School of Conjuration

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.

Conjuration Savant

Beginning when you select this school at 2nd level, the
gold and time you must spend to copy a conjuration spell
into your spellbook is halved.

Minor Conjuration

Starting at 2nd level when you select this school, you
can use your action to conjure up an inanimate object
in your hand or on the ground in an unoccupied space
that you can see within 10 feet o f you. This object can be
no larger than 3 feet on a side and weigh no more than
10 pounds, and its form must be that of a nonmagical
object that you have seen. The object is visibly magical,
radiating dim light out to 5 feet.
The object disappears after 1 hour, when you use this
feature again, or if it takes any damage.

Benign Transposition

Starting at 6th level, you can use your action to teleport
up to 30 feet to an unoccupied space that you can see.
Alternatively, you can choose a space within range
that is occupied by a Small or Medium creature. If that
creature is willing, you both teleport, swapping places.
Once you use this feature, you can’t use it again until
you finish a long rest or you cast a conjuration spell of
1st level or higher.

Focused Conjuration

Beginning at 10th level, while you are concentrating on
a conjuration spell, your concentration can’t be broken
as a result o f taking damage.

Durable Summons

Starting at 14th level, any creature that you
summon or create with a conjuration spell has 30
temporary hit points.

School of Conjuration

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