5e Wizard School of Conjuration (Improved)

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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 other planes of existence, in an instant.


Sources: Player's Handbook

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 a copy of 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 4 feet on a side and weighs no more than 25 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 and has 10 hit points, the object is immune to poison and psychic damage.

The object disappears after 1 hour, when you use this feature again, if it is outright broken, or if its hit points reach 0. Using or attacking with the conjured object does not end the effect early, unless the use of the object states that it is destroyed or broken, similar to a container of alchemists fire.

Benign Transposition

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, Medium, or Large creature or object. If that creature is willing, you both teleport, swapping places.

If you target an unwilling creature, the target must succeed on a Charisma saving throw against your spell save DC, or swap places with you.

Once you use this feature, you can't use it again until you finish a short or long rest or until you cast a conjuration spell of 1st level or higher.

Focused Conjuration

At 10th level, while you are concentrating on a conjuration spell, you have advantage on Constitution saving throws that you make to maintain your concentration on a spell, and your concentration can't be broken as a result of taking damage.

Additionally, if you cast a conjuration spell that conjures a creature, that becomes hostile to you or your allies if your concentration fails. The conjured creature is instead immediately shunted back to its plane of existence.

Durable Summons

Finally at 14th level, any creature that you summon or create with a conjuration spell has a number of temporary hit points equal to 30 + your wizard level. These temporary hit points can stack with any added temporary hit points for their duration.

Mass Mage Hand By u/Quiet__Thinker

2nd-level Conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: 1 minute

Two spectral, floating hands appear at a point you choose within range and last for the duration. A hand may be summoned holding an object that you are carrying. A hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.


You can use your action to control all of the hands at once. each hand can take one of the following actions: manipulate an object, open an unlocked door or container, stop or retrieve an item from an open container, pour the contents out of a vial, wield a weapon or make an attack. When a hand attacks, make an attack roll using your spellcasting modifier and proficiency bonus for the roll, if the hand is not holding a weapon or is holding a weapon you are proficient with. On a hit, the attack deals 1d6 force damage or the damage of the held weapon plus your spellcasting modifier. You can move a hand up to 30 feet each time you use it.


A single hand cannot carry more than 10 pounds or wield a two handed weapon but multiple hands can act together. For example, two hands may be commanded to make a single attack with a bow or carry 20 pounds. A hand cannot activate a magical item but is considered attuned to any magical item that you are attuned to.


At Higher Levels.


When you cast this spell using a spell slot of 3rd level or higher, you can summon one additional hand for each slot level above 2nd.


  • Classes: Artificer, Bard, Sorcerer, Warlock, Wizard
  • Subclasses: Arcana Domain Cleric, Circle of Dreams Druid

Misty Swap

2nd-level Conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (A vial of water)
  • Duration: 5 rounds

You target a creature of your size or smaller within 30 feet of you and swap places with them. If you target an unwilling creature, the target must make a Charisma saving throw.


On a fail, for the duration of the spell, you can use a reaction to immediately vanish in a puff of mist swapping places with the targeted creature. Once you use this reaction you must recast the spell to do this again. On a success, the spell fails and the creature is unaffected.


If the target doesn't see you casting the spell then the targets movement speed is halved until the start of your next turn.


  • Classes: Sorcerer, Warlock, Wizard
  • Subclasses: Circle of Dreams Druid, Trickery Domain Cleric
 

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