Conjurer Wizard 5e : Monsters Guide and Overview

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 .

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