Wizard: Conjurer

Arcane Traditions of Wizard
Primary Ability Strength
Spellcasting Ability Intelligence

Subclass Features

Conjuration Savant

The gold and time you must spend to copy a conjuration spell into your spellbook is halved.

Level: 2

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.

Level: 2

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.

Level: 6

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).

Level: 10

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.

Level: 14

Credits: Squire 5 (5.1)