Conjurer

## Conjurers

Conjurers specialize in the summoning and binding of extraplanar creatures. More practiced conjurers have also been known to create creatures out of thin air. While there has always been tension among the Solar Clerics and Conjurers, they are not inherently evil. Many conjurers in the Nexus bind dangerous creatures to a prison. Only conjurers know this place to be called Blackgate. Those outside of the Conjurers sphere would rather forget the name.

You must have at least 16 mind to make this your secondary class.

## Advancement Level 1

### Soulbound

As a conjurer, one of the first showings of power you demonstrated was binding a spirit to you. This creature willingly bound itself to your very soul using your magics. At any point you may use an action to summon the Soulbound. The appearance of the creature is determined by you. It is always ethereal and you determine who is able to see it.

**Soulbound**

**HP**: shared

**AC:** 10

**Speed**: 30ft Aetherwalk

Stats

The creature cannot normally see instead relying on your vision. While within 30 ft of it, you may transfer your vision to the creature magically peering through its own senses. While transferred this way the creature may go up to 300 ft away from you before your soul begins calling it back.

**Soulstrike**: +4 to hit 1d6 Ethereal damage.

### Shared Vigor

The Conjurer's Ethereal Familiar is linked to the Conjurer's life force. It has Hit Points equal to the Conjurer and shares a half of the Conjurer's Vigor. When the Conjurer takes damage, they may choose to redirect a portion of that damage to their Ethereal Familiar as a reaction, reducing their own harm at the cost of their Familiar's well-being.

### Spellcasting

As a conjurer, you have a limited number of spells. You gain 2 first circle sorceries and 3 second level sorceries, 2 of which must be a conjuration spell.

Conjuration magic is usually bound to the person stronger than other arcane practitioners. Instead of a spell focus of some sort to concentrate their magic, they usually have runes magically branded onto their body and soul. When learning a new spell you must scribe it on your person using a special concoction made by the conjurers. It consists of scribing ink, your own blood, and crushed arcane glass. After scribing the spell the runes disappear. As an action you may show the runes on your body allowing others to see your spells.

You have a certain amount of attunement slots determined by your level and mind. For every level you take in this profession, you gain 1 attunement slot. Starting at 16 mind, you gain one additional attunement slot per level. Whenever your mind score increases by 2, the number of attunement slots you gain per level goes up by an additional 1 (18 = 3/level, 20 = 4/level, etc).

Some sorceries require a Save to mitigate some or all of the effects of a sorceries. To determine the Save required it is:

10 + mind level

Some sorceries require you to surpass an AC. To determine your to hit:

roll a d20 + mind level

### Focus

As a practitioner of the arcane you also gain access to focus. Focus is gained from casting spells. At advancement level 1 you are still figuring out ways to harness your focus. For every 10 mana you spend you gain 1 level in focus to a max of 10. Focus resets on a long rest.

2 focus = +1 to dc and to hit

4 focus = +2 to dc and to hit

6 focus = +3 to dc and to hit

8 focus = +4 to dc and to hit

10 focus = +5 to dc and to hit