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.

This provides a slightly modified alternative to the standard School of Conjuration that allows for more consistent level 2-20 summoning and pet control.

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.

Specialized Conjuration

When you choose this Arcane tradition at 2nd level, you have chosen to specialize in the conjuration of a particular type of creature that is not normally summoned via conventional Conjuration spells. Choose one from the following options: Constructs, Dragons, Fiends, Giants, or Monstrosities.

At 14th level, you may choose a second creature type. This one may be of any creature type except humanoid.

You add the following spell added to your spellbook:

Conjure Arcane Creature

1st level Conjuration

Casting Time: 1 action

Range: 60 feet

Components: V S

Duration: Concentration, Up to 1 hour

You summon a creature that appears in an unoccupied space that you can see within range. The creature must be of your specialized creature type and of a CR no greater than 1/2. The summoned creature is friendly to you and your companions. Roll initiative for the summoned creature, which has their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The GM has the creatures’ statistics. At Higher Levels: The CR of creature available to you is increased based on which spell slot you utilize to cast this spell according to the following table:

3rd: CR 1 or two CR 1/2s

4th: CR 2 or two CR 1s

5th: CR 3 or three CR 1s

6th: CR 5 or five CR 1s

7th: CR 6 or two CR 3s or six CR 1s

8th: CR 7 or seven CR 1s

9th: CR 8 or two CR 4s or four CR 2s or eight CR 1s

Benign Teleportation

Starting at 6th level, 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.

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.

Durable Summons

Starting at 14th level, any creature that you summon or create with a conjuration spell has 30 temporary hit points.

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