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.
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.
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.
Major Blink
5th-level transmutation
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
At the end of each of the target creature's turns for the duration of the spell, they vanish from their current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of their next turn, and when the spell ends if they are on the Ethereal Plane, they return to an unoccupied space of the creature's choice that they can see within 30 feet of the space they vanished from. If no unoccupied space is available within that range, the creature appears in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.
Spells
Level | Spell | School(s) | Conc. | Ritual | Class |
---|---|---|---|---|---|
0 | Put Away | Transumation | yes | no | Artificer, Bard, Sorcerer, Warlock, Wizard |
1st | Flick | Conjuration | no | no | Artificer, Bard, Cleric, Druid, Sorcerer, Warlock, Wizard |
3rd | Larger Vortex Warp | Conjuration | no | yes | Artificer, Druid, Ranger, Sorcerer, Warlock Wizard |
5th | Dimensional Lock | Abjuration | yes | no | Artificer, Bard, Cleric, Paladin, Ranger, Wizard |
5th | Major Blink | Transmutation | yes | no | Bard, Paladin, Ranger, Sorcerer, Wizard |
5th | Permanent Portal | Conjuration | no | no | Bard, Cleric, Druid, Warlock, Wizard |
5th | Skeeve's Uncertain Position | Illusion | no | no | Bard, Sorcerer, Warlock, Wizard |
7th | Dimensional Anchor | Abjuration | no | no | Bard, Cleric, Sorcerer, Warlock, Wizard |
7th | Skeeve's Superposition | Conjuration | no | no | Bard, Warlock, Wizard |
8th | Unstable Ground | Conjuration | yes | no | Bard, Sorcerer, Warlock, Wizard |
9th | Local Gate | Conjuration | no | no | Bard, Cleric, Druid, Wizard |
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.
Permanent Portal
5th-level conjuration
- Casting Time: 1 hour
- Range: 100 feet
- Components: V, S, M (a diamond worth at least 1000 gp, which the spell consumes)
- Duration: Until Dispelled
Link two portals within 100 feet of each other. They remain permanently. Consumes materials. 1 hour (8 hours) casting time. 5th level.
You create linked teleportation portals that remain open indefinitely. Choose two points that you know of. You must have a clear picture in your mind of where both portals will be, must be intimately familiar with those locations, and must be with 100 feet of each of the locations when casting. An ovular portal, 5 feet across and 10 feet high, opens over each point. If the portal would open in the space occupied by a creature, the spell fails, and the casting is lost.
The portals are two-dimensional glowing rings filled with mist, hovering inches from the ground and perpendicular to it at the points you choose. A ring is visible only from one side, which you choose during casting, which is the side that functions as a portal.
Any creature or object entering the portal exits from the other portal as if the two were adjacent to each other; passing through a portal from the nonportal side has no effect. The mist that fills each portal is opaque and blocks vision through it.
Put Away
Transmutation cantrip
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Concentration, up to 1 minute
You temporarily displace a tiny object that you are holding into the Ethereal Plane. The object can weight no more than 5 pounds. You can choose to end the spell early and resummon the object into your hand. The object reappears in the same spot it disappeared (or nearest if that spot is occupied) if concentration ends, or the caster walks farther than 10 feet from the location the spell was cast.
Skeeve's Superposition
7th-level conjuration
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (some cat hair)
- Duration: 1 hour
Four illusory duplicates of yourself appear in your space. You disappear, split amongst the duplicates. Until the spell ends, the duplicates act on their own, but may not take their own actions. When you use your movement, you can move your illusory doubles up to your speed. You can use your action to dismiss the illusory duplicates and return in one of their places.
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.
Skeeve's Uncertian Position
5th-level illusion
- Casting Time: 1 action
- Range: Self
- Components: S
- Duration: 1 minute
Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates mimic your actions, or appear to take the dodge action, so it's impossible to track which image is real. When you use your movement, you can move your illusory doubles up your speed. You can use your action to dismiss the illusory duplicates.
Each time a creature hits you with an attack during the spell's duration, roll a d20 to determine if you teleport away. If you have three duplicates, you must roll a 6 or higher to to have never been there. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher. If you roll higher, then a duplicate takes the blow instead, and you teleport to the position of a random duplicate.
A duplicate's AC equals 10 + your Dexterity modifier and can be targeted separately by attacks. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed. If a duplicate is not within 30 ft of another duplicate or you, then it is destroyed at the end of your turn.
A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight. A creature that uses its action to examine a duplicate and can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC.
Unstable Ground
8th-level conjuration
- Casting Time: 1 action
- Range: Sight
- Components: V, S, M (a diamond worth at least 1000 gp)
- Duration: Concentration, up to 1 minute
Each creature in range makes a Wisdom Save, although it can choose to fail. On a failed save, when a creature ends its turn you can teleport the creature up to 30 feet to an unoccupied space you can see. On your turn, you can use your bonus action to teleport any number of creatures who failed their saves, each up to 30 feet to an unoccupied space you can see. All affected creatures can repeat their saving throws at the end of their turn. Upon a successful save, the spell's effect on the creature ends.
At Higher Levels. If you cast this spell at 9th level, you hijack any other teleportaion spells in range. If a creature who failed their save teleports or teleports an object, you choose the destination, relative to their teleportation spell. This also takes effect for extraplaner, summon, or gate spells.
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.