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 and rule with agonizing mental holds. They are viewed as the least of all the Summoners though some of rare talent rise above the Psychic clamps on the minds of their summons.
| Level | Spells |
|---|---|
| 3 | Beast Bond, Long Strider |
| 5 | Enhance Ability, Pass Without Trace |
| 9 | Haste, Water Breathing |
| 13 | Freedom of Movement, Guardian of Nature |
| 17 | Circle of Power, Skill Empowerment |
| Level | Spell Slot | Summon |
|---|---|---|
| 3 | 1 | Death Dog, Hippogriff |
| 6 | 2 | Displacer Beast, Minotaur |
| 10 | 3 | Chimera |
| 14 | 4 | Abominable Yeti |
| Change | Feature |
|---|---|
| Thick Hide | You grow coarse, dark fur giving you Resistance to Fire or Cold damage. Your bestial instincts grant you advantage on Perception checks that rely on smell. |
| Hard Carapace | You grow a hard, iridescent beetle shell. You have an unarmored defense of 10 + your INT modifier (Minimum 1) + your STR modifier (Minimum 1). Your insectoid instincts grant you proficiency in Nature or Survival checks. |
| Scaled Body | You grow slick scales, and claws. You have an unarmed strike of 1D6 plus your DEX modifier (Minimum 1) and a Climbing speed equal to your movement speed. Your reptilian instincts give you advantage on saving throws against being Frightened. |
| Feathered Form | You grow feathers and either your arms become pseudo wings or you grow a small pair of wings. As long as you are not wearing armor or using a weapon with a STR requirement, you have a flying speed of 25 ft. |
Subclass Features
Speciality Spells
Your specialization and training grant you the following spells. You know the following spells and they do not count towards the number of spells you can prepare.
Summons
You have bargained with many creatures that will heed your call. You can expend a corresponding spell slot to summon a creature you have bargained with to aid you. They are summoned for one minute or one hour if you have your Summoner’s Circle active. Using this feature counts the same as casting a leveled spell of the School of Conjuration. If you call forth an additional Summon, the previous one vanishes back to their home plane.
They take their turns after your turn in initiative and follow reasonable orders but will not willingly endanger themselves. If you fall unconscious they remain for one turn, taking the dodge action their turn. If they drop to zero hit points they disappear and return to their native plane. Your summon does not have Legendary Resistances or Legendary Actions if it would normally have them.
Oppressive Circle
Your Summoner’s Circle is suffused with your psychic energy. Each hostile creature that enters or starts its turn in your Summoner’s Circle takes Psychic damage equal to your INT modifier (Minimum 1). A creature can only take one instance of this damage each turn.
Or you can modify your Summoner’s Circle during its inscription to be Invisible for the duration giving each creature you choose within it a penalty to their WIS based skill checks equal to your INT modifier (Minimum 1).
Feral Features
Your prolonged domination of Monstrousities has changed your form and your instincts. You choose one of the following changes. You cannot change your Feral Feature at a later point unless the spell Polymorph is cast upon you, where you can choose a new Feral Feature in place of being transformed.
Ferocious Summon
You mentally provoke your Summon. The first turn your Summon was called upon it can make an additional melee attack.
Debilitating Retaliation
Your Summons leave a savage wound as they part. When your Summon is reduced to zero hit points they can use their reaction to force the attacker to make a CON saving throw DC equal to your spell save DC and on a failure they are left with a claw or bite mark that inhibits them until the end of their next turn. While afflicted this way the target has disadvantage on attack rolls and cannot take reactions.
Savage Summons
Your Summons are driven acts of ferocity by your control. Your Summons have an increased critical hit range to 18-20 and deal additional damage equal to your INT modifier (Minimum 1) on a critical hit.