Beast Conjurer (5e Class)

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Beast Conjurer[edit]

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[edit]

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 ME!!! you gain the following class features.

Hit Points

Hit Dice: 1d6 per ME!!! level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per ME!!! level after 1st


Armor: none
Weapons: simple weapons
Tools: alchemy kit
Saving Throws: Constitution, Wisdom
Skills: choose two from arcana, history, perception, nature, Animal handling, Suvival


You start with the following equipment, in addition to the equipment granted by your background:

  • (a) A quarterstaff or (b) Two daggers
  • (a) A arcane focus or (b) A component pouch
  • (a) An dungeoneer's pack or (b) An explorer's pack

Table: The ME!!!

Level Proficiency
Features Sorcery Points Conjure points Conjure CR Cantrips known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting ability, Conjure Beast - 1 1/8 3 2
2nd +2 Font of Magic 2 2 1/4 3 3
3rd +2 Beast Conjurer Archetype 3 4 1/2 3 4 2
4th +2 Ability Score Improvement 4 7 1/2 4 4 3
5th +3 Deeper Connection 5 12 1 4 4 3 2
6th +3 Efficient Conjuring 6 15 1 4 4 3 3
7th +3 Archetype Feature 7 18 2 4 4 3 3 1
8th +3 Ability Score Improvement 8 25 2 4 4 3 3 2
9th +4 Strength in Magic 9 34 3 4 4 3 3 3 1
10th +4 Life Line 10 40 3 5 4 3 3 3 2
11th +4 Archetype Feature 11 47 4 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 12 57 4 5 4 3 3 3 2 1
13th +5 13 68 5 5 4 3 3 3 2 1 1
14th +5 14 80 5 5 4 3 3 3 2 1 1
15th +5 Archetype Feature 15 94 6 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 16 104 6 5 4 3 3 3 2 1 1 1
17th +6 17 118 7 5 4 3 3 3 2 1 1 1 1
18th +6 Mental Connection 18 135 7 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 19 160 8 5 4 3 3 3 3 2 1 1 1
20th +6 Archetype Feature 20 180 8 5 4 3 3 3 3 2 2 1 1

Spellcasting Ability[edit]

Wisdom is your spellcasting ability for your Beast Conjurer spells. You share the spell list with the sorcerer.

Spell Save DC = 8+ Proficiency bonus + wisdom modifier

Spell Attack Modifier = Proficiency bonus + Wisdom modifier

Conjure Beasts[edit]

As a bonus action on your turn, you can conjure beasts to fight for you or protect you. While you have conjured beasts you can't use spells which requires concentration. The beast spawns within 30 ft in an unoccupied space. Duration is Conjure points in minutes. You can conjure a maximum number of beasts equal to your wisdom modifier + your proficiency bonus, per long rest.

Conjure points per beast
Beast List
Challange Rating beasts
1/8 1 points
1/4 2 points
1/2 4 points
1 6 points
2 10 points
3 15 points
4 20 points
5 30 points
6 40 points
7 50 points
8 60 points

Font of Magic[edit]

At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.

Sorcery Points

You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.

Flexible Casting

You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels, you learn meta magic at 3rd level. You gain two meta magic options at 3rd level, you gain another one at 10th, and another at 17.

Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest.

Creating spell slots
Spells slot level Sorcery Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7

Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.

As a Beast Conjurer, you can also convert as a bonus action any number of sorcery points into summoning points. However, you cannot turn summoning points into sorcery points.

Beast Conjurer Archetype[edit]

At 3rd level, you choose your Beast Conjurer Archetype 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 level 3, 7, 11, 15 and 20.

Ability Score Increase[edit]

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.

Deeper connection[edit]

Starting at level 5 you use your conjured beast as a medium to deliver powerful spells to your enemies. You can cast spells through your conjured beast, and gain their resistances.

Efficient Conjuring[edit]

Starting at 6th level conjured beasts no longer return once you fall unconscious, and you can spend an hour per Conjure Points used to conjure the creature to change them from a conjured creature, to a loyal creature that can no longer be returned. You may only have one loyal creature at a time, you may change your loyal creature to a conjured creature with the same process so as to choose a new loyal creature.

Strength in Magic[edit]

Starting at level 9 you now share a spell list with the wizard, along with the sorcerer.

Life Line[edit]

Starting at level 10 you can expend the life of a summon to regain half their health into your own health pool.

Mental Connection[edit]

Starting at 18th level, growing upon your ability to verbally communicate with your conjured creatures, 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, treat this feature as deepspeech, you may also for a number of times equal to your wisdom modifier see through your conjured beasts five senses, any uses of this ability are restored after a short or long rest.

Beast Conjurer Archetypes[edit]

Lightning Conjurer[edit]

You focus on turning your beast into monsters to devour your enemies. You are now able to conjure monstrosities. You use lightning to enhance your beast's offensive performance. Your lightning speed training gives you proficiency with Light armor and all finesse martial weapons.

Lightning Initiate

Your conjured beast is powered by the energy of lightning, meaning their attacks deal additional lightning damage. As a reaction you can make your conjured beast deal an additional 1d4 lightning damage on level 3, 1d6 on level 5, 2d4 at level 9, 3d4 at level 13 and 4d4 at level 17.

Protection by Lightning

Starting at 7th level, and as a bonus action you can use your lightning power to make armor for the duration of one minute, not to protect but to scare off enemies. When a melee attack hits you, the attacker must make a constitution saving throw equal to your spell save DC. A creature takes 2d10 lightning damage on a failed save and half that much on a successful one. you regain this ability when you finish a long rest

As Fast as Light

Beginning on the 11th level your beasts are getting more affected by the lightning. Their speed increases by 10 feet and their AC by 1 and they gain advantage on dexterity saves.

Overly Offensive

Starting at level 15 your beast are eager to attack their enemies and have advantage on their first attack against an enemy.

Ultimate Monster

Starting at 20th level you can summon the Guardian Naga as a conjured beast using 100 Conjure points. You regain this ability after finishing a long rest.

Earth Conjurer[edit]

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.


Starting at level 7 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 11th 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.


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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