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 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 | Conjuring Points | Conjure CR |
---|---|---|---|---|
1st | +2 | Spellcasting, Conjure Beast | 9 | 1/4 |
2nd | +2 | Beast Conjurer Archetype, Soul Mates | 12 | 1/2 |
3rd | +2 | Deeper Connection | 15 | 1 |
4th | +2 | Ability Score Improvement | 18 | 1 |
5th | +3 | — | 21 | 2 |
6th | +3 | Archetype Feature | 24 | 2 |
7th | +3 | — | 27 | 3 |
8th | +3 | Ability Score Improvement, Efficient Conjuring | 30 | 3 |
9th | +4 | — | 33 | 4 |
10th | +4 | Archetype Feature, Magic Link | 36 | 4 |
11th | +4 | — | 39 | 5 |
12th | +4 | Ability Score Improvement | 42 | 5 |
13th | +5 | — | 45 | 6 |
14th | +5 | Archetype Feature | 48 | 6 |
15th | +5 | — | 51 | 7 |
16th | +5 | Ability Score Improvement | 54 | 7 |
17th | +6 | — | 57 | 8 |
18th | +6 | Archetype Feature | 60 | 8 |
19th | +6 | Ability Score Improvement | 63 | 8 |
20th | +6 | — | 66 | 8 |
Basic Conjurations[edit]
Starting at 1st level, you learn how to cast the spell infestation without spending spell slots. Wisdom is your spellcasting ability for this spell. You add your Wisdom modifier on damage rolls made with this spells.
Conjure Beasts[edit]
Starting at 1st level, you learn how to tap into your natural magic to convoke wild beasts to your help. This natural magic is represented by an amount of conjuring points you have. Once you spend a conjure point, it is spent until you finish a long rest.
- Conjuring
The amount of conjuring points spent equals the CR of a beast x 2. For example, to conjure a tiger, you must spend 2 conjuring points, and be at 3rd level. A conjured beast remains conjured for 1 minute.
A beast with a CR 1/4 or lower costs 1 conjuring point, but it lasts for 10 minutes. A CR 1/8 beasts costs 1 conjuring point and lasts for 1 hour. A CR 0 beast lasts for 8 hours.
- Swarms.
- To conjure a swarm, you must spend conjuring points equal to three times the swarm CR.
- Conjuring Multiple Creatures.
- Starting at 5th level, you can conjure multiple creatures. You can summon up to two creatures with half your maximum summoning CR, or up to eight creatures with a quarter of the maximum CR. For example, at 10th level, you could spend 8 conjuring points to summon either a single elephant, two giant boars or eight brown bears.
- Controlling Beasts
A conjured beast acts on your initiative, either before, after or simultaneously to you. You must choose in each of your turns if you or your beast will take an action, bonus action, reaction or move.
When you control your beast to take the Attack action, it makes only one attack, regardless of having the Multiattack trait.
While the beast is conjured, you can see trough its eyes and you share its senses, and can control all of its movements while you are in the same plane.
You can't cast spells or concentrate on them while you have a beast conjured. Doing so immediately dismisses the beast, unless otherwise state.
Animal Friend[edit]
Starting at 2nd level, you develop a deep connection with beasts. You have advantage on all Wisdom checks made to interact and track beasts, as well in Intelligence checks to recall information about them.
In addition, you can use your action to turn any beast you encounter that is hostile to become indifferent to you, until you or one of your allies makes a harmful action towards it, after which you can't use this feature on the creature again.
Combat Conjurer[edit]
Starting at 5th level, your beasts can use their Multiattack feature, if they have one.
In addition, their natural weapons are considered magical for the purpose of overcoming resistances to nonmagical attacks and damage.
Bestial Tongue[edit]
Starting at 7th level, you can cast speak with animals at will. In addition, any beast within 10 feet of you can understand whatever you and any creature of your choice within range says.
Animal Companion[edit]
Starting at 11th level, you gain the service of an animal companion of your choice, by spending 1 conjuring point. You can choose any beast with a CR 1/2 or lower, and you can have only one at time. Summoning another one will make the previous one disappear.
You have a deep bond with your animal companion. You can communicate telepathically with the companion as long as both of you are on the same plane, up to a range of 1 mile.
Your animal companion add your Wisdom modifier to its Intelligence score, if it is lower.
Unshackled Conjuration[edit]
At 13th level, when you conjure a beast, you can spend 1 additional conjuration point to release that beast from your control, allowing it to act independently. When doing so, the beast acts on its own initiative and can move, take actions, bonus actions and reactions without by itself. The creature still follow your commands, but commanding this creature doesn't take an action.
Once you use this feature, you can't do it again until you finish a long rest.
Archetypes[edit]
The power of conjuring beast can manifest itself in multiple points, and some beast conjurers can develop unique uses for this ability. Some can extend the core power of conjuring maintaning permanent companions, others can awaken the beast inside each creature, and others can commune with the spiritual version of those beasts.
Primal Awakener[edit]
- Mystic Claws
At 3rd level, you learn the cantrip primal savagery, and you add your Wisdom modifier to the damage rolls of this cantrip. You can also make opportunity attacks with this cantrip, when triggered.
In addition, you can touch a creature using your bonus action, allowing that creature to cast this cantrip for 1 minute. The chosen creature don't add any modifiers to the damage, but it uses your spell attack bonus to make attacks with it, and can make opportunity attacks with it. You can allow only once creature to cast this spell at the same time.
- Unleash the Beast
Beginning when you choose this archetype at 3rd level, you can use your conjuration powers to awaken the primal beast inside a creature you touch, as an action. This transforms the creature into a bestial version of itself, and the creature gain the following benefits:
- If the creature has no temporary hit points, it gains a number of temporary hit points at the start of each of its turns equal to your proficiency bonus for the duration.
- The creature becomes resistance to bludgeoning, piercing and slashing damage from non-silvered or nonmagical weapons.
- The target gains a advantage on Wisdom (Perception) checks that rely on smell or hearing.
- The target gains natural weapons. If you cast this on a beast, it is consider proficient with the natural weapon. You can choose two of the following:
- Claws: Simple weapon, finesse and light, 1d4 slashing damage.
- Bite: Simple weapon, 1d4 piercing damage. If you grapple the target with the bite attack, it takes 1d4 piercing damage each turns it starts grappled.
- Horns: Simple weapon, finesse and light, 1d6 piercing damage. If you aren't wielding a shield, it deals 1d8 piercing damage. If you move 10 feet before making an attack, it deals 1d10 piercing damage.
- Tail: Simple weapon, reach, 1d4 bludgeoning damage.
This bestial form lasts for 1 minute, after which the creature reverts to its normal form.
You can use this feature a number of times equal to your Wisdom modifier (minimum of 1). You regain all expended uses of it when you finish a long rest.
- Bestial Fury
At 6th level, you can awaken the bestiality on a creature for a short period, allowing it to deliver a powerful strike. As a bonus action, Choose one creature within 30 feet (including you). When the chosen creature hits a melee weapon attack within the next minute, it deals the normal effects and, immediately after the target makes a second strike with natural weapons, without taking an action.
The attack automatically hits, dealing 2d6 slashing damage and 1d12 poison damage on a hit, and the target is poisoned and frightened for 1 minute. The target can make a Constitution saving throw at the each of its turns to end the poisoned condition, and a Wisdom saving throw at the end of each of its turns to end the frightened condition.
You can use this feature once, and regain your uses of it after a short or a long rest.
- Savage Stalker
At 10th level, you can choose one of the following environments when you finish a long rest: arctic, coast, desert, forest, grassland, mountain, swamp or the underdark. You have advantage on Wisdom (Perception) and (Survival) checks, Dexterity (Stealth) checks and Charisma (Intimidation) checks on the chosen environment. This benefit last until your next long rest.
At 14th level, you have become respect by all savage creatures as its master. You gain the following benefits:
- You can cast the spells guardian of nature and polymorph, once between rests, with the following limitations:
- guardian of nature. You can only use the primal beast version of the spell.
- polymorph. It lasts for 10 minutes.
- Any creature of your choice within 10 feet of you grow a thick fur, claws and increase its physical abilities, gaining the following benefits:
- Thick Hide. All creatures gain AC equal to your Beast Conjurer DC, if it is lower.
- Natural Weapons. Any creature in the area gain one of the natural weapon options of your Unleash the Beast feature while in the area.
- Quick Movements. Any creature in the area gain 5 feet of additional movement.
Wild Hunter[edit]
Staring when you choose this archetype at 3rd level, once in each of your turns, you or your beast (choose one) you can take the Dash and Search action as a bonus action.
In addition, as an action, you can conjure any beast you have on your beasts known to attack a creature within 30 feet. The beast disappears after making the attack.
At 3rd level, you gain proficiency in the Survival skill, you're already proficient, your proficiency bonus is doubled for any ability check you make with that skill.
At 6th level, your beasts become quicker. your conjured beasts gain additional 10 feet of movement. This affect all forms of movement that beast possesses.
At 10th level, your conjured gain blindsight up to a range of 5 feet for each point of proficiency bonus you have.
At 14th level, you and your beasts ignore difficult terrain. In addition, you can cast Hunter's Mark at will, without spending spell slots. When you do so, both your attacks and the attacks of your beast are affected by it.
Multiclassing[edit]
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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