Conjurer
As a conjurer, you favor spells that produce objects and creatures out of thin air. You can conjure billowing clouds of killing fog or summon creatures from elsewhere to fight on your behalf. As your mastery grows, you learn spells of transportation and can teleport yourself across vast distances, even to other planes of existence, in an instant.
As a conjurer, you are barred from alteration magic, as well as one other school of your choice. As such, you cannot learn or cast spells of these schools. Alternatively, you can choose three spell schools which are considered your forbidden schools unless it is also of the school of conjuration. You cannot choose universal magic or conjuration magic as forbidden schools.
Choose one common 1st-level Conjuration spell from the Wizard spell list and add them to your spellbook for free.
In addition, whenever you gain access to a new level of spell slots from this class, you can add one Conjuration spell from the Wizard spell list to your spellbook for free.
Additionally, the gold and time you must spend to copy an conjuration spell into your spellbook is halved.
You can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have closely studied for at least 1 minute. The object is visibly magical, radiating dim light out to a range of 5 feet.
The object disappears after 1 hour, when you use this feature again, or if it would take or deal any damage.
You can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or medium creature. If that creature is willing, you both teleport, swapping places.
Once you use this feature, you can’t use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.
While you are concentrating on a conjuration spell, your concentration can’t be broken as a result of taking damage or hazardous conditions such as a rocking boat.
Any creature that you summon or create with a conjuration spell has 30 temporary hit points.
Forbidden Schools
1st-Level Wizard (Conjurer) FeatureAs a conjurer, you are barred from alteration magic, as well as one other school of your choice. As such, you cannot learn or cast spells of these schools. Alternatively, you can choose three spell schools which are considered your forbidden schools unless it is also of the school of conjuration. You cannot choose universal magic or conjuration magic as forbidden schools.
Conjuration Savant
1st-Level Wizard (Conjurer) FeatureChoose one common 1st-level Conjuration spell from the Wizard spell list and add them to your spellbook for free.
In addition, whenever you gain access to a new level of spell slots from this class, you can add one Conjuration spell from the Wizard spell list to your spellbook for free.
Additionally, the gold and time you must spend to copy an conjuration spell into your spellbook is halved.
Minor Conjuration
1st-Level Wizard (Conjurer) FeatureYou can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have closely studied for at least 1 minute. The object is visibly magical, radiating dim light out to a range of 5 feet.
The object disappears after 1 hour, when you use this feature again, or if it would take or deal any damage.
Benign Transportation
6th-Level Wizard (Conjurer) FeatureYou can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or medium creature. If that creature is willing, you both teleport, swapping places.
Once you use this feature, you can’t use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.
Focused Conjuration
10th-Level Wizard (Conjurer) FeatureWhile you are concentrating on a conjuration spell, your concentration can’t be broken as a result of taking damage or hazardous conditions such as a rocking boat.
Durable Summons
14th-Level Wizard (Conjurer) FeatureAny creature that you summon or create with a conjuration spell has 30 temporary hit points.
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