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School of Conjuration

Overview

As conjurers, these wizards favor spells that produce objects and creatures out of thin air. They can conjure billowing clouds of killing fog or summon creatures from elsewhere to fight on their behalf. As their mastery grows, they learn spells of transportation and can teleport themselves across vast distances, even to other planes of existence, in an instant.  

Features

2nd Level - Conjuration Savant

The gold and time you must spend to copy a conjuration spell into your spellbook is halved.  

2nd Level - Minor Conjuration

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 seen. The object is visibly magical, radiating dim light out to 5 feet.   The object disappears after 1 hour, when you use this feature again, or if it takes or deals any damage.  

6th Level - Benign Teleportation

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.  

10th Level - Focused Conjuration

While you are concentrating on a conjuration spell, your concentration can’t be broken as a result of taking damage.  

14th Level - Durable Summons

Any creature that you summon or create with a conjuration spell has 30 temporary hit points.
Wizard

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