The ability to create something from nothing is perhaps the most potent power one can possess inDungeons & Dragons. Wizards of the School of Conjuration specialize in producing creatures and objects entirely from thin air, bringing them into being through nothing more than a powerful will and the manipulation of the magical forces that surround us.

But conjuration is more than just being able to summon a creature from the elemental planes. It also means teleporting vast distances, manipulating the weather, creating your own personal fortress, or anything else you’re able to think of. If you’re ready to dream big, then it’s time to become a student of the School of Conjuration.

Conjuration Wizard by Zoltan Boros

School Of Conjuration Wizard Features

Students of the School of Conjurationspecialize in making what could be real. That can range from everyday objects like conjuring a teapot to creatures from the elemental planes. It can also mean transposing yourself to where you want to be rather than where you are.

Minor Conjuration

You also gain the ability tolearn conjuration spells faster and cheaperthan other wizards.

Benign Transposition

If you cast a ritual spellsuch as Tenser’s Floating Disk, you canrecharge your Benign Transportation without using a spell slot.

Atlevel 10, maintaining the arcane connection with your summons becomes second nature.

Basic Conjuration by Randy Vargas

Focused Conjuration

Finally, atlevel 14, your summons become more durable than other wizards.

Best Species For A School Of Conjuration Wizard

Anyone can be a wizard, so feel free to play as any species and expect to be reasonably effective. There are a few species that offer benefits to wizards, however.Here are a few suggested speciesto get you started.

Astral Elf

WithDarkvision, you’ll likely takeSacred Flameas a cantrip just to have another damage option. But the real draw here isStarlight Step, which lets you teleport 30 feet as a bonus action. That’s 60 feet total when combined with Benign Transposition.

Autognome

Wizards have trouble getting armor class, so having abase 13 ACis a big deal.Built For Successgives you a d4 to add to most rolls, andresistance to poisonandadvantage against being paralyzed and poisonedare good defensive buffs.

Dwarf

Hill dwarfwill give you someextra hit pointsper level, which can really help a wizard’s fragility.Mountain dwarfoffersmedium armor proficiency.

Fairy

Faerie Fireisn’t on the wizard spell list and can help your team find invisible creatures. Being able tofly without using a spell slotis great, but not crucial to your success as a wizard.Enlarge/Reduceis a nice spell to have too, but again, not crucial.

Githzerai

You can generally learn all the spells taught throughGithzerai Psionics, but they’re still nice to have, and they free up your studies to focus on other enchantments.Mental DisciplineandPsychic Resiliencehelp keep your wizard safe from charms, fright, and psychic damage.

Hadozee

Hadozee Dodgeis effectively like having more hit points, which is very helpful for a frail wizard.GlideandDextrous Feetare neat, but nothing you may’t get with spells.

Half-Elf

Half-elf offersthree stat boosts, which can be useful for a class that wants a slightly larger ability score than most wizards.Charm resistanceis nice to add to your wisdom saving throw, andDarkvisionandtwo more skill proficienciesare nice too.

Human

You could go standard human to havea lot of stats(could be helpful to keep your Constitution and Dexterity up), but you could also govariant human for a free starting feat. Medium Armor Mastery or Toughness could help here, or Inspiring Leader to make your minions more useful.

Loxodon

Natural Armorlets you completely dump Dexterity in favor of Constitution and still have a good armor class while maximizing your hit points.Advantage against being charmed or frightenedis great, as is being able tosmell better than anyone. YourTrunkis fun, but nothing compared to Mage Hand.

Owlin

Flying,Darkvision, andstealth proficiencyare always good things, although you could just turn into a mouse if you need to be stealthy.

Shifter

Another class that helps with hit points, going beast mode providestemporary hit points, potentialbonuses to your AC,movement speed, oradvantage on Wisdom saving throws.Darkvisionis always a plus.

Tortle

Having17 armor classis probably better than most wizards will ever get, even with Mage Armor. Being able tohold your breathis also useful for underwater campaigns.

Best Ability Scores For A School Of Conjuration Wizard

Your spells are your life, and those areempowered by your Intelligence. Focus on bringing this ability score to 20 as soon as possible in order to cast the most potent spells you can.

Constitution and Dexterity are nextin line. Constitution helps with your concentration saving throws (a problem until you receive Focused Conjuration at level 10) and hit point total, while Dexterity provides you with some armor class.

Nimbleclaw Adept by Scott Murphy

Strength,Wisdom, andCharisma can be safely ignored. Strength provides nothing for a wizard that can already teleport further than they can jump. Wisdom and Charisma can help your saving throws against certain spells or effects, and Charisma can be helpful if you take the Inspiring Leader feat (more on that later), but neither is essential.

If you’re using D&D’s point buy system,a good starting ability score spreadmight look something like this:

Feywild Caretaker by Borja Pindado

8(-1)

14(+2)

Teleportation Circle by Chris Cold

16(+3)

10(0)

Dungeons And Dragons:  A Wizard Preparing To Summon

Best Starting Equipment For A School Of Conjuration Wizard

With a focus on magic, wizards don’t start with much in terms of equipment. A quarterstaff will deal more damage than a dagger, but you’re not likely to have much strength to wield it effectively.Pick the dagger, but use it as a last resort.

Focus on your spellsinstead of weapons. We’ll talk spells in the next section below.

An arcane focus is way more convenientthan a component pouch, so pick that.A scholar’s packand an explorer’s pack offer some provisions, but neither will give you everything you need to immediately start adventuring.Pick the scholar’s pack for the ink and parchment, but prepare to spend some money on a bedroll.

Your spellbook is your most important possession. Keep it secret. Keep it safe.

Best Spells For A School Of Conjuration Wizard

Your spells are your most important resource as a School of Conjuration wizard. You’re likely to pick up a lot of them over the course of your campaign.Here are a few spells to keep an eye out for, or spells that you should choose whenever you level up.

Try to get the most out of yourConjuration Savantfeature bypaying to learn those spellsand learn other spells through leveling up.

Create Bonfire

Themost damaging of conjuration cantrips, Create Bonfire is also useful for burning down taverns. Keep in mind this is a dex save, so quick creatures will find it easier to avoid your flames.

Mage Hand

Telekinesis is another strong point of conjuration wizards, and being able tomove things with your mindcan be incredibly helpful in roleplay.

Mind Sliver

Not a conjuration spell, but stillincredibly helpful for ensuring your save-or-suck spells land(like Create Bonfire, for example). It also deals psychic damage, which is rarely resisted by creatures.

Prestidigitation

An incredibly versatile spell, Prestidigitation can help keep you clean at the very least.

Tenser’s Floating Disk

It’s not quite flying, but it’s the next best thing.Climb aboard and float to wherever you’d like, avoiding pesky things like exhaustion from long marches or having to worry about carrying capacity (up to 500 pounds).

Vortex Warp

Forcing enemies to teleport can be an instant winin some scenarios, like fighting near a volcano or a pool of acid.

Summon Shadowspawn

This is easilyyour best early-game summon, and it scales well into the later game, competing with things like Summon Fiend or Draconic Spirit.

Teleportation Circle

Conveniently travel across the worldwithout even needing to move at all. Just remember to leave your own teleportation circles in places you’ve already been.

Best Feats For A School Of Conjuration Wizard

Once you reach higher levels(after obtaining 20 Intelligence, of course) you may want to start looking into feats to improve your conjuration.Here are a few recommendations.

Inspiring Leader

The pre-requisite Charisma of 13 can be hard for a Wizard to justify, but if you want to conjure and be the party’s face,Inspiring Leader can make your summons even tougherthanks to the additional temporary hit points.

Metamagic Adept

This essentially provides your wizard withaccess to the sorcerer’s Metamagic feature. Quickened Spell can let you summon creatures as a bonus action, while Extended Spell lets your summons stick around twice as long.

Telekinetic

This feat gives you Mage Hand if you don’t already have it, and it lets you cast it further away and without verbal or somatic components. It also gives youa consistent bonus action in combat, which can be helpful for wizards.