Verdict
One of the best of the four new Wizards. Benign Transposition solves positioning problems from level 3, and Durable Summons plus Focused Conjuration make summon spells far more reliable, since the summons are tougher and damage can't knock your concentration loose. Pick it if you want to be useful even on turns you don't cast.
How it plays
In the low levels you're a normal Wizard with a short-range teleport in your pocket, mostly used to rescue allies or escape. From level 6 the summoner side takes over: a Conjuration summon arrives with extra hit points and resistances, and from level 10 your concentration on it is very hard to break. At 14 you can double up a summon, which is a lot of extra actions on the board in a single cast.
Features by level
| Level | Feature | What it does, in short |
|---|---|---|
| 3 | Conjuration Savant | Free Conjuration spells for your spellbook: two at first, then one more with each new spell slot level. |
| 3 | Benign Transposition | Blink up to 30 feet, or trade places with a willing creature within 30 feet. |
| 6 | Distant Transposition | Transposition reaches 60 feet, and burning a level 3 or higher slot refills your uses. |
| 6 | Durable Summons | Creatures you summon or create with Conjuration spells get temporary hit points and sturdy damage Resistances. |
| 10 | Focused Conjuration | Taking damage no longer breaks Concentration on your Conjuration spells. |
| 14 | Splintered Summons | A summon spell can call two creatures instead of one, each at half hit points. Works once a day, or again after spending a level 5+ slot. |
Feature names and levels follow two post-release breakdowns of the book (DungeonMister and Brandes Stoddard, September 2026), which agree with each other and with Wizards' preview on what each feature does. We haven't seen the printed text ourselves, so check your copy for exact wording.
Transposition playbook
Five common moments where the teleport earns its place.
| Situation | Move | Result |
|---|---|---|
| The Fighter is surrounded | Swap places with them | They escape; you're now in danger, so have Shield or Mirror Image ready |
| An ally is down out of reach | Swap next to them, then heal or pull back | Saves the turn someone would spend running over |
| You're grappled or in melee | Teleport 30 (later 60) feet away | A free exit that doesn't cost Misty Step |
| The Rogue needs flanking position | Swap the Rogue into place | Puts your best striker where they need to be |
| You want a clean line for a spell | Teleport to an angle | Lines up Lightning Bolt or a cone without hitting friends |
Building one
- Ability scores: Intelligence first, Constitution second, Dexterity third.
- Savant picks: Misty Step and Web early; Summon Fey once you have level 3 slots; Conjure Elemental or Summon Dragon later.
- Other spells: Shield, because swapping into a fight means you'll get hit.
- Feats: Focused Conjuration only covers Conjuration spells, so if most of your concentration spells are summons you can skip War Caster and take Alert or a straight Intelligence boost instead.
Who should pick it
Pick it if you like moving pieces around the board and summoning help. Skip it if you want pure damage; an Evoker does that with less fuss.
Corin Ashdown is the pen name of the editor who writes and checks every guide on Vorbelutrioperbir. How we write and check guides.