Conjurer (5e Blue Mage Archetype)

## **Conjurer**

Blue mages typically only conjure up monster abilities without conjuring up the monsters themselves, but that is not the case for those who go on the road to become a conjurer. Conjurers summon amazingly strong creatures for merely a few seconds, but a few seconds is enough to let them tear through their foes like they're paper.

### **Summoning Magic**

Starting at 3rd level, when you choose this archetype, you gain the ability to use exclusive monster abilities, known as summoning magic. At the end of a long rest, you may choose a number of summoning magic spells (listed at the bottom of this page), to a maximum of half of your level, rounded up, to learn as monster abilities. Summoning Magic spells cannot be learned by other blue mages through their Learning feature.

### **Summon Substitute**

Beginning at 6th level, even when you are knocked down you can still quickly call upon magic to smite those whom harmed you. As a reaction to being reduced to 0 hit points, you can cast a summoning magic spell that you currently know.

### **Frequent Summonings**

By 10th level, your frequent use of summoning magic allows you to use them without hinderance of other monster abilities. Summoning Magic spells no longer count towards your Monster Abilities Known.

### **Amplified Summoning**

At 18th level, your summoning magic has amplified itself to always be greater than it is for others. When you cast a summoning magic spell of 4th-level or lower, it is treated as being cast at two slot levels higher than you cast it at.

## **Summoning Magic Spells**

### **1st-Level**

**Berseker**
You summon a berserker in full armor, with a greataxe, at a point within 30 feet of yourself. The berserker makes two melee spell attacks on any creatures within 5 feet of itself, each dealing 1d12 slashing damage on a hit.

**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the berserker makes an additional melee spell attack per slot level above 1st.

**Eggman**
You summon a sentient egg with arms and legs in front of a creature within 30 feet of yourself, and deal 1 bludgeoning damage to the creature. If a creature is reduced to 0 hit points by this spell, your expended spell slot is refunded.

**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the bludgeoning damage increases by 1 per slot level above 1st.

**Goblin**
You summon a goblinoid in front of a creature within 30 feet of yourself to punch the creature, and make a melee spell attack. On a hit, the creature takes 2d10 bludgeoning damage, and is shoved 10 feet in a direction of your choice.

**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the bludgeoning damage increases by 1d10 per slot level above 1st.

**Wyrmling**
You summon a dragon wyrmling of your choice in color at a point within 30 feet of itself. The wyrmling breathes its breath weapon in 15-foot cone. Creatures in the cone must make a Dexterity saving throw, taking 3d6 damage of the wyrmling's breath weapon type on a failed save, or half on a success.

**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 per slot level above 1st.

### **2nd-Level**

**Cait Sith**
You summon a humanoid cat with a staff, and the cat smacks with its staff, kicking up dust in a 15-foot cone emanating from itself. Creatures within the cone of dust must make a Constitution saving throw, being blinded for the spell's duration on a failed save.

**At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the cone's radius increases by 5 feet for each slot level above 2nd.

**Girtablulu**
You summon a giant crab made out of earth and rock, which slams its claws down, making a shockwave in a 15-foot cone emanating from itself. Creatures within the shockwave must make a Dexterity saving throw, taking 5d6 bludgeoning damage and being knocked prone on a failed save, or half without being knocked prone on a successful save.

**At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the bludgeoning damage increases by 1d6 per slot level above 2nd.

**Shump**
You summon an orc next to you, and the orc quickly summons three translucent clones of its head. For each head, you can make a ranged spell attack on a creature within range.

On a hit, the creature takes 2d6 force damage.

**At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, you make an additional head for every 2 slot levels above 2nd.

### **3rd-Level**

**Gilgamesh**
You summon an eight-armed warrior, wielding eight blades, at a point within range. Creatures within 5 feet of the point must make a Dexterity saving throw, taking full slashing damage on a failed saving throw, or half on a success. Roll a d12 to determine how much damage is dealt.

 2-3-4
 5-6
 7-8
 9-10-11
 12

**At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the slashing damage increases by one die amount per slot level above 3rd.

**Ifrit**
You summon a demonic half-goat humanoid at a point within 120 feet of yourself. The demon creates four pillars of flame at four points within 30 feet of itself. Creatures within 5 feet of a pillar must make a Dexterity saving throw, taking 8d6 fire damage on a failed save, or half on a success. This effect cannot affect the same creature more than once per cast.

**At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the fire damage increases by 1d6 for each slot level above 3rd.

**Hresvelgr**
You summon a large black eagle at a point within 120 feet of yourself. Creatures within 20 feet of the eagle must make a Strength saving throw, taking 5d8 slashing damage and being shoved 20 feet away on a failed save, or half without being shoved on a success.

**At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the slashing damage increases by 1d8 for each slot level above 3rd.

### **4th-Level**

**Colossus**
You summon a giant humanoid made of rocks and bricks at a point within 60 feet of yourself, and it falls down in a 30-foot long and 15-foot wide line. Creatures within the line must make a Dexterity saving throw, taking 6d8 bludgeoning damage and being knocked prone on a failed save, or half without being knocked prone on a success.

**At Higher Levels.** When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.

**Fomortiis**
You summon a large-sized king of demons with a single eye at a point within 30 feet of yourself. The demon draws energy into itself, releasing it in a 30-foot cone when the spell ends, either from your concentration being lost or because you chose to end it. Each creature in the radius must make a Dexterity saving throw, taking full damage on a failed save, or half on a success. The spell's base damage is 8d6 radiant. If at the end of your turn the energy has not been released, the damage increases by 1d6.

**At Higher Levels.** When you cast this spell using a spell slot of 5th level or higher, the radiant damage increases by 1d6 for each slot level above 4th.

**Ziusudra's Sin**
You summon an icy angelic woman above your head, who twirls around and around, sending water and ice flying all around you in a 30-foot sphere emanating from yourself. Creatures inside of the sphere must make a Constitution saving throw, taking 8d8 cold damage on a failed save, or half on a success. You can choose 4 creatures in the sphere to be unaffected by the effects of the spell.

**At Higher Levels.** When you cast this spell using a spell slot of 5th level or higher, the cold damage increases by 1d8 for each slot level above 4th, and the amount of creatures you can protect increases by 1 for each slot level above 4th.

### **5th-Level**

**Asmodeus**
You summon a six-headed serpent with wings and a cloak at a point within 120 feet of yourself. The serpent creates six bolts of lightning at four points within 30 feet of itself. Creatures within 5 feet of a bolt must make a Dexterity saving throw, taking 8d8 lightning damage on a failed save, or half on a success. This effect cannot affect the same creature more than once per cast.

**At Higher Levels.** When you cast this spell using a spell slot of 6th level or higher, the lightning damage increases by 1d8 for each slot level above 5th.

**Nergal**
You summon a robed man with one eye next to yourself, who holds up his arms, making orbs of darkness surround a creature within 60 feet of yourself. The creature must make a Dexterity saving throw, taking 8d10 necrotic damage on a failed save, or half on a success.

**At Higher Levels.** When you cast this spell using a spell slot of 6th level or higher, the necrotic damage increases by 1d10 for each slot level above 5th.

**Promethean Fire**
You summon a giant bull made entirely out of flames, at a point within 30 feet of yourself. The bull charges in a line 100 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw. A creature takes 12d6 fire damage on a failed save, or half as much damage on a successful one. The bull ignites flammable objects in the area that aren’t being worn or carried.

**At Higher Levels.** When you cast this spell using a spell slot of 6th level or higher, the fire damage increases by 1d6 for each slot level above 5th.

### **6th-Level**

**Beelzebub**
You summon an octopus with a crowned human head at a point within 30 feet of yourself, which spews acid in a 30-foot cone emanating from itself. Creatures in the cone must make a Constitution saving throw, taking 6d6 acid damage and having all attack rolls it makes until the end of its next turn have disadvantage on a failed save, or half without disadvantage on attacks on a success.

**At Higher Levels.** When you cast this spell using a spell slot of 7th level or higher, the acid damage increases by 1d6 for each slot level above 6th.

**Deus Ex**
You summon a giant metallic spider construct at a point within 120 feet of yourself, which quickly spins around and then explodes into a ball of lightning in a 60-foot sphere. Creatures in the radius of the sphere must make a Dexterity saving throw, taking 8d12 lightning damage on a failed save, or half on a success.

**At Higher Levels.** When you cast this spell using a spell slot of 7th level or higher, the lightning damage increases by 1d12 for each slot level above 6th.

**Duma**
You summon a cyclopean zombie dragon around yourself, as a barrier from harm. For the duration of the spell, you are immune to all damage.

### **7th-Level**

**Bahamut**
You summon a large black dragon, at a point within 10 feet of yourself. The dragon breathes multiple balls of flame in a 60-foot cone emanating from itself. Creatures in the radius of the cone must make a Dexterity saving throw, taking 18d6 fire damage on a failed save, or half on a success.

**At Higher Levels.** When you cast this spell using a spell slot of 8th level or higher, the fire damage increases by 1d6 for each slot level above 7th.

**Belphegor**
You summon a demon that sits on an enormous floating throne, at a point within 120 feet. Creatures within a 20 foot sphere of the demon must make a Wisdom saving throw, being paralyzed for 1 minute on a failure. Creatures can repeat the saving throw at the end of each of their turns, ending the effect on a success.

**Mammon**
You summon a woman with four fox tails ending in arms next to you, who drains the life of all creatures in a 30-foot cone emanating from yourself. Creatures in the cone must make a Constitution saving throw, taking 5d8 necrotic damage on a failed save, or half on a success. You restore hit points equal to half of the damage dealt.

**At Higher Levels.** When you cast this spell using a spell slot of 8th level or higher, the necrotic damage increases by 1d8 for each slot level above 7th.

### **8th-Level**

**Leviathan**
You summon a floating metal disc with four serpent heads at a point within 30 feet of yourself. The serpents lash out at up to four targets within 60 feet of itself, making a melee spell attack on each. On a hit, the creature takes 12d10 piercing damage. If the creature is hit and is CR 4 or below, it is instantly killed instead.

**At Higher Levels.** When you cast this spell using a spell slot of 9th level, the peircing damage increases by 1d10, and creatures of CR 5 or below are instantly killed instead.

**Satan**
You summon a huge humanoid with a burning lamp for a head, and four arms wielding the same weapon you are. Creatures within 15 feet of the humanoid must make a Wisdom saving throw, being inflicted with a burning hatred for the duration of the spell. When a creature starts its turn while being affected by the spell, it must use its action and movement to move to the nearest creature and use the Attack action on it. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

### **9th-Level**

**Lucifer**
You summon a corrupted angelic figure, with one giant wing, in front of a creature within 30 feet of yourself. The creature must make four Dexterity saving throws. The creature takes 12d6 radiant damage per saving throw it fails, or half per saving throw it succeeds. If a creature is reduced to 0 hit points by this spell, its body is disintegrated by holy light.