Conjurers summon creatures from other planes of existence and teleport themselves and others in the blink of an eye.
Medium Humanoid, Any Alignment
Armor Class: 12 (15 with mage armor)
Proficiency Bonus: +3
Hit Points: 58 (13d8)
Speed: 30 ft.
STR – 9 (-1)
DEX – 14 (+2)
CON – 11 (+0)
INT – 17 (+3)
WIS – 12 (+1)
CHA – 11 (+0)
Saving Throws: Int +6, Wis +4
Skills Arcana: +6, History +6
Senses: passive Perception 11
Languages: any four languages
Challenge: 6 (2,300 XP)
ACTIONS
Multiattack: The conjurer makes three Arcane Burst attacks.
Arcane Burst: Melee or Ranged Spell Attack: +6 to hit, reach 5 ft. or range 120ft., one target. Hit: 19 (3d10 + 3) force damage.
Spellcasting: The conjurer casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14):
At will: dancing lights, mage hand, prestidigitation
2/day each: fireball, mage armor, unseen servant
1/day each: fly, stinking cloud, web
BONUS ACTIONS
Benign Transportation (Recharge 4-6). The conjurer teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space that it can see.
If it instead chooses a space within range that is occupied by a willing Small or Medium creature, they both teleport, swapping places.
Summon Elemental (1/Day): The conjurer magically summons an air elemental, an earth elemental, a fire elemental, or a water elemental The elemental appears in an unoccupied space within 60 feet of the conjurer, whom it obeys.
It takes its turn immediately after the conjurer. It lasts for 1 hour, until it or the conjurer dies, or until the conjurer dismisses it as a bonus action .
I hope you have enjoyed this post about “Conjurer Wizard,” we will continue to bring you more posts about D&D related topics in the future. Thanks for visiting this post.