The ability to create something from nothing is perhaps the most potent power one can possess in 168澳洲幸运5开奖网:Dungeons & Dragons. Wizards of the School of Conjuration specialize in producing creatures and objects entirely from thin air, bringing them into being through n🐽othing more than a powerful will and the manipulation of the magical forces that surround us.

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Get into y﷽our enemies' heads as this potent wizard subclass.

But conjuration is more than just being able to summon a creature from the elemental planes. It also means teleporting vast distances, manipulating the weather, creating your own personal fortress, or anything else you can think of. If you're ready to dream big, then it's time to become a student of the School of Conjuration.

School Of Conjuration Wizard Features

Conjuration Wizard by Zoltan Boros
Conjuration Wizard by Zoltan Boros

Students of the School of Conjuration specialize in making what could be real. That can range from everyday objects like conjuring a teapot to creatures ꦫfrom the elemental planes. It can also mean transposing yourse𒁏lf to where you want to be rather than where you are.

At second level, you learn the basics of conjuration.

  • Minor Conjuration

    • As an action, you conjure an inanimate object no larger than three feet per side or 10 pounds in weight. The object is obviously magical due to a distinct glow and the fact it disappears after an hour or if it takes any damage.
    • This is largely a feature for convenience and roleplay, but being able to make any mundane object on a whim can create incredible opportunities for the creative mind.

You also gain the ability to learn conjuration spells faster and cheaper than other wizards.

  • Conjuration Savant

    • The time and gold required to copy a conjuration spell into your spellbook is cut in half.
    • Strangely, this makes it more desirable to try to find conjuration spells in the wild rather than learn them as part of leveling up as non-conjuration spells will cost you twice as much.

At level six, you master the intricacies of teleportation.

  • Benign Transposition

    • As an action, you teleport up to 30 feet or choose to swap places with a willing small or medium creature within 30 feet.
    • You can use this feature once per long rest for free, but after that, you'll have to cast a first-level spell or higher before you can use it again.
    • Swapping places with your fighter or barbarian can be a great way to both escape a trap and turn the tables on your foe.

If you cast a ritual spell such as Tenser's Floating Disk, you can recharge your Benign Transportation without using a spell slot.

At level 10, maintaining the arcane conneಞction with🌜 your summons becomes second nature.

  • Focused Conjuration

    • Your concentration on conjuration spells cannot be broken.
    • This is essential for keeping your high-level summons from disappearing the moment you take an errant arrow.

Finally, at level 14, your summons b൩ecome more durable than other wizards.

  • Durable Summons

    • Any creature you summon arrives with 30 temporary hit points.
    • This allows your summoned creatures to survive into higher levels of play where summons from other wizards would struggle.

Best Species For A School Of Conjuration Wizard

Basic Conjuration by Randy Vargas
Basic Conjuration by Randy Vargas

Anyone can be a wizard, so feel free to play as any species and expect to be reasonably effective. There are a few species that offer benefits to wizards, however. Here are a few suggested species to get you started.

Astral Elf

With Darkvision, you'll likely take Sacred Flame as a cantrip just to have another damage option. But the real draw here is Starlight Step, which lets you teleport 30 feet as a bonus action. That's 60 feet total when combined with Benign Transposition.

Autognome

Wizards have trouble getting armor class, so having a base 13 AC is a big deal. Built For Success gives you a d4 to add to most rolls, and resistance to poison and advantage against being paralyzed and poisoned are good defensive buffs.

Dwarf

Hill dwarf will give you some extra hit points per level, which can really help a wizard's fragility. Mountain dwarf offers medium armor proficiency.

Fairy

Faerie Fire isn't on the wizard spell list and can help your team find invisible creatures. Being able to fly without using a spell slot is great, but not crucial to your success as a wizard. Enlarge/Reduce is a nice spell to have too, but again,ಞ not cruci✤al.

Githzerai

You can generally learn all the spells taught through Githzerai Psionics, but they're still nice to have, and they free up your studies to focus on other enchantments. Mental Discipline and Psychic Resilience help keep your wizard safe f𒊎rom charms, fright, and psychic damage.

Hadozee

Hadozee Dodge is effectively like having more hit points, which is very helpful for a frail wizard. Glide and Dextrous Feet are neat, but nothing you can't get with spells.

Half-Elf

Half-elf offers three stat boosts, which can be useful for a class that wants a slightly larger ability score than most wizards. Charm resistance is nice to add to your wisdom saving throw, and Darkvision and two more skill proficiencies are nice too.

Human

You could go standard human to have a lot of stats (could be helpful to keep your Constitution and Dexterity up), but you could also go variant human for a free starting feat. Medium Armor Mastery or Toughness could ✨help here, or Inspi💧ring Leader to make your minions more useful.

Loxodon

Natural Armor lets you completely dump Dexterity in favor of Constitution and still have a good armor class while maximizing your hit points. Advantage against being charmed or frightened is great, as is being able to smell better than anyone. Your Trunk is fun, but nothing compared to Mage Hand.

Owlin

Flying, Darkvision, and stealth proficiency are always good things, although🦄 you could just turn into a mouse if you need to 🐓be stealthy.

Shifter

Another class that helps with hit points, going beast mode provides temporary hit points, potential bonuses to your AC, movement speed, or advantage on Wisdom saving throws. Darkvision is always a plus.

Tortle

Having 17 armor class is probably better than most wizards will ever get, even with Mage Armor. Being able to hold your breath is also useful for underwater campaigns.

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Best Ability Scores For A School Of Conjuration Wizard

Nimbleclaw Adept by Scott Murphy
Nimbleclaw Adept by Scott Murphy

Your spells are your life, and those are empowered by your Intelligence. Focus on bringing this ability score to 20 ♈as soon as possib𓆏le in order to cast the most potent spells you can.

Constitution and Dexterity are next in line. Constitution helps with your concentration saving throws (a problem until you receive Focused Con𒅌juration at level 10) and hit point total, while Dexterity provides you with some armor class.

Strength, Wisdom, and Charisma can be safely ignored. Strength provides nothing for a wizard that can already teleport further than they ⛎can jump. Wisdom and Charisma can help your saving throws against certain spells or effects, and Charisma can be helpful if you take the Inspiring Leader feat (more on that later), but neither is essential.

If you're using D&D's point buy system, a good starting ability score spread might look something like this:

Strength

Dexterity

Constitution

Intelligence

Wisdom

Charisma

8(-1)

14(+2)

16(+3)

16(+3)

10(0)

10(0)

Best Starting Equipment For A School Of Conjuration Wizard

Feywild Caretaker by Borja Pindado
Feywild Caretaker by Borja Pindado 

With a focus on magic, wizards don't start with much in terms of equipment. A quarterstaff will deal more damage than a dagger, but you're not likely to have much strength to wield it effectively. Pick the dagger, but use it as a last resort.

Focus on your spells instead of weapons. We'll talk spells in the next section below.

An arcane focus is way more convenient than a component pouch, so pick that. A scholar's pack and an explorer's pack offer some provisions, but neither will give you everything you need to immediately start adventuring. Pick the scholar's pack for the ink and parchment, but prepare to spend some money on a bedroll.

Your spellbook is your most important possession. Keep it secret. Keep it safe.

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Best Spells For A School Of Conjuration Wizard

Teleportation Circle by Chris Cold
Teleportation Circle by Chris Cold

Your spells are your most important resource as a School of Conjuration wizard. You're likely to pick up a lot of them over the course of your campaign. Here are a few spells to keep an eye out for, or spells that you s☂hould choose whenever you level up.

Try to get the most out of your Conjuration Savant feature by paying to learn those spells and learn other spells through leveling up.

Create Bonfire

The most damaging of conjuration cantrips, Create Bonf🙈ire is also useful for burning down taverns. Keep in mind this is a ꦐdex save, so quick creatures will find it easier to avoid your flames.

Mage Hand

Telekinesis is another strong point of conjuration wizards, and being able to move things with your mind can be incredibly helpful in roleplay.

Mind Sliver

Not a conjuration spell, but still incredibly helpful for ensuring your save-or-suck spells land (like Create Bonfire, for ex🔜ample). It also deals psychic damage, which is rarely resisted by creatures.

Prestidigitation

An incredibly versatile spell, Prestidigitation can help keep y𒅌ou clean a🍸t the very least.

Tenser's Floating Disk

It's not quite flying, but it's the next best thing. Climb aboard and float to wherever you'd like, avoiding peꦐsky thi😼ngs like exhaustion from long marches or having to worry about carrying capacity (up to 500 pounds).

Vortex Warp

Forcing enemies to teleport can be an instant win in💦 some scenarios, like fighting near a volcano or a pool of ಞacid.

Summon Shadowspawn

This is easily your best early-game summon, and it scales well into the later game, competing with tꦰhings like Summon Fiend or Draconic Spirit.

Teleportation Circle

Conveniently travel across the world without even needing to move at all. Just remember to leave your own teleportation circles in places you've already been.

Best Feats For A School Of Conjuration Wizard

Dungeons And Dragons:  A Wizard Preparing To Summon
Accomplished Alchemist by Randy Vargas

Once you reach higher levels (after obtaining 20 Intelligence, of course) you may want to start looking into feats to improve your conjuration. Here are a few recommendations.

Inspiring Leader

The pre-requisite Charisma of 13 can be hard for a Wizard to justify, but if you want to conjure and be the party's face, Inspiring Leader can make your summons even tougher thanks to the additional temporary hit points.

Metamagic Adept

This essentially provides your wizard with access to the sorcerer's Metamagic feature. Quickened Spell can let you summon creatures as a bon🌞us action, whi🐲le Extended Spell lets your summons stick around twice as long.

Telekinetic

This feat gives you Mage Hand if you don't already have it, and it lets you cast it further away and without verbal or somatic components. It also gives you a consistent bonus action in combat, which can be helpful for wizards.

Next: Dung🍸eons & Dragons: All Official Wizard Subclasses, Ranked