Conjurer (5A)

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This is a Fencer subclass for 5A.

Fencers don't think magic is alien or even exotic, but only a select few actually learn to use such abilities themselves. Some dabble in magic, learn parlor tricks, or even some minor but real magic.

Greyhawk: Universities often house fencing schools, combining magical studies with arms is just one path among many.

Source: Original.

Conjuring Tricks

At 3rd level when you use Sleight of Hand to perform stage magic tricks, you have advantage.

Spellcasting

Conjurer Spellcasting
Fighter
Level
Cantrips
Known
Spells
Known
Spells per Day
1 2 3 4
3rd 2 3 2
4th 2 4 3
5th 2 4 3
6th 2 4 3
7th 2 5 4 2
8th 2 6 4 2
9th 2 6 4 2
10th 3 7 4 3
11th 3 8 4 3
12th 3 8 4 3
13th 3 9 4 3 2
14th 3 10 4 3 2
15th 3 10 4 3 2
16th 3 11 4 3 3
17th 3 11 4 3 3
18th 3 11 4 3 3
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

Cantrips You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spell Slots The Conjurer Spellcasting 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.

For example, if you know the 1st-level spell Cause Fear and have a 1st-level and a 2nd-level spell slot available, you can cast Cause Fear using either slot.

Spells Known of 1st Level and Higher You know three 1st-level wizard spells of your choice, two of which you must choose from the illusion and necromancy spells on the wizard spell list.

The Spells Known column of the Conjurer Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be a illusion or necromancy, spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be a illusion or necromancy spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Weapon Bond

At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

You can have only one bonded weapon. If you attempt to bond with a second weapon, you break your previous Weapon Bond.

War Magic

At 7th level, when you cast a wizard spell that causes damage, add your precision bonus to the damage of that spell.

Conjurer's Improvisation

At 11th level, you learn how to improvise your spellcasting. You can cast any one wizard spell from the illusion or necromancy schools as long as you have a spells slot of that level. You can use this ability once, and regain the ability when you take a long rest.

Conjurer's Dodge

Beginning at 15th level, you can spend an action to use both the Dodge and Cast a Spell actions.

Designer's Notes

Eldritch Knight powered down.