D&D 3.5 Archivist Glass Walker Build: Elemental Summoning & Planar Power
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Article-At-A-Glance
- The Glass Walker[1] is renowned for its masteries, as we will explore in the guide.
- Explores an application D&D 3.5 Archivist Builds for character creation and development.
- Emphasizes summoning capabilities, maximizing utility, and adaptability in combats.
- Provides equipment progression and roleplaying tips suitable for any campaign setting.

Click on the level for more information
The Glass Walker[1] is a summoning-focused Warforged Archivist with impressive defenses thanks to Adamantine Body. Though their Hit Die is low, their Damage Reduction (2/adamantine) makes them hard to kill. This build excels in the versatility of their divine spellcasting, particularly in summoning various creatures to aid in combat.
Stat Block Level 1:
Glass Walker: genderless, Warforged Archivist 1; CR 1; Medium Construct (Living Construct); HD 1d6+4; hp 10; Init +0; Spd 30 ft.; AC 20, touch 10, flat-footed 20; Base Atk +0; Grp +0; Atk Quarterstaff +0 melee (1d6); Full Atk Quarterstaff +0 melee (1d6); SA Dark Knowledge (Tactics) 3/Day; SQ Living Construct traits, Dark Knowledge (Tactics); AL LN; SV Fort +4, Ref +0, Will +2; Str 10, Dex 10, Con 18, Int 18, Wis 10, Cha 8.
Skills, Abilities, and Feats:
Bluff +4, Knowledge (The Planes) +8; Heavy Armor Proficiency, Adamantine Body, Academic Priest, Scribe Scroll.
Living Construct traits grant immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.
Possessions: Quarterstaff.
At level 5, the build focuses on leveraging summoning spells and enhanced knowledge abilities. With strong defensive capabilities from the Adamantine Body feat, this Warforged Archivist uses their empowered summons to take control of the battlefield, providing significant support and combat prowess through diverse divine spells.
Stat Block Level 5:
Glass Walker: genderless, Warforged Archivist 5; CR 5; Medium construct (living); HD 5d6+20; hp 40; Init +0; Spd 30 ft.; AC 20, touch 10, flat-footed 20; Base Atk +3; Grp +3; Atk Quarterstaff +3 (1d6) or +4; Full Atk Quarterstaff +3/+3 (1d6); SA Dark Knowledge 3/day, Dark Knowledge (Puissance); SQ Construct traits, Lore Mastery, Still Mind, +1 Int; AL N; SV Fort +7, Ref +1, Will +9; Str 10, Dex 10, Con 18, Int 18, Wis 10, Cha 8.
Skills, Abilities, and Feats:
Bluff +2, Knowledge (The Planes) +12; Adamantine Body, Academic Priest, Scribe Scroll, Extend Spell, Heavy Armor Proficiency. Special Attacks and Qualities: Dark Knowledge 3/day – provides tactical advantages against specific creature types, Dark Knowledge (Puissance) – grants +2 bonus to attack rolls, damage rolls, and saving throws against specified creatures, Lore Mastery – ensures a reroll of Knowledge checks.
Possessions: Quarterstaff, Headband of Intellect, Cloak of Resistance.
This Level 10 character is an Archivist 7/Thaumaturgist 3 built to maximize summoning capabilities. With Rapid Spell and Extend Spell, they can summon creatures quickly and for longer durations. Augment Summoning and the Thaumaturgist’s Improved Ally further enhance the summoned creatures’ effectiveness. The character’s high Intelligence boosts their spellcasting and skill checks.
Stat Block Level 10:
Glass Walker: genderless, warforged archivist 7/thaumaturgist 3; CR 10; Medium construct (living construct); HD 10d6+40; hp 75; Init +0; Spd 30 ft.; AC 24, touch 10, flat-footed 24; Base Atk +5; Grp +5; Atk quarterstaff +5 melee (1d6); Full Atk quarterstaff +5 melee (1d6); SA Dark Knowledge 4/day, Augment Summoning, Summon Elemental, Improved Ally; SQ construct traits, lore mastery; AL LN; SV Fort +11, Ref +6, Will +11; Str 10, Dex 10, Con 18, Int 18, Wis 10, Cha 8.
Skills, Abilities, and Feats:
Bluff +11, Knowledge (The Planes) +15; Adamantine Body, Academic Priest, Scribe Scroll, Heavy Armor Proficiency, Extend Spell, Spell Focus (Conjuration), Rapid Spell, Augment Summoning. Special Attacks and Qualities: Dark Knowledge (Tactics, Puissance), Improved Ally (planar ally spell gives additional benefits), Summon Elemental (call forth elemental creatures to aid in battle).
Possessions: Quarterstaff, Headband of Intellect +2, Cloak of Resistance +1.
The Glass Walker[1] build at level 15 is focused on summoning powerful creatures rapidly and in large numbers. Utilizing Rapid Spell, Extend Spell, and Rashemi Elemental Summoning, you can summon creatures that act immediately, overwhelming enemies. You have high AC due to Adamantine Body and numerous divine spells due to Archivist’s unique spell access.
Stat Block Level 15:
Glass Walker: genderless, warforged archivist 7/thaumaturgist 5/malconvoker 3; CR 15; Medium humanoid (living construct); HD 7d6+56 plus 5d4+40 plus 3d4+24; hp 138; Init +0; Spd 20 ft.; AC 24, touch 11, flat-footed 24; Base Atk +10; Grp +10; Atk quarterstaff +10 melee (1d6); Full Atk quarterstaff +10/+5 melee (1d6); SA Dark Knowledge, Augment Summoning, Summon Elemental, Rashemi Elemental Summoning, Fiendish Legion; SQ Lore Mastery, Improved Ally, Planar Cohort, Deceptive Summons, Unrestricted Conjuration; AL N; SV Fort +15, Ref +7, Will +15; Str 10, Dex 10, Con 18, Int 18, Wis 10, Cha 8.
Skills, Abilities, and Feats:
Bluff +14, Knowledge(The Planes) +18; Adamantine Body, Heavy Armor Proficiency, Academic Priest, Scribe Scroll, Extend Spell, Spell Focus(Conjuration), Rapid Spell, Augment Summoning, Summon Elemental, Rashemi Elemental Summoning, Quicken Spell. Special Attacks and Qualities: Dark Knowledge (5/day), Lore Mastery, Still Mind, Planar Cohort, Improved Ally, Deceptive Summons, Unrestricted Conjuration, Fiendish Legion, Deceitful Bargaining, Improved Calling.
Possessions: Quarterstaff, Headband of Intellect +4, Cloak of Resistance +4.
The Glass Walker[1] build combines the Archivist, Thaumaturgist, and Malconvoker classes to create an unstoppable summoning specialist. It excels in calling powerful creatures swiftly due to Rapid Spell, while Augment Summoning and Rashemi Elemental Summoning increase their potency. The build focuses on divine spell versatility, leveraging the Archivist’s breadth of accessible spells, and utilizes feats like Quicken Spell to drastically enhance casting efficiency. The Warforged race’s innate durability, bolstered by Adamantine Body, makes the character extremely resilient.
Stat Block Level 20:
The Glass Walker[1]: male, Warforged Archivist 7/Thaumaturgist 5/Malconvoker 8; CR 20; Medium Construct (Living Construct); HD 10d6+40 plus 15d4+60; hp 177; Init +0; Spd 20 ft.; AC 20, touch 10, flat-footed 20; Base Atk +8; Grp +8; Atk Quarterstaff +8 melee (1d6) or Summoned Creature; Full Atk Quarterstaff +8/+3 melee (1d6) or Summoned Creatures; SA Dark Knowledge, Deceptive Summons, Summoning Spells; SQ Construct Traits, Improved Ally, Fiendish Legion, Planar Binding, Planar Cohort; AL Neutral; SV Fort +14, Ref +6, Will +17; Str 10, Dex 10, Con 18, Int 18, Wis 10, Cha 8.
Skills, Abilities, and Feats:
Bluff +23, Knowledge (The Planes) +27; Feats: Heavy Armor Proficiency, Adamantine Body, Academic Priest, Scribe Scroll, Extend Spell, Spell Focus (Conjuration), Rapid Spell, Augment Summoning, Summon Elemental, Rashemi Elemental Summoning, Quicken Spell. Special Attacks and Qualities: Dark Knowledge 5/day, Still Mind, Improved Calling, Contingent Conjuration.
Possessions: Quarterstaff, Headband of Intellect, Cloak of Resistance.
Milestones Of Character Development
- Levels 1-5: Start as an Archivist with Adamantine Body providing high AC and damage reduction. Gain Scribe Scroll and access Dark Knowledge for tactical advantages.
- Levels 6-10: Transition to Thaumaturgist, specializing in summoning with Augment Summoning and Rapid Spell. Begin exploiting Extended Summoning and improved ally conjuration.
- Levels 11-15: Shift to Malconvoker and gain powerful abilities like Deceptive Summons and Rashemi Elemental Summoning. Summoning starts to overwhelm opponents with sheer volume and power.
- Levels 16-20: Master summoning with Quicken Spell for rapid deployment and Fiendish Legion for additional evil summons. Finalize with Improved Calling to bring formidable entities to your aid.
Core Abilities & Features of the Glass Walker
Adamantine Body
Right from the get-go, the Warforged race with the Adamantine Body feat grants a high Armor Class (AC) and a Damage Reduction (DR) of 2/adamantine. This significantly enhances survivability, making the Glass Walker[1] tough to kill even at early levels.
Rapid Spell
One significant standout in this build is the Rapid Spell feat. This allows summoning spells to be cast as a standard action instead of a full round. The practical effect? Minions can act immediately in the same turn they are summoned, providing an instant tactical advantage on the battlefield.
Augment Summoning & Extended Summoning
The synergy between Augment Summoning and Extended Summoning accelerates the build’s potency. Augment Summoning increases the Strength and Constitution of all summoned creatures, enhancing their combat efficacy. Extended Summoning ensures that these minions stay longer, maintaining their utility throughout prolonged encounters.
Summon Elemental & Rashemi Elemental Summoning
With Summon Elemental and Rashemi Elemental Summoning, the summoner can call forth a variety of elemental allies that can deal substantial damage, sometimes even surpassing powerful spells like Meteor Swarm. This versatility is further extended by the ability to summon creatures from all divine spellcasting lists due to the Archivist class’s unique spell learning capabilities.
Planar Binding & Planar Ally
In the later stages, Planar Binding and Planar Ally spells take center stage. These spells are fortified by the Improved Calling ability, allowing the summoner to call upon mightier extraplanar entities like a Balor. The combination of these high-level conjuration spells with Deceptive Summons and Fiendish Legion abilities from the Malconvoker class ensures overwhelming battle presence.
Feats & Flaws Synergy
The choice of flaws, such as Murky Eyed and Shaky, compensates by allowing extra feats which are strategically chosen to bolster summoning capabilities. Heavy Armor Proficiency and the Adamantine Body feat turn potential downsides into substantial defensive benefits.
Equipment Progression for the Glass Walker
| Level Range | Equipment | Details |
|---|---|---|
| L1-5 | Quarterstaff | Basic starting equipment to provide a false sense of security. |
| Headband of Intellect | Increases Intelligence, which is crucial for spellcasting and skill checks. | |
| Cloak of Resistance | Provides bonuses to saving throws, improving overall survivability. | |
| L6-10 | Amulet of Health | Boosts Constitution, providing extra hit points and better Fortitude saves. |
| Gloves of Dexterity | Enhances Dexterity, improving AC and Reflex saves. | |
| Ring of Protection | Provides a deflection bonus to AC, making the character harder to hit. | |
| L11-15 | Belt of Magnificence | Grants bonuses to all ability scores, enhancing overall performance. |
| Staff of Conjuration | Boosts Conjuration spells and grants additional spell slots or effects. | |
| Boots of Speed | Offers the ability to move faster and gain an extra attack in combat. | |
| L16-20 | Rod of Quicken Spell | Allows casting spells as swift actions, maximizing combat effectiveness. |
| Cape of the Mountebank | Grants the ability to use Dimension Door, enhancing mobility and tactical positioning. | |
| Tome of Clear Thought | Provides a permanent bonus to Intelligence, critical for spellcasting and skills. |
Combat Scenarios
- Dungeon Crawls:
- Summon Earth Elementals using Summon Elemental, allowing them to navigate through the tight spaces while you remain protected.
- Utilize Planar Binding to call upon extraplanar beings to clear traps and scout.
- Dark Knowledge (Tactics) helps the party detect and exploit dungeon hazards.
- Open Fields:
- Rapid Spell allows immediate deployment of summons, overwhelming enemies before they can reach you.
- Use Augment Summoning to enhance your creatures’ strength, making them resilient against ranged attacks.
- Quicken Spell can hasten defensive spells like Entropic Shield to protect against incoming projectiles.
- Ambushes:
- Deceptive Summons (Fury) enables you to mislead foes, buying time while your beefed-up minions retaliate.
- Utilize Contingent Conjuration to prepare a summon in advance, activating it quickly when ambushed.
- Murked Eyed and Shaky flaws mean positioning is crucial; rely on summoned creatures to protect yourself from the brunt of the assault.
- Defensive Stands:
- Planar Cohort provides a reliable summoned ally to bolster your line.
- Extend Spell ensures your summons last throughout prolonged sieges, maintaining a constant defense.
- Fiendish Legion amplifies your defensive force by summoning devilish troops to repel attackers.
- Urban Encounters:
- Summon celestial or fiendish creatures using Improved Ally to avoid collateral damage and maintain order.
- Bluff skill combined with Deceitful Bargaining can turn urban NPCs against surprise attackers, creating chaos in controlled bursts.
- A Headband of Intellect boosts your Knowledge (The Planes) skill, helping identify urban threats and plan counters accordingly.
Weaknesses & Counters
| Weakness | Counter |
|---|---|
| Low Dexterity | Equip a Gloves of Dexterity which provides a Dexterity bonus. |
| Poor Reflex Saves | Use the Cloak of Resistance for a bonus to all saves. |
| Low Charisma | Utilize Headband of Intellect to increase Intelligence, aiding in Skill checks and saves requiring mental attributes. |
| Reliance on Summoning | Keep a prepared list of different utility and buff spells for flexibility. Spells like Freedom of Movement and Invisibility, Greater. |
| Limited Mobility (Adamantine Body) | Use Expeditious Retreat or Fly to overcome speed restrictions. |
| Vulnerable to Anti-Magic or Banishment | Prepare spells such as Dispel Magic or Mage’s Disjunction to counteract or nullify these effects. |
| Heavy Armor Proficiency Flaw | Invest in the Mithral Full Plate to reduce skill penalties and enhance mobility. |
| Potentially Poor Initiative | Equip Boots of Speed for bonuses to Dexterity and additional movement. |
| Concentration Checks in Combat | Acquire a Periapt of Wound Closure to increase Constitution and boost Concentration. |
Roleplaying the Glass Walker
The Living Legend
Your character, the Glass Walker[1], is not just any spellcaster but a living legend. Embrace the mythos cultivated by whispers of their powers – animating stained glass to fight on their behalf. Showcase the elusive nature of their existence, straddling the line between reality and legend. Let them speak in an ancient, almost forgotten dialect, reinforcing their ties to ancient magics and artifact lore.
The Reluctant Hero
The Glass Walker[1] carries the weight of immense power but is burdened by the responsibility that comes along. Channel this in your roleplaying by showing moments of hesitation when summoning powerful entities. Engage in meaningful dialogues about the ethical implications of wielding such power. Perhaps they wrestle with a sense of duty to intervene, despite the personal cost.
The Arcane Bibliophile
Given the Archivist’s nature, lean into their love for lore and collected knowledge. Roleplay the Glass Walker[1] as an ardent seeker of forgotten texts, who values deciphering dusty tomes over material wealth. This can lead to rich interactions with quest-giving NPCs and a deeper rapport with fellow party members, particularly those with scholarly inclinations.
The Glass Guardian
While the Glass Walker[1] is powerful on their own, they can also play the role of a protector. Their conjured beings are reflections of their inner resolve to safeguard those they deem worthy. Foster relationships wherein the character silently watches over their companions, using summoned creatures to shield allies in the heat of battle, even if it means stepping into danger themselves.
The Enigmatic Lore Keeper
Use their skill in Bluff and knowledge of The Planes to maintain an air of enigma around your character. The Glass Walker[1] should often speak in riddles or cryptic warnings, hinting at their vast, possibly infinite understanding of the multiverse. Let them recount tales of obscure planar lore, subtly tying them to the context of current challenges the party faces.
The Arcane Artisan
Lean into the backstory where stained glass comes to life. The Glass Walker[1] could take the time to create intricate glass artworks or repair old stained glass windows in ancient structures during downtime. This not only fits thematically but also offers unique opportunities for roleplay with local NPC artisans and historians, further establishing their reputation.

FAQ
What core abilities make The Glass Walker[1] unique?
The Glass Walker[1] excels in summoning minions quickly and effectively. The Rapid Spell feat allows you to summon creatures as a standard action, providing an immediate tactical advantage. Augment Summoning boosts the strength and constitution of your summons, making them more durable in combat. Extended Summoning ensures they last longer, maintaining battlefield presence. Coupled with Planar Binding and Planar Ally, you can summon powerful extraplanar entities.
How does The Glass Walker[1] handle weaknesses?
Equip items like Gloves of Dexterity and Cloak of Resistance to counter low Dexterity and poor Reflex saves. The Headband of Intellect boosts Intelligence, aiding in key skill checks and saves. Use spells like Expeditious Retreat or Fly to overcome Adamantine Body’s mobility limitations. Prepare utility and defensive spells to tackle anti-magic or banishment vulnerabilities. Investing in Mithral Full Plate can mitigate the Heavy Armor Proficiency flaw.
What class progression should I follow for the Glass Walker[1]?
Start as an Archivist for high AC with Adamantine Body and tactical advantages from Dark Knowledge. By levels 6-10, transition to Thaumaturgist, specializing in summoning with feats like Augment Summoning and Rapid Spell. From levels 11-15, shift to Malconvoker for powerful abilities like Deceptive Summons and Rashemi Elemental Summoning. Finally, master summoning with Quicken Spell and Fiendish Legion by levels 16-20.
What roleplaying opportunities does The Glass Walker[1] offer?
You can roleplay as a Living Legend, embracing the mythos of your character’s powers. Alternatively, play as a Reluctant Hero burdened by the responsibility of wielding such immense power. The Glass Walker[1] can also be an Arcane Bibliophile, seeking forgotten texts and lore. As a Glass Guardian, you can protect allies with your summoned creatures. Finally, embody the Enigmatic Lore Keeper, speaking in riddles and sharing obscure planar knowledge.
How does The Glass Walker[1] thrive in combat scenarios?
In dungeon crawls, summon Earth Elementals to navigate tight spaces while you remain protected. Use Planar Binding to call upon extraplanar beings for trap clearing and scouting. In open fields, deploy Rapid Spell to overwhelm enemies quickly. Augment Summoning enhances your creatures’ strength against ranged attacks. During ambushes, rely on Deceptive Summons and Contingent Conjuration for quick responses. In defensive stands, Extended Spell ensures your summons hold the line. In urban encounters, use celestial or fiendish summons to avoid collateral damage and maintain order.
Join us at Stellar Dragons!
Try playing with the Glass Walker[1] in your next game. Do you think the Glass Walker[1] could be the best build in D&D 3.5? Join the discussion on the Stellar Dragons Discord server at https://discord.gg/uAPvgEq6Z7.
The Glass Walker

They ran, as they fought off the hobgoblin and countless undead hot on their heels. Finally, they managed to reach the old chapel, but alas, there was no door to block off the attackers!
The elf turned and grabbed his bow, meanwhile the man clutched his staff, sweating heavily. They both knew they faced their doom.
The hobgoblin led the hordes of undead and smiled at the thought of playing with his new prey. Suddenly the wicked smile evaporated from his face.
His bloodshot eyes widened in terror as he pointed at them in abject horror. The hobgoblin turned tail and ran as fast as his legs would take him.
The stained glass windows came to life. Elementals, Beasts of legends, Dragons, Angels and Demons alike came to life and charged the undead masses. The speed in which they eliminated the hoard left both the elf and the man speechless. Before they could react, and just as rapidly as their salvation appeared, it vanished.
Silence and darkness fell once again on the old manor, only broken by the countless candles that illuminated the chapel.
It was too much for both of them. They ran away in the night, frightened by a story no one would believe. As they fled, one of the stained glass windows was shaped in the form of a robed humanoid made of pure living glass.
It walked amongst the candles and grabbed the notebook the man left behind with its glass hand. The glass creature raised the tome amongst the candles, and it was titled:
“The Legend of the Glass Walkers”
Race
Warforged
Classes
Archivist 7/Thaumaturgist 5/Malconvoker 8
Ability Scores
Str 10/Dex 10/Con 18/Int 18/Wis 10/Cha 8
Skills
Bluff, Knowledge(The Planes)
Feats
Flaws: Murky Eyed, Shaky
Flaw-Heavy Armor Proficiency
Flaw-Adamantine Body
1-Academic Priest
Archivist Bonus 1-Scribe Scroll
3-Extend Spell
6-Spell Focus(Conjuration)
9-Rapid Spell
Thaumaturgist Bonus 9-Augment Summoning
12-Summon Elemental
15-Rashemi Elemental Summoning
18-Quicken Spell
Alright, with Adamantine Body we start off with a fairly large AC and a Damage Reduction of 2/adamantine at level 1. This means that despite our low Hit Die, we are near unkillable from the get go and that’s before buffing ourselves into the stratosphere.
We are, however, far from focusing on this. Rapid Spell lets us cast Summon spells as a standard action. We essentially win the game by default the second this comes online as I will detail further in the Final Thoughts section. Add Extend Spell for obvious reasons.
Augment Summoning and Summon Elemental, especially combined with Rashemi Elemental Summoning means we have essentially limitless summons that can each deal more damage than a Meteor Swarm. Enjoy this absolute nonsense.
Equipment
Start with a Quarterstaff to give your DM a false sense of security. As soon as you can, grab yourself a Headband of Intellect and a Cloak of Resistance.
Final Thoughts
Alright, let me explain the madness of this build. Since we, as an Archivist, don’t have an actual spell list, but rather can pull from all divine spellcasting spell lists, this means we get access to every single summoning spell in the game.
You just read that correctly. Summon Monster, Summon Nature’s Ally, Summon Undead, you name it, you have potential access to it. And via Rapid Spell you get to cast those as a Standard Action, meaning that creature gets to act now.
Beefed up with your automatic Extended Summoning and Augment Summoning, you now have near limitless, on-call minions to do any of your biddings, including healing and buffing your allies and yourself. Add Fiendish Legion to summon even more evil outsiders despite not necessarily being evil yourself and you can utterly wreck any leftover balance in the game with but a single spell.
And that’s before I start talking about Planar Binding or Planar Ally here, which are further empowered via your Improved Calling ability (use Greater Planar Ally to summon a Balor for shit and giggles).
And all of that? Yeah, that’s on top of being a friggin Archivist which means all the divine spells ever.
Want to utterly piss on the poor fragments of your GM’s sanity? Look up the Generic Spellcaster in Unearthed Arcana and realize that technically, this means you can grab divine scrolls of spells on the Sorcerer/Wizard spell list.
| Level | Class | HD | Feats | Special |
| 1 | Archivist | 10 | Adamantine Body, Academic Priest, Scribe Scroll, Heavy Armor Proficiency | Dark Knowledge(Tactics) 3/Day |
| 2 | Archivist | 1d6+4 | – | Lore Mastery |
| 3 | Archivist | 1d6+4 | Extend Spell | Dark Knowledge 4/Day |
| 4 | Archivist | 1d6+4 | – | Still Mind, +1 Int |
| 5 | Archivist | 1d6+4 | – | Dark Knowledge(Puissance) |
| 6 | Archivist | 1d6+4 | Spell Focus(Conjuration) | Dark Knowledge 5/Day |
| 7 | Archivist | 1d6+4 | – | Lore Mastery |
| 8 | Thaumaturgist | 1d4+4 | – | Improved Ally, +1 Int |
| 9 | Thaumaturgist | 1d4+4 | Rapid Spell, Augment Summoning | – |
| 10 | Thaumaturgist | 1d4+4 | – | Extended Summoning |
| 11 | Thaumaturgist | 1d4+4 | – | Contingent Conjuration |
| 12 | Thaumaturgist | 1d4+4 | Summon Elemental | Planar Cohort, +1 Int |
| 13 | Malconvoker | 1d4+4 | – | Deceptive Summons, Unrestricted Conjuration |
| 14 | Malconvoker | 1d4+4 | – | Planar Binding |
| 15 | Malconvoker | 1d4+4 | Rashemi Elemental Summoning, Skill Focus(Bluff) | – |
| 16 | Malconvoker | 1d4+4 | – | Deceptive Summons(Fury), +1 Int |
| 17 | Malconvoker | 1d4+4 | – | Fiendish Legion |
| 18 | Malconvoker | 1d4+4 | Quicken Spell | Deceitful Bargaining |
| 19 | Malconvoker | 1d4+4 | – | Deceptive Summons(Resistance) |
| 20 | Malconvoker | 1d4+4 | – | Improved Calling, +1 Int |
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