Difference between revisions of "School of Conjuration (5A)"

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This is a [[Wizard_(5A)|Wizard]] subclass for [[5A]].
  
''Conjuration Savant [addition)
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''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.
Whenever you pick a spell of your school as you advanced in level, you gain two spells of your school of magic.
 
  
''Improved Familiar (replacement)
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'' '''Greyhawk''' ''
Starting at 2nd level, you add the find familiar spell to your spellbook, if it is not there already. If you already know the find familiar spell, you may choose another wizard conjuration spell of 1st level instead.
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''Conjuration is the leading magic art among the Suel, and popular with all other peoples.
* If your familiar has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.
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* If your familiar is about to take damage, you can dismiss your familiar immediately as a reaction, causing it to disappear. You may have it reappear as an action anywhere within 30 feet of you.
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Sources: Player's Handbook
* You can communicate telepathically with your familiar and perceive through your familiar’s senses as long as you are on the same plane of existence.
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== Subclass Features ==
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=== Conjuration Savant ===
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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.
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<span style="background-color:yellow">
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Whenever you pick a spell of your school of magic as you advanced in level, you can choose two spells of your school instead of one.</span>
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=== Minor Conjuration ===
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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.
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<span style="background-color:yellow">
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The object can be any normal item of equipment with a value of up to 20 gp per wizard level.
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A set of of related items like a took kit counts as a single item. You can make [[Alchemical Substances (5A)|alchemical substances]] and [[Adventuring_Gear_(5A)#Poisons|poisons]].</span>
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The object disappears after 1 hour, when you use this feature again, or if it takes any damage.
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=== Benign Transportation ===
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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.
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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.
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=== Focused Conjuration ===
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Beginning at 10th level, while you are concentrating on a conjuration spell, your concentration can't be broken as a result of taking damage.
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=== Durable Summons ===
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Starting at 14th level, any creature that you summon or create with a conjuration spell has 30 temporary hit points.

Latest revision as of 12:30, 30 November 2021

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This is a Wizard subclass for 5A.

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.

Greyhawk Conjuration is the leading magic art among the Suel, and popular with all other peoples.

Sources: Player's Handbook

Subclass Features

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. Whenever you pick a spell of your school of magic as you advanced in level, you can choose two spells of your school instead of one.

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. 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 can be any normal item of equipment with a value of up to 20 gp per wizard level. A set of of related items like a took kit counts as a single item. You can make alchemical substances and poisons. 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. 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.