Conjurophage (5e Class)

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Conjurophage[edit]

Conjurophage harness the power of conjuration to summon and command powerful creatures known as Eidolons. These master summoners forge an unbreakable bond with their otherworldly companions, standing as both conductor and guardian on the battlefield. With their mystical connection, they become an unstoppable force, shaping the very fabric of reality to unleash devastating attacks and protect their allies.

Arcane Summoners[edit]

Conjurophages possess an innate talent for summoning and controlling creatures beyond mortal comprehension. Through their extensive knowledge of conjuration rituals and ancient arcane lore, they master the art of manifesting Eidolons, entities of raw magical energy that epitomize various aspects of the multiverse. The choice of which Eidolon to summon shapes the Conjurophage's playstyle, determining their subclass and granting unique abilities.

Creating a Conjurophage[edit]

As you embark on the path of the Conjurophage, consider the unique qualities and experiences that have shaped your character's summoning abilities and their relationship with their Eidolon. Think about their motivations, background, and the source of their arcane knowledge. Here are some points to help guide your creation:

-Origin: How did your character first discover their affinity for summoning and the Conjurophage path? Did a wise mentor guide them, stumble upon an ancient tome, or inherited their abilities from a bloodline steeped in arcane power?

-Summoning Focus: What drew your character to the specific type of Eidolon they specialize in? Is there a particular reason they resonate with the Eidolon they chose? Consider their personality traits, values, and how this choice aligns with their overall character concept.

-Training and Experience: Has your character received formal training in the arcane arts, or have they been self-taught through trial and error? Have they tested their summoning abilities in the crucible of battle, honing their skills and forming a deeper bond with their Eidolon through shared triumphs and hardships?

Quick Build

You can make a Conjurophage quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Sage background. Third, choose a rapier, an arcane focus, and an explorer's pack.

Class Features

As a Conjurophage you gain the following class features.

Hit Points

Hit Dice: 1d8 per Conjurophage level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Conjurophage level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons, and rapiers
Tools: None
Saving Throws: Charisma, Dexterity
Skills: Choose any two skills from the following: Arcana, History, Insight, Intimidation, Investigation, Perception, or Persuasion.

Equipment

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

  • (a) A rapier or (b) any simple weapon
  • (a) A component's pouch or (b) an arcane focus
  • (a) An explorer's pack or (b) a dungeoneer's pack
  • Leather armor, and 2 daggers
  • If you are using starting wealth, you have 5d4*10 in funds.

Table: The Conjurophage

Level Proficiency
Bonus
Features Eidolon Essence —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Spellcasting, Conjured Eidolon
2nd +2 Eidolon Surge, Summoner Boost, Conjured Eidolon Feature 2 2
3rd +2 Arcanic Bond 3 3
4th +2 Ability Score Improvement 4 3
5th +3 Extra Attack 5 4 2
6th +3 6 4 2
7th +3 Conjured Eidolon Feature, Arcane Ascendancy 7 4 3
8th +3 Ability Score Improvement 8 4 3
9th +4 Arcane Aegis 9 4 3 2
10th +4 10 4 3 2
11th +4 Full Synchronization 11 4 3 3
12th +4 Ability Score Improvement 12 4 3 3
13th +5 Conjured Eidolon Feature 13 4 3 3 1
14th +5 14 4 3 3 1
15th +5 Arcane Echoes, Conjurer's Defense 15 4 3 3 2
16th +5 Ability Score Improvement 16 4 3 3 2
17th +6 17 4 3 3 3 1
18th +6 Conjured Eidolon Feature 18 4 3 3 3 1
19th +6 Ability Score Improvement 19 4 3 3 3 2
20th +6 Conjured Eidolon Feature, True Arcanium 20 4 3 3 3 2

Spellcasting[edit]

At 1st level, you understand how to draw on the magic of the multiverse to cast spells.

Preparing and Casting Spells

The Conjurophage table shows how many spell slots you have to cast your spells. To cast one of your spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of conjurophage spells that are available for you to cast, choosing from the conjurophage spell list. When you do so, choose a number of spells equal to your Charisma modifier + half your conjurophage level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level conjurophage, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Charisma is your spellcasting ability for your conjurophage spells, since their power derives from the strength of your convictions. 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 spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use your arcane focus as a spellcasting focus for your spells.

Conjured Eidolon[edit]

At 1st level, you chose a conjured Eidolon. Choose between Astral Harbringer, Primal Shaper, Soulweaver, Chronomancer, Illusionist Enigma, Divine Arbiter, Technomancer, Shadoweaver, or Bladebound Warden, all detailed at the end of the class description. Your choice grants you features at 1st level and again at 3rd, 7th, 13th, 18th, and 20th levels.

To summon your Eidolon, you must maintain uninterrupted concentration for 1 minute without interruption, similar to casting a spell. During this time, you attune your mind to the arcane energies and establish a psychic link with your chosen Eidolon.

In combat, your Eidolon shares your initiative count, going right after you. Your Eidolon has its own stats and abilities, as detailed in your chosen Conjured Eidolon's description. As a free action, you can command your Eidolon, either telepathically or verbally, if you do not give it any commands, then it takes the dodge action.

Eidolon Surge[edit]

At 2nd level, you gain the ability to bring out the most of your Eidolon, as a bonus action, you may expend a use of your Eidolon Essence to power up your Eidolon in some way. Your Eidolon choice grants you different effects based on your conjured Eidolon chosen. You also gain a universal Eidolon Surge effect, Summoner Boost.

When you use your Eidolon Surge, you must then finish a short or long rest to use of it again. Some Eidolon Surge effects require saving throws. When you use such an effect from this class, the DC equals your conjurophage spell save DC.

Eidolon Surge: Summoner Boost[edit]

At 2nd level, you unlock the Summoner Boost ability as part of your Eidolon Surge. Through intense focus and harnessing your arcane prowess, you can summon your Eidolon in a fraction of the time. As a bonus action, you can expend a use of your Eidolon Essence to invoke the Summoner Boost, allowing you to summon your Eidolon in a swift and efficient manner. This ability bypasses the usual 1-minute ritual required to summon your Eidolon, instantly summoning it to fight by your side.

Arcane Bond[edit]

At 3rd level, you form an unbreakable bond with the powers and forces of the multiverse. You gain advantage on saving throws to resist spell effects, and on saving throws to maintain your concentration while casting a spell or summoning your Eidolon.

Ability Score Improvement[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.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Arcane Ascendancy[edit]

Beginning at 7th level, you can manipulate the arcane in your favor. As a bonus action, you can regain back 1 spell slot. Once you use this feature, you cannot do so again until finishing a long rest.

Arcane Aegis[edit]

Starting at 9th level, you learn how to channel the well of magic you possess into a protection for you and your allies. As a reaction, whenever hit by an attack, you can expend a spell slot to reduce damage taken by an attack equal to twice the spell slots level plus your Charisma modifier. You can use this a number of times equal to your proficiency bonus. You need to finish a short or long rest before you can use this feature again.

Full Synchronization[edit]

At 11th level, you become fully synchronized with your Eidolon, mastering the arts. As a bonus action, you can expend 2 spell slots to give your Eidolon another action and bonus action to use during its turn. You need to finish a long rest before you can use this feature again.

Eidolon Surge: Arcane Echoes[edit]

At 15th level, you have developed the ability to duplicate any spell near perfectly. Whenever you cast a spell targeted at another creature, you can expend 2 Eidolon Essences to target another creature within 30 feet of the original creature with the same spell, albeit weakened. If the spell does damage or heals hit points, then the damage it deals or hit points it heals is reduced by half (rounded down). You need to finish a short or long rest before you can use this feature again.

Conjurer's Defense[edit]

Beginning at 15th level, you have truly mastered both body and mind. You gain proficiency in Constituion saving throws.

True Aracnium[edit]

At 20th level, you have become a god in essence through the powers of the multiverse. Choose one spell on your spell list, you can cast this spell without using a spell slot, no matter whether you have it prepared or not. You need to finish a long rest before you can use this feature again.

Astral Harbinger[edit]

An Eidolon forged from the blood of the celestial, the Astral Harbringer stands as a beacon of cosmic power. These beings embody the power and might of distant stars and wield the forces of the cosmos as their arsenal. They are brilliant casters who aid in battle, Astral Harbingers conjure ethereal entities from far-flung constellations, channeling starlight to empower their spells and illuminate the path to victory.

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Primal Shaper[edit]

An Eidolon attuned to the primal forces of nature, the Primal Shaper weaves its magic through the very essence of the natural world. Tapping into the power of the elements and communing with ancient spirits, they wield the raw forces of nature with unmatched prowess. Verdant forests whisper their secrets, raging storms answer their call, and fiery volcanoes dance to their command.

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Soulweaver[edit]

An Eidolon that walks the fine line between life and death,

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d[edit]

An Eidolon forged from the blood of the celestial, the Astral Harbringer stands as a beacon of cosmic power. These beings embody the power and might of distant stars and wield the forces of the cosmos as their arsenal. They are brilliant casters who aid in battle, Astral Harbingers conjure ethereal entities from far-flung constellations, channeling starlight to empower their spells and illuminate the path to victory.

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<!-Class feature game rule information->

Astral Harbinger[edit]

An Eidolon forged from the blood of the celestial, the Astral Harbringer stands as a beacon of cosmic power. These beings embody the power and might of distant stars and wield the forces of the cosmos as their arsenal. They are brilliant casters who aid in battle, Astral Harbingers conjure ethereal entities from far-flung constellations, channeling starlight to empower their spells and illuminate the path to victory.

<!-Class Feature->

<!-Class feature game rule information->

Astral Harbinger[edit]

An Eidolon forged from the blood of the celestial, the Astral Harbringer stands as a beacon of cosmic power. These beings embody the power and might of distant stars and wield the forces of the cosmos as their arsenal. They are brilliant casters who aid in battle, Astral Harbingers conjure ethereal entities from far-flung constellations, channeling starlight to empower their spells and illuminate the path to victory.

<!-Class Feature->

<!-Class feature game rule information->

Astral Harbinger[edit]

An Eidolon forged from the blood of the celestial, the Astral Harbringer stands as a beacon of cosmic power. These beings embody the power and might of distant stars and wield the forces of the cosmos as their arsenal. They are brilliant casters who aid in battle, Astral Harbingers conjure ethereal entities from far-flung constellations, channeling starlight to empower their spells and illuminate the path to victory.

<!-Class Feature->

<!-Class feature game rule information->

Astral Harbinger[edit]

An Eidolon forged from the blood of the celestial, the Astral Harbringer stands as a beacon of cosmic power. These beings embody the power and might of distant stars and wield the forces of the cosmos as their arsenal. They are brilliant casters who aid in battle, Astral Harbingers conjure ethereal entities from far-flung constellations, channeling starlight to empower their spells and illuminate the path to victory.

<!-Class Feature->

<!-Class feature game rule information->

Astral Harbinger[edit]

An Eidolon forged from the blood of the celestial, the Astral Harbringer stands as a beacon of cosmic power. These beings embody the power and might of distant stars and wield the forces of the cosmos as their arsenal. They are brilliant casters who aid in battle, Astral Harbingers conjure ethereal entities from far-flung constellations, channeling starlight to empower their spells and illuminate the path to victory.

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Conjurophage Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

Arms of Hadar, Ensnaring Strike, Entangle, Fog Cloud, Grease, Ice Knife, Tenser's Floating Disk

2nd Level

Air Bubble, Cloud of Daggers, Find Steed, Flaming Sphere, Misty Step, Vortex Warp, Web, Wristpocket

3rd Level

Call Lightning, Conjure Barrage, Create Food and Water, Galder's Tower, Hunger of Hadar, Stinking Cloud, Thunder Step

4th Level

Dimension Door, Evard's Black Tentacles, Leomund's Secret Chest

5th Level

Cloudkill, Far Step, Steel Wind Strike, Teleportation Circle

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the conjurophage class, you must meet these prerequisites: Charisma or Dexterity 13

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