Conjurer Wizard

Medium humanoid, any alignment

Armor Class

12 (15 with mage armor)

Hit Points

58 (13d8)

Speed

walk 30 ft.

Saves

Int +6, Wis +4

Skills

Arcana +6, History +6

Languages

any four languages

Challenge

6

Proficiency Bonus

+3

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.

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 • 2/Day each: fireball, mage armor, unseen servant • 1/Day each: fly, stinking cloud, web

Benign Transportation (Recharge 4–6) (Bonus Action)

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) (Bonus Action)

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.