You summon a Dragon, Construct, Devil, Giant, Monstrosity, Undead, or Ooze creature of challenge rating 1/4 or lower. It appears in an unoccupied space that you can see within range. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the creature, it defends itself from hostile creatures but otherwise takes no actions.
If your concentration is broken, the creature doesn't disappear. Instead, you lose control of the creature, it becomes hostile toward you and your companions, and it might attack. An uncontrolled creature can't be dismissed by you, and it disappears 1 hour after you summoned it.
The GM has the creature's statistics. Some sample creatures are listed below.
At Higher Levels. When you cast this spell using a spell slot of 2nd level, you can increase the CR of the creature conjured to 1/2 or lower. If using a spell slot of 3rd or higher, the CR of the creature conjured increased to the spell level -2; this maxes out with CR 7 when using a spell slot of 9th level. If using a spell slot 5th level or higher, and the caster increases the casting time to 1min, then the CR of the creature conjured increased to equal the level of the spell slot used.
Wizard Subclass: Summoner (based on conjuration school wizard, the only change is at lvl 6)
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.
Minor Conjuration
Starting at 2nd level when you select this school, you can use your action 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, or if it takes or deals any damage.
Savage Summons
Starting at 6th level, any creature that you summon or create with a conjuration spell gains half of your proficiency bonus to hit/damage rolls. Additionally, it's attacks are considered magic for the purposes of getting past resistances.
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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Spell:
The creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the creature, it defends itself from hostile creatures but otherwise takes no actions.
If your concentration is broken, the creature doesn't disappear. Instead, you lose control of the creature, it becomes hostile toward you and your companions, and it might attack. An uncontrolled creature can't be dismissed by you, and it disappears 1 hour after you summoned it.
The GM has the creature's statistics. Some sample creatures are listed below.
At Higher Levels. When you cast this spell using a spell slot of 2nd level, you can increase the CR of the creature conjured to 1/2 or lower. If using a spell slot of 3rd or higher, the CR of the creature conjured increased to the spell level -2; this maxes out with CR 7 when using a spell slot of 9th level. If using a spell slot 5th level or higher, and the caster increases the casting time to 1min, then the CR of the creature conjured increased to equal the level of the spell slot used.
Wizard Subclass: Summoner (based on conjuration school wizard, the only change is at lvl 6)
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.
Minor Conjuration
Starting at 2nd level when you select this school, you can use your action 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, or if it takes or deals any damage.
Savage Summons
Starting at 6th level, any creature that you summon or create with a conjuration spell gains half of your proficiency bonus to hit/damage rolls. Additionally, it's attacks are considered magic for the purposes of getting past resistances.
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.