The Conjurer

Bring forth the All
The Conjurer
Level Proficiency Bonus Features Cantrips Known Maximum Summons 1st 2nd 3rd 4th 5th
1st +2 Minor Conguration, Spellcasting 2 - 2
2nd +2 Conjuration 2 2 2
3rd +2 Congurer's House 3 2 3
4th +2 Ability Score Improvement 2 2 3
5th +3 Congurer's House Feature 2 3 4 2
6th +3 Improved Conguration 2 3 4 2
7th +3 2 4 4 3
8th +3 Ability Score Improvement 2 4 4 3
9th +4 Congurer's House Feature 2 4 4 3 2
10th +4 Greater Conjuration 3 5 4 3 2
11th +4 3 5 4 3 3
12th +4 Ability Score Improvement 3 5 4 3 3 —`
13th +5 Custom Conguration 3 6 4 3 3 1
14th +5 Congurer's House Feature 3 6 4 3 3 1
15th +5 4 6 4 3 3 2
16th +5 Ability Score Improvement 4 7 3 3 3 2
17th +6 4 7 4 3 3 3 1
18th +6 Mastered Conjuration 4 7 4 3 3 3 1
19th +6 Ability Score Improvement 4 7 4 3 3 3 2
20th +6 Practitioner of Summoning 4 8 4 3 3 3 2

Class Features

As a Conjurer, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Conjurer level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per conjurer level after 1st

Proficiencies


  • Armor: Light Armor
  • Weapons: Simple Weapons, Light Crossbows, Whips
  • Tools: one type of artisan’s tools of your choice

  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from Animal Handling, Arcana, Deception, Insight, Intimidation, Medicine, Perception, Persasuion, Religion, and Survival




Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a martial weapon (b) two simple weapons
  • (a) Studded Leather or (b) Scale mail
  • (a) Light Crossbow and 20 bolts or (b) a shield
  • dungeoneer's pack

Minor Conjuration

At 1st level, you have begun the knowledge in summoninglesser objects to your person. As an action you can summon mundane items to your aid. The total value of the item cannot be more than 5gp times your level. You can have an amount of these items present equal to your charisma modifier (minimum of 1).

These items are visbily magical and cannot be used as a components in a spell. The item dissipates after 1 hour.

Spellcasting

You've studied the workings of magic and how to cast spells, channeling the magic through objects. To observers, you don't appear to be casting spells in a conventional way; you appear to produce wonders from mundane items and outlandish inventions.

Tools Required

As a student of arcane magic, you have found magic in the complete universe around which can be used to your own will.


Cantrips (0-Level Spells)

At 1st level, you know two cantrips of your choice from the conjurer spell list. At higher levels, you learn additional conjurer cantrips of your choice, as shown in the Cantrips Known column of the Conjurer table.

When you gain a level in this class, you can replace one of the conjurer cantrips you know with another cantrip from the conjurer spell list.


Preparing and Casting Spells

The Conjurer table shows how many spell slots you have to cast your Conjurer spells. To cast one of your Conjurer spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.


You prepare the list of Conjurer spells that are available for you to cast, choosing from the Conjurer spell list. When you do so, choose a number of Conjurer spells equal to your Charisma modifier + half your Conjurer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level Conjurer, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a lst-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.


You can change your list of prepared spells when you finish a long rest. Preparing a new list of Conjurer spells requires time spent resonating with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.


Spellcasting Ability

Charisma is your spellcasting ability for your Conjurer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Charimsa whenever an Conjurer spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Conjurer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

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Ritual Casting

You can cast a Charisma spell as a ritual if that spell has the ritual tag and you have the spell prepared

Conjuration

By 2nd level you have achieved the true abilites of a Conjurer, a summoning of a monster under your complete control.


As an an action you can summon an amount Minion(s) to a space you can see within 30ft of you. The total amount is equal to your max summon on the maximum summon column of this class. When summoned the Minion(s) is friendly to you and your companions, and it obeys your commands. See its game statistics in the Minion stat block, which uses your proficiency bonus (PB) in several places. You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its game statistics.


In combat, the Minion shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action.


You can use this ability an amount of times equal to your profiecency bonus; regaining all uses on a long rest. All creatures summoned with this ability are summoned at the lowest level.

Aswell, you can expend a spell slot of 1st-level or higher to conjure more Minions to your side. The Minions scale based on the level of the spell slot expended, See the Minion statisitcs in the Minion stat block.


You can only have an amount of minions summoned equal to your Max Summons column on the Conjurer table. Your Minions last for 10 minutes times your Conjurer Level; which the Minions dissapear if they hit 0 hit points or if you become incapactiated.


Minion

Small Monstrosity, true neutral


  • Armor Class 10 + the spells level (minimum of 1)
  • Hit Points 5 + your charisma modifier + (the spells level x your proficency bonus)
  • Speed 25ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+2) 6 (-2) 12 (+1) 8 (-1)

  • Condition Immunities Exhausted, Charmed
  • Senses darkvision 30 ft., passive Perception 12
  • Languages understands the languages you speak
  • Challenge -

Pack Tactics. The Minion has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Actions

Multi-Attack. The Minion makes a number of attacks equal to half this spell’s level (rounded down).

Bite. Melee Attack: Your spell casting modifier to hit, reach 5 ft., one target. Hit: 1d6 + PB + the spell’s level piercing damage.

Conjurer's House

At 3rd level, you choose the type of Bond your Conjuration magic holds. Your choice grants you features at 5th level and again at 9th and 14th level.

Choose from House of War, House of Hell, House of Horror, House of Forging, House of Necromancy, House of Prime.

Ability Score Improvment

When you reach 4th level, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Improved Conguration

Starting at 6th level, your summons strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.


Greater Conguration

When you reach 10th level, you have achieved an even stronger connection with your Summon's

  • If a summon is within 100ft of you; you can cast any touch spell as if you were in there space.
  • You can now command your summons verbally as a free action
  • You add your summoner level to the hitpoint maximum of your summons

Custom Conguration

When you reach 13th level you have the ability to alter your own summons from your "Conjuration" feature. When summoned you can choose the 2 from the following list;

  • The creatures size increases by one category
  • The creature gains resistance to one of the following damage types; acid, cold, fire, lightning, poison, and thunder.
  • The creature gains +1 to it's Armor Class
  • The creatures gains an additional 20ft movement speed
  • The creature gains a Swimming, Flying, or Climbing speed equal to it's base movement
  • The creature gains a reach out to 10ft

Mastered Conguration

At 18th level your summons have become so empowered that they empower each other; which shows in the following benefits.

  • Summons add your charisma modifier to their savingthrows
  • Summons add your charisma modifier to their Armor Class

Practitioner of Summoning

At 20th level, you develop a supernatural connection with all your summons. You gain the following benefits:

  • For every summon within 10ft of you, you gain a +1 to your savingthrow bonuses to a maximum of your profiency bonus.
  • While a summon from a conjuration spell or your conjuration feature is within 5ft of you, you benefit from half cover
  • If dropped to 0 hitpoints you can use your reaction to have one of your active summons die, causing you to drop to 1 hit point instead of 0.

Conjurer Houses


House of War

Battle Ready

At 3rd level, you gain proficiency with martial weapons, medium armor, and shields.

Aswell, your hitpoint maximum increases by an amount equal to your conjurer level.

House Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in The Overlord Spells table. These spells count as Conjurer spells for you, but they don't count against the number of Conjurer spells you prepare.

War Spells
Level Spell
3rd Wrathful Smite, Compelled Duel
5th Branding Smite, Find Steed
9th Blinding Smite, Haste
13th Find Greater Steed, Staggering Smite
17th Banishing Smite, Steel Wind Strike

Battle Summons

At 3rd level, you have taught your summons to take action in battle and strike their foes with might. Your maximum summons amount increases by 1.

Additionally, your summons deal an additional 1d4 damage when attacking, this damage can only be dealt once a turn. When you reach 10th level, the extra damage inscrease to 1d8.

Extra Attack

Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

Empowered Attacks

By 9th level, your supernatural focus helps you attack with extreme power. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 15th level, the extra damage increases to 2d8.

Overlord of War

At 15th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.


House of Hell

Straight from the Nine layers itself lies a hellish power. This power pours through you allowing your summoning abilites to embolster with Fiendish abilites.

Fiend at Heart

At 3rd level you gain proficency in the intimidation skill and learn the Infernal language.

Hellion Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in Hellion Spells table. These spells count as Conjurer spells for you, but they don't count against the number of Conjurer spells you prepare.

Hellion Spells
Level Spell
3rd Burning Hands, Hellish Rebuke
5th Scorching Ray, Flaming Sphere
9th Fireball, Summon Lesser Demons
13th Wall of Fire, Summon Greater Demon
17th Flame Strike, Infernal Calling

Summon the Hells

Using your conjuration feature you can now summon either the Minion from the Minion stat block or the Fiend from the stat block gained in this feature. The stat block follows the same rules as any other summons in the Conjuration feature.

Infernal Enhancement

At 5th level, the bond with your Infernal summon enhances your destructive fire. Whenever your infernal summon is active and within 30ft of you, you can cast spells from your Hellion spell list with one less spell slot.

For instance, if you cast a 2nd-level spell you must only expend a 1st-level spell slot. 1st level spells are considered cantrips for the sake of this ability.

Immersion of Fire

Starting at 9th level you have taken on attributes of a fiend itself. You gain the following abilites.

  • You gain resistance to fire, lighting, and poison damage
  • Spells you cast that deal fire damage deal additional damage equal to your charisma modifier (minimum of 1)
  • You gain darkvision out to 120ft and Magical darkness doesn't impede your vision

Demon Within

Starting at 14th level when you summon your fiend you can instead absorb it and gain the following abilites.

  • You are immune to fire and poison damage
  • You are immune to the poisoned condition
  • Fiendish wings appear on your back, giving you a flying speed of 40 feet.
  • You have a +2 bonus to AC.
  • You gain temporary hit points equal to twice your Conjuer level.

Once you use this ability you cannot do so again until you complete a long rest.


Fiend

Small Fiend, true neutral


  • Armor Class 12 + the spells level (minimum of 1)
  • Hit Points 5 + your charisma modifier + (the spells level times your proficency bonus)
  • Speed 10ft, fly 25ft.

STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 13 (+1) 10 (+0) 10 (+) 13 (+1)

  • Damage Resistances fire, poison
  • Skills Decption +2 plus PB, Stealth +3 plus PB
  • Condition Immunities Poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Infernal, Abysal

Devil Sight. Magical darkness doesn't impede the imp's darkvision.

Actions

Multi-Attack. The Fiend makes a number of attacks equal to half this spell’s level (rounded down).

Claws. Melee Attack: PB + half your Charisma modifier (rounded up) + spell level to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell’s level slashing damage.

Fire Sling. Ranged Attack: PB + half your Charisma modifier (rounded up) + spell level to hit, reach 30/60 ft., one target. Hit: 1d4 + PB + the spell’s level fire damage.

House of Elements

Your very soul is tied together to primordial spirits of the realms. Your connection has blessed you with the beauty and chaos of the elements

Primordially Beloning

At 3rd level you learn the one of the following cantrips; Shape Water, Gust, Mold Earth, or Control Flames and you learn the Primordial language. At 5th-level you learn an additional cantrip from the list above, aswell at 9th and 14th.

Elemental Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in Hellion Spells table. These spells count as Conjurer spells for you, but they don't count against the number of Conjurer spells you prepare.

Hellion Spells
Level Spell
3rd Absorb Elements, Chromatic Orb
5th Dragon's Breath, Find Steed
9th Wall of Water, Wind Wall
13th Wall of Fire, Summon Elemental
17th Wall of Stone, Conjure Elemental

Primordial Conjuration

Using your conjuration" feature you can now summon either the Minion from the Minion stat block or the Elemental Spirit from the stat block gained in this feature. The stat block follows the same rules as any other summons in the Conjuration feature.

Elemental Affinity

At 5th level, the bond with your elemental spirit enhances your own elemental abilities. Whenever you cast a spell that deals Fire, Cold, Lighting, or Bludgeoning you switch the spells damage type to another on that list.

Additionally, spells that deal one of the damage types above it deals an additional 1d6 damage. you can deal this damage once a turn.

Primordial Bond

Starting at 9th level your connection has grown with the elements. At the end of a long rest you can choose either Earth, Fire, Water, or Air.

You gain resistance to their associated damage type and gain a movement speed equal to that they have in their stat block.

Form of Ancients

Starting at 14th level when you summon an elemental spirit you can asborb it and become something more.

You can become a Fire, Earth, Air, or Water Elemental. You become one as if the "Polymorph" spell was casted on you.

Once you use this ability you cannot do so again until you complete a long rest.


Elemental Spirit

Small Elemental (Fire, Water, Air) Medium Elemental (Earth), true neutral


  • Armor Class 12 + the spells level (minimum of 1)
  • Hit Points 5 + your charisma modifier + (the spells level times your proficency bonus)
  • Speed 20 ft.; burrow 20 ft. (Earth only); fly 20 ft. (hover) (Fire and Air only); swim 20 ft. (Water only)

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 14 (+2) 4 (-3) 10 (+0) 7 (-2)

  • Damage Immunities cold (Water only); lightning and thunder (Air only); piercing and slashing (Earth only); fire (Fire only)
  • Condition Immunities exhaustion, petrified, poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Primordial
  • Challenge -

Amporhous. The elemental spirit can move through a space as narrow as 1 inch wide without squeezing.(Fire, Air, Water Only)

Sturdy. The elemental spirit cannot fall prone and is immune to difficult terrain. Additionally it gains a +2 to it's AC.(Earth Only)

Actions

Multi-Attack. The Elemental Spirit makes a number of attacks equal to half this spell’s level (rounded down).

Slam. Melee Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + PB + the spell’s level bludgeoning damage (Earth only), cold (Water only), Lighting (Air only) or fire damage (Fire only).

House of The Old One

Unkown Knowledge

Starting at 1st level, you have been blessed with unatural knowledge, you can know Deep Speech and gain proficency in the history skill.

Eldritch Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in Eldritch Spells table. These spells count as Conjurer spells for you, but they don't count against the number of Conjurer spells you prepare.

Eldritch Spells
Level Spell
3rd Arms of Hadar, Dissonant Whispers
5th Suggestion, Detect Thoughts
9th Hunger of Hadar, Sending
13th Evard's Black Tentacles, Summon Aberration
17th Rary's Telepathic Bond, Telekinesis

Eldritch Conjuration

Using your conjuration" feature you can now summon either the Minion from the Minion stat block or the Abberant Being from the stat block gained in this feature. The stat block follows the same rules as any other summons in the Conjuration feature.

Eldritch Enhancment

At 5th level, the bond with your Eldritch summon enhances your mind-altering abilites. Whenever your Eldritch summon is active and within 30ft of you, you can cast spells from your spell list with one less spell slot.

For instance, if you cast a 2nd-level spell you must only expend a 1st-level spell slot. 1st level spells are considered cantrips for the sake of this ability.

Eldritch Mind

Starting at 9th level you have taken on attributes of the other world itself. You gain the following abilites.

  • You gain resistance to psychic and cold damage
  • Spells you cast that deal psychic damage deal additional damage equal to your charisma modifier (minimum of 1)
  • You have advantage on savingthrows against charmed and frightened

Eldritch Horror

Starting at 14th level when you summon your abberant mind you can absorb it gaining the following benefits

  • You are immune to cold and psychic damage.
  • You are immune to the fightened and charmed condition
  • You gain a flying speed equal to your walking speed and can hover.
  • When a creature fails a savingthrow agaisnt a spell save DC it fails it also becomes frightened of you until the end of your next turn.

Abberant Being

Medium (StarSpawn) Abberation, Small (Beholderkin) true neutral


  • Armor Class 12 + the spells level (minimum of 1)
  • Hit Points 5 + your charisma modifier + (the spells level times your proficency bonus)
  • Speed 20 ft.; swim 20 ft. (Star Spawn); fly 30 ft. hover (Beholderkin)

STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 14 (+2) 10 (+0) 14 (+2) 9 (-1)

  • Damage Immunities cold, psychic
  • Condition Immunities exhaustion, charmed, frightened
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Deep Speech
  • Challenge -

Unnerving Apperance.(Star Spawn Only) At the start of each of the Abberant Beings turns, each creature within 5 feet of the aberration must succeed on a Wisdom saving throw against your spell save DC or take 2d4 psychic damage, provided that the aberrant being isn’t incapacitated.

Actions

Multi-Attack. The Abberant Being makes a number of attacks equal to half this spell’s level (rounded down).

Psychic Slam. (Star Spawn) Melee Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + PB + the spell’s level psychic damage.

Eye Ray.(Beholderkin) Ranged Spell Attack: your spell attack modifier to hit, reach 30/60 ft., one target. Hit: 1d8 + PB + the spell’s level force damage.

House of The Titan

You have a connection with a great beast or creature that is something to behold for its very sight is monsterous.

Titan Conjuration

Beginning at 3rd level, you can no longer summon minions and your max summon amount is set to one.

Using your conjuration" feature you can now summon a singluar creature, a "Titan". The stat block follows the same rules as any other summons in the Conjuration feature.

Titan Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in Titan Spells table. These spells count as Conjurer spells for you, but they don't count against the number of Conjurer spells you prepare.

Titan Spells
Level Spell
3rd Compellued Duel, Searing Smite
5th Branding Smite, Enlarge/Reduce
9th Blinding Smite, Haste
13th Staggering Smite, Greater Invisiblity
17th Steel Wind Strike, Banishing Smite

Titan's Edge

Additionally at 3rd level, your titan has extreme power behind it.

When your summon hits a creature with a melee attack, you can expend one spell slot to deal force damage to the target, in addition to the attack's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8.

Titanic Enhancment

Starting at 5th level, you have found magical ways to enchance your Titan summon. When you summon your Titan it gains the following benefits.

  • When summoning your Titan you can add spell slots together to make it stronger. For instance you can add two 2nd-level spell slots and summon a "4th-level" titan. The max you can do this for is your proficency bonus + 1. You can use your uses of the "Conjuration" feature considering each use as a 1st-level spell slot.

  • The Titan's attack are magical and are now +1 strikes. This bonus increases to +2 at 11th level and to +3 at 18th level.

  • When the Titan uses it's Titan's Edge the creature must make your a Strength savingthrow against your spell save DC or be push pack 15ft or be knocked prone.


Titan

Large Giant, true neutral


  • Armor Class 14 + the spells level (minimum of 1)
  • Hit Points 15 + 3 x your charisma modifier + (the spells level times 5)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 18 (+4) 4 (-3) 12 (+1) 7 (-2)

  • Skills: Athletics +5 plus spell level, Perception +1 plus spell level x 2
  • Damage Resistances: Non-Magical Piercing, Slashing, and Bludgeoning
  • Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Stunned
  • Senses darkvision 60 ft., passive Perception 11 + (PB x 2)
  • Languages None

Magic Resistance. The Titan has advantage on saving throws against spells and other magical effects.

Magic Mirroring. Any spell that you are concentrating on or any self spell also effects the Titan. If the spell requires an attack, that attack can be used by you or the Titan but not both of you on the same turn.

Actions

Multi-Attack. The Titan makes a number of attacks equal to half this spell’s level (rounded down).

Regenerate. The Titan restore 2d8 + Spell Level hit points to itself.

Slam. Melee Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 2d6 + PB + the spell’s level bludgeoning damage.

Titan Presence

Starting at 9th level, your titan has become a feat of size and strength. Your Titan gains the following benefits.

  • Your Titan's size increases to "Huge."
  • Creatures of your choice within 5ft of your Titan gain Half Cover
  • Your Titan crits on 19-20's

Titanoncity

Starting at 14th level, you can summon two Titans instead of just one.

House of the Wilds

Blessing of the Wilds

Starting at 1st level, you have adepted to the wilds. You are proficent in the nature skill and gain a bonus to nature rolls equal to your charisma modifier (minimum of 1). Additionally, you learn the druidcraft cantrip.

Natural Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in Wilds Spells table. These spells count as Conjurer spells for you, but they don't count against the number of Conjurer spells you prepare.

Wilds Spells
Level Spell
3rd Entangle, Absorb Elements
5th Spike Growth, Locate Animals and Plants
9th Speak with Plants, Plat Growth
13th Conjure Woodland Beings, Grasping Vine
17th Tree Stride, Commune with Nature

Wild Conjuration

Using your conjuration" feature you can now summon either the Minion from the Minion stat block or the Wild Flower from the stat block gained in this feature. The stat block follows the same rules as any other summons in the Conjuration feature.

Wild Persona

At 5th level, the bond with the Wild Flower summon enhances your natural abilites. When you cast a spell you can use your bonus action to call upon the Wilds themsevles.

You can pick a spell from the druid spell list to cast instead. When doing this any spell that deals damage deals an additional 1d6 damage of it's correpsonding type.

Natural Body

Starting at 9th level you have taken on attributes of a fiend itself. You gain the following abilites.

  • You are immune difficult terrain caused by natural terrain or magic that causes it, such as "Entangle" spell.
  • You gain the "Photosynthesis" ability your summon has
  • You gain natural armor of 14 + your charsima modifier

One with the Wilds

Starting at 14th level when you summon your Wild Flower you can absorb it and become the wilds itself.

  • Your movement speed becomes 10ft
  • You gain 1d10 + your conjuerer level
  • You gain a ranged spell attack of 60ft which deals 1d10 slashing damage. As an action you can make an amount of attacks equal to your proficency bonus.
  • Your AC increases by an amount equal to your proficency bonus


Wild Flower

Small Plant, true neutral


  • Armor Class 12 + the spells level (minimum of 1)
  • Hit Points 5 + your charisma modifier + (the spells level times your proficency bonus)
  • Speed 20 ft.; climb 20 ft

STR DEX CON INT WIS CHA
16 (+3) 9 (-1) 17 (+3) 5 (-3) 10 (+0) 5 (-3)

  • Damage Immunities Radiant
  • Damage Resistances Cold
  • Damage Vulenrabilites Fire
  • Condition Immunities Blinded, Deafened, Exhaustion
  • Senses blindsight 60 ft., passive Perception 10
  • Languages None
  • Challenge -

Lighting Absorbtion. Whenever the Wildflower is subjected to radiant damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt.

Photosynthesis. The Wildflower regains 1d4 hitpoints every turn it spends in sunlight

Grasping Tendrils. Whenever the Wildflower hits with a melee attack the creature must make a Strength savingthrow against your spell save DC or become restrained untilt he start of its next turn.

Actions

Multi-Attack. The Wildflower makes a number of attacks equal to half this spell’s level (rounded down).

Tendril. (Star Spawn) Melee Attack: your spell attack modifier to hit, reach 10 ft., one target. Hit: 1d6 + PB + the spell’s level bludgeoning damage.

House of the Fey

Blessing of the Fey

Starting at 1st level, you have become envloped in the magic of the fey. You gain profiecency in the performance skill, an instrument of your choice, and you learn the Sylvan language

Feywild Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in Fey Spells table. These spells count as Conjurer spells for you, but they don't count against the number of Conjurer spells you prepare.

Fey Spells
Level Spell
3rd Faerie Fire, Chromatic Orb
5th Suggestion, Nathair's Mischief
9th Counterspell, Hypontic Pattern
13th Polymorph, Hallucinatory Terrain
17th Dominate Person, Mislead

Fey Conjuration

Using your conjuration" feature you can now summon either the Minion from the Minion stat block or the Fey Spirit from the stat block gained in this feature. The stat block follows the same rules as any other summons in the Conjuration feature.

Fey Trickery

At 5th level, the bond with the Fey Spirit summon enhances your natural abilites. When you cast a spell from your Fey Spells spell list you can become invisible for 1 minute, or until you cast a spell or take the attack action.

While invisbile this way you add your proficency bonus to your AC and have an additional 10ft movement speed.

Fey Nature

Starting at 9th level you have taken on attributes of a the mischevious fey. You gain the following abilites.

  • You are immune to the Charmed condition
  • You can magically teleports up to 15 feet to an unoccupied space it can see. You can do so as a bonus action
  • You have advantage on savingthrows against spells and magical effects

Embrace the Fey

Starting at 14th level when you summon your Fey Spirit you can absorb it and become a Fey itself. For the following minute you gain the following benefits

  • You are resistant to magic damage
  • You can cast spells from your Fey Spell list without expending spell slots, the maximum level of these spells are equal to your proficency bonus
  • You add your charisma modifier to your armor class

Once you use this ability you must complete a long rest to do so again.


Fey Spirit

Small fey, true neutral


  • Armor Class 13 + the spells level (minimum of 1)
  • Hit Points 2 + your charisma modifier + (the spells level times your proficency bonus)
  • Speed Fly 30 .ft

STR DEX CON INT WIS CHA
7 (-2) 20 (+5) 12 (+1) 16 (+3) 15 (+2) 16 (+3)

  • Skils Deception 3 + PB, Nature 1 + PB, Perception 2 + PB, Stealth 5 + PB x2
  • Damage Resistances Radiant
  • Condition Immunities Charmed
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Sylvan
  • Challenge -

Magic Resistance. The Fey Spirit has advantage on saving throws against spells and other magical effects.

Actions

Multi-Attack. The Fey Spirit makes a number of attacks equal to half this spell’s level (rounded down).

Pixie Dust. Melee Attack: your spell attack modifier to hit, reach 15/30 ft., one target. Hit: 1d6 + PB + the spell’s level force damage.

Inivisibility. As an action the Fey Spirit becomes invisible until it cast a spell or takes the attack action

House of the Undead

Touch of Death

Starting at 1st level, you have become embraced that of the undead. Your hitpoint maximum cannot be reduced below its maximum.

Additionally, when you or one of your summosn kills a creature you gain temporary hitpoints equal to your conjurer level.

Deadly Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in Undead Spells table. These spells count as Conjurer spells for you, but they don't count against the number of Conjurer spells you prepare.

Undead Spells
Level Spell
3rd Inflict Wounds, False Life
5th Wither and Bloom, Ray of Enfeeblement
9th Vampiric Touch, Animate Dead
13th Blight, Shadow of Moil
17th Danse Macbre, Negative Energy Flood

Undead Conjuration

Using your conjuration" feature you can now summon either the Minion from the Minion stat block or the Undead from the stat block gained in this feature. The stat block follows the same rules as any other summons in the Conjuration feature.

Necrotic Grasp

At 5th level, undeath has spread to your very hands and has become something more. When you cast a spell you can turn its damage type to nectroic.

  • When you deal necrotic damage the creature takes additional damage equal to your charisma modifier (minimum of 1)
  • When a creature takes necrotic damage from a spell you cast the creature must make a wisdom savingthrow against your spell save DC or be frightened of you until the start of it's next turn

Fey Nature

Starting at 9th level you have taken a large step towards undeath.

When you are reduced to 0 hitpoints you can use your reaction to make a Charisma savingthrow equal to the damage total that reduced you, on a success you are instead reduced to 1 hitpoint.

You cannot do this if it is a critical hit or radiant damage.

Embrace the Fey

Starting at 14th level, as an action you can cast the "Create Undead" spell at 7th level. At 16th level it becomes an 8th level spell, and at 20th a 9th level spell.


Undead

Medium Undead, true neutral


  • Armor Class 8 + the spells level (minimum of 1)
  • Hit Points 10 + your charisma modifier + (the spells level times your proficency bonus)
  • Speed 20 ft.; climb 20 ft

STR DEX CON INT WIS CHA
14 (+2) 6 (-2) 17 (+3) 3 (-4) 6 (-2) 5 (-3)

  • Damage Immunities Necrotic, Poison
  • Damage Resistances Cold
  • Condition Immunities Poisoned
  • Senses Darkvision 60 ft., passive Perception 8
  • Languages None
  • Challenge -

Undead. If damage reduces the Undead to 0 hit points, the damage must be radiant or be over 8 + the spells level in damage. If not, the zombie drops to 1 hit point instead.

Actions

Multi-Attack. The Celestial makes a number of attacks equal to half this spell’s level (rounded down).

Slam. Melee Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + PB + the spell’s level bludgeoning damage.

House of the Gods

Acoylte

Starting at 1st level, you have connected to a divine being. You learn the guidance cantrip and learn the Celestial language.

Holy Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in Celestial Spells table. These spells count as Conjurer spells for you, but they don't count against the number of Conjurer spells you prepare.

Celestial Spells
Level Spell
3rd Cure Wounds, Guiding Bolt
5th Lesser Restoration, Spiritual Weapon
9th Aura of Vitality, Reivify
13th Aura of Life, Death Ward
17th Mass Cure Wounds, Summon Celestial

Angelic Conjuration

Using your "conjuration" feature you can now summon either the Minion from the Minion stat block or the Celestial from the stat block gained in this feature. The stat block follows the same rules as any other summons in the Conjuration feature.

Divine Healing

At 5th level, life spreads from your very hands and can cure injuries. You gain specific bonuses when you heal a creature.

  • When you heal a creature while having an active summon the creature or another within 30ft of it heals 1d6 + your charisma modifier (minimum of 1).
  • When a creature recieves healing from a spell you cast it gains a 1d4 to savingthrow's and attack rolls until the end of it's next turn

Angelic Nature

Starting at 9th level you have taken a large step to your own divinity

  • You are resistant to radiant damage
  • When you heal a creature you heal half the total amount that creature gained
  • When you fall unconcious you immediatly stabalize

Angelic Form

Starting at 14th level, you can become a slice of divinity itself, when you summon your Celestial you can asborb it.

For the following minute you gain the following abilites. You can use this ability once a long rest.

  • You sprout wings giving you a 60ft flying speed
  • You gain a special bonus action. With this bonus action you can choose a creature within 60ft to heal or harm. When you harm you make a spell attack roll that deals 2d10 + your charisma modifier (minimum of 1) radiant damage. When you heal you choose a creature to gain 2d10 + your charisma modifier (minimum of 1)

Celestial

Medium Celestial, true neutral


  • Armor Class 12 + the spells level (minimum of 1)
  • Hit Points 5 + your charisma modifier + (the spells level times your proficency bonus)
  • Speed flying 30 .ft

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 17 (+3) 10 (+0) 13 (+0) 14 (+2)

  • Damage Immunities Radiant
  • Damage Resistances Fire
  • Condition Immunities Charmed, Frightened
  • Senses Truesight 30 ft., passive Perception 11
  • Languages Celestial
  • Challenge -

Magic Resistance. The Celestial has advantage on saving throws against spells and other magical effects.

Actions

Multi-Attack. The Celestial makes a number of attacks equal to half this spell’s level (rounded down).

Blade. Melee Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell’s level bludgeoning damage.

Bow. Melee Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + PB + the spell’s level bludgeoning damage.

House of Machines

Iron Body

Starting at 1st level, your body is implemented with the power of machinery and metal. You gain proficency with heavy armor and require no strength requirement to wear it.

Mechanical Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in Celestial Spells table. These spells count as Conjurer spells for you, but they don't count against the number of Conjurer spells you prepare.

Mechanical Spells
Level Spell
3rd Indentify, Alarm
5th Heat Metal, Magic Weapon
9th Haste, Tiny Servant
13th Fabricate, Summon Construct
17th Animate Objects, Skill Empowement

Construct Conjuration

Using your "conjuration" feature you can now summon either the Minion from the Minion stat block or the Celestial from the stat block gained in this feature. The stat block follows the same rules as any other summons in the Conjuration feature.

Mechanical Armaments

At 5th level, you can implement one of your "Constructs" weapons into your very body. While it is implemented it has the following properties.

  • When taking the attack action with the weapon you can make two attacks instead of one. The weapon uses charsima modifier for attacks and damage rolls.
  • The weapon is considered a +1 and increases to +2 at 10th-level, then +3 at 17th-level

Constructial Nature

Starting at 9th level you have become more construct than anything other.

  • You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
  • You don’t need to eat, drink, or breathe.
  • You are immune to disease.
  • You don't need to sleep, and magic can't put you to sleep.
  • Your AC increases by +1

Angelic Form

Starting at 14th level, you can become a construct yourself, when you summon your Construct you can asborb it.

For the following minute you gain the following abilites. You can use this ability once a long rest.

  • You have a +5 to your AC.
  • When using your Mechanical Aramaments they deal 2d8 additionall damage.
  • You gain 50 temporary hitpoints

After using this ability you must take a long rest before doing so again.


Construct

Medium Celestial, true neutral


  • Armor Class 16 + the spells level (minimum of 1)
  • Hit Points 8 + your charisma modifier + (the spells level times your proficency bonus)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 17 (+3) 10 (+0) 10 (+0) 10 (+0)

  • Damage Immunities Poison, Psychic
  • Damage Resistances Fire
  • Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
  • Senses Darkvision 60 ft., passive Perception 10
  • Languages
  • Challenge -

Immutable Form. The Construct is immune to any spell or effect that would alter its form.

Metalic. The construct reduces slashing, piercing, and bludgeoning by an amount equal to the spells level

Actions

Multi-Attack. The Construct makes a number of attacks equal to half this spell’s level (rounded down).

Metalic Fist. Melee Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell’s level bludgeoning damage.

Bolt Thrower. Melee Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + PB + the spell’s level bludgeoning damage.

House of the Planes

Planar Detection

At ist level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you.

Once you use this feature, you can't use it again until you finish a short or long rest.

Planar Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in Planar Spells table. These spells count as Conjurer spells for you, but they don't count against the number of Conjurer spells you prepare.

Planar Spells
Level Spell
3rd Detect Magic, Find Familiar
5th Vortex Warp, Misty Step
9th Blink, Counterspell
13th Banishment, Gravity Sinkhole
17th Teleportation Circle,Temporal Shunt

Planar Conjuration

Using your "conjuration" feature you can now summon either the Minion from the Minion stat block or you can roll on the "Planar Conjuration Table" to conjure a creature from another subclass. The stat block follows the same rules as any other summons in the Conjuration feature.

Planar Spell casting

At 5th level, energy from the planes has worked it's way into your spell casting. You gain the ability to cast spells like a sorcerer, you can cast each of the spells known once for free without expending a spell slot.

You gain all expended resources back on a long rest.

Level Spell Level
1st 1st
3rd 2nd
5th 3rd
7th 4th
9th 5th

Planar Nature

Starting at 9th level you have taken become attuned with the planes. At the end of long rest you gain the following benefits;

  • You become resitant to one damage type other than; piercing, blugdeoning, or slashing.
  • You have advantage on wisdom, charisma, and intelligence savingthrows against spells and magical effects

Planes Walker

Starting at 14th level, you can walk the planes of exsistance itself. As an action you can cast the "Planes Shift" spell once a long rest without expending a spell slot.

Furthermore, you can now choose which creature you conjure when using Planar conjuration.

Planar Conjuration
Die Creature
1 Fiend
2 Elemental Spirit
3 Abberant Being
4 Wild Flower
5 Fey Spirit
6 Undead
7 Celestial
8 Construct

Conjuer Spell List

Cantrips (0 Level)
  • Acid Splash
  • Booming Blade
  • Control Flames
  • Create Bonfire
  • Dancing Lights
  • Fire Bolt
  • Friends
  • Green-Flame Blade
  • Gust
  • Infestation
  • Mage Hand
  • Minor Illusion
  • Prestidigitation
  • Produce Flame
  • Ray of Frost
  • Shape Water
  • Shocking Grasp
  • Thorn Whip
1st Level
  • Absorb Elements
  • Armor of Agathys
  • Arms of Hadar
  • Burning Hands
  • Charm Person
  • Chromatic Orb
  • Detect Evil and Good
  • Detect Magic
  • Entangle
  • Find Familiar
  • Grease
  • Ice Knife
  • Mage Armor
  • Magic Missile
  • Shield
  • Unseen Servant
2nd Level
  • Alter Self
  • Animal Messenger
  • Blindness/Deafness
  • Blur
  • Continual Flame
  • Dragon's Breath
  • Dust devil
  • Earth Bind
  • Enhance Ability
  • Enlarge/Reduce
  • Find Steed
  • Flame Blade
  • Flaming Sphere
  • Flock of Familairs
  • Hold Person
  • Kinetic Jaunt
  • Levitate
  • Rope Trick
  • Summon Beast
  • Vortex Warp
  • Web
3rd Level
  • Blink
  • Call Lighting
  • Conjure Animals
  • Conjure Barrage
  • Dispel Magic
  • Fly
  • Galder's Tower
  • Gaseous Form
  • Haste
  • Hunger of Hadar
  • Slow
  • Spirit Guardians
  • Summon Fey
  • Summon Lesser Demons
  • Summon Shadowspawn
  • Summon Undead
  • Thunder Step
  • Tidal Wave
  • Wall of Sand
  • Wall of Water
  • Wind Wall
4th Level
  • Banishment
  • Charm Monster
  • Compulsion
  • Confusion
  • Conjure Minor Elementals
  • Conjure Woodland Beings
  • Dimension Door
  • Evard's Black Tentacles
  • Fabricate
  • Find Greater Steed
  • Galder's Speedy Courier
  • Grasping Vine
  • Leomund's Secret Chest
  • Mordenkainen's Faithful Hound
  • Ploymorph
  • Summon Abberation
  • Summon Construct
  • Summon Elemental
  • Summon Greater Demon
  • Wall of Fire
5th Level
  • Animate Objects
  • Awaken
  • Bigby's Hand
  • Conjure Elemental
  • Conjure Volley
  • Dispel Evil and Good
  • Far Step
  • Hold Monster
  • Infernal Calling
  • Insect Plague
  • Steel Wind Strike
  • Summon Celestial
  • Summon Draconic Spirit
  • Teleportation Circle
  • Wall of Force
  • Wall of Light
  • Wall of Stone