| +4 | Expertise Bonus | |
| +2 | Proficiency Bonus |
| +0 | Strength | |
| +1 | Dexterity | |
| +1 | Constitution | |
| +2 | Intelligence | |
| +3 | Wisdom | |
| +0 | Charisma |
| +1 | Acrobatics | DEX | |
| +1 | Animal Handling | WIS | |
| +4 | Arcana | INT | |
| +0 | Athletics | STR | |
| +0 | Deception | CHA | |
| +4 | History | INT | |
| +1 | Insight | WIS | |
| +0 | Intimidation | CHA | |
| +2 | Investigation | INT |
| +1 | Medicine | WIS | |
| +2 | Nature | INT | |
| +1 | Perception | WIS | |
| +0 | Performance | CHA | |
| +2 | Persuasion | CHA | |
| +4 | Religion | INT | |
| +1 | Sleight of Hand | DEX | |
| +1 | Stealth | DEX | |
| +1 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
|---|---|---|---|---|---|
| Quarterstaff | +3 | DEX | 1d6+1 | blud | |
| versatile, 5ft | |||||
Spellcasting, Arcane Recovery, Fly, Spider Climb, Powderpuff:
As a Bonus Action, you can flap your wings to produce a cloud of obscuring scale dust that lasts for one minute; a Gust of Wind spell or similar effect disperses it early. The cloud is a 10 ft. sphere centered on where you are at the time you use this trait. The cloud Heavily (fully) Obscures everything within its area. (See the rules for Heavily Obscured.)
Fanciful Wings: advantage on persuasion checks, Bug Hearing: You have sound-based Blindsight out to 30 ft. You have Advantage when making Perception checks using hearing.
arcana fundementum: Your Master/School have given you a writ of permission to enter and seek knowledge at all places of arcane learning (not all libraries, however) that recognize your mentor/home's pedigree. In addition, you're well versed in the theories of basic magic and receive advantage on checks to determine the effects of spells and enchantments.
quarterstaff, component pouch, spellbook, scholar's pack, dowsing rod (While holding a Dowsing Rod(/item?), a creature can use its Action to begin Dowsing. By default, dowsing is used to locate a body of water but with focus and training, or using Dowsing Rings, other things may be sought out.
Range: Dowsing has a range of 200 ft.(?)
Seeking magic, spirits, and entities takes more focus to do. A creature that is Dowsing can make a Survival check (the DC depends on what is being searched for, as determined by the DM). After making a successful Survival check, the creature must maintain Concentration for as long as they wish to continue dowsing for that target. If they lose Concentration, they must attempt a new check to search for that target. A creature can attempt this check only once per Short Rest.)
small gold pouch, dowser student robes
Hoomsh, Henicopian, alchemist's tools
My mind has no brakes and neither does my mouth. |
|---|
Freedom. Beware any who try to chain your creativity, they are seldom (if ever) right. (Chaotic)
My story will not be as musty and ancient as those I learned in school.
My pursuit of knowledge and lack of experience often leave me in risky situations. |
|---|
The statblocks of your Weapons, armor and other important/magical equipment
Weapon Versatile Common
| Type | Damage | Damage | Range | Properties |
|---|---|---|---|---|
| Simple Melee | 1d6 / 1d8 | Bludgeoning | Melee (5 ft) | Versatile |
Cost: 2 sp Weight: 4 lb
DnD 5e SRD
Adventuring Gear Common
A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description).
Cost: 25gp Weight: 2lb
DnD 5 SRD
Adventuring Gear Common
Includes a Backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife.
Cost: 40gp Weight: 12lb
DnD 5e SRD
Adventuring Gear Common
Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells.
Cost: 50gp Weight: 3lb
The statblocks of your class features
| Level | Proficiency Bonus | Features | Cantrips Known |
|---|---|---|---|
| 1 | +2 | Spellcasting, Arcane Recovery | 3 |
| 2 | +2 | Arcane Tradition : Conjuration, Tradition Feature : Conjuration Savant, Tradition Feature : Minor Conjuration | 3 |
| 3 | +2 | 3 | |
| 4 | +2 | Ability Score Improvement | 4 |
| 5 | +3 | 4 | |
| 6 | +3 | Tradition Feature : Benign Transportation | 4 |
| 7 | +3 | 4 | |
| 8 | +3 | Ability Score Improvement | 4 |
| 9 | +4 | 4 | |
| 10 | +4 | Tradition Feature : Focused Conjuration | 4 |
| 11 | +4 | 5 | |
| 12 | +4 | Ability Score Improvement | 5 |
| 13 | +5 | 5 | |
| 14 | +5 | Tradition Feature : Durable Summons | 5 |
| 15 | +5 | 5 | |
| 16 | +5 | Ability Score Improvement | 5 |
| 17 | +6 | 5 | |
| 18 | +6 | Spell Mastery | 5 |
| 19 | +6 | Ability Score Improvement | 5 |
| 20 | +6 | Signature Spells | 5 |
You start with the following equipment, in addition to the equipment granted by your background:
| Level | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | - | - | - | - | - | - | - | - |
| 2 | 3 | - | - | - | - | - | - | - | - |
| 3 | 4 | 2 | - | - | - | - | - | - | - |
| 4 | 4 | 3 | - | - | - | - | - | - | - |
| 5 | 4 | 3 | 2 | - | - | - | - | - | - |
| 6 | 4 | 3 | 3 | - | - | - | - | - | - |
| 7 | 4 | 3 | 3 | 1 | - | - | - | - | - |
| 8 | 4 | 3 | 3 | 2 | - | - | - | - | - |
| 9 | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
| 10 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
| 11 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
| 12 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
| 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
| 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
| 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
| 16 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | - |
| 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
As a conjurer, you favor spells that produce objects and creatures out of thin air. You can conjure billowing clouds of killing fog or summon creatures from elsewhere to fight on your behalf. As your mastery grows, you learn spells of transportation and can teleport yourself across vast distances, even to other planes of existence, in an instant. Sources: Player's Handbook
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Xanathar's Guide to Everything
0-level (Cantrip) Conjuration
You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1., north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.
At higher levels: The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
D&D 5e PHB Page 256
0-level (Cantrip) Conjuration
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magic items, or carry more than 10 pounds.
Xanathar's Guide to Everything, page 152
0-level (Cantrip) Conjuration
You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there. The bonfire ignites flammable objects in its area that aren’t being worn or carried. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Player's Handbook
1-level Conjuration (ritual)
You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk. lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits you summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar 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.
Basic Rules, pg. 284
1-level Conjuration
Statblocks for your Trinkets, businesses, building, castles, empires.