Skip to content

Conjurer

Classes Designed by Dagger Dog Dad • Art by gm binder

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

Homebrew domain
Dread
Core domain
Codex

Starting stats

Evasion
11
Hit points
6

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.

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

—

Discussion

Be thoughtful and kind.

Remember to be respectful. Comments are moderated and should add to the discussion.