Ported over to Brilliant Gameologists from 339, by chaos_redefined on February 26, 2011 and now moved over to
GitPSummoning Handbook and also at
enworld Summoners Guide
This guide is designed to help people create a caster focused on summoning creatures to aid them both in combat and in social situations. I do appreciate that the best casters are generally good at lots of things, and focusing on one is suboptimal. However, focusing on one can be more enjoyable. Also, there are a large number of guides about which monster to summon. Because there are several different spells that can be used to summon, I will include links to some previous links, but will not be including them myself. This guide is intended to be useful regardless of your summonable creatures.
What has Come Before? There have been several works on summoning done, but these have had most of the focus on the Summon Monster list. This guide focuses on other aspects, such as feats, prestige classes, tactics, etc
Ready to Summon Monsters - A list of all the Summon Monster creatures, and all their statistics.
The Comprehensive Summoning Thread - Rather good, but also thoroughly outdated.
the 3.5 summon monster list - a list of popular creatures on the Summon Monster list.
The Summoner's Desk Reference [D&D 3.5] - a comprehensive guide - a detailed listing of creatures that can be summoned with summon monster, and the reason that you may consider summoning them.
Best uses of Planar Ally/Binding? - As the title says, its a list of what can be summoned with planar ally and planar binding. Didnt get too far, unfortunately.
Druid Handbook Revived - The only link that I have found that examines anything from the Summon Natures Ally list.
Being Everything: Eggynack's Comprehensive Druid Handbook for Druid summoning and everything Druid related
Mastering the Malconvoker - Looks into the Malconvoker prestige class, which is a nice summoning prestige class.
The Conjurers Handbook - not specifically about summoning, but if conjurers are up there in the list of best summoners, and the occasional fog spell or what not can really help you out.
Legal 3.5 Summonable Monster List - List of all summonable creatures from MMIII, MMIV, MMV, and a bucket load of other books.
Ways-to-boost-Summon-Elemental - A list of uses for the summon elemental reserve feat, covering both in-combat and out-of-combat use. This feat is a major boost to your versatility, and is definitely worth looking at.
Planar-Binding-and-You-(Bonus-Stories-Included) Teach-me-how-to-summon-wellWhich-is-better-Planar-Ally-or-Planar-BindingDictum Mortuums Wizard HandbookThe Logic Ninjas Guide to Being Batmaneditors note: still working on all the links to makes sure they are correctWell, the main reason you might consider summoning is because you think its cool. If this isn’t the case, then summoning isn’t the best option for you. But obviously, summoning has to offer some advantage over other spells, right? Well, here are some:
- Summoned creatures almost always work. There is no concern about saving throws, spell resistance, hitting allies, etc… You summon, and the creature starts bashing. Or whatever else it wishes to do.
- Summoned creatures can take the hits your allies would be taking instead. This means that your healer is less strained; your tanks are less in danger, and so on.
- Summoned creatures can die, and you won’t care that much. This means that you can send them to scout for traps and the like, and, if they die, you can summon another one.
- Summoned creatures offer versatility. Depending on your opponent, different creatures might be helpful in different situations. For example, if your opponent flies, you would most likely summon an air elemental rather than an earth elemental, even though the air elemental is physically weaker. Also, there are a large number of spell-like abilities, even of the same level as the summon spell. The versatility available through this is very potent.
There are a variety of options available for where you pull your spell lists from. I probably haven’t touched upon all of them here. But, in no particular order, the most common options for summoning include:
- Wizard PHB: The wizard has a large number of variant class features available to it, allowing it to summon as a standard action, gaining augment summoning for free, etc…
- Cleric PHB: The cleric is physically stronger than the wizard, and can wear armor. Since summoning is a full-round action, the ability to avoid some hits is exceptionally useful.
- Druid PHB: The druid has natural spell + wildshape to help avoid being hit, spontaneous casting of summoning spells, allowing the preparation of other spells, and better summons, due to the greenbound feat. The druid is often considered the best summoner available.
- Psion XPH: The psion is often considered a rather good summoner, comparable to the druid. While I consider the druid to be better, the psion is still rather effective. Unless requested, I am omitting psion-based feats and prestige classes from this guide.
- Sorcerer PHB: Spontaneous version of a wizard. Doesn’t get the substitute levels to make it viable, except for some at high levels, but at this point, you are better prestiging out.
- Favoured Soul CD: Spontaneous version of a cleric. Doesn’t get domains or anything similar, but it does still get the ability to wear armor. Domains don’t make that big a difference at higher levels, so this is a viable option for those who like spontaneous casting. However, at level 1, a cleric can get +3 to CL, which means an extra 3 rounds.
- Spirit Shaman CD: Spontaneous version of a druid. Druids already get spontaneous casting of the summoning spells, but the spirit shaman also gets the spirit guide, who can focus on the concentration-based spells while you cast more. There is some belief that spirit shamans are better summoners than druids, based on the larger amounts of spells that can be cast per day, and the spirit guide’s ability to concentrate on spells. At the very least, it is a better caster.
- Archivist HoH: Archivists have the option of learning any divine spell. So they can make use of spells like summon monster, planar ally spells, summon natures ally spells, etc. They dont get any other class features, but SNA is good for the lower levels, and SM/planar ally is good at the higher levels.
- Dread Necromancer HoH: Dread Necromancers make good summoners at the lower levels, due to the summon undead chain, however, since this chain stops at Summon Undead 5, they arent as effective at later levels.
FeatsThere are many feats available to summoners, allowing them to improve the creatures summoned. There are several available only to those who summon using Summon Nature’s Ally, specifically Greenbound and Ashbound. If you are making a druid or spirit shaman who can use these feats, they are both exceptionally good. It is also important to point out that Greenbound and Rashemi feats are campaign specific and are broken. When I looked them up I realized that by RAI they're supposed to be DMs rewards to the players for doing something awesome. Talk to your DM if you want them!
General FeatsThese are feats available to all summoners, and will always apply (or, in the case of Beckon the Frost, can be applied when appropriate at no cost).
- Augment Summoning PHB: This is a must for any serious summoner. The only reason not to take it is if you get it for free somewhere else. (requires Spell Focus(Conjuration).)
- Beckon the Frozen Frostburn: A small boost to the damage your summons deal, and the cold subtype. It is optional to use, which is very important when fire is about. Also note that the extra damage is ignored if the opponent has any noteworthy cold resistance. (requires Spell Focus(Conjuration) and Augment Summoning.)
- Summon Elemental CM: The ability to spontaneously summon something as a standard action. Useful as a trap monkey, flank buddy, and a potential polymorph target. As written, these benefit from all your other Summoning Feats, however, you may wish to check with your DM. (requires the ability to cast 4th level spells.) (Thanks to BenSan for pointing out that, RAW, they benefit from your other summoning feats) Ways-to-boost-Summon-Elemental
- Extraordinary Concentration CV: There are a couple of nice summon spells that rely on concentration. The cream of the crop is Summon Elemental Monolith. The ability to summon one of these, and then cast another spell is exceptionally handy. Ideally, you want to get this to a swift action, since summoning spells generally involve full-round actions. (requires concentration 15 ranks.) Note: This is kind of weird. It specifies that you cant keep concentration on two spells at once, which would indicate that you can still cast another spell, but cant concentrate on it. However, in the SRD, it specifies that you cant cast a spell while concentrating on another. RAW, you shouldnt be able to cast another spell, but RAI might suggest otherwise. If going by RAI, keep it as blue. If going by RAW, it changes to red.
- Rashemi Elemental Summoning UE: Makes your Earth Elementals and Air Elementals scarier. Summoning air elementals can now act as a blasting spell, thanks to the cone of colds. This can do considerably more than Meteor Swarm, the typical level 9 damage spell. (no prerequisites.)
The Air elementals get cone of cold 3/day. Dice-wise, that's capable of doing 45d6 of damage (over 3 rounds, mind you, and assuming HD is 15)
Meteor Storm does 4 spheres of 2d6+6d6, which deals 32d6 of damage in one spell.
Its a repost from 339, but by summoning a single air elemental and having it cone of cold constantly, you can get more mileage out of your spell compared to, say, Meteor Swarm. Summoning multiple elementals makes this even better, of course.
If you can get 1d4+1 elementals that deal 15d6 damage with a single rounds actions, that's (on average) 3.5. I'm gonna round down to make my maths nicer. 3 elementals, 15d6 damage each. 45d6 damage. With double-repeat for teh lulz. (You get the effects this round, next round, and the round after) This is a minimum for what will happen 75% of the time. And were using a 8th level druid spell for it.
Now, it is possible to point out that the spell will have a lower save. Which means that we get 22.5d6 more often than wed like. However, this is made up for by multiple factors:
1) The triple repeat, which can only be avoided by taking out all of the elementals. If they manage to only take out one of them, they still take 15d6 next round if they make all saves, totaling 37.5d6. Which is still more than meteor swarm.
2) 3 Huge elementals will be clogging up the area. Even without Augment Summoning and the like, this gives over 500 hit points. Additionally, each elemental fills up a 3x3 area, meaning 27 squares that opponents cant move through.
- Augment Elemental Magic of Eberron: Your summoned elementals get a +2 enhancement bonus to attack and damage rolls, and temporary HP equal to twice their HD. For combat purposes, this is basically a second Augment Summoning on your elementals. Easy prerequisites (a few ranks of K: Planes). Suggested by BenSan.
- Dragonmarked Summoner Dragonmarked: Not really all that great, but it is a summon-enhancing feat. Summoned creatures get a small deflection bonus to AC based on the strength of your dragonmark. Very much Eberron-specific for obvious reasons. Its okay if youre already playing a dragonmarked character, but still not a top priority. Suggested by BenSan.
- Demon Mastery Fiendish Codex I: +1 caster level for summoning demons, +2 to Charisma checks for planar binding and similar spells involving demons. Might be useful for Malconvokers. Or maybe not. Suggested by BenSan.
Metamagic FeatsThere are several metamagic feats that boost summoning abilities. Most of these have low level adjustments, meaning you can still get decent summoned creature.
- Imbued Summoning PHB II: +1 level adjustment to give a free buff spell. Unfortunately, buffs that work off enhancement bonuses (i.e. Bull’s Strength) if you have Augment Summoning. (although dex-based, and mental buffs still work) (requires Spell Focus(Conjuration) and Augment Summoning.)
- Extend Spell PHB: +1 level adjustment to potentially carry the summoned creature into the next battle. (no prerequisites)
- Rapid Spell CD: +1 level adjustment to summon as a standard action. (no prerequisites)
- Sudden Maximize CA/Miniatures Handbook: Summon more of the lower list creatures. Usable 1/day. (requires any metamagic feat)
- Metamagic School Focus CM: Reduces metamagic costs, as long as you stick to one school. How about conjuration? You will most likely meet the prereq of SF(Conj), since it is also a prereq for Augment Summoning. (requires Conjurer level 1 or Spell Focus(Conjuration))
- Rapid Metamagic CM: For spontaneous casters who wish to summon with metamagic. (requires the ability to cast spontaneously, Spellcraft 12 ranks)
SNA-specific Feats These feats have the prerequisite of being able to spontaneously cast Summon Nature’s Ally. This is limited to druids and spirit shamans.
- Greenbound LEoF: Makes animals that you summon a lot stronger, but you can’t use animal buffs on them. It is ridiculously good, until you get Animal Growth. At this point, greenbound is comparable to animal growthed summons. Once elementals start to appear Rashemi Elemental Summoning is superior. (requires the ability to spontaneously cast Summon Natures Ally)
- Ashbound ECS: A bonus to hit, and a free extend effect. Allows summons to be useful earlier on, and allows them to last into the next battle later on. This is marked so high because of the free extend effect, making a druid summoner useful a lot earlier. (requires the ability to spontaneously cast Summon Natures Ally)
Arcane-specific Feats These feats have the prerequisite of being able to cast arcane spells. As a result, it is limited to wizards and sorcerers.
- Arcane Thesis PHB II: All your metamagic feats involve a +1 level adjustment. This negates that. Only applies to one spell though. (requires the ability to cast arcane spells and 9 ranks in spellcraft)
- Arcane Disciple CD: The summoning domain adds some very useful spells to your spell list. Sorcerers may be better off taking the Domain Access alternate class feature from Complete Champion. Allows qualification for the Thaumaturgist. (requires the ability to cast arcane spells, knowledge(Religion) 4 ranks, spellcraft 4 ranks, and an alignment that matches your deitys alignment. The only deity that has this as a suitable domain is Thritherion, who is Chaotic Good.) Thanks to Chando for this suggestion.
- Infernal Sorcerer Heritage PHBII: +2 caster level for summoning evil outsiders. Can be taken at first level, but only by sorcerers. Suggested by Bonzai.
- Celestial/Fiendish Summoning Specialist Planar Handbook: Work with your DM to find another creature to add to your summon lists. Note that you are limited to one set of heritage feats, so choose carefully. Suggested by Bonzai.
- Nexus Method Dragon #319: lets a Wizard swap out non-Conjuration spells for a Summon Monster of the same level or lower. Its wizards-only, and you have to be from the Solnor Compact in Greyhawk (But that can be changed). Suggested by Taeldrin Laesrash
Domain-specific Feats These feats require a domain. As a result, they are pretty much exclusive to the cleric, although if you are using Complete Champion, a sorcerer can use them as well.
- Domain Focus Complete Divine: Domain spells you cast have a +1 CL. A level 1 Cleric can end up with summons that last 4 rounds with this feat and the right domains. Thanks to Bonzai for suggesting this.