Conjuror, Homebrew Class

With a circle of glyphs and strange plants scattered about, a conjuror is able to cast a myriad of spells and subtly change the tides of battle with their many incantation and potions.

You must have an Intelligence score of 13 or higher in order to multiclass in or out of this class.

Class Features
As a conjuror, you gain the following class features.

Hit Points

 * Hit Dice: 1d8 per conjuror level
 * Hit Points at 1st Level: 8 + your Constitution modifier
 * Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per conjuror level after 1st

Proficiencies

 * Armor: Light armor, medium armor, shields
 * Weapons: Crossbow, daggers, javelins, maces, scimitars, shortbow, shortsword, sickles, slings, spears
 * Tools: Calligrapher's supplies
 * Saving Throws: Intelligence, Charisma
 * Skills: Choose two from Arcana, Insight, Nature, Perception, and Religion

Equipment
You start with the following equipment, in addition to the equipment granted by your background:


 * (a) a shortbow, (b) a weapon with the thrown property, or (c) ranged weapon
 * (a) a shortsword or (b) any simple melee weapon
 * Leather armor, a scholar's pack, 10 white chalks, and 1 golden chalk

Spellcasting
After experimenting and investigating the unique properties of nature, you've written down the knowledge imparted onto you from your research and learn to cast spells.

Cantrips
At 1st level, you learn 2 cantrips chosen between the Wizard, Druid, and Warlock spell lists. You learn additional cantrips of your choice at higher levels from the listed spell lists, as shown in the Cantrips Known column of the Astromagi table.

Preparing and Casting Spells
The Conjuror table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of conjuror spells that are available for you to cast. To do so, choose a number of conjuror spells from your ritual book equal to your Intelligence modifier + your conjuror level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you're a 3rd-level conjuror, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your ritual book. If you prepare the 1st-level spell Magic Missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of conjuror spells requires time spent studying the ritual required to cast it and recollecting the resources to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability
You can choose 3 spells between Wizard, Druid, and Warlock spell lists. Two of these spells must have the Ritual tag, and you cannot have more normal spells than ritual spells. Any ritual spells known must be cast as rituals, regardless of how they have been learned. These spells return after a short rest.

Intelligence is your spellcasting ability for your conjuror spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a conjuror spell you cast and when making an attack roll with one.


 * Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
 * Spell attack modifier = your proficiency bonus + your Intelligence modifier

Circle Magic Rites
At 1st level, your dedication to ritual magics lead you to the following:

Ritual Book
You gain a magical ritual book bound to you where you can inscribe spells and rituals if you have the time and resources, and learn the spell Find Ritual Book. If this book is lost or destroyed, you can cast Find Ritual Book to retrieve it as a 1-minute ritual spell.

Magical Tools
You can infuse chalk with temporary ethereal properties, allowing you to make marks up to an inch above a solid surface; this uses the chalk like normal. You can also infuse quills in your calligrapher's supplies to inscribe rituals into your Ritual Book or parchments; you do not require magical ink with an infused quill. You can only infuse either a chalk or a quill once per short rest.

Ritual Expert
You may cast rituals spells for half the total casting time by inscribing a ritual circle on the ground with chalk: a small circle for ritual spells between 1 and 3rd level (requires 1 chalk), a medium circle for ritual spells between 4 and 6th level (requires 2 chalks), and a large circle for ritual spells between 7 and 9th level (requires 3 chalks). Ritual circles require any color of chalk for the circle inscriptions and chalk infused with gold for the centerpiece, which takes 1 minute to inscribe. Any spell that interacts with an item or creature must be placed or standing on top of the golden mark, and if the spell requires material components they must be within the ritual circle's radius.

Circle Magic Infusion
Starting at 2nd level, you can charge yourself with a single ritual spell you know, and cast it once without expending a spell slot. At 5th, 13th, and 17th level you can charge yourself with one additional ritual spell per increase.

Magical Brews & Poppet Magic
Starting at 3rd level, your ritual magic allows you to carefully imbue properties of reagents into brewed potions, or extract a sliver of a creature's essence and imbue it into a small poppet to affect the person with blessings or hexes.


 * Magical Brews
 * Poppet Magic

Advanced Circle Magic Rites
Also at 3rd level, your experience in ritual casting has allowed you to cast any non-damaging spell as a ritual, as long as you have the time to write the original spell in your book. Spells cast as rituals do not need to be concentrated on if the spell requires the caster to do so. You can learn spells of levels that are equal or less than half of your level.

Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Circle Magic Mutation
Starting at 5th levels, you've cracked the code for mutating materials through circle magic. With a special dust composed of several ground herbs, you can speak an incantation followed by what you want the material to transform into. Roll a d4 and have the material be affected in the specified ways:


 * 1) The target material will turn into a completely different material.
 * 2) The target material will turn into a material of similar material, based on the original material.
 * 3) The target material will turn into a material of similar material, based on the requested material.
 * 4) The target material will turn into the requested material.

This process takes 1 minute and the material requested cannot exceed the base material's gold cost, or else the ritual will fail. If the base material is worth more than the requested material, the ritual will summon multiple iterations of the requested material, though any remainder unable to be used will turn to ash.

You can do this ritual as long as the caster has enough special dust. This special dust requires a mandragora root, hellbore petals, wolfsbane petals, sage leaves, a clove of garlic, and an egg, left to dry out in the sun and mulched to a fine powder. This creates a batch for the day, which allows for 8 Circle Magic Mutation rituals.

Circle Magic Storage
Also at 5th level, you can fashion small charms made with silver and a gem worth no more than 30gp. When placed in the middle of a ritual circle, speaking an incantation will allow you to store and place the ritual circle in an unoccupied space around you an unlimited amount of times. This charm can store only one circle at all times, and each ritual circle can be stored in a gem worth 10gp per chalk used for the circle.

Familiar Boon
At 10th level, you learn the Find Familiar spell as a ritual, and can be cast without needing material components. Additionally, certain familiars will grant you particular boons:


 * Flying: Familiars such as ravens, owls, and bats will improve your flight capabilities, automatically allowing you to succeed in all airborn-based checks and doubling your flight speed, if you have any.
 * Reptile: Familiars such as snakes, lizards, and frogs will improve your brewing capabilities, adding an additional 1d4+1 possible brews when concocting potion brews or cauldron magic.
 * Feline: Familiars such as cats, weasels, or spiders will improve your poppet capabilities, allowing blesses and hexes to activate their effects one additional time before expiration or per rest, and making hexes impossible to remove short of a Remove Curse spell.

Circle Magic Dominion
At 14th level, through further understanding of Circle Magic Rites, your efficiency of casting through ritual circles increases significantly, permanently halving the amount of time required to cast a ritual spell without the need of a ritual circle, rounded down.

Circle Magic Mastery
At 20th level, through deepened understanding of rites and the natural arcane forces, you can now cast ritual spells immediately if using ritual circles.

Changelog
v1.0: Introduced