Base Class: Wizard
Malconvokers are arcane manipulators who specialize in turning the power of summoned creatures—often extraplanar, unwilling, or both—into precise, contractual tools. Unlike traditional conjurers, who focus on raw magical force or elemental control, malconvokers excel at trickery, subversion, and binding language. They do not ask; they compel.
These summoners are fluent in the politics of magical leverage: names carry power, pacts have teeth, and obedience can be extracted without true loyalty. While many deal in fiends or elementals, a malconvoker may manipulate fey, celestials, constructs, or stranger things—any entity whose will can be twisted, whose pride can be played, or whose greed can be baited.
As a malconvoker, your familiar becomes your arcane proxy, your spells originate from distant agents, and your enemies are subjected to clauses they didn’t realize they signed. With practice, you learn not only to resist outside manipulation, but to extend your influence long-term, forging magical contracts that turn even dangerous creatures into reliable—if reluctant—allies.
You aren’t necessarily noble, nor are you cruel. You are simply the one who understands the rules well enough to write them.
Level 3: Living Grimoire
You know how to bind your magic not just to parchment, but to a living vessel. During the casting of find familiar, you may perform a special ritual to transfer your spellbook into the body of your familiar. Once bound in this way, your familiar becomes the sole container of your arcane knowledge. If the familiar dies, your spellbook is lost, and you must reconstruct it as though it had been destroyed.
While your familiar is bound in this way, you can dismiss and resummon it as a bonus action rather than an action. Additionally, whenever you cast a spell of 1st level or higher while your familiar is present, the familiar is considered the caster. The spell originates from the familiar’s position, and any spell that normally targets “self” targets the familiar instead.
Level 3: Arcane Mandate
Your mastery of binding and invocation allows you to shatter a creature’s resistance through its own name. When you cast an Enchantment spell that forces a creature to make a saving throw, you may speak that creature’s true name as part of the casting. A target whose true name has been used automatically fails its first saving throw against the spell and has disadvantage on any subsequent saving throws made to end or resist its effects.
Level 6: Writ of Rejection
Your authority over planar bindings allows you to nullify unnatural summonings. When a creature within 60 feet attempts to summon, conjure, or call forth another creature—such as by a spell, magical feature, or innate power—you may use your reaction to issue a Writ of Rejection.
The summoner must make an Intelligence saving throw against your spell save DC. On a failure, the effect is canceled. This feature has no effect on natural reproduction or nonmagical duplication.
Once you use this ability, you can’t use it again until you finish a long rest, unless you expend a 3rd-level spell slot to do so again.
Level 10: Unyeilding Edict
Your spells become binding edicts, not fleeting influences. When a creature fails its initial saving throw against one of your spells that allows it to repeat the saving throw to end the effect, you can cause that creature to automatically fail each of those subsequent saving throws unless the result is rerolled or replaced by another effect.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Level 14: Pactmaker
You can indenture creatures to serve under you in exchange for a portion of your power. You can use an action to enter a pact with a willing creature whose challenge rating is no higher than 1. Until you choose to end this pact, the creature becomes unable to disobey your direct commands, but learns two 1st-level spells of your choice from your spellbook. It can cast each of these spells once per short rest without expending a spell slot or requiring material components. You can have up to three creatures bound by this feature at a time. If you attempt to form a new pact while at this limit, you must choose one of your standing pacts to end. For each creature you are in a pact with beyond your first, expend a 5th level or higher spell slot when you finish a long rest.
At 16th level, you may enter a pact with a creature whose challenge rating is no higher than 2, and at 18th level, no higher than 3.
Additionally, at 18th level, the spells the pact-bound creature knows are cast at 2nd level, and may be up to 2nd level when chosen from your spellbook.
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