probably at spell level 8 is where this spell, as it is, would be roughly balanced... --Raszul (talk) 12:55, 28 February 2019 (MST)
- Heck, I just re-structured the spell a bit so that all the changes the guardian gets are in one block.
- That is a ton of OP changes.
- I suggest changing them to: Gets Darkvision (60ft), gets Immunity to Disease, Immunity to Poison Damage and the Poisoned condition, gets -10 ft movement speed per turn (but at least 5 ft), loses any flight speed it might have had, loses lair actions, loses legendary actions, looses supernatural abilities including spell casting, +2 STR, +2 CON, INT becomes 3, -6 CHA, -4 WIS. Plus the Undead Nature (doesnt drink, eat, breathe or sleep) and Undead Fortitude (on 0 HP: Con Save vs DC 5+ damage taken unless crit or radiant, on success 1 HP) features. --Raszul (talk) 13:09, 28 February 2019 (MST)