Wizard
Base Class: Wizard

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. You are a master of transportation, either summoning things to your side, or transporting yourself to far away locales. Space is your plaything. 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.

Level 3: Conjuration Savant

Choose two Conjuration spells, each of which must not be higher than level 2, and add them to your spellbook for free.

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.

Level 3: Conjure Rift

Starting at 3rd level when you select this school, you can use your action to reach between space to access an inanimate object within 60 feet of you. For up to one minute, a tiny, 1 foot warbling rift in space appears in an adjacent square to the object, and it is possible to transport the object through the rift to your location. The object that can fit through the rift can be no larger than 3 feet on a side, weigh no more than 2 pounds, and you must be able to see the object when you conjure the rift. 

The rift in space requires your concentration to keep open and is visibly magical, emitting dim light up to 5 feet. It is translucent, but constantly fluctuating, thus obscuring vision through it.

You may only have one rift active at a time, if you try to create another the first instantly closes. If an object is inside the rift when it is closed, the item is shunted back to its original location.

Level 6: Durable Summons

Starting at 6th level, any creature that you summon with a conjuration spell has temporary hit points equal to 5 x your Proficiency Bonus.

Level 6: Benign Transposition

You can use a bonus action to swap places with either an ally or one of your conjured creatures within 60 feet of you. Additionally, you can use a bonus action to move any magical area of effect that you conjure up to 30 feet to an unoccupied space that you can see. You may use this feature a number of times equal to your Proficiency Bonus, and regain all uses upon completing a long rest.

Level 10: Focused Conjuration

Beginning at 10th level, while you are concentrating on a conjuration spell, your concentration can’t be broken as a result of taking damage.

Level 14: Portal Sage

Starting at 14th level, your understanding of conjuration magic is immense, extending to knowledge of summoned creatures and locations outside of your home plane. As such, you gain advantage on Arcana or History checks made to identify extraplanar creatures or locations. Additionally, when traveling to other planes, you always know which plane you are on, and which direction (though not necessarily the distance) the closest portal is to return home if any are available.

You are also adept at creating extradimensional spaces. By spending 10 minutes, you may conjure a number of portable holes up to your Intelligence modifier, appearing in an unoccupied space around you. These portable holes disappear after 8 hours, and once you have conjured them, you cannot summon more of them in this way until you complete a long rest.

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