Beast Conjurer (5e Class)
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Beast Conjurer
Once a story was told of a sorcerer that could summon a thousand warhorses for his army to ride into battle on. He conjured many beasts to lay waste to his enemies. You were interested in this story and began researching, conjuring small animals and beasts, and you succeeded. Now you are here at the brink of your own adventure wanting to become the best conjurer to ever live.
Creating a Beast Conjurer
- Quick Build
You can make a Beast Conjurer quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Hermit background.
Class Features
As a Beast Conjurer you gain the following class features.
- Hit Points
Hit Dice: 1d6 per Beast Conjurer level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Beast Conjurer level after 1st
- Proficiencies
Armor: none
Weapons: simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: choose two from Animal Handling, Insight, Medicine, Nature, Perception, Survival.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) quarterstaff or (b) spear
- (a) =druidic focus or (b) component pouch
- (a) dungeoneer's pack or (b) explorer's pack
Level | Proficiency Bonus | Features | Spell Known | Cantrips known | Conjure CR | —Spell Slots per Spell Level— | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | ||||||
1st | +2 | Spellcasting, Conjure Beast | 2 | 2 | 1/8 | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Beast Conjurer Archetype, Soul Mates | 3 | 2 | 1/4 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | Deeper Connection | 4 | 2 | 1/2 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement | 5 | 3 | 1/2 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | — | 6 | 3 | 1 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | Archetype Feature | 7 | 3 | 1 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | — | 8 | 3 | 2 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Ability Score Improvement, Efficient Conjuring | 9 | 3 | 2 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | — | 10 | 3 | 3 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | Archetype Feature, Magic Link | 11 | 4 | 3 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | — | 12 | 4 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | 12 | 4 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | — | 13 | 4 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | Archetype Feature | 13 | 4 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | — | 14 | 4 | 6 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Ability Score Improvement | 14 | 4 | 6 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | — | 15 | 4 | 7 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Archetype Feature | 15 | 4 | 7 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 15 | 4 | 8 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | — | 15 | 4 | 8 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Spellcasting
An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.
- Cantrips
At 1st level, you know two cantrips of your choice from the beast conjurer spell list. You learn additional beast conjurer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Beast Conjurer table.
- Spell Slots
The Beast Conjurer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these beast conjurer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot.
- Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the beast conjurer spell list.
The Spells Known column of the Beast Conjurer table shows when you learn more beast conjurer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the beast conjurer spells you know and replace it with another spell from the beast conjurer spell list, which also must be of a level for which you have spell slots.
- Spellcasting Ability
Charisma is your spellcasting ability for your beast conjurer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a beast conjurer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
- Spellcasting Focus
You can use an druidic focus as a spellcasting focus for your beast conjurer spells.
Conjure Beasts
At 1st level, as a bonus action on your turn, you can conjure beasts to fight for you or protect you, in a empty space within 30 feet.
You can have only one conjured beast at a time. If you use this ability to conjure another beast while you have a current one, your current beast vanishes you and is replaced by the new beat.
It acts on your initiative, and you determine its actions, decisions, attitudes, and so on as a bonus action on your turn. If you are incapacitated or absent, the beast only takes the Dodge action.
You can conjure a beast with a CR of 1/8 or lower. The power of the conjured beast increases as you gain levels in this class, as shown on the Conjure CR column on the Beast Conjurer table.
You can use this feature twice, being unable to do it again until you complete a short or a long rest.
Beast Conjurer Paths
At 2nd level, you choose your Beast Conjurer Path that best fits your play style. Lightning Conjurer or Earth Conjurer, both are detailed at the end of the character description.
You get archetype features at 2nd level, and again 6th, 10th, 14th and 18th levels.
Soul Mates
At 2nd level, you can bond with one of your summons, creating a powerful link between the two. After an 8 hours ritual, when you summon this particular creature, it is considered a familiar, as in the find familiar spell, receiving all the benefits of the spell.
Deeper connection
Starting at 3rd level you use your conjured beast as a medium to deliver powerful spells to your enemies. You can cast spells through your conjured beast.
In addition, you now gain the image ability to mentally communicate with your conjured beasts regardless of language, your beasts can understand you and you understand them
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Magic Link
Starting at 10th level, every time you cast a spell targeting yourself while your beast is within 30 feet of you, the beast receive the benefits of the spell.
In addition, you can cast concentration spells while your beast is summoned targeting the beast.
Beast Conjurer Paths
- Primal Rage
You can summon huge primitive beasts from a more savage era.
- Primal Rage
Starting at 2nd level, you can awake the primitive form of the summoned beast, transforming it into a more powerful and savage version of the creature. For 1 minute, the beast gain the following benefits:
- The creature becomes one size larger.
- The natural attacks of the creature deal additional damage equal to half your level in this class.
- The creature gain a number of temporary hit points equal to half your level in this class.
- The creature movement speed increases in 10 feet.
The transformation lasts for 1 minute, until the beast is incapacitated or until you choose to end it as a bonus action.
- Furious Charge
Beginning on the 6th level, your beast can use its action to Dash towards a creature an make an attack (without spending an action). On a hit, the beast can automatically use its bonus action to Shove or Grapple the creature. A target grappled or prone as a result of this feature is frightened by the beast until the end of its next turn.
Once you use this feature, you can't use it again until you finish a short or a long rest.
- Overly Offensive
Starting at 10th level, the beast can unleash its ferocity towards nearby creatures. As an action, the beast can make one attack against each creature within range.
Once you use this feature, you can't do it again until you finish a short or a long rest.
- Ultimate Monster
Starting at 14th level, whenever you use the Primal Rage feature, the beast gain the following benefits:
- The creature becomes two sizes larger.
- When the beast hits a creature with an attack, you can use your bonus action to spend one spell slot. When you do so, you can increase the damage dealt by 1d8 per spell slot spent.
Earth Conjurer
You are focused more on your own protection rather than hurting your enemies, and you use the earth around you to do so. You are now able to conjure Constructs into this world. Your otherworldly strength gives you proficiency in medium/heavy armor and martial weapons that have the heavy or two handed feature(shields).
- Earthly Protection
As a bonus action, you conjure living armor form the earth and stone around you. This effect lasts for 1 minute and you regain this ability after a short or long rest. At 3rd level you gain +1 AC, this increases to +2 at level 5, +3 at level 9, +4 at level 13 and +5 at level 17.
- Tunneling
Starting at 6th you can switch places with one of your conjured beast as a reaction once per short or long rest.
- As Hard as Stone
Beginning on the 10th level your beasts are getting more affected by the earth around them. They gain an additional 2*(charisma modifier + half your beast conjurer level rounded down) health rounded down and they gain advantage on constitution saves.
- Overly Protective
Starting at level 15 your conjured creatures can use their reaction to take half the damage dealt to a friendly creature within 5 ft of it.
- Ultimate Construct
Starting at 20th level you can summon the Stone Golem as a conjured beast using a 100 Conjure points. You regain this ability after finishing a long rest.
Beast Conjurer Spell List
- 1st Level
Animal Friendship, Compelled Duel, Find Familiar, Friends, Goodberry, Speak With Animals
- 2nd Level
Animal Messenger, Beast Sense, Enhance Ability, Enlarge/Reduce, Find Steed, Spider Climb, Web
- 3rd Level
Conjure Animals, Counterspell, Create Food and Water, Fly, Nondetection, Phantom Steed, Water Breathing
- 4th Level
Banishment, Conjure Woodland Beings, Dominate Beast, Giant Insect, Hallucinatory Terrain, Locate Creature, M's Faithful Hound
- 5th Level
Geas, Hold Monster
- 7th Level
Finger of Death, Force Cage, Mirage Arcane
- 8th Level
Dominate Monster
- 9th Level
Gate, Imprisonment, Shapechange
Multiclassing
Prerequisites. To qualify for multiclassing into the Beast Conjurer class, you must meet these prerequisites: charisma 13 or higher
Proficiencies. When you multiclass into the Beast Conjurer class, you gain the following proficiencies: Simple weapons
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