Base Class: Wizard
This subclass takes influence from the 2014 School of Conjuration wizard subclass and has a focus on Find Familiar and teleportation.
At level 3, the conjurer gains the Conjuration Savant feature, in the same style as the 2024 PHB wizard subclasses and its main function, an improved combat familiar.
Beginning at level 6, the conjurer uses teleportation magic to further enhance its combat effectiveness.
Level 3: 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.
Level 3: Improved Summons
You add Find Familiar to your spellbook for free and you always have it prepared. You may dismiss your familiar or have it reappear while dismissed as a bonus action.
When you cast Find Familiar using a spell slot of level 2 or higher, the familiar you summon is now limited to any non-humanoid with a Challenge Rating of 1/2 or less and has an Intelligence score of 5 or less. Additionally, as a bonus action, you may command it to attack. Doing so uses its reaction. It does not benefit from abilities like Multi-attack.
As you gain wizard levels, this feature improves.
Level 6: Reflexive Transposition
Whenever you are the target of an attack roll, you may use a reaction to swap places with your familiar. The target of the roll changes to your familiar.
You can use this feature a number of times equal to your Intelligence modifer (minimum of once), and you regain all expended uses when you finish a Long Rest. When you cast the Find Familiar spell using a spell slot when you have no uses of this feature available, you regain one use.
Level 10: Tragic Slip
Whenever you cast a leveled spell with an Area of Effect, you may open a portal beneath the feet of one creature you can see within the spell's range. That creature must succeed a Dexterity saving throw or they slip through the portal and land in an unoccupied space within the Area of Effect, just prior to the spell's effect. The portal exit is positioned at a height which does not cause damage from falling.
Level 14: Space Distortion Zone
As an action, you distort the fabric of space in a 10 foot sphere around you. Allies within the zone may use a bonus action to cast Misty Step without spending a spell slot. Allies may also use a bonus action to cast Misty Step without spending a spell slot to return to that zone, if they are within 30 feet of the zone. Allies who start their turn in the zone gain 10 temporary hitpoints. This zone lasts for 1 minute. As part of this action, you may also cause your familiar to reappear if it is in a pocket dimension (see <spells>Find Familiar</spells>
Once you use this feature, you cannot use it again until you finish a long rest.
Previous Versions
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7/30/2025 7:30:08 PM
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1.0
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Coming Soon
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