Page 110 - DnD_5e_Players_Handbook_(BnW_OCR)
P. 110

object that you have seen. The object is visibly magical,
                                                                       radiating dim light out to 5 feet.
                                                                        The object disappears after  1  hour, when you use this
                                                                       feature again, or if it takes any damage.
                                                                       B e n i g n   T r a n s p o s i t i o n
                                                                       Starting at 6th level, you can use your action to teleport
                                                                       up to 30 feet to an unoccupied space that you can see.
                                                                       Alternatively, you can choose a space within range
                                                                       that is occupied by a Small or M edium creature. If that
                                                                       creature is willing, you both teleport, swapping places.
                                                                        Once you use this feature, you can’t use it again until
                                                                       you finish a long rest or you cast a conjuration spell of
                                                                       1st level or higher.

                                                                       F o c u s e d   C o n j u r a t i o n
                                                                       Beginning at  10th level, while you are concentrating on
                                                                       a conjuration spell, your concentration can’t be broken
                                                                       as a result of taking damage.
                                                                       D u r a b l e   S u m m o n s
                                                                       Starting at  14th level, any creature that you
                                                                       sum m on or create with a conjuration spell has 30
                                                                       temporary hit points.

                                                                       S c h o o l   o f   D i v i n a t i o n
                                                                       The counsel of a diviner is sought by royalty and
                                                                       com m oners alike, for all seek a clearer understanding
                                                                       of the past, present, and future. As a diviner, you strive
                                                                       to part the veils of space, time, and consciousness so
                                                                       that you can see clearly. You work to master spells of
                                                                       discernment, remote viewing, supernatural knowledge,
                                                                       and foresight.

                                                                       D i v i n a t i o n   Sa v a n t
                                                                       Beginning when you select this school at 2nd level, the
                     S p e l l  R e s i s t a n c e
                                                                       gold and time you must spend to copy a divination spell
                     Starting at 14th level, you have advantage on saving
                                                                      into your spellbook is halved.
                    throws against spells.
                      Furthermore, you have resistance against the     P o r t e n t
                     damage of spells.                                 Starting at 2nd level when you choose this school,
                                                                      glim pses of the future begin to press in on your
                     S c h o o l   o f   C o n j u r a t i o n
                                                                      awareness. W hen you finish a long rest, roll two d20s
                    As a conjurer, you favor spells that produce objects   and record the numbers rolled. You can replace any
                    and creatures out o f thin air. You can conjure billowing   attack roll, saving throw, or ability check made by you or
                    clouds of killing fog or sum m on creatures from   a creature that you can see with one of these foretelling
                    elsewhere to fight on your behalf. As your mastery   rolls. You must choose to do so before the roll, and you
                    grows, you learn spells of transportation and can   can replace a roll in this way only once per turn.
                    teleport yourself across vast distances, even to other   Each foretelling roll can be used only once. W hen you
                    planes of existence, in an instant.               finish a long rest, you lose any unused foretelling rolls.

                     C o n j u r a t i o n   S a v a n t              E x p e r t   D i v i n a t i o n
                    Beginning when you select this school at 2nd level, the   Beginning at 6th level, casting divination spells com es
                    gold and time you must spend to copy a conjuration spell   so easily to you that it expends only a fraction of your
                    into your spellbook is halved.                    spellcasting efforts. W hen you cast a divination spell
                                                                      of 2nd level or higher using a spell slot, you regain one
                    M i n o r   C o n j u r a t i o n                 expended spell slot. The slot you regain must be of a
                    Starting at 2nd level when you select this school, you   level lower than the spell you cast and can’t be higher
                    can use your action to conjure up an inanimate object   than 5th level.
                    in your hand or on the ground in an unoccupied space
                    that you can see within  10 feet of you. This object can be   T h e  T h i r d   E y e
                    no larger than 3 feet on a side and weigh no m ore than   Starting at  10th level, you can use your action to
                    10 pounds, and its form must be that of a nonm agical  increase your powers o f perception. W hen you do so,
   105   106   107   108   109   110   111   112   113   114   115