School of Conjuration
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 different planes of existence, in an instant.
Conjurers take a practical view of magic — they are less interested in understanding the theoretical underpinnings of the arcane than in knowing where things can be gotten and how quickly. Their spellbooks are full of notes on the planes, on the habits of summoned creatures, and on the structural properties of materials that can be transmuted or transported.
School of Conjuration Table:
| Level | Subclass Features Gained |
|---|---|
| 2nd | Conjuration Savant, Minor Conjuration |
| 6th | Benign Transposition |
| 10th | Focused Conjuration |
| 14th | Durable Summons |
Subclass Features
Conjuration Savant
2nd-level School of Conjuration feature
The gold and time you must spend to copy a conjuration spell into your spellbook is halved.
Minor Conjuration
2nd-level School of Conjuration feature
You can use your action to conjure up a nonmagical object that you have seen before in your hand or on the ground in an unoccupied space within 10 feet of you. The object must 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 or deals any damage.
Benign Transposition
6th-level School of Conjuration feature
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 until you cast a conjuration spell of 1st level or higher.
Focused Conjuration
10th-level School of Conjuration feature
While you are concentrating on a conjuration spell, your concentration can't be broken as a result of taking damage.
Durable Summons
14th-level School of Conjuration feature
Any creature that you summon or create with a conjuration spell has 30 temporary hit points.