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General Tabletop Discussion
*Dungeons & Dragons
Absence of Low Level Summoning Spells
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<blockquote data-quote="FormerlyHemlock" data-source="post: 6870091" data-attributes="member: 6787650"><p>A lot of people try to invent new "classes" for new ideas, but in this case, it's basically a "Summoner" class with a new capstone of "All your minions get a ton of temp HP." If you wanted to actually write this up as a "Summoner" you'd probably need to draw out the class and level progression for the reader's sake, but it would basically go Wizard 1, Druid 1-5, Wizard 2-7, Druid 6, Wizard 8-14. Getting Wizard early gives you a familiar, Mage Armor (great for wildshape), Shield, wizard cantrips, and some rituals for that Wizard flavor; getting Druid 5 early is important so you get your main early spell (Conjure Animals), which is important because it allows you to keep progressing in power between levels 7-12 even though you're only gaining higher-level spell slots instead of higher-level spells--Conjure Animals is one of the few low-level spells which actually competes with or outclasses actual 5th level spells when cast out of a 5th level slot. (Hold Person is pretty good too.) Also, you will still <em>feel</em> like you're progressing because you gain access to new wizardy abilities on a regular basis. They're just not technically labelled as high-level spells.</p><p></p><p>After that you can pretty much take your Druid 6 level any time you feel like you want to start turning into giant snakes and rhinos.</p><p></p><p>You wind up as a full caster who never gets access to Wish but <em>does</em> get 1664 HP of mud mephit out of a single 9th level spell slot, which is its own kind of compensation. Some people might have fun with it. Watch out for MAD though. I recommend boosting Int instead of Wis.</p><p></p><p>Your big problem is going to be concentration economy, because most of the things you'd like to do to support your animal summons (Entangle, Faerie Fire) require concentration, and you're busy concentration on Conjure Animals. But. At 14th level (or 15th if you took Druid 6 early) you get Planar Binding, which makes the concentration issue go away for at least a few of your summons. Before 14th level you can consider animating a few zombies with Animate Dead and supporting <em>them</em> with druid spells instead.</p><p></p><p>Ultimately it's not a powerful build, and I probably wouldn't play one... but if I wound up playing one anyway I'd have a blast.</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 6870091, member: 6787650"] A lot of people try to invent new "classes" for new ideas, but in this case, it's basically a "Summoner" class with a new capstone of "All your minions get a ton of temp HP." If you wanted to actually write this up as a "Summoner" you'd probably need to draw out the class and level progression for the reader's sake, but it would basically go Wizard 1, Druid 1-5, Wizard 2-7, Druid 6, Wizard 8-14. Getting Wizard early gives you a familiar, Mage Armor (great for wildshape), Shield, wizard cantrips, and some rituals for that Wizard flavor; getting Druid 5 early is important so you get your main early spell (Conjure Animals), which is important because it allows you to keep progressing in power between levels 7-12 even though you're only gaining higher-level spell slots instead of higher-level spells--Conjure Animals is one of the few low-level spells which actually competes with or outclasses actual 5th level spells when cast out of a 5th level slot. (Hold Person is pretty good too.) Also, you will still [I]feel[/I] like you're progressing because you gain access to new wizardy abilities on a regular basis. They're just not technically labelled as high-level spells. After that you can pretty much take your Druid 6 level any time you feel like you want to start turning into giant snakes and rhinos. You wind up as a full caster who never gets access to Wish but [I]does[/I] get 1664 HP of mud mephit out of a single 9th level spell slot, which is its own kind of compensation. Some people might have fun with it. Watch out for MAD though. I recommend boosting Int instead of Wis. Your big problem is going to be concentration economy, because most of the things you'd like to do to support your animal summons (Entangle, Faerie Fire) require concentration, and you're busy concentration on Conjure Animals. But. At 14th level (or 15th if you took Druid 6 early) you get Planar Binding, which makes the concentration issue go away for at least a few of your summons. Before 14th level you can consider animating a few zombies with Animate Dead and supporting [I]them[/I] with druid spells instead. Ultimately it's not a powerful build, and I probably wouldn't play one... but if I wound up playing one anyway I'd have a blast. [/QUOTE]
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