Wizard: Conjurer
Description
As Conjurers, Wizards focus on the art of summoning and binding, transcending traditional boundaries to bring forth entities or items from other realms. They often act as gatekeepers between worlds, brokers of extraplanar contracts, or clever manipulators of space and time.
Subclass (Arcane Traditions) of Wizard
Wizards are scholarly spellcasters who wield magic through rigorous study and intellectual prowess. They devote themselves to the pursuit of arcane knowledge and spend years mastering ancient tomes and grimoires. Unlike sorcerers who possess innate magic, wizards learn their spells through careful research, experimentation, and memorization.
As arcane scholars, wizards can cast a wide variety of spells from their spellbook, which they record meticulously. They have the flexibility to prepare different spells each day, adapting to the challenges they might face. Wizards are known for their versatility and utility, possessing spells that can manipulate the elements, control minds, summon creatures, and more.
In addition to their vast array of spells, wizards can specialize in a particular school of magic known as an Arcane Tradition. These traditions, such as the School of Evocation, grant wizards unique abilities and focuses, honing their magical expertise.
Wizards are often seen as the wise and knowledgeable members of the party, offering invaluable insights and problem-solving capabilities. With their deep understanding of the arcane arts, wizards unravel the mysteries of magic and reshape reality to their advantage, leaving their mark on the world as esteemed and formidable spellcasters.
Core Conjurer Traits
Hit Points
Proficiencies
Weapon: Daggers, darts, slings, quarterstaffs, light crossbows
Saving Throw: Intelligence, Wisdom
Skills: You have 2 of the following skills: Arcana, History, Insight, Investigation, Medicine, Religion.
Starting Gold
You start with 4 gold pieces (GP) unless you choose to take the equipment below
Starting Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a quarterstaff or (b) a dagger
- (a) a component pouch or (b) an arcane focus
- (a) a scholar’s pack or (b) an explorer’s pack
- Spellbook (1)
You start with the following equipment, in addition to the equipment granted by your background:
- (a) quarterstaff or (b) dagger
- (a) component pouch or (b) any arcane foci
- (a) scholar's pack or (b) explorer's pack
- spellbook
Conjurer Features Table
| LVL | Pro+ | Features | Cantrips Known | Spell Slots per Spell Level | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | ||||
| 1st | +2 | Spellcasting, Arcane Recovery | 3 | 2 | – | – | – | – | – | – | – | – |
| 2nd | +2 | Conjuration Savant, Dimensional Anchor, Arcane Tradition | 3 | 3 | – | – | – | – | – | – | – | – |
| 3rd | +2 | – | 3 | 4 | 2 | – | – | – | – | – | – | – |
| 4th | +2 | Ability Score Improvement | 4 | 4 | 3 | – | – | – | – | – | – | – |
| 5th | +3 | – | 4 | 4 | 3 | 2 | – | – | – | – | – | – |
| 6th | +3 | Planar Scholar | 4 | 4 | 3 | 3 | – | – | – | – | – | – |
| 7th | +3 | – | 4 | 4 | 3 | 3 | 1 | – | – | – | – | – |
| 8th | +3 | Ability Score Improvement | 4 | 4 | 3 | 3 | 2 | – | – | – | – | – |
| 9th | +4 | – | 4 | 4 | 3 | 3 | 3 | 1 | – | – | – | – |
| 10th | +4 | Intricate Summoning | 5 | 4 | 3 | 3 | 3 | 2 | – | – | – | – |
| 11th | +4 | – | 5 | 4 | 3 | 3 | 3 | 2 | 1 | – | – | – |
| 12th | +4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | – | – | – |
| 13th | +5 | – | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | – | – |
| 14th | +5 | Master of the Threshold | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | – | – |
| 15th | +5 | – | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | – |
| 16th | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | – |
| 17th | +6 | – | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18th | +6 | Spell Mastery | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19th | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20th | +6 | Signature Spells | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Subclass Features
Conjuration Savant
The gold and time you must spend to copy a conjuration spell into your spellbook is halved.
Dimensional Anchor
Whenever you cast a conjuration spell that summons a creature or object, you can choose to anchor it to its current location. The anchored entity cannot be forcibly moved by teleportation or planar travel effects against its will for the duration of the spell.
Planar Scholar
You gain proficiency in the Arcana skill if you don't already have it, and you double your proficiency bonus for checks related to outer planes, extraplanar entities, or teleportation. Additionally, you learn the Identify spell if you haven't already, which becomes a conjuration spell for you.
Intricate Summoning
When you cast a conjuration spell that summons a creature, you can weave additional instructions into the summoning. The creature gains a bonus to its attack rolls, saving throws, and AC equal to half your Intelligence modifier (rounded down).
Master of the Threshold
Once per long rest, you can perform a 1-minute ritual to open a stable portal to another plane of existence you are familiar with. The portal is large enough to allow Medium-sized creatures to pass through and remains open for 1 minute. You must concentrate to keep the portal open, as if concentrating on a spell, and you can close it as a bonus action. If a hostile entity attempts to pass through the portal, you can use your reaction to close it immediately.
Subclass
Arcane Traditions
The study of wizardry is ancient, stretching back to the earliest mortal discoveries of magic. It is firmly established in fantasy gaming worlds, with various traditions dedicated to its complex study.
The most common arcane traditions in the multiverse revolve around the schools of magic. Wizards through the ages have cataloged thousands of spells, grouping them into eight categories called schools. In some places, these traditions are literally schools. In other institutions, the schools are more like academic departments, with rival faculties competing for students and funding. Even wizards who train apprentices in the solitude of their own towers use the division of magic into schools as a learning device, since the spells of each school require mastery of different techniques.
Wizard Spells
This section presents the Wizard spell list. The spells are arranged by level and then alphabetized, and each spell's school of magic is listed. In the Special column, C means the spell requires Concentration, R means it's a Ritual, and M means it requires a specific Material component.
| L | Title | School | Special |
|---|---|---|---|
| 6 | Twin Portal | Evocation | C, M |
Notes
Credits: Squire 5 (5.1)