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molten_dragon
2013-03-10, 09:37 AM
I've decided to work on a new homebrew project for 3.5. I really like the idea of the limited arcane casters like warmage, dread necromancer, and beguiler. I just wish they had finished the set. Since they didn't, I decided to give it a shot myself. I picked conjuration to start with. So below is my idea for a homebrew Conjurer class in the same vein as the warmage, dread necro, or beguiler. Please let me know what you think.

The Conjurer
Whether it be summoning a bear to maul his enemies, or conjuring a fog bank to hide his allies’ actions on the battlefield, the Conjurer is a master of calling creatures and objects into existence from nothing. A Conjurer’s magic is more limited than that of a wizard. He can’t turn into a giant, or smite his enemies with lightning bolts, or scry on someone, but in the field of conjuration, he is an unparalleled master.

Making a Conjurer
A conjurer often fills the same role in a party as a wizard or sorcerer. He lacks many of the spells that help a sorcerer or wizard do their jobs, and relies instead on guile and imagination, using the magic he does have to create the right tool to do any job that needs done.
Abilities: Intelligence determines how powerful a spell a Conjurer can cast, how many spells he can cast per day, and how hard those spells are to resist. A conjurer also benefits from good dexterity and constitution scores. In later levels, a decent charisma can be helpful in bargaining with powerful extraplanar creatures.
Races: Most conjurers are humans or half-elves, since their flexibility and imagination lends itself well to the Conjurer class. Elven Conjurers are also relatively common. Dwarves and Halflings are as likely to become conjurers as they are wizards, but neither is all that common. Half orcs tend not to be intelligent enough. And gnomes, while they have a predilection for magic, tend to avoid the class since it doesn’t offer access to the illusion magic they are so fond of.
Alignment: Conjurers can be of any alignment.
Starting Gold: 5d4x10 gp (125 gp)
Starting Age: As wizard (PH 109)
Hit Die: d6

Class Features
The majority of a conjurer’s abilities are tied to his magic, giving him additional options and making his spells more powerful.
Weapon and Armor Proficiency: A Conjurer is proficient with all simple weapons. A conjurer is not proficient with armor, and generally avoids wearing it since it will interfere with his ability to cast spells.

{table="head"]Level|BAB|Fort|Ref|Will|Special |
1st|
2nd|
3rd|
4th|
5th|
6th|
7th|
8th|
9th

1st|+0|+0|+0|+2|Augment Summoning|
3|
-|
-|
-|
-|
-|
-|
-|
-

2nd|+1|+0|+0|+3|Extend Summons|
4|
-|
-|
-|
-|
-|
-|
-|
-

3rd|+1|+1|+1|+3|Rapid Summoning|
5|
-|
-|
-|
-|
-|
-|
-|
-

4th|+2|+1|+1|+4|Advanced Learning, Constant Companion 1|
6|
3|
-|
-|
-|
-|
-|
-|
-

5th|+2|+1|+1|+4|Stalwart Creation 1|
6|
4|
-|
-|
-|
-|
-|
-|
-

6th|+3|+2|+2|+5| |
6|
5|
3|
-|
-|
-|
-|
-|
-

7th|+3|+2|+2|+5|Combine Casting 1/day|
6|
6|
4|
-|
-|
-|
-|
-|
-

8th|+4|+2|+2|+6|Advanced Learning|
6|
6|
5|
3|
-|
-|
-|
-|
-

9th|+4|+3|+3|+6|Constant Companion 2, Combine Casting 2/day|
6|
6|
6|
4|
-|
-|
-|
-|
-

10th|+5|+3|+3|+7|Stalwart Creation 2|
6|
6|
6|
5|
3|
-|
-|
-|
-

11th|+5|+3|+3|+7|Combine Casting 3/day|
6|
6|
6|
6|
4|
-|
-|
-|
-

12th|+6/+1|+4|+4|+8|Advanced Learning|
6|
6|
6|
6|
5|
3|
-|
-|
-

13th|+6/+1|+4|+4|+8|Combine Casting 4/day|
6|
6|
6|
6|
6|
4|
-|
-|
-

14th|+7/+2|+4|+4|+9|Constant Companion 3|
6|
6|
6|
6|
6|
5|
3|
-|
-

15th|+7/+2|+5|+5|+9|Stalwart Creation 3, Combine Casting 5/day|
6|
6|
6|
6|
6|
6|
4|
-|
-

16th|+8/+3|+5|+5|+10|Advanced Learning|
6|
6|
6|
6|
6|
6|
5|
3|
-

17th|+8/+3|+5|+5|+10|Greater Combine Casting 1/day|
6|
6|
6|
6|
6|
6|
6|
4|
-

18th|+9/+4|+6|+6|+11| |
6|
6|
6|
6|
6|
6|
6|
5|
3

19th|+9/+4|+6|+6|+11|Constant Companion 4, Greater Combine Casting 2/day|
6|
6|
6|
6|
6|
6|
6|
6|
4

20th|+10/+5|+6|+6|+12|Advanced Learning, Stalwart Creation 4|
6|
6|
6|
6|
6|
6|
6|
6|
5
[/table]
Class Skills (2+Int modifier per level, x4 at 1st level): Concentration, Craft, Decipher Script, Knowledge (arcana), Knowledge (the planes), Profession, Speak Language, Spellcraft

Spells: A Conjurer casts arcane spells, which are drawn from the Conjurer spell list below. When you gain access to a new level of spells, you automatically know all the spells for that level on the Conjurer’s spell list. You can cast any spell you know without preparing it ahead of time. Essentially your spell list is the same as your spells known list. You also have the option of adding to your existing spell list through your advanced learning class feature (see below) as you increase in level. To cast a Conjurer spell, you must have in Intelligence score of 10 + the spell’s level. The Difficulty Class for a saving throw against a Conjurer’s spell is 10 + the spell’s level + the Conjurer’s Int modifier. Like other spellcasters, a Conjurer can only cast a certain number of spells of each spell level per day. The base daily spell allotment is given in the table below. In addition, you can receive bonus spells for a high Intelligence score (PH 8). A conjurer does not need to prepare spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that spell level.
Augment Summoning: A Conjurer frequently relies on summoned creatures, and is able to summon more powerful creatures than average. At 1st level, a Conjurer gains Augment Summoning as a bonus feat, regardless of whether or not he meets the prerequisites.
Extend Summons: Beginning at 2nd level a Conjurer can get slightly longer service out of creatures he summons. He adds 1 round to the duration of any summoning spell he casts.
Rapid Summoning: Beginning at 3rd level a Conjurer learns to hurry the casting process of summoning spells. When casting a spell that summons a creature with a casting time of 1 full round action, the Conjurer can cast the spell as a standard action instead.
Advanced Learning: At 4th level you can add a new spell to your spell list, representing the result of person study and experimentation. The spell must be a sorcerer/wizard spell of the conjuration school and of a level no higher than that of the highest-level spell you already know. Once a new spell is selected, it is forever added to your spell list and can be cast just like any other spell on your list. You gain another new spell at 8th, 12th, 16th, and 20th level.
Constant Companion: Beginning at 4th level, a Conjurer is able to summon a creature and force it to serve him indefinitely. The creature can be any creature from a 1st level summon spell that the Conjurer knows (i.e. summon monster or summon nature’s ally). Doing so involves a ritual that takes 4 hours. The creature is treated as if it had been summoned with a summoning spell, except that the duration is permanent. It can be affected by spells that effect summoned creatures, or dispelled. It also gains any benefits that apply to creatures the Conjurer summons (augment summoning for instance). At any time the conjurer can dismiss the creature and complete another ritual to summon a different one. At 9th level the Conjurer is able to summon a companion from a 2nd level summon spell or 2 creatures from a 1st level summon spell. At 14th level the Conjurer is able to summon a companion from a 3rd level summon spell, 2 creatures from a 2nd level summon spell, or 4 creatures from a 1st level summon spell. At 19th level the Conjurer is able to summon a companion from a 4th level summon spell, 2 creatures from a 3rd level summon spell, or 4 creatures from a 1st or 2nd level summon spell.
Stalwart Creation: At 5th level a Conjurer starts to learn to better tie his creations to the material plane, making them harder for other casters to dispel. He adds 1 to his caster level for the purposes of determining how hard his conjurations are to dispel. At 10th level the bonus increases to 2, at 15th level it increases to 3, and at 20th level it increases to 4.
Combine Casting: A crafty conjurer knows how to combine his spells to great effect, and eventually can do so almost instinctively. Beginning at 7th level a Conjurer can cast two spells at the same time once per day. The combined casting takes the same amount of time as the longer casting time of the two spells being cast. One spell may be of any level the Conjurer knows and the other may be of any level up to 2 levels lower than the highest level the Conjurer knows (for example at 7th level a Conjurer could combine a 3rd level spell with a 1st level spell, but not a 3rd level and 2nd level spell). Both spells must have the same target or point of origin. A combined casting of a single-target spell with an area spell is allowed, as long as the point of origin of the area spell is the target of the single-target spell. If something disrupts the combined casting, then both spells are lost. At 9th, 11th, 13th, and 15th levels the Conjurer can use this ability an extra time per day.
Greater Combine Casting: At 17th level a Conjurer can combine 3 spells into a combined casting once per day. One can be up to the maximum level he knows, one two levels lower, and one 4 levels lower. For example a 17th level Conjurer could combine an 8th level spell, a 6th level spell, and a 4th level spell into a single casting. This ability otherwise works like Combine Casting.

Conjurer Spell List
1st level: Grease, Mage Armor, Mount, Obscuring Mist, Summon Monster 1, Summon Nature’s Ally 1, Unseen Servant, Benign Transposition, Blades of Fire, Buzzing Bee, Corrosive Grasp, Deep Breath, Hail of Stone, Lesser Orb of Acid/Cold/Electricity/Fire/Sound, Summon Undead 1, Wall of Smoke, Stand, Kelgore’s Fire Bolt

2nd level: Dimension Hop, Kelgore’s Grave Mist, Baleful Transposition, Cloud of Bewilderment, Create Magic Tattoo, Ice Knife, Inky Cloud, Malevolent Miasma, Summon Undead 2, Summon Monster 2, Summon Nature’s Ally 2, Fog Cloud, Glitterdust, Melf’s Acid Arrow, Web, Summon Swarm, Cloud of Knives

3rd level: Dimension Step, Lesser Luminous Assassin, Melf’s Unicorn Arrow, Regroup, Scattering Trap, Acid Breath, Bands of Steel, Contagious Fog, Corpse Candle, Icelance, Greater Mage Armor, Mass Mage Armor, Nauseating Breath, Regal Procession, Servant Horde, Summon Undead 3, Vipergout, Phantom Steed, Sepia Snake Sigil, Sleet Storm, Stinking Cloud, Summon Monster 3, Summon Nature’s Ally 3

4th level: Dimension Door, Evard’s Black Tentacles, Leomund’s Secure Shelter, Minor Creation, Solid Fog, Summon Monster 4, Summon Nature’s Ally 4, Blast of Flame, Bloodstar, Ethereal Mount, Orb of Acid/Cold/Electricity/Fire/Force/Sound, Summon Undead 4, Translocation Trick, Wall of Sand, Wall of Water, Bright Worms, Doom Scarabs, Explosive Rune Field

5th level: Dimension Shuffle, Luminous Assassin, Toxic Weapon, Acid Sheath, Arc of Lightning, Call Zelekhut, Greater Dimension Door, Lesser Dragon Ally, Hidden Lodge, Phantasmal Thief, Summon Undead 5, Viscid Glob, Vitriolic Sphere, Cloudkill, Leomund’s Secure Chest, Major Creation, Mordenkainen’s Faithful Hound, Lesser Planar Binding, Summon Monster 5, Summon Nature’s Ally 5, Teleport, Wall of Stone

6th level: Acid Fog, Planar Binding, Summon Monster 6, Summon Nature’s Ally 6, Wall of Iron, Acid Storm, Fire Spiders, Freezing Fog, Gemjump,

7th level: Greater Luminous Assassin, Call Kolyarut, Dragon Ally, Stun Ray, Drawmij’s Instant Summons, Mordenkainen’s Magnificent mansion, Phase Door, Plane Shift, Summon Monster 7, Summon Nature’s Ally 7, Greater Teleport, Teleport Object,

8th level: Incendiary Cloud, Maze, Greater Planar Binding, Summon Monster 8, Summon Nature’s Ally 8, Trap the soul, Fierce Pride of the Beastlands, Greater Plane Shift

9th level: Summon Golem, Abyssal Army, Black Blade of Disaster, Call Marut, Greater Dragon Ally, Heavenly Host, Hellish Horde, Obedient Avalanche, Sphere of Ultimate Destruction, Summon Elemental Monolith, Vile Death, Gate, Refuge, Summon Monster 9, Summon Nature’s Ally 9, Teleportation Circle.

molten_dragon
2013-03-10, 09:39 AM
Okay, here are some specific points I'm looking for feedback on.

I'm not really too fond of the name of the class. It is too easy to confuse with the specialist wizard conjurer. Any better ideas?

How does the power level look? I was aiming for around Tier 3.

Are the class abilities flavorful enough? I was trying not to just give bonus feats or mechanical bonuses and stuff stolen from other (prestige) classes. I was also trying not to focus too much on the summoning aspect, although that's not completely avoidable with a specialist conjurer class.

Is the constant companion ability balanced? I was trying to go for something useful, but not overly powerful. It's not really intended to be of great use in combat either.

Is combine casting going to be really broken? It doesn't really seem to be any worse than being able to cast a spell as a swift action (which lots of classes have ways to do) but am I missing something?

How does the spell list look? Too big? I just grabbed all the conjuration spells from the PHB, SpC, and PHBII. Should I pare it down some more?

Lohj
2013-03-10, 09:56 AM
Uhm, I cannot see the rest of your table.

molten_dragon
2013-03-10, 10:06 AM
Uhm, I cannot see the rest of your table.

I know, I'm still in the midst of getting it formatted properly.

bobthe6th
2013-03-10, 10:59 AM
This needs speak language as a class skill.

Seems very focused on the summons... also 89% of the class abilities are just a few scaling. This is not a good sign, as it generally means people will ditch the class at 6 for a prc. I actually would recommend going through the many summoner PRC and the master specialist for more flavorful ideas for abilities. The dread necromancer gets to become a litch over 20 levels, and a beguiler gets to be a semi skill monkey. This is on top of features that make them the best at their iconic abilities...

So my sugestion is rather then add more power to the classes main shtick(casting conjuration), figure a way to add weaker but also good abilities that add flavor. Like a bonus to diplomacy/intimidate/bluff/sense motive against outsiders, or a planer turning ability that banishes rather then destroy.

Also, rather then just handing out all the summon x spells, why not allow the conjuror to make a custom list like the UA variant (http://www.d20srd.org/srd/variant/magic/summonMonsterVariants.htm#individualizedSummoningL ists)? Make a decent list of options for each level, and they get like 3 of any level at each caster level.

molten_dragon
2013-03-10, 12:03 PM
This needs speak language as a class skill.

Okay, I can add it. I wasn't aware that speak language needed to be a class skill though. Don't you just spend 2 skill points to pick up a new language regardless?


Seems very focused on the summons...

Well, anything based on conjuration is probably going to have some focus on summoning, since it's one of the better things you can do with conjuration, but I don't want the class to focus on summoning to the exclusion of other things. It's definitely got some summoning focused abilities, but it's got other useful abilities too.


also 89% of the class abilities are just a few scaling. This is not a good sign, as it generally means people will ditch the class at 6 for a prc.

I'm not really sure I follow your logic here. Wouldn't scaling abilities make people less likely to prestige class out, since then the abilities wouldn't scale? I generally tend to look on scaling abilities as a good thing.


I actually would recommend going through the many summoner PRC and the master specialist for more flavorful ideas for abilities.

I did look through a number of them (Master specialist, malconvoker, some of the specialist conjurer ACFs, Thaumaturgist) and used the ideas for inspiration. A number of them are similar to things other classes get. But I also don't want the class to be just a collection of things stolen from other classes. I want it to have some unique abilities too.


So my sugestion is rather then add more power to the classes main shtick(casting conjuration), figure a way to add weaker but also good abilities that add flavor. Like a bonus to diplomacy/intimidate/bluff/sense motive against outsiders, or a planer turning ability that banishes rather then destroy.

I'm not generally a fan of 'just for flavor' abilities, but I'll give it some thought. Maybe some of the stuff I have could be replaced with something other than just a mechanical benefit.


Also, rather then just handing out all the summon x spells, why not allow the conjuror to make a custom list like the UA variant (http://www.d20srd.org/srd/variant/magic/summonMonsterVariants.htm#individualizedSummoningL ists)? Make a decent list of options for each level, and they get like 3 of any level at each caster level.

That takes a lot of work and makes it harder to balance the class. But I'll consider it.

bobthe6th
2013-03-10, 12:30 PM
Okay, I can add it. I wasn't aware that speak language needed to be a class skill though. Don't you just spend 2 skill points to pick up a new language regardless?

you can, but as a class skill it drops that to 1 skill point per language. there are at least 8 planer languages... and a conjuror is going to want to speak them all.




I'm not really sure I follow your logic here. Wouldn't scaling abilities make people less likely to prestige class out, since then the abilities wouldn't scale? I generally tend to look on scaling abilities as a good thing.


not really, unless the scaling abilities are really good. +1 to CL to resist dispel checks? a summon that is at best good for some scouting? A very limited quicken spell? not really.
People want abilities to scale to stay relevant, but they also want new abilities as they level.



I did look through a number of them (Master specialist, malconvoker, some of the specialist conjurer ACFs, Thaumaturgist) and used the ideas for inspiration. A number of them are similar to things other classes get. But I also don't want the class to be just a collection of things stolen from other classes. I want it to have some unique abilities too.


you look at the demonoligist from BoVD? its fun.

But it has 8 abilities over 20 levels, none of which are very flavorful(2 kinds of limited quicken spell, a weak familiar, the dispel resistance, advanced learning, a feat, the rapid summon ability, and a weird summon extension).

the unique ones are the familiar and the quicken spell... needs more.



I'm not generally a fan of 'just for flavor' abilities, but I'll give it some thought. Maybe some of the stuff I have could be replaced with something other than just a mechanical benefit.

Not just for flavor, but for adding options that don't make the class better at what it does. broadening the classes options. Spells do this a bit, but taking a full casting prc gives more then just add spells...



That takes a lot of work and makes it harder to balance the class. But I'll consider it.

Eh, summon x spells are already a mite broken. Just making a short list with a system for adding more(with DM approval) would work better then the current system. Also, it would give players a way to customize the class which is otherwise pretty ridged.

molten_dragon
2013-03-10, 02:05 PM
you can, but as a class skill it drops that to 1 skill point per language. there are at least 8 planer languages... and a conjuror is going to want to speak them all.

I guess it gets used so rarely in my games that I didn't know that. I'll add it.


not really, unless the scaling abilities are really good. +1 to CL to resist dispel checks? a summon that is at best good for some scouting? A very limited quicken spell? not really.
People want abilities to scale to stay relevant, but they also want new abilities as they level.

you look at the demonoligist from BoVD? its fun.

But it has 8 abilities over 20 levels, none of which are very flavorful(2 kinds of limited quicken spell, a weak familiar, the dispel resistance, advanced learning, a feat, the rapid summon ability, and a weird summon extension).

the unique ones are the familiar and the quicken spell... needs more.


Not just for flavor, but for adding options that don't make the class better at what it does. broadening the classes options. Spells do this a bit, but taking a full casting prc gives more then just add spells...

Eh, summon x spells are already a mite broken. Just making a short list with a system for adding more(with DM approval) would work better then the current system. Also, it would give players a way to customize the class which is otherwise pretty ridged.

Don't necessarily agree with all of this, but I appreciate the honest feedback. I'll give the class abilities some thought, but I'm hoping to get some more feedback before I make too many revisions.

zegram 33
2013-03-10, 03:16 PM
couple of idea's: one: the SRD isnt very clear on whether a lawfulgood wizard can summon evil or charotic evil creatures.
if that restriction is in place you could gradually loosen it.

two: teleportation, its a very useful spell chain in and of itself for utility, and enhancing its accuracy....etc would be a decent set of abilities.
my advice would be to allow all teleport/dimension door style effects to ALSO be able to be used on a willing target within X feet(scaling) so a conjuror can dimension door his summons around the battlefield.

some other use for earlier spell slots is necessary, because barring utility, the actual "Summon monster X" spells from more than 2 spell leves ago arnt much use for anything other than zerg rushing.

as a related point,you REALLY want to encourage the summoning of one big lad rather than 30-odd little guys, because your group will hate you if every turn requires seperatley rolling for each of your little guys.

a bit of advice i would give is to a) allow the conjuror to convert any of his spells into a summon monster spell of....2 levels lower, as a move action not provoking attacks of opportunity, with that summon only lasting for one round per....5 class levels, and who can act immediatley?

that way if you get jumped you can quickly drop out a smaller guy to buy you some space.

other than that...actual direct control of the summons you...summon would be handy, rather than giving them orders.


im not sure how you'd find this, but I think NeoSeraphi made a very good "summoner" class with lots of good in- and out-of combat abilities

molten_dragon
2013-03-10, 04:21 PM
I just had an idea how I might change the combo mechanic to make it a little more interesting (though slightly less powerful).

What if instead of being able to combine any spells, you could pick out a limited number of signature spell combos that combined two particular spells, but with no limit (other than spell slots available) how many times you could use the combo. I'm thinking a progression something like a ranger's favored enemy, where you get lower level ones early on, but they improve later, and you also get higher level ones later too.

molten_dragon
2013-03-10, 04:26 PM
two: teleportation, its a very useful spell chain in and of itself for utility, and enhancing its accuracy....etc would be a decent set of abilities.
my advice would be to allow all teleport/dimension door style effects to ALSO be able to be used on a willing target within X feet(scaling) so a conjuror can dimension door his summons around the battlefield.

I thought about something to enhance teleport accuracy, but wasn't sure how useful it would be, since you get greater teleport 4 levels later, making the accuracy issue moot. Being able to teleport/dimension door creatures that you aren't touching could definitely be useful though.


some other use for earlier spell slots is necessary, because barring utility, the actual "Summon monster X" spells from more than 2 spell leves ago arnt much use for anything other than zerg rushing.

as a related point,you REALLY want to encourage the summoning of one big lad rather than 30-odd little guys, because your group will hate you if every turn requires seperatley rolling for each of your little guys.

Well, you don't have to only summon stuff. A lot of BC spells remain useful even many levels after you get them. The point about not flooding the battlefield with summons is a good one though. Maybe I'll change the pet ability to only let you have one creature.


a bit of advice i would give is to a) allow the conjuror to convert any of his spells into a summon monster spell of....2 levels lower, as a move action not provoking attacks of opportunity, with that summon only lasting for one round per....5 class levels, and who can act immediatley?

that way if you get jumped you can quickly drop out a smaller guy to buy you some space.

Maybe, but I don't want to make the class too heavily focused on the idea of summoning.

DaTedinator
2013-03-11, 02:54 PM
Well, first let me say: Curses! I've had the same idea for a while now, been tinkering with it on and off. But now you've beat me to it. I mean, I'll still go for it - and I know you're certainly not the first to get the idea - but whatever.

But now to share some of the fruits of my labor. On the name front, I had trouble too, until I remembered the Dread Necromancer. Just add an adjective and it's fine. My conjurer is called the Grand Conjurer. You could steal that one if you wanted, but I might not like you. :smalltongue:

Second, keep in mind that the Warmage doesn't have solely evocation spells, nor does he have all evocation spells - and I believe it's similar for the Dread Necro and Beguiler, though I'm not sure off the top of my head. This guy should have more than *just* conjuration (not much more, as conjuration is an extremely versatile school, but a little more) - and he shouldn't necessarily have *all* the conjurations. Leave some for Advanced Learning.

On a similar note, he doesn't have to be limited to the Sor/Wiz list. You could give him some Cleric or Druid conjurations, like healing spells, or creeping doom.

Third, be aware that summoning spells give the character access to all sorts of other spells. If you can summon celestials and fiends, you have access to all sorts of cleric spells as spell-like abilities, for example. Be careful you don't make this guy the clear victor in the game of specialized casters.

Finally, and this has already been mentioned, conjuration includes more than just summoning. I think you could give him a few other conjuration-focused class features, like teleportation, and creation abilities.

Hope some of this is helpful!