Summoner
Hit Points
Hit Dice: d8 per Summoner level
Hit Points at first Level: 8 + your Constitution Modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Summoner level after 1st
Proficiences
Armor: Light Armor
Weapons: Simple Weapons
Tools: Calligrapher’s Supplies, Cartographer’s Tools, or Painter’s Supplies
Saving Throws: Intelligence, Charisma
Skills: Choose two from Arcana, History, Insight, Intimidation, Persuasion, and Religion
Overview & Creation
v2.2
(Description here)
Change Log:
- Fixed multiple spelling and grammar mistakes
- Fixed Formating
- Level 1 - Conjurers Eyes: Last ten minutes instead of one and knows HOW a portal/gate/circle is supposed to open but not specifically WHAT opens it.
- Level 2 - Summon: Increase how long a summon can be out from 1 hour to "X Hour" where X is equal to half your Summoner Level plus your Intelligence Modifier. Minions become "stable" at the start of their NEXT turn now.
- Level 7: Added ability Iron Bonds
- Level 11 - "Bring The Horde" Fiendologist ability has the initial Fiend's summoned cost no SP with 2SP per additional Fiend. Also had the # of fiends summoned this way increase to "Half Summoner Level + Int Mod"
Class Features
Level 1
Conjuration Eyes:
As an action, you open your eyes for ten minutes to see the invisible threads that connect creatures, places, and objects to each other. You know the general location where a gate, teleportation circle, or other portals will lead to. If the gate/circle/portal is locked, you know HOW it's suppose to be open but not WHAT specifically opens it (Example: The Gate needs a key, the circle needs an answer to the riddle, the portal opens at a certain moon phase). You also know if a creature has been summoned and know if their summoner is within 150ft, on a different plane, and if they are currently alive. You may do this ability a number of times equal to your Intelligence modifier (minimum of one) per Long Rest.
Level 2
Summoner Points:
You gain points that allow you to bring forth your Minion. You regain all SP (Summoner Points) after a Long Rest.
Minions:
Pick two creatures from the Minion List, you may conjure these creatures with the Summon Ability (see below). The CR of the creature you may pick if equal to half your Summoner Level (round down) or lower. At every even level you gain in summoner, you may pick another creature. You can only know one individual of a race at any given time (so you cannot pick the same creature twice). Until you Summon them, the creature is elsewhere in the Realm, faraway living a typical life for its race in its home.
Most creatures dislike being ripped from their home to suddenly fight for its life, but not always. Each Minion has its own personality with its own dislikes and likes, their attitude toward you affects their performance, altering how much control you must exert to make the creature do as you will. Relationship Levels change based on your interaction with a Minion; lowering or raising a stage when the Game Master finds it is appropriate.
Relationship Level
Trusted: This Minion loves to be by your side, willing to give their life for yours and will perform one act against its personal morals if it betters you. While a Minion is in this Relationship Level, this Minion has an advantage on the first Saving Throws and the first attack it makes in a fight. Also, when initiative is rolled, you may swap the final result of your Minion roll and your own roll.
Positive: This Minion believes your orders are beneficial to it in some way, even if it might not understand. Abusing this trust is easy and leads to negative results if proper communication is not strengthened. While on this Relationship Level, A creature has an advantage on the first attack it makes in a battle.
Neutral: This Minion understands the situation it is in and closely watches the summoner, judging. There is no benefit or negative for being in this Relationship Level.
Negative: This Minion has grim views about its future, showing acts of rebellion either subtly or overtly. While on this Relationship Level, this Minion acts selfishly in combat. It usually must be Commanded or persuaded to perform most actions outside of attacking foes.
Hostile: This Creature loathes the summoner, every time it is summoned the creature gets a Wisdom Saving Throw against your spellcasting DC. If it succeeds, then the spent Summon Points are wasted, and you can not attempt another summoning of them until you take a Long Rest. If it fails, it is summoned but it must be Commanded to do anything you want, it makes these saves with advantage. If not closely watched, the summon might even attempt to kill its master if given the chance.
Summons:
As an action, you can spend 2 SP per CR (or 1 SP to summon a CR ½) to summon a Minion you have memorized for up to X hours (X equals Half you Summoner Level plus your Intelligence Modifier). They appear within 30ft of you and roll their own initiative, acting immediately on their turn. While this creature is summoned, you maintain concentration for it like it is a spell (but Summoning in this manner doesn’t count as a spell, so you can have a Minion Summoned and Concentrate on a spell). If you lose concentration on the Minion, the creature acts on its own true will until the end of its next turn.
A Minion reduced to 0hp is stable at the start of its next turn. A stable Minion is returned back to its home. A Minion at home regains only half its hit points (round up) after its summoner finishes a Long Rest.
Command
The Minion will generally listen to your orders depending on its mood; however, it is not forced too unless you Command it. As a bonus action, you may Command a Minion that can hear you. A Command can force your Minion to do a task such as attacking a specific enemy, interact with an object, defend someone, etc. If the Command is against the creature's moral, it can make a Wisdom Saving throw against your spell save dc. Success means your bonus action is wasted as your Minion doesn’t do your Command and can’t be forced to do the same command for one minute.
Level 5
Sacrificial Empowerment:
You may spend a Bonus action to transfer some of your life force to a Minion that you can see. You may sacrifice 2 from any of your attributes and increase a Minions by 1 of the same stat. You cannot decrease a stat below 3 this way. This can be done multiple times with a bonus action spent for each attribute. This last until you are unconscious or if you spend an action to end all effect of this power. After stats are returned to you, you must make a Constitution saving throw with the DC equaling 8+ half the number of stats transferred to the Minion, failure means you gain a level of exhaustion. For every 5 you fail this save by, gain an additional level of exhaustion.
NOTE: If a magical item increases a character’s stats, like Belt of Giant Strength, you cannot sacrifice stats from the affected attribute.
Level 7
Infused Summon:
Minions have their attacks count as magical for the purposes of overcoming resistances.
Iron Bonds:
Your concentration for keeping your hold on your minion can not be broken by nonmagical damage.
Level 10
Companion:
Minions of CR 2 cost no Summon Points to Summon, no longer require concentration, and may stay with you indefinitely (still return home if reduced to 0hp). The CR increase by one at levels 16 and 19.
Level 14
Dual Minions:
You may have up to two Minions under your control by Summoning. However, losing concentration loses control of both Minions.
Level 18
Summon Mastery:
Minions now only cost only 1 SP per CR to Summon.
Level 20
??!!??!!:
(Maybe a Subclass option)
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Summoner Spells List
Level 1
- Absorb Elements
- Bane
- Burning Hands
- Color Spray
- Comprehend Languages
- Cure Wounds
- Detect Magic
- Faerie Fire
- Healing Word
- Heroism
- Identify
- Silent Image
- Find Familiar
- Unseen Servant
- Snare
Level 2
- Butt of Daggers
- Blindness/Deafness
- Crown of Madness
- Detect Thoughts
- Enhance Ability
- Flaming Sphere
- Heat Metal
- Invisibility
- Lesser Restoration
- Locate Animals or Plants
- Locate Objects
- Magic Mouth
- See Invisibility
- Silence
- Dust Devil
- Earth Bind
- Find Steed
- Shadowblade
- Warding Wind
Level 3
- Animate Dead
- Bestow Curse
- Conjure Animals
- Counterspell
- Dispel Magic
- Feign Death
- Flaming Arrows
- Glyph of Warding
- Leomund’s Tiny Hut
- Major Image
- Nondetection
- Sending
- Summon Lesser Demons
- Tiny Servant
- Phantom Steed
Level 4
- Arcane Eye
- Banishment
- Conjure Minor Elementals
- Conjure Woodland Beings
- Dimension Door
- Freedom of Movement
- Elemental Bane
- Evard’s Black Tentacles
- Fabricate
- Greater Invisiblity
- Find Greater Steed
- Locate Creature
- Stoneskin
- Summon Greater Demon
- Wall of Fire
Level 5
- Animate Object
- Awaken
- Dense Macabre
- Conjure Elemental
- Creation
- Infernal Calling
- Legend Lore
- Greater Restoration
- Mass Cure Wounds
- Planar Binding
- Telekinesis
- Teleportation Circle
- Insect Plague
- Raise Dead
- Wall of Force
- Wall of Stone
Minion List
CR ¼
Mud, Smoke, or Steam Mephit
The Wretched
Needle Blight
Skeleton
Zombie
CR ½
- Dust, Ice, or Magma Mephit
CR1
- Dire Wolf
- Fire Snake (ele)
CR2
CR3
CR4
CR 5
- Young Remorhaz
- Elemental (ele)
CR6
CR 7
- Elemental Myrmidon
- Bheur Hag
CR 8
CR 9
- Frost Salamander (ele)
- Treant
CR 10
- Guardian Naga
- Young Red (or Gold) Dragon
Starting Equipment
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- (a) a component pouch or (b) an arcane focus
- (a) explorer’s pack or (b) scholar’s pack
- (a) any simple melee weapon, leather armor, and a vial of acid
Spellcasting
Spellcasting:
You know three 1st-level spells of your choice from the Summoner spell list. The Spells Known column of the Summoner table shows when you learn more Summoner spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
- Additionally, when you gain a level in this class, you can choose one of the Summoner spells you know and replace it with another spell from the Summoner spell list, which also must be of a level for which you have spell slots.
- Spellcasting Ability: Intelligence is your spellcasting ability for your summoner spells. You use your knowledge of the arcane to assert your dominance over creatures far away to make them serve you. 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 Summoner spell you cast and when making an attack roll with one.
- Spell save DC = 8 + Proficiency bonus + Intelligence Modifier
- Spell attack modifier = Proficiency bonus + Intelligence Modifier
Ritual Spellcasting:
You can cast spells you know as a ritual if that spell has the ritual tag.
Spellcasting Focus:
You can use a spell focus in the place of materials with no gold value.
Subclass Options
Possessor
Level 3
Ethereal Iron Will:
You gain advantage on saving throws against creatures that try to possess, confuse, or charm you.
Borrowed Minion List:
When you get to choose a minion, you may from any other subclasses list. You may only select Minions this way up to your Intelligent Modifier.
Level 6
Possession:
As an action, you can project your consciousness into a Minion you can see, possessing it for up to 1 hour. The Minion can make a Charisma Saving Throw against your Spell Save DC to not be possessed for 1 hour if it succeeds. When you Possesses a Minion, you gain complete control of their body while retaining your: Charisma/Intelligence/Wisdom Ability Score, Class Ability (as long as you have to resources, hands, and/or ability to speak to do them), Proficiencies, and Attunements. Your normal body falls prone and is incapacitated until you use a bonus action to return to your body. If your original body takes damage equal, you make a Charisma Saving Throw with the DC equaling to 10 or half the damage (round down), whichever is higher. If you fail, you are forced out of the Minion’s mind and back to your body, taking 2d12 psychic damage when you return.
Level 11
Greater Possess:
When you Possess a minion, your body is transported into a safe place until you stop possessing. You may also continue to possess for as many hours as you have character levels plus 4 (at 20th level, you can always be in a Minion Body), while possessed the Minion doesn’t disappear after the normal summoning time runs out (instead the Minion disappears when you stop Possessing after normal Summon time) and you may not Short or Long Rest.
Borrowed Aspect:
You may take the ability of an unsummed Minion and use it for up to 1 minute. Such as flight speed, Darkvision, a special attack, a resistance, etc.. You may do this up your Intelligence modifier (at least 1) and regain all uses after a Long Rest.
Level 15
Divided Mind:
You may possess up to two Minions, however doing so divides your attention. When Possessing two Minions, both bodies can take either an Attack or a Bonus Action on its turn, but not both. It also has its AC and Dexterity Saving Throws subtracted by 2
Spirit Barrier:
Once per Minion per Long Rest, you can add half you max Hitpoints as Temporary Hitpoints.
Fiendologist
Level 3
Research Insight: You gain learn Abyssal and Infernal and have advantage on History or Religion checks relating to Fiends.
Expanded Minion List: When you get to choose a minion, you may select from THIS addition list:
- CR ¼ & ½: Jackalwere(½), Dretch (¼), Nupperibo (½)
- CR 1-2: Imp (1), Quasit (1), Rutterkin (2), Spined Devil (2)
- CR 3-6: Bearded Devil (3), Bulezau (3), Shadow Demon (4), Barghest (4), Barlgura (5), Barbed Devil (5), Vrock (6), White Abishai (6)
- CR 7-10: Armanite (7), Black Abishai (7), Hezrou (8), Chain Devil (8), Bone Devil (9), Glazbrezu (9), Orthon (10), Yochlol (10)
Level 6
Deep Calling:
Once per Long Rest, you send a message into the realm to convince a great fiend to appear before you. As an action, you can spend an amount of SP up to your Summoner Level to call upon a Fiend of equal (or less) CR of the SP you spent. Time slows down as a connection is made; you have 1 minute to convince this fiend to allow itself to be summoned to you, to others watching you just stare off for a few seconds as you have this short conversation. If it refuses, you have wasted this ability and spent SP. If it agrees, it appears within 30ft of you and has its own initiative, however, you have no control of this fiend. The fiend is forced back from where it came after three days have passed or until it chooses to return. You cannot use Greater Summoning again until this Fiend has returned from where it came.
Level 11
Bring the Horde:
Once per Long Rest you may perform a Special 10-minute Ritual that allows you to summon and force a gang of Fiends of CR 1 or lower to perform a task. The number of Fiends summoned is equal to your Intelligence modifier and cost you no SP. However you may spend SP to increase the number of Fiends summoned this way, 2 SP for every additional Feind but the total number of active fiends Summoner this way cannot exceed Half your Summoner Level + Intelligence Modifier. These fiends will follow your command until it is finished, they are reduced to 0 hp, or three days have gone by. SP spent on this ritual only return on a Long Rest when the fiend returns home.
Level 15
Hell Bringer:
You can bring a fragment of your fiends’ natural home to you. Once per Long Rest when you summon a Minion that is a fiend, you turn the surrounding environment hellish. Within 240ft of the caster, the environment gains a reddish tint and a red mist gives light-concealment to all inside it, however, you and Fiends see through the mist just fine. While in this mist; You and all Fiends regain 1d6+Your Intelligence Modifier amount of Hit Points at the start of their turn. Fire Damage in this mist deals an extra 1d10 damage.
Dual Step
Level 3
Addition Proficiency:
Gain proficiency in Martial Weapons, Medium Armor, Heavy Armor, and Shields
Power Shield:
Whenever you spend summon Minions, you gain 5 Temporary Hitpoints per spent SP.
Expanded Minion List:
When you get to choose a minion, you may select from THIS addition list:
- CR ¼ & ½: Flying Sword (¼), Gnoll (½)
- CR 1-2: Animated Armor (1), Quickling (1), Adult Kruthik (2), Ogre (2)
- CR 3-6: Nightmare (3), Winter Wolf (3), Helmed Horror (4), Stone Defender (4), Kruthik Hive Lord (5), Banderhobb (5), Drider (6), Invisible Stalker (6)
- CR 7-10: Oni (7), Venom Troll (7), Fomorian (8), Blackguard (8), Clay Golem (9), Flind (9), Deva (10), Eladrin (any season) (10)
Level 6
Multi-Attacks:
You can attack twice when you take the attack action. This also applies to your Minion if they don’t already have Multi-Attack.
Level 11
Commander’s Order:
Your Minion and you work as one. You can Command your Minion at will. When you and your minion Strike the same target in the same round, you (or your Minion) may do one of the listed actions
- Deal an extra 1d12 damage
- You or your Minion may take the move action with their reaction to move closer to the target or to each other.
- Force the target to make a Strength Saving Throw equal to your Spell Casting Modifier. If they fail, you can knock them back 10ft or knock them prone (Summoner’s choice).
Level 15
Sacrificial Switch:
Once per Short Rest, if you or a Minion within 30ft fails a Strength or Dexterity Saving Throw or Check, the other may choose to fail instead and they switch places with the target. The target is treated as if they had succeeded. If this causes someone to “fail twice”, then double any damage done to it.
Level | Summon Points | Features | Spells Known | Spell Slots | 1 | 2 | 3 | 4 | 5 |
---|
1 | - | Spell Casting, Conjurer's Eyes | 3 | - | 2 | - | - | - | - |
2 | 2 | Summon | 3 | - | 2 | - | - | - | - |
3 | 4 | Sub Class | 4 | - | 3 | - | - | - | - |
4 | 6 | Ability Score Improvement | 5 | - | 3 | - | - | - | - |
5 | 8 | Sacrificial Empowerment | 6 | - | 4 | 2 | - | - | - |
6 | 10 | Sub Class | 7 | - | 4 | 2 | - | - | - |
7 | 12 | Infused Summon | 8 | - | 4 | 3 | - | - | - |
8 | 14 | Ability Score Improvement | 9 | - | 4 | 3 | - | - | - |
9 | 16 | - | 10 | - | 4 | 3 | 2 | - | - |
10 | 18 | Companion | 10 | - | 4 | 3 | 2 | - | - |
11 | 20 | Sub Class | 11 | - | 4 | 3 | 3 | - | - |
12 | 22 | Ability Score Improvement | 11 | - | 4 | 3 | 3 | - | - |
13 | 22 | - | 12 | - | 4 | 3 | 3 | 1 | - |
14 | 24 | Dual Minion | 12 | - | 4 | 3 | 3 | 1 | - |
15 | 24 | Sub Class | 13 | - | 4 | 3 | 3 | 2 | - |
16 | 26 | Ability Score Improvement, +Companion | 13 | - | 4 | 3 | 3 | 2 | - |
17 | 26 | - | 14 | - | 4 | 3 | 3 | 3 | 1 |
18 | 28 | Summon Mastery | 14 | - | 4 | 3 | 3 | 3 | 1 |
19 | 28 | Ability Score Improvement, +Companion | 15 | - | 4 | 3 | 3 | 3 | 2 |
20 | 30 | ??!!?? | 15 | - | 4 | 3 | 3 | 3 | 2 |