Conjurer
About this class
A reality-bending spellcaster who gives impossible ideas temporary form.
Play the Conjurer if you want to turn imagination into reality, create impossible manifestations, and reshape the world through dreams and nightmares. Inspired by Rise of the Guardians characters Pitch Black and the Sandman. Manifest dreams and nightmares to control the battlefield.
Domains
Codex
Starting stats
Hope feature
Class features
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Thoughtforms
Whenever you or another creature within Close range succeeds on a Spellcast Roll, gain 1 Thoughtform. Each subclasses uses this resource to manipulate aspects of reality. You can hold up to 6 Thoughtforms.
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Manifestation
Spend 1 Thoughtform to create a minor magical effect within Close range. You can create a small object, produce or alter harmless sensory effects, illuminate or extinguish an area, create a simple magical mark, or produce another minor supernatural effect.
A Manifestation lasts until the end of the scene. It cannot initially deal damage, restore HP or Stress, or directly impose a condition.
Your subclasses provide additional ways to use your Manifestations.
Class items
- A magical object used to shape your manifestations.
- A collection of strange sketches, theories, and impossible ideas.
Character questions
Background prompts
Connection prompts
Subclass cards
Printable via header menu
School of Nightmares
Foundation
SPELLCAST TRAIT: Presence
Nightmares: When you use Manifestation, you can make the effect a Nightmare. A Nightmare manifestation is a frightening image, sound, object, creature, or environmental feature. A Nightmare lasts until your next Spotlight. When you create a Nightmare, or when a creature enters Very Close range of one, you can mark a Stress to cause that creature to make a Reaction Roll (13). On a failure, they become temporarily Frightened.
Horror Realm: When you create a Nightmare, you can mark a Stress to make the area within Very Close range of it hazardous until the end of the scene. When a creature enters the area, you can force it to make a Reaction Roll (13). On a failure, it marks 1 Stress and its movement ends.
School of Nightmares
Specialization
Feed the Dread: When a creature within Close range of you or your Nightmare becomes Frightened, gain 1 Thoughtform.
Manifest Fear: When a creature within Very Close range of your Nightmare marks Stress, you can mark a Stress to make the Nightmare physically interfere with it. The creature becomes Restrained until it succeeds on a Reaction Roll (15).
School of Nightmares
Mastery
Looming Terror: Your Nightmares remain until the end of the scene. When you take a Spotlight, you can move each of your Nightmares up to Close range.
Nightmare Made Flesh: When you create a Nightmare, you can mark a Stress to give it a physical form capable of dealing damage. The Nightmare can deal d8 magic damage equal to your Proficiency to a creature within Very Close range of it when you make a Spellcast Roll.
School of the Dreaming
Foundation
SPELLCAST TRAIT: Knowledge
Dreams: When you use Manifestation, you can make the effect a Dream. A Dream manifestation creates an impossible object, space, creature, or phenomenon. When you create a Dream, or when an ally enters Very Close range of one, that creature gains Advantage on its next Roll. You can have up to three Dreams at a time. When you create a fourth, the oldest Dream disappears.
Dreamwalker: When you create a Dream, you can spend 1 Hope to make yourself or a willing creature within Very Close range of it Spectral until the end of the next Spotlight.
School of the Dreaming
Specialization
Lucid Dreaming: When you create a Dream, you can spend 1 Hope to cause each creature you choose within Very Close range of it to become temporarily Enraptured. A creature's condition ends when it directly interacts with the Dream.
Shared Dream: When a creature within Very Close range of your Dream makes a Roll, you can spend 1 Hope to make its Hope Die a d20 for that Roll.
School of the Dreaming
Mastery
Dreamscape: Your Dreams become connected locations within a shared dreamscape. When you take a Spotlight, you can move each of your Dreams up to Close range. Additionally, when a willing creature is within Very Close range of one of your Dreams, you can spend 1 Hope to teleport it to Very Close range of another Dream you created.
Impossible Dream: Your Dreams can now physically interact with the world. They can manipulate objects, block movement, carry creatures, and otherwise affect the physical world as appropriate to their form. When a creature within Very Close range of your Dream makes a Roll, you can spend 1 Hope to allow it to reroll its Duality Dice and use the new result.
Conjurer
A reality-bending spellcaster who gives impossible ideas temporary form.
Play the Conjurer if you want to turn imagination into reality, create impossible manifestations, and reshape the world through dreams and nightmares. Inspired by Rise of the Guardians characters Pitch Black and the Sandman. Manifest dreams and nightmares to control the battlefield.
Domains
Dread + Codex
Starting Evasion
11
Starting Hit Points
6
Class Items
- • A magical object used to shape your manifestations.
- • A collection of strange sketches, theories, and impossible ideas.
Conjurer’s Hope Feature
Surging Imagination : Spend 3 Hope to gain 3 Thoughtforms.
Class Features
Thoughtforms
Whenever you or another creature within Close range succeeds on a Spellcast Roll, gain 1 Thoughtform. Each subclasses uses this resource to manipulate aspects of reality. You can hold up to 6 Thoughtforms.
Manifestation
Spend 1 Thoughtform to create a minor magical effect within Close range. You can create a small object, produce or alter harmless sensory effects, illuminate or extinguish an area, create a simple magical mark, or produce another minor supernatural effect. A Manifestation lasts until the end of the scene. It cannot initially deal damage, restore HP or Stress, or directly impose a condition. Your subclasses provide additional ways to use your Manifestations.
Conjurer Subclasses
Choose either the School of Nightmares or School of the Dreaming subclass.
School of Nightmares
Give fear physical form, turning nightmares into tangible obstacles and manifestations that prey upon those who succumb to fear.
Spellcast Trait
Presence
Foundation Features
Nightmares: When you use Manifestation, you can make the effect a Nightmare. A Nightmare manifestation is a frightening image, sound, object, creature, or environmental feature. A Nightmare lasts until your next Spotlight. When you create a Nightmare, or when a creature enters Very Close range of one, you can mark a Stress to cause that creature to make a Reaction Roll (13). On a failure, they become temporarily Frightened.
Horror Realm: When you create a Nightmare, you can mark a Stress to make the area within Very Close range of it hazardous until the end of the scene. When a creature enters the area, you can force it to make a Reaction Roll (13). On a failure, it marks 1 Stress and its movement ends.
Specialization Feature
Feed the Dread: When a creature within Close range of you or your Nightmare becomes Frightened, gain 1 Thoughtform.
Manifest Fear: When a creature within Very Close range of your Nightmare marks Stress, you can mark a Stress to make the Nightmare physically interfere with it. The creature becomes Restrained until it succeeds on a Reaction Roll (15).
Mastery Feature
Looming Terror: Your Nightmares remain until the end of the scene. When you take a Spotlight, you can move each of your Nightmares up to Close range.
Nightmare Made Flesh: When you create a Nightmare, you can mark a Stress to give it a physical form capable of dealing damage. The Nightmare can deal d8 magic damage equal to your Proficiency to a creature within Very Close range of it when you make a Spellcast Roll.
School of the Dreaming
Give impossible dreams temporary reality, bending perception and the rules of the world to make the impossible possible.
Spellcast Trait
Knowledge
Foundation Features
Dreams: When you use Manifestation, you can make the effect a Dream. A Dream manifestation creates an impossible object, space, creature, or phenomenon. When you create a Dream, or when an ally enters Very Close range of one, that creature gains Advantage on its next Roll. You can have up to three Dreams at a time. When you create a fourth, the oldest Dream disappears.
Dreamwalker: When you create a Dream, you can spend 1 Hope to make yourself or a willing creature within Very Close range of it Spectral until the end of the next Spotlight.
Specialization Feature
Lucid Dreaming: When you create a Dream, you can spend 1 Hope to cause each creature you choose within Very Close range of it to become temporarily Enraptured. A creature's condition ends when it directly interacts with the Dream.
Shared Dream: When a creature within Very Close range of your Dream makes a Roll, you can spend 1 Hope to make its Hope Die a d20 for that Roll.
Mastery Feature
Dreamscape: Your Dreams become connected locations within a shared dreamscape. When you take a Spotlight, you can move each of your Dreams up to Close range. Additionally, when a willing creature is within Very Close range of one of your Dreams, you can spend 1 Hope to teleport it to Very Close range of another Dream you created.
Impossible Dream: Your Dreams can now physically interact with the world. They can manipulate objects, block movement, carry creatures, and otherwise affect the physical world as appropriate to their form. When a creature within Very Close range of your Dream makes a Roll, you can spend 1 Hope to allow it to reroll its Duality Dice and use the new result.
Background Questions
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Connections
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