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Wizard (conjurer)/druid build

Dross Swordra

First Post
Hey guys! I plan on playing a conjurer/druid who (obviously) contributes to the party by summoning lots of beasties. I was wondering what feats I should take and what sort of prestige classes I should look into for this particular build. So far, I think I am looking into Wizard (conjurer) 3 / Druid 3 / Mystic Theurge 9.

I appreciate any assistance you can offer.



-Dross
 

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Pinotage

Explorer
Dross Swordra said:
Hey guys! I plan on playing a conjurer/druid who (obviously) contributes to the party by summoning lots of beasties. I was wondering what feats I should take and what sort of prestige classes I should look into for this particular build. So far, I think I am looking into Wizard (conjurer) 3 / Druid 3 / Mystic Theurge 9.

I appreciate any assistance you can offer.

-Dross

Assuming you're human, a 15th level character will have 7 feats. You'd definitely need to go for Spell Focus (Conjuration) and Augment Summoning which will improve your beasties by a good margin. Rapid Spell is also worth thinking about, so your wizard prepared summons can be cast as a standard action. I'm normally not a fan of feats like Empower Spell or Maximise for for summoning, as it's rarely worth it. Extend spell might be something worth thinking about to keep your beasties around for longer.

As a general feat choice Practised Spellcaster is always something you need to consider for non-summoning spells. Spell Penetration falls into the same boat. Get something like a Ring of Counterspells (Dispel Magic) to prevent your summons from being dispelled. And Dispel Magic is very useful in taking down those Protection/Magic Circle spells that will keep your beasties at bay.

Hope that helps.

Pinotage
 


Shallown

First Post
Consider Arcane Heirophant from races of the wild it is a wizard/druid mystic theurge. It has about the same requirements as well.

The Wizard/druid combo can work well especially for mass type spells that can buff your summons.

Practiced spellcaster is a must almost.

Rapid spell is Complete arcane I think.

later
 

Pinotage

Explorer
Dross Swordra said:
What source book is Rapid spell from? I am assuming it cuts down the casting time from 1 round to 1 standard action, is that right?

It's from Complete Divine. I wasn't entirely correct. It cuts it down from a 1 round spell to a full-round casting time, not a standard action. Still, you get the spell off at the end of your turn rather than the start of your next turn. It uses up a slot 1 level higher than the actual spell level.

Shallown is right, though. Arcane Hierophant is great for Wizard/Druids, since you get the spellcasting ability and improve in wildshape as well, along with a few other abilities. Probably the best way to go. Oh, and when you're summoning, a Ring of Invisibility is excellent.

Pinotage
 

Infiniti2000

First Post
Pinotage said:
Get something like a Ring of Counterspells (Dispel Magic) to prevent your summons from being dispelled.
This is debatable. IMO, the ring would only help if you put it on the monster and the monster were targeted by the dispel magic. A ring of counterspells does not counter anything that is not targeted, so an area effect dispel magic would not be countered. Of course, if you view the "cast upon the wearer" as meaning any spell that affects the wearer, then it would work (except for a targeted dispel magic on a beastie).

Still, your point is quite interesting. It would be a neat tactic to have your beasties fight while you sit there and counterspell the bad guy(s). So, things like improved counterspell and greater invisibility would be really nice. :)
 

Evilhalfling

Adventurer
The best reason for this build is the Conjuration varients from Unearthed Arcana -
trading a familiar for standard action monster summoning spells, trading wizard feats for specific conjuration abilities (scribe scroll for Augment Summons).

Extend spell will be helpful, Spell penetration less so - just get the no SR conjuration attack spells. Picking up the languages celestial, infernal, abyssal, terran, aurian etc...
will be of great help, I played a cleric who spoke terran in a group with a druid summoning specialist and my ability to get scouting info from earth elementals, and give complex orders was invaluable.

Also have some fall back spells, a hallowed area (protection from X) or enemies with prot good
spells will ruin your day, our specialist hit this sort of thing regularly.

If you want to go the hidden summoner route - natural spell and still spell make an ugly combo.
 

FireLance

Legend
Shallown said:
Consider Arcane Heirophant from races of the wild it is a wizard/druid mystic theurge. It has about the same requirements as well.
Definitely consider Arcane Hierophant. It grants +1/+1 spellcasting advancement at each level (just like the mystic theurge) and also advances your wild shape, and animal companion (which also advances as a familiar).

You can't go straight into Arcane Hierophant as a druid 3/wizard 3 since it requires BAB +4, but you can take 2 levels of mystic theurge and then start taking levels in the class.

A druid 3/wizard 3/mystic theurge 4/arcane hierophant 10 has the spellcasting ability of a 17th-level druid and 17th-level cleric, the wild shape ability of a 13th-level druid, and the animal companion of a 13th-level druid with the abilities of the familiar of a 13th-level wizard as well.
 

moritheil

First Post
IMHO natural spell/still spell will help you out a lot more than relying on Improved Invisibility. But this depends on the DM's willingness to make monsters say "durr, a random aminal," and leave you alone.
 

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