ConjurationWizard Arcane Tradition — D&D 5e
Conjurers build their whole game around bending space — blinking across the battlefield, hauling creatures in from elsewhere, and opening doors where none existed a moment ago.
Level by level
Conjuration Features
Level 2 — Conjuration Savant
Copying a conjuration spell into your spellbook costs you less time and less gold than usual.
Level 2 — Minor Conjuration
As an action, you can conjure a small inanimate object out of thin air, useful for props, tools, or minor tricks, though it can’t be used as a weapon or valuable currency.
Level 6 — Benign Transposition
As an action, you can teleport a short distance to an unoccupied space you know, or swap places with a willing creature you’ve previously conjured, keeping both of you safe from harm during the swap.
Level 10 — Focused Conjuration
Damage no longer breaks your concentration on conjuration spells, letting your summons and effects stick around through a fight that would otherwise interrupt them.
Level 14 — Durable Summons
Any creature you conjure arrives tougher than normal, gaining bonus temporary hit points that help it survive the fight you brought it into.
Swear the Oath
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Forge a Conjuration Wizard