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. 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.

Conjuration Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Conjuration spell into your spellbook is halved.

 

Conjure beast

Beginning at 2nd level, as an action you can summon a creature within 30 feet of you. The creature is a beast. If your beast dies you can summon it back by using half you spell slots you can recover from your arcane recovery feature during a long rest.

Your creature acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. 

When the creature drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. While your creature is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your creature’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that your familiar has. During this time, you are deaf and blind with regard to your own senses.

 

Finally, when you cast a spell with a range of touch, your creature can deliver the spell as if it had cast the spell. Your creature must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.


 

Hit points: 10 + 4x level (air only) 15+ 5x level (land and sea)

Size: large (land and sea) Medium (air)

Speed: 60ft fly (air) 60ft walk 60ft climb (land) 120 swim 30 walk (sea)

Armour class: 13 or 10+ 1/2 you level (whichever is highest)

Str 8 Dex 17 Con 16 Int 6 Wis 8 Cha 1(air beast)

Str 17 Dex 12 Con 16 Int 6 Wis 6 Cha 1 (land and sea beasts)

Senses: dark vision 60ft (120ft air beast) keen senses: the creature has advantage on perception checks that really on hearing or smelling (land beast) Tremor sense while in water (sea beast)

Features: Flyby (air beast) Pack tactic (land and sea beasts)


 

Attacks:

Air beast:

Your spell attack modifier to hit (1d8 +int+PB) piercing

Land and sea beast:

Your spell attack modifier to hit (1d10 +int+PB) bludgeoning

 

Deadly beast

Starting at 6th level, your beast can attack twice on it's turn.

Additionally it's attacks are considered magical for purposes of weakness and resistance.

Wall of summons

Beginning at 10th level, when you cast a conjuration spell you can affect or summon twice as many creatures and the range of teleportation spells doubles as well.

Traveler of the plains

Your conjuration spells are so powerful that you can reach beyond space and into the planes of existence, empowering yourself in the process. When you long rest you may change your choice.


 

Chose from the following:

Plane of fire (fire)

Plane of water (cold)

Plane of air (thunder)

Plane of earth (force)

Astral plane (physic)

Far realm (necrotic)

Celestial plane (radiant)


Based on your choice your best you summon from your conjure beast feature is empowered. It gains resistance to the damage type associated with you plane and all it's attacks deal 1d6 extra of the damage type.

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