Summoner
The resourceful Summoner has studied countless tomes forbidden and rare alike to build their arsenal of spells and develop their circles to defend themselves. Summoners view themselves as team leaders, taskmasters, or even as royalty commanding subjects. Each Summoner develops a rapport with their intelligent summons as they fight in battle after battle. The heart of a Summoner’s tactics is to become powerful yet protected as they use their knowledge to the best effect. A few Summoners dredge too deep and before they know it the abyss they’ve gazed into is staring back at them.
Summoners can have faithful companions or summon barrages of spells at those that would impede their path to further knowledge and power. They develop arcane circles to protect themselves and defense after defense and redundancy after redundancy to ensure their success in battle. The most important weapon a Summoner has is their mind and the knowledge contained within.
One would be a poor Summoner if they did not step out of their studies and seek knowledge beyond their tomes. Summoners set out on adventures to gain knowledge and test their summons and spellcraft and are constantly improving on their shortcomings. The most proactive or ambitious Summoners seek to delve into mysterious powers and tap their potential and make it their own. In order to seek this power they must reach out and grab it on an adventure.
Quick Build
You can make a Summoner quickly by following these suggestions. First, make INT your highest ability score, followed by CHA. Second, choose the Cloistered Scholar Background.
Class Features
Hit Points
Hit Dice: 1D6 per Summoner level
At 1st level: 6 + Your CON Modifier
At higher levels: 1D6 or 4 if lower than 4, + CON Modifier
Proficiencies
- Armor
- None
- Weapons
- Daggers, Spears, Darts, Shortbows, Slings, Shortswords
- Tools
- Calligrapher’s Supplies
- Saving Throws
- INT, CHA
- Skills
- Animal Handling, Arcana, Insight, Medicine, Nature, Persuasion and Survival
- Spellcasting
- INT
Starting Equipment
- 1. (a) two daggers or (b) a shortsword
- 2. (a) two spears or (b) 10 darts or (c) a sling and 20 Sling Bullets
- 3. A scholar’s pack and calligrapher’s supplies
Summoner Table
| Level | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|
| 1st | 2 | — | |||
| 2nd | 3 | — | |||
| 3rd | 4 | 2 | — | ||
| 4th | 4 | 3 | — | ||
| 5th | 4 | 3 | 2 | — | |
| 6th | 4 | 3 | — | ||
| 7th | 4 | 3 | 1 | — | |
| 8th | 4 | 3 | 2 | — | |
| 9th | 4 | 3 | 1 | ||
| 10th | 4 | 3 | 2 | ||
| 11th | 4 | 3 | 2 | ||
| 12th | 4 | 3 | 2 | ||
| 13th | 4 | 3 | 2 | ||
| 14th | 4 | 3 | 2 | ||
| 15th | 4 | 3 | 2 | ||
| 16th | 4 | 3 | 2 | ||
| 17th | 4 | 3 | 2 | ||
| 18th | 4 | 3 | |||
| 19th | 4 | 3 | |||
| 20th | 4 | 3 |
Class Features
Spellcasting
INT is your spellcasting ability for your Summoner spells. Your magic comes from the knowledge to summon and safely control powerful creatures. You use your INT whenever a spell refers to your spellcasting ability. In addition, you use your INT modifier when setting the saving throw DC for a Summoner spell you cast and when making an attack roll with one.
Spell save DC = 8 + your Proficiency Bonus + your INT modifier
Spell attack modifier = your Proficiency Bonus + your INT modifier
Choose a number of Summoner spells equal to your INT modifier (Minimum 1) + half your Summoner level, rounded down (Minimum 1). The spells must be of a level for which you have spell slots.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of Summoner spells requires time spent studying and conversing with otherworldly beings: at least 1 minute per spell level for each spell on your list.
Steadfast Caster
You have learned to take hits with the intent to guard your precious summons. You have advantage on CON saving throws to maintain concentration for your spells.
Summoner’s Circle
You can spend an action making a circle around yourself. You must have your Calligrapher’s Supplies and space to create a 5 ft diameter circle around yourself. While the circle is in place you have advantage on checks and saves to control your summons such as with Infernal Calling. Your circle has an AC of 12 and hit points equal to 10 times your INT modifier (Minimum 1) and is Immune to Psychic and Poison damage and is Vulnerable to Acid damage.
You can create one Summoner’s Circle per long or short rest.
Lasting Summons
You have learned to extend the time of your summons. Your Conjuration spells have a duration minimum of minutes equal to your INT modifier (Minimum 1).
Lingering Summons
You know the weaknesses of your summons and have prepared a countermeasure. If you become Incapacitated with an active Conjuration spell, it remains active until the start of your next turn. While you are Incapacitated the spell cannot deal damage and any abilities are inactive. If the spell summons a creature the creature can only take the Dodge action.
You can use this feature once per long rest.
Summoner Speciality
Your powers of summoning grow in power and take shape to summon powerful beings. Your speciality gives you features at levels 3, 6, 10, and 14.
→ Choose your subclass belowUnlock Circle Potential
You learned how to unlock the true potential of your Summoner’s Circle. Once while your Summoner’s Circle is active you can use an action to inscribe further arcane runes and symbols, for the next minute your Summons deal additional damage equal to your Proficiency Bonus as they are bolstered by your circle.
Ability Score Increase
You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Protective Circle
You have modified your Summoner’s Circle through diligent study. While your Summoner’s Circle is in effect, you gain a bonus to your AC equal to half your INT modifier (Minimum 1) rounded up.
Migrating Circle
You have discovered how to move your Summoner’s Circle with you. As long as you do not leave the plane of existence it was created in, your Circle will remain with you.
Restore Circle
You can restore the integrity of your circle. As a bonus action you can expend a spell second level or higher spell slot and bring your Circle’s hit points back to full.
Ability Score Increase
You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Emergency Provisions
Your studies have shown you how to make the best of a bad situation and adapt. While you have an active Conjuration spell of second level or higher, you can use an action to end the spell and regain a spell slot of lesser value (Ending a third level spell would restore a first or second level spell slot).
You can use this feature once per long or short rest.
Rejuvenating Summons
You have found that your summons can give back to you in many ways. While you have a Conjuration spell active or have a Summon out, you can use a bonus action to regain hit points equal to the spell’s level + your INT modifier (Minimum 1).
You can use this feature times per long rest equal to your INT modifier (Minimum 1).
Ability Score Increase
You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Guardian Summons
Your intelligence has created a buffer between you and death. When you would hit zero hit points, you can use your reaction to end an active Conjuration spell or dismiss your Summon and remain at one hit point instead.
You can use this feature once per long rest.
Ability Score Increase
You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Chain Summon
Using your quick thinking you can always have a summon at the ready. When a Conjuration spell ends or a Summon dies and you have spell slots remaining, you can use a reaction to cast a spell that you have a spell slot for to replace the previous spell or call a Summon of the same level, expending the same spell slot or higher. A spell must be from the Conjuration school and the casting time becomes one reaction as long as the original casting time is one action.
You can use this feature once per long rest.
Epic Boon
You gain an Epic Boon feat for which you qualify.
Endless Summons
Your research has shown you how to have many summons at once. You can modify your Conjuration spells to not require concentration. If you modify a spell this way it has a duration of one minute (This cannot be extended by your Lasting Summons feature).
Summoner Speciality
Summoner Subclasses (12)
Choose your subclass at the level indicated in the class table above.