Wizard
Base Class: Wizard

Conjurer are able to produce things out of the thin air and move to locatios in no time.

Level 3: Conjuration Savant

Choose two Wizard spells from the Conjuration school, each of which must be no higher than level 2, and add them to your spellbook for free.

In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Conjuration school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.

Level 3: Improved Mage Hand

You know Mage Hand and doesn't count to your cantrips knowns. Alternatevily, you can use the mage hand to conjure objects or weapons, following these rules:

Objects: You can use Mage Hand 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, if it takes any damage, or if it deals any damage.

Weapons: You can use Mage Hand to conjure a simple weapon on your hand. Once you create a weapons, you can a Bonus Action to make a spell attack using the weapon's properties, . When the weapon leave your hand, the weapon cease to exist.

 

Level 6: Transposition

You always have Misty Step prepared. In addition, you can cast on a creature you can see. To do so, the creature must suceed a Charisma saving throw. On a fail, the creature teleport as if it cast Misty Step and you choose where it lands.

Level 10: Conjurer 10

While you are concentrating on a spell, you have advantage in Constituition saving throw.

Level 14: Conjurer 14

When you cast a spell that requires Concentration, you can create a floating orb that maintain concentration for that spell. The orb has the following poperties:

  • Size: Tiny
  • HP: Spellcaster Ability Score
  • AC: 10 + Spellcaster Modifier
  • Saving Throws: STR (-2); DEX (+9), CON (0)
  • Damage Immunities: Psychic, Poison
  • Condition Immunities: All
  • Evasion: When you're subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail.

The spell created this can't be no further than 60 ft. and the orb is created on the same location as the spell. The orb hover around the spell ina range of 20 ft.  When the orb is destroyed, the caster make a Constituition saving throw with the DC that destroyed the orb. On a fail, you take the damage that destroyed the orb and break concentration. On a sucess, half damage only.

 

Previous Versions

Name Date Modified Views Adds Version Actions
3/2/2025 1:01:55 PM
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