Here is a guide for summoners who want to excel at their trade. Feel free to post your own ideas for enhancing this rather niche field of wizardry. It'd be fun to see players meddling in the dangerous waters of summoning.
A very timely post. One of my fellow players picked conjuration and he was new to 5E and didn't do much research. He figured it would be just like previous editions.
Unfortunately the Conjurer requires a lot of forethought and planning to fully take advantage of the school.
I'd be interested to hear how other folks handle it. I've suggested he research Conjure Fey or Conjure Woodland beings so he could add them to his spell list. Seems reasonable to me.
Anyone else have any interesting stories regarding the conjuration tradition?
A very timely post. One of my fellow players picked conjuration and he was new to 5E and didn't do much research. He figured it would be just like previous editions.
Unfortunately the Conjurer requires a lot of forethought and planning to fully take advantage of the school.
I'd be interested to hear how other folks handle it. I've suggested he research Conjure Fey or Conjure Woodland beings so he could add them to his spell list. Seems reasonable to me.
Anyone else have any interesting stories regarding the conjuration tradition?
Thanks. I have a player interested in the role after reading the guide. I offered those spells as opportunities for research for a similar reason. 5e is lean on summoning spells and has put a lot of weight on the GM-player relationship to make it work.
Updated this with Flock of Familiars. A belated nod to Nyxies for pointing me toward this spell; I did not add the considerable UA spells that promise to expand the wizard's ability to summon. Those combined with the methods in this guide will enable the would-be summoner to tame a wide variety of spirits (undead, fey, elemental, aberrant, etc) by 9th level--if they get their hands on the expensive components to set their magic circle and then cast planar binding.
Maybe you should include stuff about magic items. (Rings of elemental command etc.) I'm thinking of playing as a conjurer once I can find a group to play with.
Maybe you should include stuff about magic items. (Rings of elemental command etc.) I'm thinking of playing as a conjurer once I can find a group to play with.
Magic items area good thing to consider, though wildly dependent of GMs. I would say that anything that allows you to summon creatures consistently (e.g. any of the 'commanding [air/fire/water/earth] elementals' are infinitely better than 'elemental gems' because the gems burn up after use). Some other honorable mentions:
Scrolls of magic circle, planar binding, geas, and conjure/summon spells would cut down on your spell slots and material component costs. Note that these are not upcast, nor can you upcast them, so you don't get to bind a creature for longer than a day with a scroll of planar binding. Ring of Spell Storing allows you to turn non-spellcasters or alternate spellcasters into useful idiots assistants. Store any of the above spells into the ring; take a long rest; conduct the protracted process to bind an extraplanar creature to your will. Note, that planar binding would only last a day since the ring can only hold spells up to fifth level. Staff of Power contains some useful spells, and Staff of the Magi more so. Both of these would take some of the stress off of your resources, though are quite improbable finds outside of Adventurer's League play where certain modules (Curse of Strahd) have them.
Planecaller's Codex grants you most of the spells needed to do these sorts of bindings, and some perks for your summoned creatures. (Found in Tasha's) Protective Verses grants some of the invaluable protective magics for someone trying to do high level summoning and binding (also Tasha's) Demonomicon of Iggwilvfrom Tasha's seems built around the idea that you are binding fiends--and it is an artifact.
If your eventual DM likes 3rd party content, Kobold Press has tons of items that might help a would-be conjurer. Additionally, the DMG has basic rules on customizing items. I could see devising a Staff of Binding with 10-20 charges, the pertinent spells for summoning a kind of creature (beast/elemental/fey/fiend/celestial/aberrant) and/or binding magic. A simple wand of planar binding that can upcast up to 7-9th level would be enough to tempt conjurers to play with fire.
Fantastic Beasts and How to Frame them: Galdr’s Guide to Summoning (as a Conjurer) [5e]
Here is a guide for summoners who want to excel at their trade. Feel free to post your own ideas for enhancing this rather niche field of wizardry. It'd be fun to see players meddling in the dangerous waters of summoning.
A very timely post. One of my fellow players picked conjuration and he was new to 5E and didn't do much research. He figured it would be just like previous editions.
Unfortunately the Conjurer requires a lot of forethought and planning to fully take advantage of the school.
I'd be interested to hear how other folks handle it. I've suggested he research Conjure Fey or Conjure Woodland beings so he could add them to his spell list. Seems reasonable to me.
Anyone else have any interesting stories regarding the conjuration tradition?
Current Characters I am playing: Dr Konstantin van Wulf | Taegen Willowrun | Mad Magnar
Check out my homebrew: Items | Monsters | Spells | Subclasses | Feats
Thanks. I have a player interested in the role after reading the guide. I offered those spells as opportunities for research for a similar reason. 5e is lean on summoning spells and has put a lot of weight on the GM-player relationship to make it work.
Updated this with Flock of Familiars. A belated nod to Nyxies for pointing me toward this spell; I did not add the considerable UA spells that promise to expand the wizard's ability to summon. Those combined with the methods in this guide will enable the would-be summoner to tame a wide variety of spirits (undead, fey, elemental, aberrant, etc) by 9th level--if they get their hands on the expensive components to set their magic circle and then cast planar binding.
Maybe you should include stuff about magic items. (Rings of elemental command etc.) I'm thinking of playing as a conjurer once I can find a group to play with.
Maybe you should include stuff about magic items. (Rings of elemental command etc.) I'm thinking of playing as a conjurer once I can find a group to play with.
Magic items area good thing to consider, though wildly dependent of GMs. I would say that anything that allows you to summon creatures consistently (e.g. any of the 'commanding [air/fire/water/earth] elementals' are infinitely better than 'elemental gems' because the gems burn up after use). Some other honorable mentions:
Scrolls of magic circle, planar binding, geas, and conjure/summon spells would cut down on your spell slots and material component costs. Note that these are not upcast, nor can you upcast them, so you don't get to bind a creature for longer than a day with a scroll of planar binding.
Ring of Spell Storing allows you to turn non-spellcasters or alternate spellcasters into
useful idiotsassistants. Store any of the above spells into the ring; take a long rest; conduct the protracted process to bind an extraplanar creature to your will. Note, that planar binding would only last a day since the ring can only hold spells up to fifth level.Staff of Power contains some useful spells, and Staff of the Magi more so. Both of these would take some of the stress off of your resources, though are quite improbable finds outside of Adventurer's League play where certain modules (Curse of Strahd) have them.
Planecaller's Codex grants you most of the spells needed to do these sorts of bindings, and some perks for your summoned creatures. (Found in Tasha's)
Protective Verses grants some of the invaluable protective magics for someone trying to do high level summoning and binding (also Tasha's)
Demonomicon of Iggwilv from Tasha's seems built around the idea that you are binding fiends--and it is an artifact.
If your eventual DM likes 3rd party content, Kobold Press has tons of items that might help a would-be conjurer. Additionally, the DMG has basic rules on customizing items. I could see devising a Staff of Binding with 10-20 charges, the pertinent spells for summoning a kind of creature (beast/elemental/fey/fiend/celestial/aberrant) and/or binding magic. A simple wand of planar binding that can upcast up to 7-9th level would be enough to tempt conjurers to play with fire.
Hopefully you find a game soon. Happy hunting.
Thank you!
edit: I'm making a group with my friends now.
edit: I also found your guide very useful!
You're welcome. Enjoy!