Conjuration Wizard Rewrite

by camsey

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Conjuration Wizard Subclass Rewrite

A feint glowing box blinks into existence. It gives off an obvious glow, and two guards take notice. When one of the guards reaches down to examine the glowing box, shocking tendrils seep out sapping their life force. In a panic, the other guard dashes away for help. A halfling with a wide-brimmed hat peeks around the corner and focuses on the fleeing guardsmen. Speaking arcane words and weaving arcane sigils, the halfling swaps places with the confused looking guard. Two big brawny arms wrap around the metal armor of the guardsmen who is pulled away into an alley.

Blinking behind enemies and conjuring elemental chaos to sweep the battlefield, the conjuration wizard is a powerhouse of utility and mobility. They excel in the school of conjuration, which includes teleportation, transpositioning, item conjuration, and elemental and creature summoning. This is a rewrite that definitely has a focus of flavor to it. I try to expand the wizards arsenal so they are not so reliant on the spell system, but their own tools and tricks instead.

School of Conjuration

I try to keep in line with most of the original School of Conjuration. I bring new things to the table, but I also try to build off of what was originally written. Some of my changes and rewrites are simple debuffs or wording clarifications on abilities meant to help round out and enhance the Conjuration wizards arsenal, so read carefully and enjoy.

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 bonus action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 30 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 disappears after 1 hour, when you use this feature again, or if it takes any damage.

In addition, you maintain a link with your conjuration while it is within 150 feet of you. This link allows you to ascertain certain tactile knowledge about the object, i.e., if it is being held or moved.

While you are within link range, you can cast spells through your conjuration. If you cannot see the target or space, you may cast the spell centered on the object. If someone is touching or holding your conjuration, you may target them with your ranged and touch spells. Though, it is up to the wizard to determine their true target based off of their own senses, knowledge, and tactile feedback from the conjuration.

Benign Transposition

Starting at 6th level, you can use your bonus 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. Unwilling creatures must succeed on a saving throw against your spell save DC.

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 Conduit

Beginning at 10th level, you can conjure an Arcane Conduit to augment the field of play. When you cast a spell through your Minor Conjuration, you can cause it to become a crackling pillar of arcane energy. The conduit is visibly magical and it illuminates dim light in a 20 foot radius. The conduit cannot be moved physically once it has taken root. The conduit lasts for 1 hour or until dispelled. For dispelling purposes, the magic level of the conduit is equal to the level of spell that was cast through it.

While the Conduit is in play, you can continue to cast spells through it and your damaging saving throws and difficult terrain effects from spells cast through the conduit actively arc around creatures you choose to be unaffected.

Creatures within your Arcane Conduit have disadvantage on your Benign Transposition ability. In addition, while within the conduits influence you can use your Transposition ability as a reaction when you are targeted with an attack or spell to swap a creature to instead take that attack.

Major Conjuration

Beginning at 14th level, your arcane Conduit has improved. You can now have 2 Arcane Conduits. These conduits can interact with each other and offer additional benefits:

  • The Conduits radius increases to 30 feet.
  • Expending a 5th level spell slot or higher to activate your Arcane Conduit now gives it the benefits of the Magic Circle spell to its full radius.
  • Conduits can sustain a connection between each other, even through planes. Creatures who touch a conduit can teleport between conduits with ease. The wizard who conjured the Arcane Conduit has the expertise to do this at will, while within its radius. Creatures still within the radius of the conduit upon its sudden expiration can make a dexterity saving throw, on a success they are able to teleport to the other end of the conduit before it is closed.
  • As an action, you can bolster the Arcane Conduit with magical energy to sustain their permanence, you can expend a 5th level spell slot to extend the conduit's duration by 24 hours. Extending one conduit extends the paired conduit. Conduits bolstered in this way for 1 year become permanent.
  • Conduits that overlap cannot become permanent and they expire after the original length.
  • Areas of conduits that overlap bring with them destructive arcane static. When a creature enters, starts its turn, or moves 10 feet within the overlap roll a d10 and consult the table:
d10 Overlap Effect
1 The creature is shunted from this current existence to a harmless demiplane. The target is incapacitated as though under the affects of the Banishment spell. The creatures returns when the overlap has ceased.
2-3 The creature suffers 3d10 force damage. The target then must make a strength saving throw or be ejected from the overlap by shortest route.
4-8 The creature becomes attuned to the static and suffers no further adverse effects.
9-10 The creature has attuned with the arcane energies in a way that enhances their next attack, add 3d10 force damage to the next creature they hit with an attack or spell.
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