So, I'm playing a druid and I spent the 200 gp for the acorn to use this spell. So far I haven't used it in combat, but I did figure out a nice trick. The beast that you summon is a small creature, which means that even if you are a goblin, halfling, or gnome the creature can't carry you. However, you can use wild shape to take the form of a tiny creature which the beast can carry. You have to verbally command the beast to take actions, so you're somewhat limited in what you can command it to do before you wild shape. I had my hawk carry me as a mouse, fly around an area to scout it out, then fly back to the party.
Being able to essentially give yourself a fly speed of 60 feet and be inconspicuous while doing so at level 3 is pretty amazing.
With a level 2 spell, you get the following stats
AC: 13
HP: 25-28 depending on your WIS
1 attack. +6 to hit for 1d8+6
Again, I haven't had the chance to use it in combat, but it seems like a pretty good substitute for conjure animals before you get 3rd level spells (or if you're out of 3rd lvl slots). After that, conjure animals is just so much better unless your DM screws you over with the summon type.
One situation where it might be useful is at higher levels when you think a fireball is likely to wipe out an army of conjured animals, so you want to have beefier summons. 6th level gets the following stats
AC: 17
HP: 67-68
3 attacks. +10 to hit. 15 average(1d8+10)
A CR 2 beast is going to have about 55 HP (45+10 from mighty summoner). You're going to be able to get 2 of them with a lvl 5 spell. And they are going to do anywhere from 10-25 damage per round on average, so 20-50 for two of them.
So Summon Beastial Spirit can actually come out ahead on damage by a significant amound (up to 125% depending on the summon type). And that's not even factoring in the higher hit chance (+10 vs a typical +6 or +7 for CR2). The Beastial Spirit's Hp is slightly increased, but if your DM will let you substitute spell level for hit dice to make mighty summoner work, that can become a significant HP edge (80 hp or about 45% more than a CR 2 creature). Granted, you're using a lvl 6 slot to hit that 3 attack break-point, compared to a 5th level slot for the double summons break-point for conjure animals.
So, I'm playing a druid and I spent the 200 gp for the acorn to use this spell. So far I haven't used it in combat, but I did figure out a nice trick. The beast that you summon is a small creature, which means that even if you are a goblin, halfling, or gnome the creature can't carry you. However, you can use wild shape to take the form of a tiny creature which the beast can carry. You have to verbally command the beast to take actions, so you're somewhat limited in what you can command it to do before you wild shape. I had my hawk carry me as a mouse, fly around an area to scout it out, then fly back to the party.
Being able to essentially give yourself a fly speed of 60 feet and be inconspicuous while doing so at level 3 is pretty amazing.
With a level 2 spell, you get the following stats
Again, I haven't had the chance to use it in combat, but it seems like a pretty good substitute for conjure animals before you get 3rd level spells (or if you're out of 3rd lvl slots). After that, conjure animals is just so much better unless your DM screws you over with the summon type.
One situation where it might be useful is at higher levels when you think a fireball is likely to wipe out an army of conjured animals, so you want to have beefier summons. 6th level gets the following stats
A CR 2 beast is going to have about 55 HP (45+10 from mighty summoner). You're going to be able to get 2 of them with a lvl 5 spell. And they are going to do anywhere from 10-25 damage per round on average, so 20-50 for two of them.
So Summon Beastial Spirit can actually come out ahead on damage by a significant amound (up to 125% depending on the summon type). And that's not even factoring in the higher hit chance (+10 vs a typical +6 or +7 for CR2). The Beastial Spirit's Hp is slightly increased, but if your DM will let you substitute spell level for hit dice to make mighty summoner work, that can become a significant HP edge (80 hp or about 45% more than a CR 2 creature). Granted, you're using a lvl 6 slot to hit that 3 attack break-point, compared to a 5th level slot for the double summons break-point for conjure animals.
what do you think of the summoned beast's attacks being magical attacks? The attack modifier is the druids spell attack modifier...
Only for a shepherd druid once they get their feature that makes beasts they summon do magical attacks.
Main problem is the line saying they follow your verbal commands, which limits utility while in wild shape. Can't even get around it with telepathy.
It'd be nice if some of the limits could be gotten around, for a price. Maybe upcast to remove verbal requirement for commanding your minions?
I mean, you have to cast it while out of wild shape form. So give it the command to attack whatever you attack until you say otherwise.
But honestly I don't mind making things harder for moon druids at low levels.
Great for a Ranger though