Base Class: Wizard
Summoners conjure creatures or objects from other planes and control the creatures into doing their bidding. As a summoner your main focus will be keeping your distance and calling other creatures to fight for you.
Novice Summoning
Starting at 2nd level when you select this school, you can use your action to summon a creature in an unoccupied space that you can see within 10 feet of you. This creature can be no larger than 5 ft on a side, have a CR of 1/8 or lower, and its form must be that of a creature that you have seen. The creature can not be humanoid or have an intelligence greater than 4.
The creature disappears after 1 hour, when you use this feature again, or if it drop to 0 hits points. When it disappears, it returns to wherever it came from (unless that space is occupied in which it will appear in the closest space it can occupy) with no recollection of anything during its time being summoned. If summoned in combat, it rolls initiative when summoned and joins the combat.
You can use this feature again after a short rest.
At 6th level the CR rating goes up to 1/4 or 2 1/8 level creatures. At 10th level you get 2 1/4 or 4 1/8 level creatures.
Transposition
You can use your action to teleport up to 30 ft. to a summoned or willing creature, swapping places with that creature.
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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