Skipper's Codex of Conjuration V2

by Databank

Search GM Binder Visit User Profile
Skipper's Codex of Conjuration

Skipper Nackle is a known by many titles. Destroyer of a Lich. Killer of Black Dragons. War Criminal. Any strong wizard has their detractors, and while no one can prove that the earth elemental didn't naturally appear above the city, this powerful wizard recently retired anyway; leaving his books to our care. Compiled here are some notes from his scrolls, providing an insight into one of the undisputed geniuses of our time. Not all powers and feats will work in your campaign. Use these at your own discretion.

Copyright Zenimax Media Inc. | Art By Nuare

School of Summoning

As a summoner, you favor spells that produce objects and creatures out of thin. You can conjure clouds of killing fog or summon creatures from elsewhere to fight on your behalf. Your summons watch out and work for you. Whether it be as banal as a wrench or ladder, or as frightening as an elemental force of nature, no summoner is to be ignored.

Conjuration Savant

2nd-level School of Summoning feature


Beginning when you select this school, the gold and time you must spend to copy a Conjuration spell into your spellbook is halved.

Minor Conjuration

2nd-level School of Summoning feature


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 disappears after 1 hour, when you use this feature again, or if it takes or deals any damage.

Modron Order

6th-level School of Summoning feature


You have learned how to summon modron to help you complete your tasks. You can use an action to summon a monodrone from the plane of Mechanus. The modron uses the Summoned Monodron stat block, which uses your proficiency bonus. It remains for 1 minute, until it's


Summoned Monodron

Medium Construct


  • Armor Class 13 + PB (natural armor)
  • Hit Points 5 + 2 times your wizard level
  • Speed 30 ft. fly 30 ft

STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 15 (+2) 15 (+2) 15 (+2) 15 (+2)

  • Skills Expertise in all skill or tool required for the command
  • Senses truesight 120, passive Perception 12
  • Languages All
  • Challenge - Proficiency Bonus (PB) equals your bonus

Axiomatic Mind. The Monodrone can't be compelled to act in a manner contrary to its command

Disintegration. If the Monodrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying or made.

Immutable Form. The Monodrone is immune to any spell that would alter its form.

Actions

The Right Tool for the Job The monodrone magically creates one set of tools in an unoccupied space within 5 feet of them. Though the product of magic, the tools are nonmagical, and they vanish when the monodrone leaves.

Javelin Melee or Ranged Weapon Attack: 2 + PB, reach 5 ft. or range 30/120 ft., one target. Hit: 4 (1d6 + 2 + PB)

command is complete, or it dies. If you use this ability while another Monodrone is summoned, the older one disintegrates and the new one appears.

Upon summoning, you give the Monodrone a command, which is no longer than one sentence. The Monodrone will attempt to complete the task to the best of its ability and, while it does not try to exploit technicalities, it will not do anything outside of its command except protect its own existence (this does not mean fighting, unless it has been ordered to).

You can use this a number of times equal to you Intelligence Modifier. You regain one use on a short rest and all on a long rest.

Benign Transporation

10th-level School of Summoning feature


You can use your action to teleport a Small or Medium willing creature within 30 ft 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, the two both teleport, swapping places.

Mumrik | By Mischeviouslittleelf

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

14th-level School of Summoning feature


While you are concentrating on a conjuration spell, your concentration can't be broken as a result of taking damage.

School of Thresholds

The School of Thresholds is all about spells of transportation. Teleporting vast distances, to other planes of existance, or just down the block to grab some food; all in an instant. Also conjurers, these wizards focus on movement, found caretaking portals that link one world to another.

Conjuration Savant

2nd-level School of Thresholds feature


Beginning when you select this school, the gold and time you must spend to copy a Conjuration spell into your spellbook is halved.

Minor Transportation

2nd-level School of Thresholds feature


You learn the spell Flick (see below) if you do not already know it. If you already know the spell, you learn another 1st level spell. You can cast Flick without expending a spell slot. You can do so a number times equal to your Proficiency Bonus.

You also learn how pull objects to you. When you cast Flick, you can instead teleport an object that fits the spell's description to your hand instead.

Minor Gate

6th-level School of Thresholds feature


Used to thresholds you gain the ability to link two locations together. You magically create two thin gates in two different unoccupied spaces you can see within 60 feet of you. Each gate is a 5 ft. by 10 ft. glowing ring filled with mist hovering inches from the ground with an A and B side. The gate is extremely thin, and can only be entered from an A or B side, and not the intersection.

Looking through the A side of one gate, you see out of the A side of the other gate. You can pass through the A or B side freely, so long as you have the movement to do so. Entering the A side of one gate, will result in you exiting through the A side of the other gate.

You can as a bonus action, change the location of one gate. The gate must be within 30 feet of you and you cannot move it farther than 60 feet away from you. If you create two new gates while others already exist, the older two disappear and the new two appears where you designate.

Though this does not require concentration, it still requires a bit of focus. If you take damage, you must make a Constitution Saving throw as you would for concentrating on a spell. The gates disappear if you fail the save, if you move

Keep Gates Simple

At the end of the day, however, gates are simple human-sized portals. While you can technically put them anywhere, it's much more practical to place the gates places that will be easy for play

When placing portals on the board, have them take up the edge between two squares, as to keep complications to a minimum. If creatures are passing through portals when concentration is lost on the portals, a creature is immediately placed on one side, at the DM's discretion. If a large enough object is passing through the gate (like a log) when the gate disappears, the object is cut in half, again at DM's discretion.


120 feet away from the gates, or naturally after 1 hour. If one gate is more than 60 feet from the other gate, both gates disappear. You can also use your bonus action to dismiss them as well.

Benign Transportation

10th-level School of Thresholds feature


You can use your action to teleport a small or Medium willing creature within 30 ft 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, the two 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.

Major Gate

14th-level School of Thresholds feature


Your skill and strength of portals has become stronger than ever. The distance you can create and move gates within is increased by 30 ft. The distance gates can be away from each other also increases by 30 ft.

If an enemy is about to use a gate, you can use your reaction to move a gate within 60 feet to another location within 90 feet. If you move the gate 60 feet away from the other gate, the spell ends, you choose if the creature moves through first or not.

You now also can regain use of Benign Transportation when a Minor Gate naturally disappears.

Conjuration Feats

Durable Summons

Prerequisite: The ability to cast at least one conjuration spell


You are an expert at forming and buffing the creatures you conjure. You gain the following benefits:

  • If you cast a conjuration spell that summons creatures determined by challenge rating, you add one to the limit if the challenge rating is greater than 1. If it's less than 1 but greater than 0, the challenge rating is doubled. If the challenge rating limit is 0, the limit is increased to 1/8.
  • If you cast a conjuration spell that allows you to choose an aspect that effects the stat block, you can choose two at once.
  • Any creature that you summon or create with a conjuration spell or feature has temporary hit points equal to your Proficiency Bonus x the level of spell slot used.

New Spells

The following are spells that may be integral to a Conjurer's repertoire.

Dimensional Anchor

7th-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a rock with an X drawn on it)
  • Duration: 1 hour

Creatures or objects can’t move or travel using teleportation or by extradimensional or interplanar means in a space within 120 feet of the material component, unless the spellcaster allows it. Any attempt to do so is wasted. If a creature or object would be moved via magical means, such as being pushed or knocked prone, the spellcaster can choose to ignore those as well.

The spellcaster cannot prevent summoned or conjured from disappearing at the end of a spell's duration.

Dimensional Lock

5th-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (A small padlock)
  • Duration: Concentration, up to 1 minute

Other creatures or objects can’t teleport to or from a space within 30 feet of the caster. Any attempt to do so is wasted.

Flick

1st-level conjuration


  • Casting Time: 1 action
  • Range: 100 feet
  • Components: V, S
  • Duration: Instantaneous

You teleport an object no larger than a two foot cube that weighs no more than five pounds from your hand to any other spot within range. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as “50 feet straight downward” or “on the table, upstairs, 3 inches away from the journal.” The location you describe must be in open air. If the destination is occupied, the object is shunted to the nearest unoccupied space (at random if multiple spaces are equally near).

The object brings along anything inside, attached to, or carried by the object, as long as it does not exceed 10 pounds. If the object is fastened to or attached to another object that is greater than two foot cube, the spell fails and the slot is wasted.

Larger Vortex Warp

4th-level conjuration (ritual)


  • Casting Time: 1 action
  • Range: 200 feet
  • Components: V, S
  • Duration: Instantaneous

Choose a point within 200 feet. Any number of objects in a sphere 15 foot radius sphere, are teleported to another available location within range. If there are any creatures in the sphere, you can choose up to four of them. Those four make a Constitution Save. On a failed the creatures and what they are carrying are teleported along with all the objects. All objects and creatures keep their location in the sphere when teleported. If the sphere is targeted in the air, creatures who were on the ground when the spell cast are transported harmlessly to their relative position on the ground.

Local Gate

9th-level conjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a diamond worth at least 5000 gp, which the spell consumes)
  • Duration: Until Dispelled

You conjure a portal linking an unoccupied space you can see within range to a precise location you are familiar with on the same plane. The portal is a circular opening, which you can make 5 to 20 feet in diameter.

You can orient the portal in any direction you choose.

The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other location, appearing in the unoccupied space nearest to the portal.

Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.


While on the Ethereal Plane, the target can see and hear the plane they originated from, which is cast in shades of gray, and they can’t see anything there more than 180 feet away. They can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can’tperceive them or interact with the creature, unless they have the ability to do so.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. You can only dismiss one target at a time.

You are simultaneously in the location of all duplicates and none of the duplicates at the same time, constantly flickering between all points of existence. If an area of effect affects you or a duplicate while in range, you can choose to count as in range or out of range. If all your duplicates are in range of an area of effect or are all targeted by a spell, you must make the save or be effected by the spell. You can take actions from the location of any duplicate.

A duplicate's AC is equal to yours and can be targeted separately by attacks. If the damage dealt to a duplicate from an attack is equal to 1/4 your health, the duplicate disappears. A duplicate can only take damage if it is targeted by an attack or is in an area of effect that targets all duplicates. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed. If a duplicate is not within 120 ft of another duplicate, then it is destroyed at the end of your turn.

If a creature relies on senses other than sight, such as blindsight, it detects you bouncing in and out of existence. If a creature can perceive illusions as false, as with truesight, it perceives your duplicates as shimmering. When only one duplicate remains, you return to one body and the spell ends. If all duplicates are destroyed at once, choose one body that remains. Your soul does not return to that body until the end of your next turn.

Magic Items

Whistle of Disappearance

Wondrous item, rare


When you blow on a Whistle of Disappearance continuously, you are temporarily displaced in the Ethereal Plane. You can blow the whistle continuously for a number of rounds equal to 5 + five times your Constitution modifier (minimum of 1 round) or until you talk, hold your breath, start suffocating, or move farther than 10 feet from the location you appeared at in the Ethereal Plane. You reappear in the spot you were last at when you stop blowing.

Eldritch Invocation Options

When you choose eldritch invocations, you have access to these additional options.

Farther Hands

You can cast Flick at will, without expending a spell slot. You can cast Flick using a spell slot to instead teleport an object that fits the spell's description to your hand instead.