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
Lvl | Proficiency Bonus | Features | Contracts | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
---|
1st | +2 | Summoning | 2 | | | | | |
2nd | +2 | Summoner's Specialty, Spellcasting | 2 | 2 | 2 | | | | |
3rd | +2 | | 2 | 3 | 3 | | | | |
4th | +2 | Ability Score Improvement | 3 | 3 | 3 | | | | |
5th | +3 | Multiple Summons/2 | 3 | 4 | 4 | 2 | | | |
6th | +3 | Summoner's Specialty feature | 3 | 4 | 4 | 2 | | | |
7th | +3 | | 4 | 5 | 4 | 3 | | | |
8th | +3 | Ability Score Improvement | 4 | 5 | 4 | 3 | | | |
9th | +4 | | 4 | 6 | 4 | 3 | 2 | | |
10th | +4 | Summoner's Specialty feature | 5 | 6 | 4 | 3 | 2 | | |
11th | +4 | Multiple Summons/3 | 5 | 7 | 4 | 3 | 3 | | |
12th | +4 | Ability Score Improvement | 5 | 7 | 4 | 3 | 3 | | |
13th | +5 | | 6 | 8 | 4 | 3 | 3 | 1 | |
14th | +5 | Summoner's Specialty feature | 6 | 8 | 4 | 3 | 3 | 1 | |
15th | +5 | | 6 | 9 | 4 | 3 | 3 | 2 | |
16th | +5 | Ability Score Improvement | 7 | 9 | 4 | 3 | 3 | 2 | |
17th | +6 | Multiple Summons/4 | 7 | 10 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Summoned Companion | 8 | 10 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 8 | 11 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Unlimited Summoning | 9 | 11 | 4 | 3 | 3 | 3 | 2 |