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Half Caster 1D6

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
1st2
2nd3
3rd42
4th43
5th432
6th43
7th431
8th432
9th431
10th432
11th432
12th432
13th432
14th432
15th432
16th432
17th432
18th43
19th43
20th43

Class Features

Lv 1

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.

Lv 2

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.

Lv 3

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 below

Unlock 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.

Lv 4

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.

Lv 5

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.

Lv 6
Lv 7

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.

Lv 8

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.

Lv 9

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.

Lv 10
Lv 11

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).

Lv 12

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.

Lv 13
Lv 14
Lv 15

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.

Lv 16

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.

Lv 17
Lv 18

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.

Lv 19

Epic Boon

You gain an Epic Boon feat for which you qualify.

Lv 20

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.

Aberration Bargaining with Aberrations through arcane deals and pacts from forbidden arcane rituals, Aberration Summoners unleash the horrors of the Far Realms to do your bidding. More so than the other Summoners, it is unclear… Celestial As a Celestial Summoner you have bargained with denizens of the upper planes. Bargaining with penitent souls, benevolent beings, and crusaders against darkness together they seek to bring about good and light. Fighting… Construct With a soul forged in law and steadfastness a Construct Summoner calls forth mighty machinations to crush their enemies. Respecting power and a steadfast mind, Constructs ceaselessly head their calls and unfailingly… Demon Meddling with chaos, Demon Summoners offer blood and violence to allow Demons to wreak havoc on mortals. Unfailingly they will claim the souls of those they slay to join them in the Abyss and will eventually claim their… Devil A lengthy and clinical contract full of jargon at a staggering 666 pages is the start of the bargain with even the lowliest Devil. They gladly accept the bargain and seek to outsmart the Devil Summoner and take their… Dragon Usually the product of a grand boon of Bahumat, Tiamat, or Sardior, Dragon Summoners call upon the proud and powerful Dragons to aid them. Dragon Summoners spend large amounts of energy and wealth as they make their… Elemental Forging Bonds with the Elemental Planes of Air, Earth, Fire, and Water, Elemental Summoners channel chaos as they balance the might of the Elemental Chaos. An Elemental Summoner is usually born from chaos and is born to… Fey Those that bargain with the Fey are often not aware that they have struck a bargain and are unaware of the specifics or have painstakingly created altars and summoned their specific target and made ironclad agreements.… Giant All Giant Summoners bargain with the All Father. The All Father then lends the services of a few of his children that he deems to be in need of humbling. The All Father requires devotion to you with the expectation that… Monstrosity A Monstrosity Summoner has less of a bargain and more of a firm mental hold over their summons. Ferocious and powerful, the Monstrosities tear through enemies and lay waste to all. Monstrosity Summoners owe no loyalty… Ooze Ridiculed for their decision to summon so-called lesser creatures, the Ooze Summoner revels in these false conceptions. They laugh as their summons bypass walls, destroy weapons, and infiltrate strongholds and lay all… Undead Communing with spirits and Undead, an Undead Summoner cycles through their specific summons regularly. They almost unfailingly bargain to resolve some aspect left over from their former existence for their service.…