Channel of Conjuration

Teleports the wizard 10 feet on casting a Conjuration spell, swaps places with allies, strengthens summons, casts Misty Step at will and opens a 10-foot gate at 18th level.

Identity

The Channel of Conjuration is the Riftcraft Tradition of moving matter and creatures across a gap, and quartermasters dislike it. Conjurers call things from elsewhere, set them down where they are wanted, and cross the same gap when the ground is inconvenient.

Features

  • L3 Conjuration Training

    You gain proficiency in the Survival skill if you do not already have it. When you copy a Conjuration spell into your Spellbook, the cost is halved. Creatures and objects you summon appear with temporary hit points equal to your Intelligence modifier. When you cast a Conjuration spell of 1st level or higher, you can also teleport up to 10 feet to an unoccupied space you can see as part of the casting. The Mage Hand, Find Familiar, Misty Step, and Web spells are always prepared for you and do not count against your prepared spell limit.

  • L7 Swap

    As a bonus action, you can exchange places with a willing creature you can see within 30 feet. Neither of you provokes opportunity attacks from this movement. You can use this feature a number of times equal to your proficiency bonus per short rest.

  • L11 Anchored Calling

    Creatures and objects you summon have a +2 bonus to Armor Class and advantage on saving throws against effects that would banish or dismiss them. They remain for a further 1 minute after the spell that called them ends.

  • L15 Group Teleport

    You can cast Misty Step at will without expending a spell slot. Once per short rest, when you teleport by any means, you can bring along up to five willing creatures within 30 feet of you, provided each of them arrives within 30 feet of your destination.

  • L18 Standing Gate Capstone

    Once per long rest, you can use an action to open a gate 10 feet wide in an unoccupied space within 60 feet. The gate holds for 1 minute. It links to any point you have visited on the same plane, and any creature you permit can pass through it in either direction. While the gate is open, your Conjuration spells cost one slot level less, to a minimum of 1st.