Hello Ionians,
I believe one of the coolest builds is the many minion class build. Being a big fan of Necromancers in Diablo 2 - I've always adored having a bunch of monsters at your command, your own little personal army. The issue with this regarding TTRPGs, though, is long turns. Having your turn take much longer than others can feel intimidating, and you never want to be the source of a game's slowdown.
Because of this, I've been working on new minion rules behind the scenes - called the Companion System. This provides alternatives to summons and controlled creatures without fear of a turn slow down - a lot of which bypasses dice rolls for guaranteed results - a fun way to strategize while feeling different.
Here are some rulesets that you can include within your game. You can include some or all of these rules at your table and should see faster turns, while playing a minion control build.
All Companions are commanded through a Bonus Action: One of the trickier rulesets in 5e is how and when a minion is controlled - some require a bonus action, some can only take actions at the end of your turn, some don't need an action at all to command. This is a blanket rule for all Companion commands, allowing for more flexibility during a player's turn. If a Companion is not commanded, they can still move around during your turn and immediately take the Dodge action.
Flat Damage Rolls: This is great for necromancers who command a lot of undead. Instead of having to roll attacks and damage rolls - have Companions make attack rolls and deal a flat damage number. For example, A Skeleton's Shortsword deals 1d6+2 Piercing damage. The average amount for this damage roll is 5. So - using this ruleset, anytime a Skeleton Companion successfully hits a creature, they deal 5 Piercing damage. Cutting your rolls in half should save turn time.
Automatic Hits, No Attack Rolls: If you wish to cut down turn time further (and this is my personal favorite) - have it so Companions no longer need to make an attack roll - instead - any attacks a Companion makes automatically hits. To do this, follow the same rules as Flat Damage Rolls, except halve the damage, rounded down. Using the Skeleton from the previous example would mean a Skeleton Companion that is commanded to attack a target with their Shortsword will automatically deal 2 points of Piercing Damage.
Shared Saves: Instead of having a Companion use their stats for saving throws, they would become an extension of you - using your Saves. This saves time at the table, allowing you to roll a Saving Throw as if it were from your character sheet - without having to cross-reference and remember your Companion's save capabilities.
Automatic Saving Throw Results via Proficiency: To further minimize time, you can have your Companions have automatic results when it comes to Saving Throws. To do this, a Companion proficient in a specific Saving Throw automatically succeeds any Saving Throw they make with that ability score. Likewise, the Companion automatically fails any Saving Throw they are not proficient with. Companions are a fun playstyle, but ultimately aren't the show's star - their support should be enjoyable yet fleeting. Combining this ruleset with Shared Saves gives your minions more specialization, depending on who commands them.
Save for Half and Automatic Failure: If you wish to put a further blanket over saving throws and Companions - making these results faster - this ruleset would have Companions automatically fail saving throws - except abilities that have Successful Save for Half Damage effects - in which they would succeed (taking half damage). While using this Ruleset, Companions would be unable to have Evasion, even if their stat block has it.
Support Companions: This isn't so much a time saver as it is a different playstyle for Companions. Instead of Companions functioning as creatures, treat them as you would a magic item you're attuned to. For example, you can have Skeleton Swordsmans increase your melee weapon damage by 2 when they are 5 ft. away from the creature you're attacking or have Skeleton Archers increase your ranged weapon damage by 2 when you and the archer are in the range of the same creature you're trying to attack. You can make a Healer Companion that grants all allied creatures within range Regeneration - signifying their healing power - or have Companions provide Advantage to your attacks like a Wolf's Pack Tactics. The possibilities are endless and can provide some new strategies for your combat.
I hope some of these rulesets can help Level Up your commander characters while preventing slowdown at the table!
Brett