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Summoner


Hit Points

Hit Dice: d4 per Summoner level
Hit Points at first Level: 4+con
Hit Points at Higher Levels: 1d4+con

Proficiences

Armor: light armor
Weapons: simple melee weapons
Tools: 1 of your choice
Saving Throws: Wisdom and intellegence
Skills: Persuasion, History, Arcana, Investigation, Insight, and nature(if beast)/religion(if celestial/fiend). your choice of 3.

Class Features

1: Spellcasting, Summoning 2:Summon senses 3: Subclass 4: Ability score improvement 5: Extra Attack 6:Subclass 7:magical recovery 8:Ability score improvement 9:Call 10: Damage up 11: Subclass 12: Ability Score improvement 13:Faster summon 14:Resistant summon 15: Damage up 16: Ability score improvement 17:Subclass 18:Elemental summon 19: Ability score improvement 20:Sacrafice   Summoning: At first level you may use an action to summon. The creature has set statistics and levels with you. It has 1d6+con hp per level and its stats start at 16 str, 16 dex, 14 con, 10 int, 10 wis, 10 cha, its AC is 15. its saving throws are str and dex. its hp regenerates at the end of a long rest just like you and you may spend your hit dice to heal it instead of yourself. It starts with 1 main hand claw attack(1d4+dex/str) and 1 offhand(1d4). This creature cannot go more than 500ft away from you at any time or it is immedately desummoned. It obeys your commands telepathically(requires no action) and takes its turn with you. you may choose what it looks like and you may choose a type for it(fiend,celestial,beast), this will effect what it gains later and its looks. Summon Senses: At second level, you may as an action see through your summon, experiencing all things it does. your character is effectively blind and deaf during this. Extra attack: Your summons attack die goes from 1d4 to 1d6.   Arcane recovery: look at wizards arcane recovery.   Call: as a bonus action you may have the summon return to your side from any distance, it does not take oppertunity attacks. you cannot use this ability again until you take a short rest.   damage up: increase its damage die from 1d6 to 1d8.   Faster Summon: it is now a bonus action to summon your creature.   Resistant summon: your creature now has resistances to all non magical damage. if it is a fiend, it gains resistance to necrotic. if it is a celestial, it gains resistance to radiant. if it is a beast, it gains resistance to poison.   Damage up: increase its damage die to 1d10.   Elemental summon: When the creature is summoned you may choose cold, fire, lightning,Necrotic(fiend only), Radiant(celestial only), poison(beast only). the summon now deals damage of that type, and gains resistance to the damage type chosen.   Sacrifice: at level 20, your summon can sacrifice itself when you would die, you regain half your hp and spell slots and cannot summon for the rest of the week.


Starting Equipment

• (a) a Quarterstaff or (b) a Dagger • (a) a Component pouch or (b) an arcane focus • (a) a Scholar's Pack or (b) an Explorer's Pack


Spellcasting

You are a half caster, use paladin level spell slots. You may use magic from the wizard spell list. you gain cantrips that a level 1 wizard would have. these must come from the wizard spell list as well. Uses intelligence as a casting modifier. You learn spells equal to your int modifier + your proficiency. these spells are always available.


Subclass Options

3,6,11,17 Bond of the Defender:
Strengthening boost: At level 3, your creature con goes up to 20, retroactively increasing its hp, its AC also goes up to 18 but its speed is reduced to 25ft. its size is also increased by 1.
Lifelink: At level 6, whenever either you or your creature takes damage, you can transfer the damage taken to the other. your creature can also reaction within 5ft of you to cause an attack to hit it instead. you cannot use this ability while either of you is under half hp.
Transposition: At level 11, you can as a bonus action swap locations with your creature as long as it is within 500ft. you can use this ability once per long rest.
Savior: At level 17, if you were to take fatal damage, your creature may sacrifice itself to give you 1 hp and the rest of its hp as temporary hp. The summon may no longer be summoned for the rest of the day.
Bond of the brood:
Splitting boost: At level 3, you now summon 2 creatures, half the hp of the original creature and give it to the smaller ones. when they level up they are counted as 1 creature(resplit the hp after leveling). Its strength is now 10, and its dex is now 18. it no longer gains any additives to its damage and has 1 attack each. At level 5 it gains double attack, and then goes up 1 die slower than normal.
Ever present allies: your summons are now always present as tiny/small creatures of the respective type. you can use your bonus action to summon them to their true form. once you get faster summoning, this becomes a reaction.
Empowered evolution: at level 11, your creatures gain pack tatics, and you also gain it if you are within 5ft of one of your creatures. Their AC goes down to 12 and speed goes up to 45.
Synced users: At level 17, any enchancing spell used on you or your creature is duplicated on the other creature and yourself.
Bond of the fused:
Fused state: At level 3, you may now fuse with your creature as a bonus action. While fused, his hp is your temporary hp. your str dex and con all become 18, you may now use the natural weapons of your summon and gain any movespeed bonus of it.
Embodiment: At level 6, when you summon your creature you can start fused. If you start fused you may now make 1 additional natural attack a turn, provided you do not have a weapon in your hand.
Emboldment: At level 11, you begin to truly understand what its like to be the creature, you now gain blindsight of 10ft, increase your movespeed by 10ft, and you regain 1 additional spell slot when fused(once per day).
True fusion: At level 17, you fully fuse with the creature, add its hp to your own, change your hit die to a d10, and gain all benefits of the creature, after each long rest you may choose your element if you wish to have one, and you may use a bonus action to regain a single spell slot once per day.

What you summon variant: These Subclasses are based less around the summoner and completely around the summoned.
The ranged:
Doubling down: At level 3, your creatures attack becomes ranged, 60/120, but its melee attack becomes 1d4. anytime the dice goes up increase the damage of the ranged attacks.
Volley: At level 6, you both may attack at the exact same time, doing 1 dice of extra damage. this is only usuable once per turn and only if both of you are using a ranged weapon.
Piercing shot: At level 11, the creature may now make a piercing shot, dealing damage to all targets in a 60ft line 5 ft wide area if they fail a DC 16 dex save, or half on a success. this does 4d10 Piercing damage, and can be used once per day.
Covering Fire: At level 17, the creature may now lay covering fire into a 15ft radius sphere, causing all creatures to make a DC 16 dex save or take 2d10 piercing damage, halved if they succeed. if a creature makes an oppertunity attack they are automatically hit by a covering fire. The creature can hold this sphere up instead of attacking for up to 3 rounds.
The humanoid:
Human form: At level 3, the creature takes a humanoid form, able to be equipped with weapons and items just like any normal person. they are unable to attune to any item or use magical items. any items given to it, will be summoned and desummoned with it. it cannot carry bags etc.
Attunement 1: At level 6, the creature may now attune to a single item or be equipped with 2 unattuned magical items.
Attunement 2: the creature may now attune to 2 items or use 4 unattuned magical items.
Attunement 3: the creature may now attune to 3 times or an unlimited ammount of unattuned magical items.


Created by

metaleclipse.

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