D&D 3.5 Wizard Hermit Build: Planar Conjuror

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Article-At-A-Glance

  • The Hermit[1] thrives on successful class synergies with Wizard, Thaumaturgist and Malconvoker.
  • The build specializes in battlefield control using summoning and deception tactics.
  • Strategic items and feats amplify the Hermit[1]’s effectiveness in diverse combat scenarios.
  • Overcomes vulnerabilities by leveraging defensive gear, spellcasting, and unique abilities.
Hermit

Click on the level for more information

The Hermit[1] build at level 1 is a Wizard with a focus on conjuration. It initiates with essential feats for summoning and spellcasting enhancements, preparing for further development in summoning and metamagic feats. The character’s potential begins with an Abrupt Jaunt ability for defensive teleportation, setting the stage for versatile spellcasting.

Stat Block Level 1:

Unnamed Hermit: gender-neutral, Vanara Wizard 1; CR 1; Medium humanoid (vanara); HD 1d4+2; hp 6; Init +1; Spd 30 ft.; AC 11, touch 11, flat-footed 10; Base Atk +0; Grp -2; Atk quarterstaff (-3 melee); Full Atk quarterstaff (-3 melee); SA Abrupt Jaunt; SQ Low-light vision, racial skill bonuses, Abrupt Jaunt (3/day); AL N; SV Fort +2, Ref +1, Will +4; Str 4, Dex 12, Con 14, Int 18, Wis 18, Cha 12.

Skills, Abilities, and Feats:

Spellcraft +8, Concentration +6, Knowledge (Arcana) +8, Bluff +4, Knowledge (The Planes) +4; Arcane Disciple (Summoning), Scribe Scroll.

Special Attacks and Qualities:

Abrupt Jaunt allows a 10 ft. teleportation as an immediate action a limited number of times per day.

Possessions: Spellbook, component pouch.

At level 5, the Hermit[1] build focuses on spellcasting potency and battlefield control. The character uses a combination of summoning and conjuration spells amplified by the Extend Spell feat to maintain prolonged control in battles. The Hermit[1]’s Immediate Magic with Abrupt Jaunt grants incredible mobility, providing a tactical advantage to avoid attacks. Despite low physical strength, the character harnesses Intellect and Wisdom to drive powerful spells and strategic decisions.

Stat Block Level 5:

Hermit: male, Vanara Wizard 5; CR 5; Medium Humanoid; HD 5d4+10; hp 22; Init +1; Spd 30 ft.; AC 12, touch 12, flat-footed 11; Base Atk +2; Grp -2; Atk quarterstaff +0 melee (1d6-4) or spell; Full Atk quarterstaff +0 melee (1d6-4) or spell; SA spells; SQ Immediate Magic (Abrupt Jaunt), Forbidden Schools (Illusion, Necromancy); AL CG; SV Fort +3, Ref +3, Will +7; Str 4, Dex 12, Con 14, Int 19, Wis 18, Cha 12.

Skills, Abilities, and Feats:

Bluff 4 (+5), Concentration 8 (+10), Spellcraft 8 (+12), Knowledge (The Planes) 4 (+8); Arcane Disciple (Summoning), Scribe Scroll, Spell Focus (Conjuration), Extend Spell.

Special Attacks and Qualities:

Uses Abrupt Jaunt to teleport 10 feet as an immediate action, evading attacks and area effects.

Possessions: Spellbook, component pouch.

Utilizing the abilities of the Thaumaturgist and Malconvoker classes, the Hermit[1] Wizard at level 10 may control and improve summoned monsters. With skills like the powerful Imbued Summoning and Deceptive Summoning, this character can creatively support their summons. The emphasis on conjuration not only makes summoning more flexible, but it also integrates defensive strategies like Abrupt Jaunt, which allows for tactical shifting during battle.

Stat Block Level 10:

Hermit: male, Vanara Wizard 7/Thaumaturgist 2/Malconvoker 1; CR 10; Medium humanoid (Vanara); HD 10d4+20; hp 45; Init +1; Spd 30 ft.; AC 15 (Armor +4 Mage Armor), touch 11, flat-footed 14; Base Atk +5; Grp +3; Atk Quarterstaff +4 melee (1d6-1) or Dagger +6 ranged (1d4-1); Full Atk Quarterstaff +4 melee (1d6-1) or Dagger +6 ranged (1d4-1); SA Deceptive Summons, Unrestricted Conjuration; SQ Abrupt Jaunt, Improved Ally, Immediate Magic; AL Neutral Good; SV Fort +6, Ref +4, Will +13; Str 4, Dex 12, Con 14, Int 18, Wis 18, Cha 12.

Skills, Abilities, and Feats:

Bluff 7, Knowledge (The Planes) 10, Spellcraft 13, Concentration 13; Arcane Disciple (Summoning), Scribe Scroll, Spell Focus (Conjuration), Extend Spell, Fell Drain.

Special Attacks and Qualities:

Deceptive Summons allows summoning of evil creatures without alignment restriction. Abrupt Jaunt: Teleport 10 feet as an immediate action.

Possessions: Spellbook, component pouch, Quarterstaff, Dagger, Potions of Cure Light Wounds, Scrolls of Haste.

The Wizard, Thaumaturgist, and Malconvoker classes collaborate at level 15 in the Hermit[1] build to offer potent abilities such as Deceitful Bargaining. The setup is crafted to dominate in battle and tactical maneuvering due to spells enhanced by the metamagic feats of Imbued Summoning and Extend Spell, alongside an Improved Familiar (Imp).

Stat Block Level 15:

The Hermit[1]: male, Vanara Wizard 7/Thaumaturgist 5/Malconvoker 3; CR 15; Medium humanoid (Vanara); HD 15d4+30; hp 67; Init +1; Spd 30 ft.; AC 17, touch 12, flat-footed 16; Base Atk +7; Grp +5; Atk touch +7 melee (ray) or dagger +5 melee (1d4-3/19-20); Full Atk touch +7 melee (ray) or dagger +5 melee (1d4-3/19-20); SA Deceptive Summons, Improved Calling; SQ Abrupt Jaunt, Arcane Disciple, Fiendish Legion, School Focus (Conjuration); AL Chaotic Good; SV Fort +7, Ref +5, Will +10; Str 4, Dex 12, Con 14, Int 18, Wis 18, Cha 12.

Skills, Abilities, and Feats:

Bluff +5, Concentration +19, Knowledge (Arcana) +20, Knowledge (The Planes) +15, Spellcraft +22; Arcane Disciple (Summoning), Improve Familiar, Extend Spell, Obtain Familiar, Fell Drain, Augment Summoning, Imbued Summoning, Skill Focus (Bluff).

Special Attacks and Qualities:

Abrupt Jaunt allows teleportation 10 ft. as an immediate action (Int mod/day); Deceitful Bargaining empowers summoned creatures.

Possessions: Spellbook, component pouch, Improved Familiar (Imp).

At level 20, this build leverages exceptional summoning abilities. The Hermit[1], a Vanara Wizard/Thaumaturgist/Malconvoker, uses powerful conjuration and malconvocation skills to summon multiple empowered creatures. Possessing the ability to teleport short distances instantly, they evade threats effortlessly. The build features a potent mix of summoning support feats, such as Augment Summoning and Imbued Summoning, and metamagic abilities that enhance spell duration and efficacy.

Stat Block Level 20:

The Hermit[1]: male, Vanara Wizard 7/Thaumaturgist 5/Malconvoker 8; CR 20; Medium humanoid (Vanara); HD 20d4+20; hp 70; Init +1; Spd 30 ft.; AC 11, touch 11, flat-footed 10; Base Atk +10; Grp +8; Atk quarterstaff +8 (1d6-2) or dagger +8 (1d4-2/19-20); Full Atk quarterstaff +8/+3 (1d6-2) or dagger +8/+3 (1d4-2/19-20); SA Deceptive Summons, Improved Calling; SQ Abrupt Jaunt, Extended Summons, Planar Cohort, Imp familiar; AL Neutral Good; SV Fort +11, Ref +7, Will +15; Str 4, Dex 12, Con 14, Int 22, Wis 18, Cha 12.

Skills, Abilities, and Feats:

Bluff+18, Concentration+25, Knowledge(The Planes)+18, Spellcraft+25; Arcane Disciple (Summoning), Scribe Scroll, Spell Focus(Conjuration), Extend Spell, Obtain Familiar, Fell Drain, Augment Summoning, Skill Focus(Bluff), Imbued Summoning, Improved Familiar, Improved Initiative.

Special Attacks and Qualities:

Deceptive Summons – allows the conjuration of fiendish creatures while maintaining a good alignment; Improved Calling – enhanced control over Planar Bindings; Extended Summons – double duration for summoned creatures.

Possessions: Spellbook, component pouch, dagger, quarterstaff, and Imp familiar.

Milestones Of Character Development

  • Levels 1-5: Begin with a solid foundation in Wizardry focusing on Conjuration. By level 5, unlocks ‘Extend Spell’ to enhance spell durations, pivotal for longer-lasting control in combat.
  • Levels 6-10: Transition into Thaumaturgist, obtaining ‘Obtain Familiar’ to improve companion choices and upgrade magical abilities with ‘Fell Drain’, enhancing damage output significantly.
  • Levels 11-15: Master Malconvoker traits like Deceptive Summons and Deceitful Bargaining. ‘Improved Familiar’ enriches familiar options with powerful allies aligning with conjuration themes.
  • Levels 16-20: Complete the Thaumaturgist class with formidable abilities such as ‘Extended Summons’ and ‘Planar Cohort’, reaching peak power as a conjuration specialist wielding nearly limitless summoning potential.

Core Abilities & Features

Class Synergy: The core of this build combines three classes: Wizard 7, Thaumaturgist 5, and Malconvoker 8. The progression allows the Wizard to master arcane secrets before expanding into summon-focused classes, maximizing the potential of conjuration spells. The Thaumaturgist grants the option of Planar Cohorts and strengthens summoning capabilities via Extended Summons. Meanwhile, Malconvoker enhances the ability to deceive and command fiendish creatures, thus amplifying the number of summoned minions.

Expert Spellcasting: With a dominating Intelligence score of 18, the Hermit[1] accesses high-level spells with ease, offering battlefield control and lethal damage outputs. Feats like Fell Drain impose negative levels on foes, while Imbued Summoning buffs summoned allies with powerful spells like Haste without expending resources.

Strategic Feats and Abilities: A carefully curated list of feats, including Arcane Disciple (Summoning) and Skill Focus (Bluff), supports the Hermit[1] in performing complex summoning tasks while maintaining control over unpredictable creatures. The standout feature is Abrupt Jaunt, allowing short-range teleportation to dodge attacks or harmful effects, a game-changing defensive tactic.

Equipment Progression

Level RangeEquipmentDetails
L1-5Wand of Magic MissileProvides consistent damage output for lower levels and supplements low damage spells.
L6-10Hat of Intellect +2Boosts Intelligence, increasing spell DCs, number spells known, and skill checks.
L11-15Ring of Protection +3Enhances Armor Class, offering additional protection during encounters.
L16-20Staff of ConjurationGrants access to higher-level conjuration spells, improving tactical options in battle.

Combat Scenarios

  • Dungeon Crawls:
    • Use your summon creatures to scout corridors and trigger traps. This will keep you and your party safe. Utilize Augment and Extended Summoning to keep them durable and active for long explorations.
  • Open Fields:
    • When in open fields, maximize the range of your spells. Use Abrupt Jaunt to reposition and maintain distance from enemies charging in. Summon a Fiendish Legion for field control, ensuring you command the battle space.
  • Ambushes:
    • React fast with Immediate Magic’s Abrupt Jaunt to escape surprise attacks. Cast Fell Drain spells in response to weaken foes immediately, leveraging your spell focus for effective control and damage.
  • Defensive Stands:
    • Hold the line using Planar Cohort. Imbue them with defensive buffs like Haste to enhance their speed and protective abilities. This will fortify your position, providing tactical advantage.
  • Urban Encounters:
    • Blend in with Skill Focus (Bluff) to maneuver through city conflicts. Use summons and Illusions to distract foes and keep civilians safe while strategically dealing with the threat.

Weaknesses & Counters

WeaknessCounter
Low Strength (Str 4)Rely on spells and teleportation to avoid direct melee encounters. Abrupt Jaunt can save you from attacks.
Limited Defensive SpellsUse a Ring of Protection (+1/2/3 AC bonus) and Cloak of Resistance (+1/2/3 to saving throws) for additional defense.
Can be Overwhelmed by NumbersSummon creatures using Augment Summoning and Fiendish Legion to match enemy numbers; use Haste through Imbued Summoning to enhance summoned allies.
Vulnerability to High Damage SpellsEquip items like Brooch of Shielding to negate Magic Missile attacks. Rely on spells like Protection from Energy.
Low Hit PointsCast False Life or utilize items like Amulet of Health to boost Constitution temporarily.
Forbidden Schools: Illusion & NecromancyEnsure to have a diverse spell selection from approved schools, focusing on Conjuration and Evocation strategies.

Roleplaying the Hermit

Consider the Hermit[1] as an enigmatic figure, drawing from a mix of curiosity and mystery. Living in solitude, the Hermit[1] is a Vanara Wizard whose age-old wisdom and eerie demeanor leave explorers and companions intrigued, often wary. The presence of a Succubus butler and the reluctant welcome into his abode can highlight his complex nature, mixing the arcane with everyday oddities.

His speech reflects a dismissive erudition, as though every visitor is yet another distraction from his grander pursuits. He speaks with a wit as sharp as his spells, often challenging adventurers to match his intellect or persuade him through wits, rather than mere strength. Encourage interactions revolving around ethical dilemmas and the lesser-known paths of magics, perhaps presenting tests of character or moral conundrums, especially through his use of Bluff and Conjuration.

Hermit

FAQ

What makes the Hermit[1] Build unique in D&D 3.5?

The Hermit[1] Build taps into intense spellcasting and conjuration power. It combines the Wizard, Thaumaturgist, and Malconvoker classes for summoning expertise. The Wizard foundation allows mastery of arcane secrets before expanding into summoner roles. Class abilities like Planar Cohort and spells such as Imbued Summoning optimize your control over the battlefield.

How does one counter the Hermit[1]’s weaknesses?

Low strength can be managed with teleportation spells and strategic positioning. Equipments like Ring of Protection and Cloak of Resistance boost defenses. Use augmented summons to counter overwhelming enemy numbers. Spells like Protection from Energy negate high damage, while False Life boosts hit points temporarily.

What spells are vital for this Hermit?

The Hermit[1] relies heavily on conjuration and evocation spells. Spells like Augment Summoning and Fell Drain are essential. Imbued Summoning adds powerful buffs like Haste to allies. Protection spells like Shield and Protection from Energy offer valuable defense.

Early levels should focus on items like the Wand of Magic Missile for damage. Mid-levels call for a Hat of Intellect to increase spellcasting efficacy. Later, acquire a Ring of Protection for defense and a Staff of Conjuration for higher-level spells. These enhance your combat abilities significantly.

How should one approach roleplaying the Hermit[1]?

The Hermit[1] is a mysterious figure, often secluded and wise beyond measure. This character thrives in solitude, but their curiosity draws them into occasional adventure. Their complex nature, illustrated by a Succubus butler, contrasts arcane mastery with everyday oddities. Use dialogue sparingly, aiming for wit and challenge in conversations.

Learn more about the Hermit at Stellar Dragons discord!

Try incorporating a Hermit into your next D&D game. Do you think the Hermit[1] could be the best build in D&D 3.5? Discuss it on our Stellar Dragons Discord server at https://discord.gg/uAPvgEq6Z7

Authors

  • Writer, Editor, GM, Technologist – Andrew’s been playing TTRPGs since as far back as he can recall… at least sometime in the nineties… or was it the early 2000s?

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Terms definitions
1. ↑ Wizard – The Hermit – D&D 3.5 ( The Hermit )

The Hermit

Their Red Wizard contact provided them two leads to investigate the murder from the college. They split up to investigate both leads. The ranger sister and the Knight brother arrived at the secluded hut deep in the wood. Supposedly it belonged to the hermit who was last in contact with the head of Necromancy department.

They were considerably surprised and on their guard when the door was opened by a Succubi dressed uncomfortably in a butler attire.

“We…are here to meet the master of the house?” Asked the brother, his hand on the pommel of his sword.

The succubi simply nodded and let them in.

Their surprise and confusion only grew when they saw the master in question, a monkeyfolk sitting quiety reading a book of prayer to the deity of the paladin order as he addressed them without even looking up:

“You are here because of that old fart’s death are you? Sit down, and take notes, I will not repeat myself…”

Race

Vanara

Classes

Wizard 7/Thaumaturgist 5/Malconvoker 8

Ability Scores

Str 4/Dex 12/Con 14/Int 18/Wis 18/Cha 12

Skills

We need at least 4 ranks in both Bluff and in Knowledge(The Planes), but you should still heavily invest in Spellcraft and Concentration as these two are pretty much mandatory for any spellcaster.

Feats

1-Arcane Disciple (Summoning)
Bonus 1-Scribe Scroll
3-Spell Focus(Conjuration)
Bonus 5-Extend Spell
6-Obtain Familiar
9-Fell Drain
Bonus 9-Augment Summoning
12-Imbued Summoning
Bonus 12-Skill Focus(Bluff)
15-Improved Familiar
18-Improved Initiative

Picking Arcane Disciple will let us fulfill the Thaumaturgist’s prerequisite to be able to cast Lesser Planar Ally. We get Augment Summoning from said Thaumaturgist class so instead, since we swap our Familiar for an Alternative Class Feature, we can pick Obtain Familiar, and later on Improved Familiar to get ourselves an Imp.

Imps are pretty much the best possible familiar possible, and they are super on theme for a malconvoker so that is perfect. We pick both Extend Spell, Imbued Summoning and Fell Drain as out two metamagic feats. Extend will allow us to double the duration of our buffs, summons and battlefield control spells.

Fell Drain in turn will turn our damaging spells extremely deadly by dropping negative levels on damaged targets. Finally, Imbued Summoning will allow us to apply any 3rd level spell on our summoned creatures. Being able to throw a Haste for free on a summoned creature(s) is ridiculously good.

Special Abilities

School Focus(Conjuration)
Forbidden Schools(Illusion, Necromancy)
Immediate Magic(Abrupt Jaunt)

We are a Conjuration specialist, which allows us to switch out Familiar for Immediate Magic. Specifically, for Abrupt Jaunt. This ability is easily one of the strongest in the entirety of 3.5 and that should be saying something. This ability lets you, a number of times per day equal to your intelligence modifier, teleport 10 feet as an immediate action. Dragon uses Breath Weapon? Teleport 10 feet just outside of it’s effect, completely cancelling the need to even roll a Reflex save. Someone attacks you? 10 feet teleport out of reach, out of damage. The possibilities are limitless.

Equipment

Your spellbook, a component pouch and that’s pretty much it.

Final Thoughts on the Build

So, you have a (Int mod/day) get out of jail for free card from the get go and you somehow only keep increasing in power from there. Your summons are empowered by your Augment Summoning and Imbued Summoning feats making them considerably stronger, and their duration is automatically doubled from Thaumaturgist(and yes, it explicitely cumulates with Extend Spell), your damage spells are nasty and eat levels from your enemies, you have the best possible familiar in the game AND a Planar Cohort of some sort.

Now, if you want a nasty, nasty trick, that lets you get an Outsider as Cohort. Aasimars and Tieflings are Outsiders with a +1 LA. Cohort caps at lvl 17. So you could get an Aasimar Cleric 16 as a Cohort. If you want something with a bit more flair, well, Vrocks, Succubi and Erinyes are all available too.

Best part? As a Malconvoker, you can roll Bluff to summon evil creatures even if you are good. And when you summon evil creatures, you summon more of them. Combined with Imbued Summoning this gets ridiculous really fast. This build is probably one of the strongest in all of my guides so far.

Level Table

Level

Class

HD

Feats

Special Abilities

1

Wizard

6

Arcane Disciple, Scribe Scroll

Abrupt Jaunt

2

Wizard

1d4+2

–

–

3

Wizard

1d4+2

Spell Focus(Conjuration)

–

4

Wizard

1d4+2

–

+1 Int

5

Wizard

1d4+2

Extend Spell

–

6

Wizard

1d4+2

Obtain Familiar

–

7

Wizard

1d4+2

–

–

8

Thaumaturgist

1d4+2

–

Improved Ally, +1 Int

9

Thaumaturgist

1d4+2

Fell Drain, Augment Summoning

–

10

Malconvoker

1d4+2

–

Deceptive Summons, Unrestricted Conjuration

11

Malconvoker

1d4+2

–

Planar Binding

12

Malcovoker

1d4+2

Skill Focus(Bluff), Imbued Summoning

+1 Int

13

Malconvoker

1d4+2

–

Deceptive Summons(Fury)

14

Malconvoker

1d4+2

–

Fiendish Legion

15

Malconvoker

1d4+2

Improved Familiar

Deceitful Bargaining

16

Malconvoker

1d4+2

–

Deceptive Summons(Resistance), +1 Int

17

Malconvoker

1d4+2

–

Improved Calling

18

Thaumaturgist

1d4+2

Improved Initiative

Extended Summons

19

Thaumaturgist

1d4+2

–

Contingent Conjuration

20

Thaumaturgist

1d4+2

–

Planar Cohort, +1

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