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Summoner (Cynkard)


Hit Points

Hit Dice: d4 per Summoner (Cynkard) level
Hit Points at first Level: 4+con modifier
Hit Points at Higher Levels: 1d4(3) + con mod

Proficiences

Armor: light armor, medium armor, heavy armor, shields
Weapons: shortbow, longbow, hand crossbow, light crossbow, heavy crossbow, dagger, quarterstaff, sling
Tools: Calligrapher's supplies
Saving Throws: Intelligence, Charisma
Skills: Choose 3 from Deception, Intimidation, Persuasion, Insight, Survival, History, Religion, Arcana

Class Features

Summoning

At 1st level you gain the ability to summon a creature that you have made a contract with. You can have a number of contracts as shown on the contracts table at a given level. As an action, on your turn you can use your Summoner's seal to summon a creature you have made contract with for an hour or until you are knocked unconscious, whichever happens first. You can summon creatures the number of times equal to your level plus your intelligence modifier per long rest.  

Summoner's Specialty

At 2nd level, you choose your summoner's specialty, which defines the kind of creatures you make contracts with and can subsequently summon. Your choice also grants you features at 1st level and again aI 6th, 10th, and 14th leveI. You can choose from Elementalist, Demonologist, Angelologist and Iconist.  

Ability Score Improvement

At 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or increase two ability scores by 1 each. As usual, you cannot increase an ability score above 20 using this ability.   Alternatively, you can choose to gain a single feat of your choice  

Multiple Summons

When you reach 5th level your number of summons that can be active at once increases to 2, and further to 3 at 11th level, and 4 at 17th level.  

Summoned Companion

At 18th level, you develop a stronger bond with one of your summons. You can have them summoned permanently by your side and they are not counted towards your possible summons per long rest or you multiple summons limit. It can dissmissed as action or when it's or your HP is knocked down to 0, after which it can be re-summoned normally or permanently again during a short or long rest. You can switch the creature to be by your side during a long rest.  

Unlimited Summoning

When you reach 20th level, you are not limited by how many summons you can have active at the same time.


Starting Equipment


(a) a light crossbow and 20 bolts or (b) a shortbow and 20 arrows
(a) a dagger or (b) a quartestaff
(a) leather armor or (b) Breastplate
(a) Scholar's Pack or (b) Explorer's Pack
Calligrapher's supplies, Book of Contracts and your summoner's seal


Spellcasting

By the time you reach 2nd level, you have learned to use the magic you use for summoning to bend the reality around you to your will. You learn spells from the wizard's spell list. Your Spellcasting ability is Intelligence.  

Spell Slots

The Summoner table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these spells⁠, you must expend a slot of the spell’s level or higher. You regain all expended Spell Slots when you finish a Long Rest.  

Spells Known of 1st Level and Higher

The Spells Known column of the Summoner table shows when you learn more wizard spells of your choice. Each of these spells must be of a level for which you have spell slots.   Additionally, when you gain a level in this class, you can choose one of the wizard spells you know and replace it with another spell from the wizard spell list, which also must be of a level for which you have spell slots.  

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Intelligence modifier   Spell attack modifier = your proficiency bonus + your Intelligence modifier  

Spellcasting Focus

You can use summoner's seal as a spellcasting focus for your spells.


Subclass Options


Demonologist
Angelologist
Elementalist
Iconist


LvlProficiency BonusFeaturesContractsSpells Known1st2nd3rd4th5th
1st+2Summoning2
2nd+2Summoner's Specialty, Spellcasting222
3rd+2233
4th+2Ability Score Improvement333
5th+3Multiple Summons/23442
6th+3Summoner's Specialty feature3442
7th+34543
8th+3Ability Score Improvement4543
9th+446432
10th+4Summoner's Specialty feature56432
11th+4Multiple Summons/357433
12th+4Ability Score Improvement57433
13th+5684331
14th+5Summoner's Specialty feature684331
15th+5694332
16th+5Ability Score Improvement794332
17th+6Multiple Summons/471043331
18th+6Summoned Companion81043331
19th+6Ability Score Improvement81143332
20th+6Unlimited Summoning91143332

Created by

Orcrest.

Statblock Type

Class Features

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