As a conjurer, you favor spells that produce objects and creatures out of thin air. You can conjure billowing clouds of killing fog or summon creatures from elsewhere to fight on your behalf. As your mastery grows, you learn spells of transportation and can teleport yourself across vast distances, even to other planes of existence, in an instant.
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Conjuration spell into your spellbook is halved. Starting at 2nd level when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen.
The object is visibly magical, radiating dim light out to 5 feet. Starting at 6th level, you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.
Once you use this feature, you can't use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher. Beginning at 10th level, while you are concentrating on a conjuration spell, your concentration can't be broken as a result of taking damage.
Starting at 14th level, any creature that you summon or create with a conjuration spell has 30 temporary hit points. Share on. You should be logged in to clone a site. Wizard: School of Conjuration. Conjuration Savant Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Conjuration spell into your spellbook is halved.
Minor Conjuration Starting at 2nd level when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you.
The object disappears after 1 hour, when you use this feature again, or if it takes any damage. Benign Transportation Starting at 6th level, you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Focused Conjuration Beginning at 10th level, while you are concentrating on a conjuration spell, your concentration can't be broken as a result of taking damage. Durable Summons Starting at 14th level, any creature that you summon or create with a conjuration spell has 30 temporary hit points.There were a lot of great optimization guides and handbooks that were also lost when all the information on the forums was deleted.
Fortunately, I pulled the original post before it was deleted, cleaned it up and did a lot of editing. I found this Guide on Conjuration to be particularly useful in play, and I have the hope that you are able to use it too.
Overview and discussion of spells, classes, and races. Challenge 1 6.
Challenge 2 7. Challenge 8. Challenge It also serves as a quick reference for possible creatures to summon and where to find them. From this point forward, the common color coding is being used:. If you feel it fits your concept, go for it, but you will likely be less effective. More is usually better- but let this be a guide, not a rule. Summoning four wolves and four giant owls is completely reasonable and possible. Creatures that generate their own Advantage are awesome. Creatures that generate Advantage for players are awesome.
Creatures that do both are the most useful which is why Wolves are rated so highly. Sometimes, survivability of your conjurations is more important than generating advantage.
Conjure Animals — Extremely useful. Gives access to eight or more wolves pack tactics and prone on a hitas well as a few other great options. In most cases, more is better.
Also keep in mind that when you take a choice with multiple creatures, they do not all have to be the same creature. Occasionally, you might use this only as a utility spell- perhaps to get somewhere you need to go or to take care of a minor problem for someone like pests. This is a very versatile spell and has the largest bank of options of the conjuration spells. The Couatl and the Unicorn are the only good options now. The Couatl is especially good with Paladin level AC and a good innate spellcasting list, as well as the Constrict ability for fun time flying and dropping.Conjurers are also responsible for teleportation and movement, making them the prime choice if you want to either construct a cut of rib or avoid becoming dinner yourself.
They are so important for farmers and merchants — they can stop droughts, food shortages, and summon creatures to defend them. Are they just as useful in a player party? The Conjuration Wizard is a pseudo-blaster with a focus on summoning.
Your goal is to defend your backline with summoned creatures to reinforce the frontline. The abilities are lackluster, and only two of them help with Summoning… Your main thing. And neither do a very good job of it. Conjuration Magic almost works exactly as well with any other subclass.
Soul Conjurer (5e Class)
Of course, the strength of this class is not helped by the Savant ability that the PHB classes have. Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Conjuration spell into your spellbook is halved. Does your GM throw many conjurers at you? Do you have a chance to sit at a library and study spellbooks for a week? Otherwise, you might be in trouble. Conjuration is the school of summoning and teleportation. You might be able to get away with collecting some of your later-game Conjuration spells from random books.
This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet. The object disappears after 1 hour, when you use this feature again, or if it takes any damage.
It also, strangely, relies on how many things your character has seen. Thank goodness you can always say your wizard has seen a log before! If you wish, you can roll a pound log down a hallway to check for tripwires and pressure plates. Otherwise… The options are limitless, but somewhat pointless.
You could conjure a Dagger to help stab someone in a bar fight.
Conjurer (5e Class)
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Choose an area of air, earth, fire, or water that fills a foot cube within range. An elemental of Challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a Fire Elemental emerges from a bonfire, and an Earth Elemental rises up from the ground.
The elemental disappears when it drops to 0 Hit Points or when the spell ends. The elemental is friendly to you and your companions for the Duration. Roll Initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it no action required by you. If you don't issue any commands to the elemental, it defends itself from Hostile creatures but otherwise takes no Actions. If your Concentration is broken, the elemental doesn't disappear.
Instead, you lose control of the elemental, it becomes Hostile toward you and your companions, and it might Attack. An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour after you summoned it. The DM has the elemental's Statistics. At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the Challenge rating increases by 1 for each slot level above 5th. Show Attribute List. Casting Time.Conjurers specialize in ripping open the fabric of the very multiverse, digging into its depths and drawing forth creatures and spells of incredible power to aid them in their pursuits.
Whether summoning hordes of fiendish servants or transporting themselves through the holes they bore through reality, conjurers always seem to have the right tool for whatever job presents itself. Role : The conjurer uses summoned, controlled, or created allies, and spells that bar or enable extradimensional travel, giving her unparalleled tools for manipulating the battlefield.
Arcane generals of the most dangerous sort, conjurers prefer to stay safely away from the front lines so they can always keep an eye on the bigger picture. Conjurers are proficient with the clubdaggerquarterstaffall simple ranged weapons, shortbowand longbow including compound versionsbut not with any type of armor or shield.
The conjurer must choose and prepare her spells ahead of time. The conjurer can cast only a certain number of spells of each spell level per day. In addition, she receives bonus spells per day if she has a high Intelligence score. The conjurer may know any number of spells. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour studying her spellbook.
While studying, the conjurer decides which spells to prepare. Cantrips : Conjurers can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Specialist Spells Per Day. These spells are cast like any other spell, but they are not expended when cast and may be used again. The conjurer can learn and prepare a cantrip from any school, but cantrips not of the conjurationenchantmentnecromancyor universal schools use up two of her available slots.
The conjurer gains one bonus spell slot for each level of wizard spell she can cast, from 1st level on. The conjurer can select a spell modified by a metamagic feat to prepare in this slot, but it uses up a higher-level spell slot as normal.
Each time the conjurer gains the ability to cast spells from a new spell level, she adds the summon spell of that level of the same line to her spells known. At 2nd level and every four levels thereafter, the conjurer may select 1 spell from the summoning subschool to add to her spell list and spells known. Alternatively, the conjurer may choose a single combat or teamwork feat she meets the prerequisites for; the conjurer does not gain this feat, but any creature she summons with her wizard spells gains the chosen feat as a bonus feat.
The conjurer can choose a different feat whose prerequisites she meets each time she gains this ability, granting all feats gained in this way to her summoned creatures. A conjurer need not have any of the prerequisites normally required for these feats to select them, unless the prerequisite is another feat in this list, in which case the conjurer must select that feat first.
The following favored class options are available to all characters of the listed race who have conjurer as their favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.
Favored class bonuses that grant a bonus spell always grant a spell of 1 level lower than the highest level spell you can cast minimum 1st. Toggle navigation. Patreon Supporters.A Deific Conjurer is a person who had the talent to become a a cleric or a druid, but he choose to use this power for something different.
Deific Conjurers can call upon the fury of the gods and unleash it with destructive fury, and do miracles with that power. A Deific Conjurer's strong suit is of course in combat. However, he can be useful at times, especially when it comes to powerful, spectacular or dramatic effects.Dungeons \u0026 Dragons 5e Tutorial \
His spell list includes dramatic and impressive effects. A high Constitution really helps a Deific Conjurer, and Dexterity gives him the abillity to avoid attacks better. Races: Deific Conjurers can be of any race, since the power of magic knows no limits or restrictions when it comes to races. Starting Age : Complex.
As heavy spellcasters, Deific Conjurers can't use big weapons well. His spells are incredibly powerful and useful, but dangerous as well, especially when not handled properly. All of the following are class features of the Divine Conjurer.
Weapon and Armor Proficiency: The Deific Conjurer is proficient only in simple weapons and light armor. Spells : A deific conjurer casts divine spells. They do so as if they were a sorcerer, without preparing the spells ahead of time; however, they need not learn spells or choose what spells they can cast.
They have access to every spell on their spell list as long as they can cast that level spell, as if the spells on the list are the ones he would know if he were a sorcerer. Deific Conjurers choose their spells from the following list:. Whenever he casts a spell that deals hitpoint damage, he adds that bonus to the total damage of the spell.
He adds twice his casting stat modifier to the DC of his offensive spells. For Example a level 11 Deific Conjurer can use that ability 7 times per day.
At level 19 he can use it at will. Bonus Feats : The epic deific conjurer gains a bonus feat selected from the list of epic cleric bonus feats every three levels after 20th.
Weapons: DaggerLight Crossbow. Bonus Feats: Combat Casting. Religion: Many Deific Conjurers revere the deity Onatar Lord of Fire and Forge while others revere Wee Jas goddess of death and magic due to the destructive nature of their spells. Many others choose to not revere any god whatsoever because of their ability to seemingly create life out of clay themselves or their preoccupation with mastering magic.
Other Classes: Deific Conjurers find that they have a lot of common ground with those of the self-taught classes such as rogues and sorcerers. They sometimes find themselves at odds with more disciplined classes such as paladins and monks.
While Deific Conjurers may not have issues with druids, druids may have issues with the destructive and unnatural nature of these spells. Advancement: With a little effort they can qualify for prestige classes related to destruction. Deific Conjurer travel in order to improve abilities. They may go to the various guilds found around the towns, but they may tend to find themselves getting into trouble due to their abilities for playing tricks and their unlawful or chaotic behaviors.
However, they aren't the most common, so a fair amount of people haven't even heard of them let alone know what their abilities are.When this page has been reviewed so that this template is no longer applicable please remove this template.
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Silence feels deafening in the wide circular room. In the center stands the Conjurer, wearing naught but a tattered tunic and torn pants. At the edges, he sees fleeting black forms surrounding him.
He holds his hands out and concentrates for a few seconds. Seeing this as their chance, the shadows charge him. And at his last second he lets out a single word: "Clad". The shadows shrink back from the flash of light, and when it fades they see the Conjurer standing there, clad in demonic plate armor with a great sword in his hands. They approach cautiously seeing their quarry is magical. Then they attack all at once, only to be cut down by a glabrezu, who had been called forth by the Conjurer.
They then set off, in search of their treasure. Creating a Conjurer When making a Conjurer you must think about good and evil, you must know whether that which you pull forth will obey you, and you must always remember how you have this magic. You may have once been transported to Pandemonium, or maybe you've always had a fascination with Unicorns and wanted to meet one.
Once you've decided on this path think about what you want now.
Do you want more power? Do you want your power to make people happy? Or maybe you just want some friends. Quick Build You can make a Conjurer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by either Dexterity or Constitution. Second, choose the Sage background from the Player's Handbook. Your Spellcasting is drawn from your hard work studying and practicing the arcane arts, specifically that of Conjuration.
However, you are not completely restricted to this, as you cling onto other spells that you have gained knowledge of over time. You know two Conjuration cantrips. You learn more as you reach higher levels, these can only be from the School of Conjuration. The Conjurer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher.
You regain all expended spell slots when you finish a long rest. You prepare the list of Conjurer spells that are available for you to cast. The spells must be of a level for which you have spell slots. For example, if you're a 3rd-level Conjurer, you have four 1st-1evel and two 2nd-level spell slots. With an Charisma of 16, your list of prepared spells can include six spells of 1st or 2nd level.