Conjurer (5e Class)

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Silence feels deafening in the wide circular room. In the center stands the Conjurer, wearing naught but a tattered tunic and torn pants. At the edges, he sees fleeting black forms surrounding him. He holds his hands out and concentrates for a few seconds. Seeing this as their chance, the shadows charge him. And at his last second he lets out a single word: "Clad". The shadows shrink back from the flash of light, and when it fades they see the Conjurer standing there, clad in demonic plate armor with a great sword in his hands. They approach cautiously seeing their quarry is magical. Then they attack all at once, only to be cut down by a glabrezu, who had been called forth by the Conjurer. They then set off, in search of their treasure.

Creating a Conjurer When making a Conjurer you must think about good and evil, you must know whether that which you pull forth will obey you, and you must always remember how you have this magic. You may have once been transported to Pandemonium, or maybe you've always had a fascination with Unicorns and wanted to meet one. Once you've decided on this path think about what you want now. Do you want more power? Do you want your power to make people happy? Or maybe you just want some friends.

Quick Build You can make a Conjurer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by either Dexterity or Constitution. Second, choose the Sage background from the Player's Handbook.

Class Features

As a Conjurer you gain the following class features.

Hit Points

Hit Dice: 1d6 per Conjurer level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Conjurer level after 1st


Armor: Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: Constitution and Charisma
Skills: Choose two from Arcana, History, Insight, Intimidation, Investigation, Religion, and Sleight of Hand


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

  • (a) Light Crossbow and 20 Bolts or (b) Any Simple Weapon
  • (a) Explorer's Pack or (b) Scholar's Pack
  • Arcane Focus and Leather armor

Table: The Conjurer

Level Proficiency
Features Cantrips
—Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Minor Summoning, Spellcasting, Conjurer Origins 2 0 2
2nd +2 Minor Conjuration 2 0 3
3rd +2 Perpetually Bonded 2 1/8 4 2
4th +2 Ability Score Improvement 3 1/8 4 3
5th +3 Summoning Advancement 3 1/4 4 3 2
6th +3 Adept Conjuring 3 1/4 4 3 3
7th +3 Summoning Specialty 4 1/2 4 3 3 1
8th +3 Ability Score Improvement 4 1/2 4 3 3 2
9th +4 Summoning Advancement 4 1 4 3 3 3 1
10th +4 Stronger Summons 4 1 4 3 3 3 2
11th +4 Summoning Specialty 4 2 4 3 3 3 2 1
12th +4 Ability Score Improvement 4 2 4 3 3 3 2 1
13th +5 Summoning Advancement 4 3 4 3 3 3 2 1 1
14th +5 Powerful Summons 4 3 4 3 3 3 2 1 1
15th +5 Enduring Spells, Summoning Specialty 4 4 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 4 4 4 3 3 3 2 1 1 1
17th +6 Summoning Advancement 4 5 4 3 3 3 2 1 1 1 1
18th +6 Master Conjuration 4 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 5 4 3 3 3 3 2 1 1 1
20th +6 Bonded Summon, Summoning Specialty 4 7 4 3 3 3 3 2 2 1 1
A Conjurer with their companion


Your Spellcasting is drawn from your hard work studying and practicing the arcane arts, specifically that of Conjuration. However, you are not completely restricted to this, as you cling onto other spells that you have gained knowledge of over time.


You know two Conjuration cantrips. You learn more as you reach higher levels, these can only be from the School of Conjuration.

Preparing and Casting Spells

The Conjurer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, 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. To do so, choose a number of Conjurer spells, equal to your Charisma modifier + your Conjurer level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you're a 3rd-level Conjurer, you have four 1st-1evel and two 2nd-level spell slots. With an Charisma of 16, your list of prepared spells can include six spells of 1st or 2nd level. If you prepare the 1st-level spell Grease, you can cast it using a 1st-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 studying and practicing your arcane arts, 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 spell save DC is 8 + your proficiency bonus + your Charisma modifier. Your spell attack modifier is your proficiency bonus + your Charisma modifier.

Ritual Casting

You may cast as a ritual, however only the spells from the school of Conjuration that you have prepared.

Minor Summoning

At 1st level, you may summon a creature of the CR allotted at your level who is then placed under your control. The CR Allotted column of the Conjurer table shows how powerful the creature you summon can be. The creature stays summoned until it is reduced to 0 hit points, dismissed as a bonus action, or you summon another creature using this feature. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creature, which has its own turns. They obey any telepathic commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. While your Summoned creature is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your creature's eyes and hear what it hears until the start of your next turn, gaining the benefits of any Special Senses that the Summoned creature has. During this time, you are deaf and blind with regard to your own Senses. The DM has the creatures' Statistics. This creature acts exactly as the statistics show, with developments from yourself at later levels, this creature is the same mentally every time that it is summoned. However when re-summoning you can change its form.

If you cast a Spell with a range of touch, your Summoned creature can deliver the spell as if it had cast the spell. Your Summoned creature must be within 100 feet of you, and it must use its Reaction to deliver the spell when you cast it. If the spell requires an Attack roll, you use your Attack modifier for the roll as it is your spell being cast.

Summoning the creature takes an action and when summoned, appears in an unoccupied space within 30 feet of you. Summoning this creature only requires a verbal component to call out its name and command it to come. You must use up a spell slot to summon this creature, if you do not have any spell slots available, then you may not summon another creature, this spell slot can be of any level, and whichever level does not grant with it any special features. This summoned creature stays with you until you dismiss them, which causes them to vanish. You can only have 1 summoned creature at a time.

See below this, the amount of times that Minor Summoning can be done. If you summon a creature which normally has a weapon or armor. That weapon or armor belongs to the summoned creature and can only remain with them. If this summoned creature would normally have any legendary resistances, legendary actions or lair actions, these are removed entirely. If the summoned creature could affect their surroundings by forming another creature. For example, a Slaad Tadpole would normally be able to infect somebody, this is not active.

See Summoning Specialty for which type of creatures you may summon, you may only pick one choice of Aberrations, Beasts, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant and Undead. In addition to your option, you may summon any creature that is listed under find familiar.

This feature effectively replaces find familiar, meaning that you have become so advanced with the spell that you no longer require it.

Summoning Advancement

You may use the Summoning feature once at 1st Level, and regain this feature after every short or long rest. At 5th Level, you may do this twice, then this increases again by 1 when you reach the levels 9, 13 and 17. Up to 5 times by 17th Level. You may not summon more creatures with Minor Summoning

By 5th Level, the creatures you summon uses your proficiency bonus to its attack rolls and damage rolls along with its AC. This also applies to your conjured creatures.

Summoning Specialty

For your Minor Summoning, you have a Specialty, you may pick one of the following, Aberrations, Beasts, Celestial, Construct, Dragon, Elemental, Fey, Fiend Giant, Humanoid, Monstrosity, Ooze, Plant and Undead. In addition to your option, you may summon any creature that is listed under find familiar. These being a bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. You may only summon creatures that you have seen, either personally, heard a number of details about or read. This may prompt you to find books or novels to study creatures. At 7th Level you may select another option, then again at 11th and 15th Levels. At 20th Level, you have access to 5 options.

Minor Conjuration

At 2nd level, 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 5 feet on a side and weigh no more than 15 pounds, and its form must be that of a non-magical 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 any damage.

Perpetually Bonded

By 3rd level, you have bonded with your creatures on a more spiritual level. As long as you are on the same plane of existence as your Minor Summon, or any other summoner creatures, you may communicate telepathically and perceive through your Summoned Creatures' senses, whilst perceiving may also speak through your Summons in your own voice, even if your familiar is normally incapable of speech. Additionally, whenever you regain hit points while your Minor Summon is within 10 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.

Adept Conjuring

At 6th level, you have advantage on saving throws to maintain concentration on Conjuration spells and the damage from your summoned creatures is considered magical for the purpose of overcoming immunity and resistance to non-magical attacks and damage, including your Minor Summoning.

Stronger Summons

At 10th level, all creatures you summon always start with more hit points than normal: 2 extra hit points per Hit Die it has. Additionally, any Conjuration spell that has a casting time of more than 1 action, now has a casting time of 1 action.

Powerful Summons

At 14th level, you may add double any CR allotted when casting a conjuration spell.

Enduring Spells

Your conjuration has become so advanced that by 15th level, you automatically succeed saving throws to maintain concentration on Conjuration spells unless you fall unconscious or the spell is dispelled.

Master Conjuration

At 18th level, creatures summoned by you have their maximum hit points increased by an amount equal to your Conjurer level. You may also use your bonus action to summon creatures now.

Bonded Summon

At 20th level, when you use your Minor Summoning feature to conjure up a creature, if you use a spell slot of 5th level or higher to summon this, you may form a creature with up or equal to a CR of 10.

Conjurer Spell List

These are all of the Conjurer spells that would be listed in the School of Conjuration. These do not include the spells from the Conjurer Origins feature, however these can be selected for said feature.


Acid Splash, Create Bonfire, Mage Hand, Poison Spray, Produce Flame

1st Level

Arms of Hadar, Ensnaring Strike, Entangle, Fog Cloud, Grease, Hail of Thorns, Ice Knife, Tenser's Floating Disk, Unseen Servant

2nd Level

Cloud of Daggers, Find Steed, Flaming Sphere, Misty Step, Snilloc's Snowball Swarm, Web

3rd Level

Animate Dead, Call Lightning, Conjure Animals, Conjure Barrage, Create Food and Water, Hunger of Hadar, Leomund's Tiny Hut, Sleet Storm, Spirit Guardians, Stinking Cloud, Tidal Wave, Wall of Sand, Wall of Water, Wind Wall

4th Level

Conjure Minor Elementals, Conjure Woodland Beings, Dimension Door, Evard's Black Tentacles, Fabricate, Grasping Vine, Guardian of Faith, Leomund's Secret Chest, Mordenkain's Faithful Hound, Wall of Fire, Watery Sphere

5th Level

Animate Objects, Cloudkill, Conjure Elemental, Conjure Volley, Create Undead, Creation, Insect Plague, Teleportation Circle, Tree Stride, Wall of Stone

6th Level

Arcane Gate, Blade Barrier, Bones of the Earth, Conjure Fey, Drawmij's Instant Summon, Heroes' Feast, Planar Ally, Transport Via Plants, Wall of Ice, Wall of Thorns, Word of Recall

7th Level

Conjure Celestial, Mordenkainen's Magnificient Mansion, Plane Shift, Teleport

8th Level

Demiplane, Incendiary Cloud, Maze, Tsunami

9th Level

Gate, Storm of Vengeance, Wish


Prerequisites. To qualify for multiclassing into the Conjurer class, you must meet these prerequisites: Charisma score of 13 or higher

Proficiencies. When you multiclass into the Conjurer class, you gain the following proficiencies: Simple weapons, Light armor and 1 Class proficiency

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