Wizard: School of Conjuration
Demon Binding/Summoning Build
The Character:
Krughur waded through knee-high sand some several hundred meters beneath the surface in the halls of an ancient cult ruin. Krughur wasn't one for marching, not since he'd fled the ranks of the
devastators all those years ago, but that practiced high-knee step came in handy when maneuvering through silt. The grit filled his loose boots and ground against his skin; it was agitating, but hopefully worth it. This wouldn't be the first occult temple he'd spelunked.
As he trudged onward, Krughur examined the Infernal runes carved delicately into the stonework, the artistry now stained by water and mold. He wondered if the temple had been filled with worshipers when it flooded, and if they now wallowed in flame with their demonic patron as they had so wished. If so, he might be seeing them sooner than later.
Cresting around a corner, a soft red glow illuminated the end of the corridor, light piercing up through the sand. Could it be? Krughur quickened his pace, approaching the ruby bloom. He began excavating, grabbing handfuls of sand and tossing them aside, wild with excitement. After a few eager dips into the debris his hand brushed a burning hot metal. He bore the sting and yanked the treasure from the deep, displaying it before himself. The light matched his blood-red skin, and stained his teeth which he bore in a triumphant grin. In his hands he held a medallion of bronze with a large ruby embedded at its center, smoldering like the Hells' fire.
"The talisman of the horned devil, Vorthrodon." Krughur breathed. He clenched his fist around the amulet as though it might vanish. At last.
As he trudged onward, Krughur examined the Infernal runes carved delicately into the stonework, the artistry now stained by water and mold. He wondered if the temple had been filled with worshipers when it flooded, and if they now wallowed in flame with their demonic patron as they had so wished. If so, he might be seeing them sooner than later.
Cresting around a corner, a soft red glow illuminated the end of the corridor, light piercing up through the sand. Could it be? Krughur quickened his pace, approaching the ruby bloom. He began excavating, grabbing handfuls of sand and tossing them aside, wild with excitement. After a few eager dips into the debris his hand brushed a burning hot metal. He bore the sting and yanked the treasure from the deep, displaying it before himself. The light matched his blood-red skin, and stained his teeth which he bore in a triumphant grin. In his hands he held a medallion of bronze with a large ruby embedded at its center, smoldering like the Hells' fire.
"The talisman of the horned devil, Vorthrodon." Krughur breathed. He clenched his fist around the amulet as though it might vanish. At last.
The Concept: Build, Character, Backgrounds
To discover that the Conjuration Wizard was underplayed, and even disliked, was heartbreaking as it is my favorite Wizard subclass! There are so many exciting story elements to be explored with someone who can bend the Planes to their whim, using their ephemeral nature to teleport about or sunder open inter-dimensional holes and call forth allies, brutal storms, or even demons. The addition of the demon summoning spells with XGTE is really what inspired this extremely powerful build that takes full advantage of everything the Conjuration Wizard has to offer. The build is a summoner with a minor focus in non-concentration buffs/debuffs. He is a binder of demons, calling them forth from the Abyss and Hells to do his bidding, and powering them up with spells, or hindering them should they break free of his control.
The character is a hobgoblin, once belonging to the armies of Maglubiyet, Battle Lord, the god of goblins. His forces are blood-thirsty and fight to the death, seeking an end in battle so that they may join his forever-war against the orc patrons of Gruumsh on the Plane of Acheron. Krughur was among the ranks of the devastators, war mages that fill the position of artillerist in the goblin armies. He was never as invested in the cause as his fellows, but eager to learn, curious and inquisitive, as most hobgoblins are. Krughur is a staunch defender of his people, believing them to be under the thumb of Maglubiyet, and that without his foul influence his kind would be a true force of civilization and arcane research in the world. The Battle Lord often demands sacrifices, and the head of the devastators sought to put a use to the left over blood, so they dedicated a sect of the devastators to practicing planar manipulation and demon-summoning. Krughur was a part of this sect, and eagerly learned, though not to bolster the strength of the army -- he wished to infiltrate Acheron and destroy the Battle Lord with his own army of fiends. He would bind their destructive natures to his will and use them to accomplish a goal in the name of progress. His plot was discovered, and so he fled in disgrace, though his goal remains the same. He wishes to be reunited with his people under a new banner - one of learning, invention, and magic. He does not wish to alter his people's nature, however. Should other, lesser civilizations not recognize goblin superiority, or fight the ushering in of progress, well, hobgoblin armies are feared for a reason.
Maglubiyet, the Battle Lord |
Hobgoblins are typically Lawful Evil. Krughur is True Neutral. He wishes only for the progression of knowledge in the world, whatever the cost. He also has no qualms with using summoned fiends to accomplish his goals. Their nature may be inherently evil, but his goals are not, so why should he not use strong forces he has at his disposal? Backgrounds that are appropriate include Archaeologist, Sage, and Soldier. These have been chose for their Intelligence-based skill prioritization or backstory appropriateness.
The Race: Hobgoblin
The choice for race came down between High Elf, Human (Variant), Fire Genasi, Rock Gnome and Hobgoblin. I wound up choosing the Hobgoblin solely because of its extremely useful racial traits when applied to this build in particular. The first racial trait, Martial Training, grants two proficiencies with martial weapons, which, when compared to what weapons the Wizard normally has access to, is quite good. The character should choose the Rapier and Whip: the Rapier for its superior Dexterity-based melee damage, the Whip for the simple fact of it being the only Dexterity-based weapon with the Reach trait. These will allow our caster to not be ruined should an enemy get right up in their face. The second racial trait, Saving Face, which allows a failed attack roll, ability check or saving throw to gain a bonus equal to the number of allies visible, is extremely useful for maintaining concentration on summons before having access to Focused Conjuration, and for succeeding on the Charisma skill check to keep demons summoned via the Infernal Calling spell under the caster's command.The Stat Spread (Standard Array):
INT 16 (+3), CON 16 (+3), CHA 13 (+1), DEX 12 (+1), WIS 10 (+0), STR 8 (-1)
While the Conjuration Wizard no longer has to worry about maintaining concentration on spells after gaining the Focused Conjuration ability at 10th level, they do for every level prior, and the Wizard also has to worry about staying alive, which extra HP will assist with. This is why we've prioritized Constitution with a 16; however, it will not be receiving any bumps from feats or Ability Score Improvements. The stats that will see the most growth are Intelligence (which receives priority) and Charisma. Intelligence is the obvious choice in order to boost our Spell Save DC (for maintaining control of the Lesser and Greater summoned demons) and Spell Attack modifier. Charisma is exclusively useful for the signature spell of this build, the 5th level spell Infernal Calling, which will allow for the summoning of the most powerful demons, because it requires a contested Charisma skill check to command the fiend.
The Class: Notable Features
Minor Conjuration: with enough creativity and DM leniency this feature can be extremely useful and the build becomes reliant on it. This ability allows the Wizard to conjure up an inanimate, non-magical item that lasts for 1 hour or until the object takes damage. The spells Summon Lesser/Greater Demons require a vial of blood from a humanoid killed within the last 24 hours to be cast. With this feature, no sacrifice is needed; instead, the blood circle can be conjured from thin air onto the ground around the caster, fresh for summoning. The other critical spell of the build, Infernal Calling, requires a ruby worth 999gp to cast. This ruby is not magical, merely huge. With this feature, the ruby now appears in the caster's hand, fresh for use as a spell component. The only requirement is that the object in question has been seen before by the Wizard. So, get the Wizard into a jewelry shop in a big city, eye up their biggest gem, and walk out - voila, an infinite supply of demon summoning spells. This is, of course, up to DM discretion whether or not conjured objects can suffice as spell components, but this is such a clever employment of a class's otherwise useless ability that I find it hard as a DM to punish/not allow such a use.
Focused Conjuration: this feature is the first safeguard against losing control of the summoned demons. The Summon Greater Demons spell specifies that "if the [Wizard stops] concentrating, an uncontrolled demon doesn't disappear for 1d6 rounds if it still has hit points." Worse, the Infernal Calling spell states that "if [the Wizard's] concentration ends before the duration is up, the devil doesn't disappear if it's immune to [the Wizard's] verbal commands. Instead, it acts however it chooses for 3d6 minutes, and then disappears." So, worst case scenario, should things go wrong, an uncontrolled devil can pester a party for 18 minutes maximum which roughly translates to 180 rounds of combat -- not good. This feature removes that possibility in that the Wizard will never lose concentration. This also, for once, frees us from the War Caster and Resilient (Constitution Variant) feats being a necessity for the build's success.
Durable Summons: Not much to be said about this feature other than summoned demons/devils now having an additional 30 HP is fantastic, especially for the Summon Lesser Demons spell, which at best summons fiends with 4d8 HP (Abyssal Wretch) each.
Spells: What is the Wizard without their spells? This is the first pure-caster class to have existed in D&D, and so were I not to mention spells this would be no build at all. Also, the Conjuration Wizard feature Benign Transposition, which allows a free 30 foot teleport as an action, recharges with each use of a conjuration spell, so we'll be prioritizing spells of that school.
-Signature Spells: As mentioned previously, the wizard will want to focus on the spells Summon Lesser Demons, Summon Greater Demons, and Infernal Calling. Lesser Demons include fiends CR 1/4 up to CR 1. The Summon Greater Demons spell can summon any fiends CR 5 and lower, which include powerhouses like the Night Hag, Mezzoloth, Tanarukk, and Barlgura. Infernal Calling allows for fiendish summons up to CR 6 when cast as a 5th level spell, but every spell level higher raises the CR by 1, and if the caster has the particular demon's amulet it goes up by 1 again. This means, as a 9th level spell, Infernal Calling can summon any fiend CR 11 or lower. Some particularly powerful options that fall under this classification are the Glabrezu, Yochlol (which can summon its own Yochlol, effectively granting control over two fiends), Shoosuva and Horned Devil.
-Primary Damage: A go-to conjuration cantrip for this build would be Acid Splash. It deals decent damage at higher levels (4d6 at 17th level), and has a good range to boot, though a good backup is Toll the Dead, a necromancy that fits into our caster than can access the planes of the dead. A fantastic first level conjuration spell is Ice Knife, which deals 1d10 piercing damage and an additional 2d6 cold damage on a failed Dexterity saving throw to all creatures within 5 feet, and that's just when it's cast at 1st level, though at later levels it loses its potency to our cantrips. An excellent source of damage once the Wizard gains the ability to cast 5th level spells is the conjuration spell Steel Wind Strike - the caster teleports to up to 5 creatures they can see and makes a Spell Attack roll against each one, and on hit deals 6d10 force damage to each target. That's a potential of 300 damage spread out amongst 5 targets -- not too shabby. Finally, Synaptic Static can serve two purposes - it is a non-concentration damage spell that deals 8d6 psychic damage which can be used against foes or demons that the caster loses control over. The additional debuff of negative 1d6 to all ability checks and attack rolls ruins the demon summons as well, making them breaking free of control almost negligible.
-Primary Utility: What would a Wizard that conjures and binds demons be without a familiar? Find Familiar is a great utility tool for any spell caster, and for this build in particular will be considered a fiend. Mage Armor is a given, as despite gaining light armor proficiency from the Martial Training racial feat of the Hobgoblin, our Wizard's Dexterity feat is less than extraordinary. A fantastic non-concentration debuff lies in the Blindness/Deafness spell. Should the target of the spell fail their saving throw, any summoned demons and allies have advantage on attacking it, and it has disadvantage on attacking them for 1 minute, or until they succeed on their saving throw. The Magic Circle spell, should the caster have the luxury of choosing the field of battle, is an excellent choice as a fail safe for the caster and friends to fall behind upon losing control of a summoned demon. Alternatively, the Wizard could summon a fiend into the circle and interrogate it for its true name (perhaps with a Detect Thoughts spell)- making it easier to maintain control of during battle, or they could use the Planar Binding spell if a boss battle is anticipated which allows the demon to accompany the party to battle with no risk of it breaking free of the caster's control. The Charm Monster and Dominate Monster spells can be cast at the sacrifice of the duration of an Infernal Calling spell by breaking concentration, but it might be necessary if the caster has failed the Charisma skill check to keep them in line. Banishment and Plane Shift are our last safeguards against a devil that breaks free from the Wizard's command and can be delivered by the Familiar's touch, forcing the fiend back to the Hells or Abyss, wherever it came from.
-Primary Mobility: While Benign Transposition allows for a free teleport, these teleportation options have their own inherent benefits. Misty Step costs a bonus action rather than a full action, so should a quick escape be needed, the caster can Misty Step and then Dash, moving 90 feet in a single turn. This doesn't even include a Longstrider buff, which is also a good non-concentration mobility option. Thunderstep is for those moments when the caster is surrounded and needs to escape, but would also like to deal some damage to the foes they're fleeing from, 3d10 thunder damage to be specific. Lastly, Dimension Door allows for the caster and an ally to teleport up to 500 feet away. This can be used for infiltration, escapes, or other creative things.
Horned Devil |
-Primary Damage: A go-to conjuration cantrip for this build would be Acid Splash. It deals decent damage at higher levels (4d6 at 17th level), and has a good range to boot, though a good backup is Toll the Dead, a necromancy that fits into our caster than can access the planes of the dead. A fantastic first level conjuration spell is Ice Knife, which deals 1d10 piercing damage and an additional 2d6 cold damage on a failed Dexterity saving throw to all creatures within 5 feet, and that's just when it's cast at 1st level, though at later levels it loses its potency to our cantrips. An excellent source of damage once the Wizard gains the ability to cast 5th level spells is the conjuration spell Steel Wind Strike - the caster teleports to up to 5 creatures they can see and makes a Spell Attack roll against each one, and on hit deals 6d10 force damage to each target. That's a potential of 300 damage spread out amongst 5 targets -- not too shabby. Finally, Synaptic Static can serve two purposes - it is a non-concentration damage spell that deals 8d6 psychic damage which can be used against foes or demons that the caster loses control over. The additional debuff of negative 1d6 to all ability checks and attack rolls ruins the demon summons as well, making them breaking free of control almost negligible.
-Primary Utility: What would a Wizard that conjures and binds demons be without a familiar? Find Familiar is a great utility tool for any spell caster, and for this build in particular will be considered a fiend. Mage Armor is a given, as despite gaining light armor proficiency from the Martial Training racial feat of the Hobgoblin, our Wizard's Dexterity feat is less than extraordinary. A fantastic non-concentration debuff lies in the Blindness/Deafness spell. Should the target of the spell fail their saving throw, any summoned demons and allies have advantage on attacking it, and it has disadvantage on attacking them for 1 minute, or until they succeed on their saving throw. The Magic Circle spell, should the caster have the luxury of choosing the field of battle, is an excellent choice as a fail safe for the caster and friends to fall behind upon losing control of a summoned demon. Alternatively, the Wizard could summon a fiend into the circle and interrogate it for its true name (perhaps with a Detect Thoughts spell)- making it easier to maintain control of during battle, or they could use the Planar Binding spell if a boss battle is anticipated which allows the demon to accompany the party to battle with no risk of it breaking free of the caster's control. The Charm Monster and Dominate Monster spells can be cast at the sacrifice of the duration of an Infernal Calling spell by breaking concentration, but it might be necessary if the caster has failed the Charisma skill check to keep them in line. Banishment and Plane Shift are our last safeguards against a devil that breaks free from the Wizard's command and can be delivered by the Familiar's touch, forcing the fiend back to the Hells or Abyss, wherever it came from.
-Primary Mobility: While Benign Transposition allows for a free teleport, these teleportation options have their own inherent benefits. Misty Step costs a bonus action rather than a full action, so should a quick escape be needed, the caster can Misty Step and then Dash, moving 90 feet in a single turn. This doesn't even include a Longstrider buff, which is also a good non-concentration mobility option. Thunderstep is for those moments when the caster is surrounded and needs to escape, but would also like to deal some damage to the foes they're fleeing from, 3d10 thunder damage to be specific. Lastly, Dimension Door allows for the caster and an ally to teleport up to 500 feet away. This can be used for infiltration, escapes, or other creative things.
Feats: Contract Sealer
The Lucky feat should be prioritized and taken at 4th level. Then, the Wizard should take an Intelligence bump at 8th level. At 12th level, either take the Skilled feat or maximize Intelligence. From there, do the opposite of the choice from the last time. Then, bump Charisma for the remaining Ability Score Improvement.
Lucky: the ability to reroll a summoned Greater Demon's successful saving throw for breaking free of the caster's control, or to reroll a failed Charisma skill check to maintain control over an Infernal Calling summon can make or break an encounter. The absolute last thing the character wants is for a CR 11 Horned Devil to turn on the party mid boss fight.
Skilled: This should be used to take proficiency in Persuasion, Intimidation and Deception so that any given RP situation is covered when it comes to handling fiends summoned via Infernal Calling. Would some honeyed words be more likely to convince them? Persuasion. Should they fear the Wizard's arcane wrath if they do not do as bidden? Intimidation. Does the demon have a goal that might be useful for manipulating them into following the Wizard's instructions? Deception.
Skilled: This should be used to take proficiency in Persuasion, Intimidation and Deception so that any given RP situation is covered when it comes to handling fiends summoned via Infernal Calling. Would some honeyed words be more likely to convince them? Persuasion. Should they fear the Wizard's arcane wrath if they do not do as bidden? Intimidation. Does the demon have a goal that might be useful for manipulating them into following the Wizard's instructions? Deception.
While these are the optimized feats and stat increases, other feats that can be useful for this build include Actor (for boosting Charisma and giving advantage on Deception checks in the particular instance of feigning an identity -- niche but potentially useful for manipulating a demon), Elemental Adept (Ice Knife is going to be a primary ranged damaging spell for this build, so boosted cold damage rolls and ignored resistance is nice) and Linguist (nice Intelligence bump and useful should the caster take a background that does not grant them proficiency in extra languages, namely Infernal and Abyssal).
Play Style: Puppet Master
Pre-Battle: Mage Armor is a solid choice for the Wizard to cast on themselves before battle. An AC of 14 is certainly better than an AC of 11, which is what our caster is sitting at without armor (and even with studded leather it would only be 13). While it is not ideal, Infernal Calling has a casting time of 1 minute, which translates to 10 rounds of combat - this does not work in a boss-battle setting. So, should the Wizard need to bring a more powerful ally than what the Summon Greater Demons spell provides, make sure this spell is cast right before combat, if possible by summoning the demon into a Magic Circle and then binding them via the Planar Binding spell.
Early Battle: If Infernal Calling is not necessary for the fight, now is the time for Summon Lesser/Greater Demons. It is up to the Wizard to determine what the situation requires, but generally Summon Lesser Demons is great for lower-level/low stakes combat, and Summon Greater Demons is better for boss battles/high-stakes combat. Once the summons are up, debuffs can begin. The Wizard should try to use Blindness/Deafness on the foe that presents the biggest threat so that the allies and demons can make quick work of it. Once all of that is out of the way, now's the time for Acid Splashes, Ice Knives and Steel Wind Strikes.
Mid-Late Battle: This is the danger-zone. Did the demons break free of the Wizard's control? If so, Synaptic Static or if needed, Banishment/Plane Shift, should be utilized. Debuff the demon summons to minimize damage to party members, or banish them to their plane of origin if they're unable to be dealt with in an easy/quick fashion. Are the demons under control but the battle is lost? Start extricating allies from the battle with Thundersteps or Dimension Doors or other conjuration-based teleportation spells. Are the demons under control but the battle is almost won? Keep attacking - it seems to have worked pretty well so far.
Early Battle: If Infernal Calling is not necessary for the fight, now is the time for Summon Lesser/Greater Demons. It is up to the Wizard to determine what the situation requires, but generally Summon Lesser Demons is great for lower-level/low stakes combat, and Summon Greater Demons is better for boss battles/high-stakes combat. Once the summons are up, debuffs can begin. The Wizard should try to use Blindness/Deafness on the foe that presents the biggest threat so that the allies and demons can make quick work of it. Once all of that is out of the way, now's the time for Acid Splashes, Ice Knives and Steel Wind Strikes.
Mid-Late Battle: This is the danger-zone. Did the demons break free of the Wizard's control? If so, Synaptic Static or if needed, Banishment/Plane Shift, should be utilized. Debuff the demon summons to minimize damage to party members, or banish them to their plane of origin if they're unable to be dealt with in an easy/quick fashion. Are the demons under control but the battle is lost? Start extricating allies from the battle with Thundersteps or Dimension Doors or other conjuration-based teleportation spells. Are the demons under control but the battle is almost won? Keep attacking - it seems to have worked pretty well so far.
Roleplay: You and What Army?
Krughur does not blame the blood-thirsty ways of his people on them, but on their deity. He wishes to see Maglubiyet overthrown, or better yet destroyed; however, their god is the divine commander of an eternal army of misguided hobgoblin souls. This has led Krughur to the conclusion that he must create an army of his own. He is fairly charismatic, fueled by his fervent optimism in regards to his race and goals, but very few people will listen to a goblin, let alone one that wishes to help other goblins. So, he must create an unwilling army, and what better army to make then one of powerful fiends bound to his whim?The art of summoning is not so cut-and-dry as casting a spell, though. It requires blood from either a sacrifice or conjured using his abilities as a Wizard, and summoning very strong fiends is extremely dangerous for the caster. It is best to know their true names or even to have a talisman linked to their unholy form. Discuss with the DM Krughur's backstory, and if Krughur has any particular demons/devils he's heard of or researched that he might realistically track down a talisman for. By 20th level, he could have a small collection of demonic talismans for summoning, as they are rather rare, and this can lead to mini-adventures of plundering ancient demon-cultist ruins or even traveling to the Nine Hells or the Abyss via the Plane Shift spell.
Krughur is a summoner of demons, first and foremost, so his spells would likely bare the flavor of the realms of devils and demons, the Nine Hells and the Abyss. His Acid Splash could be summoned water from the River Styx, poisonous and dangerous to all that come in contact with it. His Ice Knife can be summoned hail from the eighth hell, Cania, an unimaginably cold wasteland. Evard's Black Tentacles can be the limbs of an ancient demon of the Abyss that cannot fully fit through a planar portal he opens, and so its arms flail about in the Material Plane while the spell is in effect. Every spell can be flavored with demonic influence, and it only serves to flesh out his character more, and makes him more fun to play.
Conclusion:
The Conjuration Wizard has enormous potential for both damage output, mobility and story-telling. I hear many gripes about it not being anywhere near as powerful as the 3.5E Malconvoker, but I'd agree to disagree. Just because there are fewer options than previous does not mean that the available summons cannot be used in creative and ultimately powerful ways. As always, I wish those future Conjuration Wizards luck in their adventuring and that they have as much fun playing Krughur as I had building him, or whatever character they choose to make with the race, stats and abilities of the build!
LVL 20 Character Sheet
Character Sheets:
LVL 1 Character SheetLVL 20 Character Sheet
This is an awesome build the only small gripe I have is trying to differentiate between when you're implying Demons or Devils as they are technically different sorts of Fiends. So I apologise but still wicked build and gives me an idea. Also idk if you can edit the article bbut this is probably just me being the only one have an issue confused about the terminology you used for the Fiends summoned.
ReplyDeleteHello, thank you for the feedback! I can, in fact, go back and edit and I think I'll do just that. Sometimes when I get into the writing groove the D&D minutia gets replaced with concerns over flow and form, haha! You're absolutely right, there is a distinction, and I'll make it more evident in the writing.
DeleteNo worries I just hope I wasn't nitpicky to your build page cuz it is awesome and I made a variant on it that sort of resembles Isaac from Castlevania with a bit of help from this and a YT vid about a Demon army build.
DeleteThis is awesome, thank you very much. Would you have any advice for the early levels? Like a Novice summoner, I think it would be mostly fluff, but is there anything that can be taken have the summoning feel earlier?
ReplyDelete