A summoning specialist who calls upon extraplanar creatures to fight alongside them. Conjuring extraplanar creatures is sometimes frowned upon, as it is easy to lose control over the fragile weave that keeps the creatures under one's spell, but it is also the key to great power.
Level 3: Enhanced Conjuration
Whenever you cast a Conjuration spell that summons a creature, such as Summon Insects or Summon Fey, you gain the following benefits:
- You can replace any non-consumed costly material components of the spell with an arcane focus.
- You have advantage on saving throws to maintain concentration on the spell.
- The creature gains temporary hit points equal to your Wizard level + your Intelligence modifier.
Level 3: Conjuration Savant
You add Summon Beast (which counts as a Wizard spell for you) and one other Conjuration spell to your spellbook. When you gain access to a new level of spells, you can add an additional Conjuration spell to your spellbook for free. Spells you add from this feature must be on your spell list and of a level for which you have spell slots.
Level 6: Creations of Magic
As a bonus action, you can switch places with a creature you have summoned. Once you do this, you cannot do so again, unless you summon the creature again.
In addition, your conjured creatures' attacks can deal force damage instead of their normal damage type.
Level 10: Heightened Conjuration
You augment your summoned creatures with magical energy. Creatures that you summon add your Intelligence modifier to the damage of their attacks.
Level 14: Twin Summon
Whenever you cast a spell to summon a creature, you can summon two creatures instead. You can choose different template options for the creatures, if applicable, and the creatures have separate pools of hit points. When you command the creatures, they can take the same or different actions, but the total number of attacks they make between them cannot exceed half the spell's level.