pathway conjuration DND

Sequence 9 – Summoning Novice

Learns to sense and briefly open small rifts in reality.

Can summon minor, non-combat entities (such as wisps or ephemeral shapes) to serve simple tasks.

Gains an introductory understanding of how conjured energies interact with the material world.

Sequence 8 – Minor Invoker

Gains the ability to conjure simple objects or creatures for a short duration.

Can call forth low-level elementals or constructs to aid in mundane tasks or minor combat scenarios.

Begins to learn the basics of maintaining focus to keep summoned entities stable.

Sequence 7 – Portal Adept

Develops the ability to create temporary portals for short-range transportation of self or objects.

Can summon small creatures with limited combat abilities to harry foes.

Gains an increased understanding of spatial manipulation, allowing more precise placement of summoned entities.

Sequence 6 – Rift Walker

Can now open stable, small rifts to summon creatures or objects that remain for longer durations.

Gains the ability to transport short distances through these rifts, effectively "blinking" between locations.

Begins to learn how to merge conjured energies with elemental forces, enhancing summoned allies' abilities.

Sequence 5 – Conjurer's Lieutenant

Can summon multiple creatures simultaneously and maintain them with reduced concentration.

Gains the ability to create conjured barriers—temporary constructs that can block attacks or funnel enemy movements.

Begins to master the art of binding summoned entities, ensuring they remain loyal and focused in the midst of combat.

Sequence 4 – Arcane Herald

Can summon more powerful beings from other planes, such as greater elementals or fey creatures, with unique abilities.

Gains improved control over summoned entities, including the ability to direct their actions with greater precision.

Can create conjured constructs that interact with the environment (e.g., bridges, walls, or platforms).

Sequence 3 – Master Summoner

Achieves a deep synergy with conjuration magic, allowing for longer-lasting summons and reduced resource costs.

Can summon entities that scale with the situation, adapting their strength or form to meet immediate needs.

Gains the ability to call forth ethereal arms or constructs that can influence the flow of battle directly.

Sequence 2 – Planar Binder

Gains the ability to tether summoned entities to a specific location or target, ensuring they cannot be easily dismissed or disrupted.

Can open more permanent portals between dimensions, allowing brief exchanges of matter or energy.

Begins to draw upon the energies of multiple planes simultaneously, enhancing the potency of conjured magic.

Sequence 1 – Dimensional Overlord

Can summon and control a veritable host of otherworldly beings at will, shaping their forms and roles dynamically.

Gains the power to weave conjuration magic into the very fabric of reality, creating lasting constructs or even semi-permanent portals.

Possesses a near-unparalleled understanding of the laws governing the multiverse, allowing the manipulation of spatial and planar energies with minimal strain.

Sequence 0 – Architect of the Conjured Cosmos

Becomes a living conduit for conjuration magic, capable of reshaping entire portions of reality by manifesting vast, complex constructs.

Gains the ability to merge summoned energies with raw elemental or planar forces, creating phenomena that can alter the battlefield—or reality itself—permanently.

Achieves a state where the boundaries between the summoned and the real blur, commanding a host of conjured entities that can act independently or in unison to achieve cosmic-scale effects.

Mythical creature form is a mask with chains coming out connecting to your summons

Honerfic name

Lord of beast

The connection

God of summoning