Remove these ads. Join the Worldbuilders Guild

Summoner


Hit Points

Hit Dice: d6 per Summoner level
Hit Points at first Level: 6+Con Modifier
Hit Points at Higher Levels: 1D6 (Or 4) + Con Modifier

Proficiences

Armor: None
Weapons: Simple Weapons and Hand Crossbows
Tools: Alchemist's supplies, calligrapher's supplies, and herbalism kits.
Saving Throws: Charisma and Wisdom
Skills: Choose 2 from the list:
  • Arcana
  • Insight
  • Deception
  • Investigation
  • Religion
  • Nature

Overview & Creation

Unassuming Fighter

A man dressed in a fancy cloak walks into some decrepit ruins. The back of his right hand has a mysterious red tattoo that looks as if it's separated into three sections. As he looks through the ruins, a low grumble appears in a nearby dungeon. Soon, a massive skeletal minotaur appears with its axe at the ready. The man does not look like a fighting man, nor does he look like he is all that durable. Right as the skeletal minotaur raises its axe, something odd occurs. A large mass of golden dust appear out of nowhere and seem to compact itself into a vaguely humanoid shape. In a split second, the dust fully forms a tall and muscular warrior cladded in half-plate and armed with a spear. The minotaur's swing is interrupted by a quick thrust from the summoned warrior's spear. The cloaked man, seeing that some more monsters were appearing in the distance, unveils a trump card. He points his hand at the spearman, utters a command, and magical energy flows from his body and channels into the spearman. The warrior's spear begins to glow a bright crimson. With a confident smile, the spearman observes the surround area, leaps forward with his spear in one hand. In a fraction of a second, the spear is violently thrown into the air, leaving a red trail as it flies randomly. Soon the spear returns back to the spearman's hand and one second later, every single monster in the vicinity suddenly drops as the spear flew right through their bodies, killing them. The summoner had activated his servant's Noble Phantasm.

Master and Servant

A summoner is a special type of caster. They only know a limited amount of spells, but can be one of the most powerful individuals ever. This is due to their battle summons. A summoner's battle summon usually takes the form of a warrior of sorts. These summoned warriors, dubbed servants, are very powerful and quasi-immortal. They are under the summoner's full control and will always fight by their sides, yet also have their own personalities and goals. The warrior's skill and power are usually related to how powerful their summoner was. Their summoner is the one providing them magical energy and if their summoner falls, so does the warrior.

Servant Origins

Almost all summoned servants embody the traits, ideals, goals, etc. of certain historical and/or legendary figures. Legendary figures such as Hercules, Cu Chulainn, King Arthur, etc. These figures' souls re-manifest themselves back into a physical form to serve under who they consider to be a worthy master. Due to this, no normal mage can be a summoner. True summoners are just as, if not rarer than any sorcerer out there. A summoner's goals must be similar to the goals of the servant's soul and if they don't match, the pact can not form. Due to the goals being shared, both the master and the servant will go out to try to achieve said goal. Whether it is to vanquish evil, gain mass amounts of power, or to protect those who are in dire need. Essentially, the summoner doesn't choose the servant, the servant chooses them.

Playing a Summoner

When playing as a summoner, you must realize that this class is a relatively hands-off experience. Creating a summoner requires you to also create a separate sheet. On your turn, you will use your current action to instead control your servant. Each servant will utilize different tactics and weapons. As you level up, your servant will slowly get stronger. The servant can either be played by the DM or another participating player. When you choose what type of subclass you want your servant to be, think about what your character's ideals are and how they align with your servant's ideals. Your highest stats should be in charisma and wisdom.
Level Prof Bonus Cantrips Spells Known Class Features 1 2 3 4 5 6 7 8 9
1 2 2 2 Servant's Pact, Spellcasting, Servant Control, Heroic Servant 2
2 2 2 3 Servant Archetype 2 1
3 2 2 4 Servant Feature 2 1
4 2 2 4 Ability Score Improvement 2 2
5 3 2 4 Noble Phantasm, Quick Direct 2 2 2
6 3 2 4 Magical Boost 2 2 2
7 3 2 5 Servant Feature and Servant Ability Score Improvement/Mystic Artifact 2 2 2 1
8 3 3 5 Ability Score Improvement 2 2 2 2
9 4 3 5 3 2 2 2
10 4 3 5 Improved Phantasm 3 2 2 2 1
11 4 3 6 Servant Ability Score Improvement/Mystic Artifact 3 2 2 2 1
12 4 3 6 Ability Score Improvement 3 3 3 3 2
13 5 3 6 Servant Feature 3 3 3 3 2 1
14 5 3 6 Extra Command Seals 3 3 3 3 2 1
15 5 4 6 Servant Ability Score Improvement/Mystic Artifact 3 3 3 3 2 1 1
16 5 4 7 Ability Score Improvement 4 3 3 3 2 2 1
17 6 4 7 Superior Regeneration 4 4 3 3 2 2 1 1
18 6 4 7 4 4 3 3 3 2 1 1 1
19 6 4 8 Ability Score Improvement 4 4 4 3 3 2 1 1 1
20 6 4 8 Ultimate Phantasm 4 4 4 4 3 3 2 1 1
To see a variant rule for servants, see Demi-Servant


Class Features

Servant's Pact


At 1st level, you have the ability to perform the ritual that will summon your servant. In order to summon a servant, the ritual takes 1 minute and requires the following components that will be consumed:
  • 1 liter of blood from any animal.
  • 1 martial weapon worth at least 15gp
  • 1 lb of fresh soil
  • 1 precious jewel worth at least 50gp.
If the DM allows it, your servant can already be pre-summoned. This ritual will be needed if your servant is ever killed. Unless dealt non-lethal damage, a servant that drops to 0 HP will instantly die and disintegrate into gold dust; they do not roll death saves. If the servant is carrying any gear, the gear drops with them, with the exception of their armor and weapons. They are resummoned with their armor and weapons intact and with them.   If your servant disintegrates and you don't have the materials at hand to summon them again, you can use a Command Seal to resummon the servant back to you with 1/2 HP and 1 point of Exhaustion. The Exhaustion is recovered with staying in the ether for 8 hours. If your resummoned servant dies within the next 24 hours, you can not use this method to resummon them. The DM may choose to either include or exclude this ability.

Servant Control


Given that you are the master of a servant, they are under your control. If you tell them to protect you, fight someone, or do anything else, they generally will do it without much question. These are the attributes you gain:
  • Materialize: As an action, you can have your servant enter or leave the ethereal plane. In order to send them to the ethereal plane, they need to be willing and be within 100ft of you and will require a Command Seal if neither are available. While the servant is in the ethereal plane, they become incorporeal and you can communicate with them via telepathy. Summoning them back in will have them teleport directly in front of you, or within 5ft of you. Any gear that the servant is wearing and/or carrying will be transported with them. If you allow it, your servant can freely enter or exit the ether as an action.
  • Command Seal: If the servant decides to refuse an action, you can either let them disobey or use a Command Seal to directly order them to do the action. This order is impossible to be disobeyed by the servant and the task will be done, assuming it's possible to even do. You have an amount of Command Seals equal to your charisma modifier. It appears on the back of your right hand in the form of a tattoo that slowly dissipates per usage. Once all the seals are used, the servant disintegrates in 10 minutes and must be resummoned with the ritual. Command Seals can not be restored by most means. Even if your Charisma mod is boosted from an ASI, your current # of seals will remain the same until the servant is re-summoned. Command Seals are used in tandem with the Command action.
  • Combat: In combat, both you and your servant share the same initiative count. Combat mainly works with you using your action to command/allow your servant to act. This is known as the Command action. You can still move, use a bonus action, and take reactions. Direct combat is generally not a thing that summoners themselves do. If you spend your action on your turn or can not initiate the command action, your servant can only move, take reactions, and take the Dodge action.
If your health drops to 0 HP, your servant will instantly gain a debuff that gives them disadvantage on every single ability check, saving throw, and attack roll. If you die, your servant will only be able to exist for the next 1D4 days after your moment of death (also having the debuffs). After the days, they will disintegrate into magical dust and can not be revived under any circumstances as long as the original summoner is still dead. Not even a wish spell can re-summon a servant with no master.

Spellcasting


At 1st level, you know 2 cantrips and 2 spells. You have a set number of spells prepared and that number changes after reaching certain levels. Whenever you level up, you can replace and switch-out some spells with some new ones, assuming that you have the appropriate spell slot(s) for it. You regain spell slots after a long rest.

Heroic Servant


Your summoned servant takes the form of any type of humanoid person. Their power scales with your power. The servant is proficient with simple weapons, light armor, medium armor, shields, speaks whatever languages you speak (plus one they knew in life), and has its own personality traits. This servant is played either by the DM or another player. The servant has their own sheet but you are in control most of the time. They are technically immortal and don't require food, water, or even sleep. As long as they have been summoned, they will try to obey your every command. Although, due to their personality, there may be a chance that they can disobey and protest a decision. Even so, a servant will almost never try to kill their master, as that would kill them as well. Your servant will always start with 12 flat HP, regardless of what you plan to have them become. Servants can regain 10 hit points by spending at least 1 hour in the ethereal plane uninterrupted. This counts as a short rest for them.

Servant Archetype


At 2nd level, you choose your servant's archetype, as it evolves from a simple warrior. There are 5 classes of servants that it can take the form of:
  • Warrior: The Warrior class of servants excel at direct combat. They fight with extreme finesse and can use all types of equipment. They are generally great for offensive play. They can be any alignment, as they might fight for different reasons. Depending on the servant's preferred weapon choice, their name may be changed to either Archer (bows and crossbows), Lancer (polearms), or Saber (Swords).
  • Caster: Casters are not as physically strong, but make up with the fact that they get to cast spells unique to them. Many of these spells are casted at-will, but some may require the summoner's own spell slots. Casters are usually neutral-aligned.
  • Assassin: As the name suggests, Assassin servants rely on stealth and landing a killing blow when the target least expects it. They don't get many weapon proficiencies, but make up for being able to deal high amounts of damage and escaping the fray when needed. Assassins are frequently chaotic or evil aligned.
  • Berserker: Berserkers are dangerously powerful. While warriors are great with tactics and technique, Berserkers throw all of it away. They can deal great amounts of damage while absorbing a decent amount as well. Berserkers are always chaotic.
  • Shielder: Shielders are unique in the fact that they are the embodiment of abjuration. They will always protect their summoner and their allies in combat. Shielders don't do too much direct damage, but can take in much more damage and be the team support. Shielders are generally lawful.
  • Rider: Riders specialize in mounted combat. They can utilize almost any type of mount or vehicle to gain the advantage in combat. Riders are great when agility and flanking is a preferred tactic in combat. Strangely, riders seem to have some connection with the spiritual realm, as displayed in their Noble Phantasms. Riders can have any alignment; thus, their backstories are usually the ones that dictate the alignment.
  • Ruler: Rulers are a support servant that specializes in boosting the morale and resolve of fellow allies. Protective auras and inspiring words are what Rulers specialize in. Rulers are always lawful.
Once you decide on your servant's archetype, they will stay as that class forever. Even if the servant is defeated and then resummoned, they will still stay as the same class.

Ability Score Improvement


When you reach 4th Level, and again at 8th, 12th, 16th, and 19th level, 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.

Noble Phantasm


At 5th level, your servant gains their signature move: Their Noble Phantasm. This move is extremely powerful, but can only be done once. After it is used, you must wait 1D4 days before it can be performed again. To activate this move, you must expend either a 3rd level spell slot (or higher) or use a Command Seal. Alternatively, servants controlled by other players can activate their Noble Phantasms if the Summoner allows them to. This allows for the move to be activated and the spell slot or seal to be used outside of the Summoner's turn. If you use a spell slot that's higher than 3rd level, the bonus is described depending on the servant's move.

Quick Direct


Also at 5th level, you can instead use a bonus action to allow your servant to act instead of your normal action. You can not activate your servant's Noble Phantasm with this command.

Magical Boost


At 6th level, you gain the ability to empower your servant with magic. As a bonus action, you can expend a spell slot of your choice to give one of the following benefits:
  • Increase their AC by spell slot level. (Requires concentration)
  • Heal them by 1D6+Spell Slot level.
  • Grant them a damage bonus equal to 1+Spell slot level. (Requires concentration)
All of these effects last for 1 minute.

Servant Ability Score Improvement/Mystic Artifact


At 7th, 11th, and 15th level, your servant gains an ability score improvement. Add 2 points to one ability score or 1 point to two ability scores. However, your servant can forgo the ability score improvement and instead grab one Mystic Artifact. Mystic Artifacts allow for some more customization of your servant. Check the list.

Improved Phantasm


At 10th level, your servant's Noble Phantasm greatly evolves into something even more powerful. The same rules of activating the servant's Noble Phantasm still apply, but now with some additions. The Improved Phantasm requires you to use a 5th level spell slot or higher. If you decide to use a 3rd level slot, your servant only performs its original move and not the improved one. After your servant casts the Improved Phantasm, they can neither cast their original or improved Phantasm for the next D6+3 days. The servant must also make a constitution save of 10 or take 1 level of exhaustion. This is the time when the servant will require a full long rest.

Added Command Seals


At 14th level, you get more command seals. You get to increase your maximum amount of command seals by 1/2 your charisma mod rounded up. You can also attempt to regain a command seal at the end of a long rest. After a long rest, roll a D20. If you roll a 15 or higher, you regain 1 command seal.

Superior Regeneration


At 17th level, your servant gains regeneration abilities. On their turn, they can decide to use their bonus action to heal by your charisma modifier.

Ultimate Phantasm


At 20th level, your servant's Noble Phantasm has made its final evolution into perfection and power. In order to have your servant activate their Ultimate Phantasm, you must expend an 9th level spell slot. You will also need to expend 3 command seals. After the servant performs their Ultimate Phantasm, they will slowly begin to disintegrate over the next 1 minute, after which you must re-summon them with the ritual after 3 days have passed.  

Mystic Artifacts


Mystic Artifacts come in the form of added abilities and/or artifacts that servants can gain if they decide to forgo an ability score improvement. Only one Mystic Artifact can be obtained in one of the SASI and your servant needs to meet the requirements.
Wind Barrier Gem Prerequisite(s): Must be a warrior or a level 11 assassin Your servant receives a special gem that they can infuse into a melee weapon. It takes a short rest to infuse the gem into a weapon. An infused weapon gains a special type of wind sheath that makes the weapon invisible to everyone except the servant. This wind sheath can be toggled on and off as a bonus action. When the servant attacks a creature, they can roll with advantage. Once an attack roll hits, the creature will know the length of the weapon and all attacks will be done normally. This resets when a new creature is targeted.
Mana Burst Prerequisite(s): Must be a warrior, berserker, caster, or shielder Your servant gains the Mana Burst ability. As an action, they can release a large pulse of magical energy from themselves. All creatures within 5ft of the servant must make a DC-14 constitution save or take 2D6 force damage and be thrown 15ft away and prone. (1/2 damage and no knockback on a success). This can be done a number of times equal to your charisma mod and recharges with a long rest.
Otherworldly Tome Prerequisite(s): Must be a caster servant Your caster's tome is replaced with a different, more otherworldly-looking tome. This tome contains all the original spells and cantrips the caster previously had, but also contains 2 warlock spells and 2 warlock cantrips. They then become wizard spells and use intelligence for casting.
Anguishing Beatdowns Prerequisite(s): Must be a berserker servant When your berserker enters a rage mode, they can decide to deal 1D8 psychic damage to you and in return, get to make an attack as a bonus action as well as dealing an extra D6 of damage for all attacks while raging.
Grand Armory Prerequisite(s): Must be a caster, rider, or shielder and be level 11 or higher. The Grand Armory is a way to store weapons and gear in a sort of pocket dimension. When the servant picks up an object, they can use a bonus action to store it into the Grand Armory. The armory can hold up to 500lb of gear. As a bonus action, the servant can open a small portal and summon an object from the armory to the portal entrance. They can then use an action to launch the weapon out. The range is 30/60ft, has a flat +7 to hit, and deals the damage (No mods unless magic weapon) dice of the corresponding weapon launched or just 1D4. Alternatively, the servant can just grab the weapon manually for later use. Weapons shot out have a 1/20 (nat 1) chance to break upon impact.
Boost of Leadership Prerequisite(s): Must be a caster, rider, ruler, or shielder and have at least a 14 in Charisma Once per long rest, your servant can release a supportive pulse of magic energy. All chosen creatures within 30ft of the servant will gain 10 temporary HP, advantage on their next attack roll, and have advantage on their next saving throw or ability check. All of these bonuses last for 1 hour.

 


Starting Equipment

  • Any simple melee weapon
  • 10 darts
  • An arcane focus or a component pouch
  • An explorer's pack or a scholar's pack

 


Spellcasting

Your spellcasting modifier is charisma.

  • Spell save DC = 8 + Proficiency mod + Charisma mod.
  • Spell attack mod = Proficiency mod + Charisma mod.
Unlike most casters, you are only limited to spells that fall within the abjuration, conjuration, enchantment, and necromancy category (does not apply to cantrips). All of your spells come from the sorcerer's spell list. Keep in mind that your spell slots also fulfill purposes other than traditional spellcasting. You can use arcane focuses to replace certain material components.


Subclass Options

Pre-Class Servant


Before hitting level 2, the servant is relatively simple. The servant has their own looks and personality, can use simple weapons, and is first summoned wearing either studded leather or scale mail. Its starting weapon can either be a shortbow with 20 arrows, 2 handaxes, or a spear and shield. They gain a hit dice after entering a subclass. Because the servant is still very much a physical being, it can use other types of gear that it might want to use. They also have a set standard array for their sheet: 18, 16, 14, 12, 10, 8. At 7th, 11th, 15th, and 19th level, they get an ability score improvement, but can not choose a feat. Click the following links below. If you have trouble creating your servant's personality and stats, use the following pre-generated statblocks below.
 


Created by

n0753w.

Statblock Type

Class Features

Link/Embed