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  1. Abilities

Wizard: School of Conjuration

Subclass

Conjuration Savant

Beginning when you select this school at 2nd level, the wealth 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 3 meters of you. This object can be no larger than 1 meter on a side and weigh no more than 8 kilograms, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 1 meter.

The object disappears after 1 hour, when you use this feature again, or if it takes any damage.

At 10th level, the item you can create may be exceptionally complicated, such as a clock or some other mechanism with as many moving parts, or a masterwork weapon.

Benign Transportation

Starting at 6th level, you can use your action to teleport up to 15 meters 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.

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.