Base Class: Wizard
You specialize in summoning creatures and objects from across the multiverse to aid you, whether in combat or on your journeys. Conjurors are self-made commanders, leading their summoned allies—be they dragons, celestials, or even demons—into battle with precision and strength. Beyond combat, conjurors can summon objects or manipulate their surroundings to solve puzzles or navigate tricky terrain. Many conjurors are commanders in the making, creating powerful bonds with their companions to traverse dungeons or conquer enemies. When enlisted into the military, conjurors rise through the ranks with ease, already adept at leading other creatures. The strongest conjurors can breach the space between planes, opening gates to other planes and summoning demiplanes they can use as a sanctuary. When off adventuring in a party, conjurors can expand the group’s capabilities, turning their many companions into a truly formidable force.
Level 3: Conjuration Savant
Choose two spells from the Conjuration school, each 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.
Conjuring Spells You can choose to gain add Summon Beast and Summon Celestial to your spell list at levels 3 and level 9 respectively.
Level 3: Minor Conjuration
Starting at 3rd level, you can use an action to conjure an inanimate object or a CR 0 creature in your hand or on the ground. The object must be less then 3 feet on each side and weigh no more then 10 pounds. The object has to be a non-magical object you have seen before. The creature you summon can understand simple commands and any language you speak. The creature can not be ordered to attack or put itself into evident harm. The object or creature disappear after one hour, if you use the feature again, or if they take or deal damage.
Level 6: Focused Conjuring
Beginning at 6th level, when you summond creatures or objects, you can focus to make sure they don't vanish. When you take damage, your concentration doesn't break. Also, all conjured creatures and objects can go 30 more feet before disappearing.
Level 10: Convergence Nexus
When you cast a conjuring spell, you may choose to conjure a glowing Nexus at the origin of the spell. The Nexus takes it turn after yours in initiative, and lasts for two rounds. You can command it on its turn to do one of the two following effects:
Forceful Pulse The Nexus turns red and emits a pulse that can help control the battlefield. The Nexus forces each creature of your choice within 60 ft to make a Dexterity check equal to your spell saving DC. If they fail, they are pulled 15 ft towards the Nexus and take 2d10 Force Damage. If the creature can't be pulled towards the Nexus (ie. a wall or some other barrier), the creature is pulled into the barrier instead, but still takes the damage. On a successful save, they take half damage and aren't pulled towards the Nexus.
Assisting Pulse The Nexus turns blue and emits a pulse to keep your allies and summons in the fight. The Nexus targets each allied creatures within 30 ft of it, granting them 10 temporary hit points and advantage on their next attack roll.
The feature has uses equal to you intelligence modifier. The uses reset every long rest.
Level 14: Vortex of Creation
Create a roiling vortex in a unoccupied space roughly 10 feet from you, made up of a combination of matter and anti-matter you can shape to your will. The vortex can't move, and any creature that passes through it takes 4d8 force damage. As an action, you can cast a conjuration spell of level 5 or lower without consuming a spell slot, casting the spell within 20 ft of the vortex. The vortex last for 5 minutes. You can conjure the vortex an amount of times equal to your proficiency modifier halved, rounded down. Uses reset every long rest. You can't use this feature if a vortex already exists.
Creating creatures or objects out of the vortex takes a tole on your body. Every time you cast a spell this way, you take 1d20 necrotic damage, increasing by 1d20 for every time you cast a spell with the vortex. The damage resets each long rest, and it can't be prevented or resisted.
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