Wizard
Base Class: Wizard

This is a (currently unfinished) revised version of the School of Conjuration wizard subclass, based off the subclasses found in the 2024 PHB. From creating clouds of deadly fog, to summoning otherworldly creatures to fight besides you, to teleporting across the multiverse, Conjurers are some of the most diverse wizards. Do you use your powers to provide for the needy? To summon bodyguards for your horde of treasure? To vanish and reappear across the field of battle? Whatever your choices, your magic gives you a versatility and power that few can match.

 

3rd: 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.

3rd: Minor Conjuration

You have developed a knack for summoning items and allies. As a bonus action on your turn, you may teleport a willing creature or a known object not being worn or held within sixty feet of you to your location. If the object is of a reasonable size and weight, and you have a free hand, it appears in your hand. Otherwise, it appears in an unoccupied space within five feet of you. 

You may use this ability a number of times equal to your proficiency bonus, and you regain all expended uses upon completing a long rest. You also regain all expended uses whenever you use your Arcane Recovery feature.

6th: Enhanced Focus

You have advantage on all checks to avoid losing concentration on a conjuration spell. Additionally, while concentrating on a conjuration spell, whenever you take damage from any source, that damage is reduced by a number equal to your Intelligence modifier (minimum of 0 damage).

10th: Durable Summons

The creatures and objects you create are reinforced with arcane power. Whenever you summon a creature or object with a conjuration spell, it gains temporary hit points equal to twice your wizard level. Allies teleported through use of your Minor Conjuration feature also gain these temporary hit points, if you allow it.


Additionally, your conjuration spells are more tied to reality. Spellcasters have disadvantage on all ability checks to dispel your conjuration spells, and any creature summoned by a conjuration spell you cast has advantage on saving throws against the Banishment spell, or similar magic that would cause it to forcefully leave the plane you are currently on.

14th: ???

Unfinished

Previous Versions

Name Date Modified Views Adds Version Actions
10/29/2024 11:44:50 PM
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1.0
Coming Soon

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