Base Class: Wizard
You specialize in magic that moves creatures and objects through space and across planes. Some of the things you summon are real, and some of them are sympathetic duplicates crafted whole cloth from the cosmic weave of infinite realities, but the differences are academic to you.
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: Local Transmigration
As a Magic action, choose one target you can see within 60 feet; the target must be a loose object or willing creature other than you that is Large or smaller. You may teleport the target up to 30 feet to any unoccupied space you can see, or up to 60 feet to any unoccupied space within 5 feet of you. If the target is a Tiny object, you can teleport it to or from your hand.
You cannot take this action again until you finish a Short or Long Rest unless you expend a level 1+ spell slot (no action required) to restore your use of it.
Level 6: Extraplanar Jaunt
When a creature hits you with an attack, you can take a Reaction to plane shift to a random place in the Elemental or Outer Planes. The attack automatically misses, and you reappear in the same space immediately afterwards, but even a brief jaunt in these violent realms is still painful: choose Acid, Cold, Fire, Lightning, Necrotic, Psychic, Radiant or Thunder, and take 1d6 damage of that type.
Once you use this feature, you can’t use it again until you finish a Short or Long Rest. You can also restore your use of it by expending a level 2+ spell slot (no action required).
Level 10: Summoner
You know every level 1-5 Conjuration spell with "Summon" as the first word of its name, such as "Summon Dragon" or "Summon Celestial." You always have these spells prepared, and they don't count against your number of prepared spells.
You can cast any of these spells at 5th level without expending a spell slot and without requiring Concentration. If you do so, the summoned creature disappears after it finishes its first turn. You must finish a Short or Long Rest before you can cast any of these spells that way again.
Level 14: Twinned Conjury
When you cast a level 3+ Conjuration spell with "Summon" as the first word of its name, you conjure two spirits instead of one.
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1/23/2026 10:34:28 AM
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