Conjurer Variant

Core (UA)Supplementals (3.5)
Hit Die
Skill Points

Class Spells

All starting gold, skill points, class skills, hit dice, and class features all retained from base class, Wizard specialized in Conjuration magic, unless noted below. (See School Specialization, page 57 of the Players Handbook)

Rapid Summoning (Ex): Any time a conjurer using this variant casts a Augmented Summoning feat.

A conjurer using this variant does not gain bonus feats for advancing as a wizard.

Spontaneous Summoning (Ex): Conjurers using this variant can "lose" a prepared spell to cast any summon monster spell of a lower level. For example, a conjurer who has prepared greater invisibility (a 4th-level spell) may lose that spell to cast summon monster I , summon monster II , or summon monster III.

A conjurer using this variant does not gain additional spells per day for being a specialist wizard.

Note: Since conjurers using this variant obviously summon monsters frequently, the DM should require the conjurer’s player to prepare simple record sheets ahead of time for each monster that the character commonly summons. It is also important to emphasize speedy play on the part of the conjurer and his summoned monsters.