Sources
CR
Type
Size
Alignment
Movement

Conjurer Wizard

Medium Humanoid, Any alignment

Armor Class 12, 15 with mage armor
Hit Points 58 (13d8)
Speed 30 ft.
STR
9
-1
DEX
14
+2
CON
11
+0
INT
17
+3
WIS
12
+1
CHA
11
+0
Saving Throws INT +6, WIS +4
Skills Arcana +6, History +6
Senses passive Perception 11
Languages any four languages
Challenge 6 (2,300 XP)

Spellcasting

Spellcasting. The conjurer casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14):

At will: dancing lights, mage hand, prestidigitation

1/day each: fly, stinking cloud, web

2/day each: fireball, mage armor, unseen servant

Actions

Multiattack. The conjurer makes three Arcane Burst attacks.

Arcane Burst. Melee or Ranged Spell Attack: +8 to hit, reach 5 ft. or range 120 ft., one target. Hit:19 (3d10 + 3) force damage.

Bonus Actions

Benign Transportation (Recharge 4–6). The conjurer teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space that it can see. If it instead chooses a space within range that is occupied by a willing Small or Medium creature, they both teleport, swapping places.

Summon Elemental (1/Day). The conjurer magically summons an air elemental, an earth elemental, a fire elemental, or a water elemental. The elemental appears in an unoccupied space within 60 feet of the conjurer, whom it obeys. It takes its turn immediately after the conjurer. It lasts for 1 hour, until it or the conjurer dies, or until the conjurer dismisses it as a bonus action.

Lore

Wizards pursue magical power through the study of arcane texts. Some travel the world searching for esoteric tomes while others train lesser wizards or collaborate with colleagues to create new spells.