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ummoners call forth creatures and powerful Proficiencies
beings from the world or even beyond to do battle Armor: None
on their behalf. Some summoners do battle next Weapons: Simple weapons
to their summons, trating them as equal partners Tools: None
in their adventures. Others perfer to use them as
front line warriors while they unleash their Saving Throws: Constitution, Charisma
magics from safety. Yet other summoners step Skills: Choose two from Animal Handling, Arcana,
use the magic on their summons to stregthen themselves and Deception, Insight, Persuasion, Religion.
use their summons as another tool to greater glory.In all Equipment
cases, summoners create bonds with these summons as they You start with the following equipment, in addition to the
journey, often gaining them from defeating them in combat or equipment granted by your background:
doing a great deed for them. Through these bonds and the
summoners magical power, inate or learned, they can (a) a light crossbow and 20 bolts or (b) any simple weapon
manifest those creatures where ever and whenever to aid (a) a component pouch or (b) a arcane focus or (c) a divine
them. Summoners might journey for all the usual reasons but focus
gaining new summons and bonds is a key part of their (a) a dungeoneer's pack or (b) a explorer's pack
endevors. (a) a quarterstaff or (b) a dagger
Summoner Magic Spellcasting
Summoners often begin their journeys dabbling in one of the Your dabbling in the magical arts has given you the ground
other forms of magic, most have some ability with either the work of future power. Whether this training was formal, self-
arcane or divine magics. It is at somepoint thereafter that discovery, or granted by the gods or another higher power you
they find that their magic is unique and that they can form have power within your self, waiting to spring forth. This
bonds with monsters and people alike far in advance of the magic, whatever its source, fuels your spells. You may choose
normal day to day bonds we share. These bonds thru magic your spell casting background, you must choose from Bard,
transcend distance, time and even death itself. Allowing a Druid, Cleric, Sorcerer, Warlock or Wizard. This choice will
bonded individual to come to the aid of the summoner in effect which spells you may learn as you level.
times of need. These summons tax the magical power of the
summoner and must be carefully controlled. Cantrips
At first Level you learn 3 cantrips from your selected classes
Bonds spell list. You will learn additional cantrips from this class
spell list at later levels.
A Summoner forges a magical bond with each summon they
possess. These summons can range from very normal Spell Slots
creatures ( a typical housecat for instance) all the way to The Summoner Table shows how many spell slots you have
mythical creatures of legend (The Great Silver Wyrm to cast spells of 1st level or higher. To cast one of these spells
Thanathos). Each summon is unique and has its own reason you must spend a slot of the spell's level or higher. You regain
for joining with a particular summoner. For some creatures, all spent spell slots when you finish a long rest.
the bond is forged in friendship and mutual respect. For
others, it is out of fear and respect for the power of the Spells known of 1st level and higher
summoner or its allies. Others will join for their own reasons, You know 2 spells of 1st level of your choice from your
perhaps a deal struck to serve in this life for the summoners selected class spell list. The spells known column of the
servitude in the next. And yet others for the promise of Summoner table shows you when you may learn new spells
treasures and glory. of your choice. Each of these spells must be of a level for
which you have spell slots. For instance. when you reach 4th
Class Features level in this class, you may learn a new spell of 1st or 2nd
level. You do not prepare spells but instead learn them as a
As a Summoner, you gain the following class features Sorcerer would.
Hit Points Additionally, when you gain a level in this class you can chose
Hit Dice: 1d6 per Summoner level one of the spells you previously learned and replace it with a
Hit Points at 1st Level: 6 + your Constituion modifier new spell from the same class list and for which you have
Hit Points at Higher Levels: 1d6 (or 4) + your Constituion spell slots.
modifier per Summoner level after 1st

PART 1 | Summoner 1
The Summoner
Proficiency Cantrips Spells Summoned
Level Bonus Features Known Known 1st 2nd 3rd 4th 5th Bonds
1st +2 Summoned Bonds, Summoning 3 2 2 2
2nd +2 3 3 3 4
3rd +2 Summoner's Path 3 3 3 6
4th +2 Ability Score Improvement 4 4 3 2 8
5th +3 Infused Summons 4 4 4 2 10
6th +3 Summoner's Path, Summoner's 4 5 4 2 1 11
7th +3 4 5 4 3 2 12
8th +3 Ability Score Improvement 4 6 4 3 3 1 13
9th +4 Summoner's Resolve, Summoner's 4 6 4 3 3 2 14
10th +4 4 8 4 3 3 2 1 15
11th +4 5 8 4 3 3 3 1 16
12th +4 Ability Score Improvement 5 9 4 3 3 3 2 17
13th +5 Summoned Ferocity 5 9 4 3 3 3 2 18
14th +5 5 10 4 3 3 3 2 19
15th +5 Summoner's Path 5 10 4 3 3 3 2 20
16th +5 Ability Score Improvement, 5 11 4 3 3 3 2 21
17th +6 5 11 4 3 3 3 2 22
18th +6 5 12 4 3 3 3 3 23
19th +6 Ability Score Improvement, 5 12 4 3 3 3 3 24
20th +6 Beseech The Heavens 5 12 4 3 3 3 3 25

Spell Casting Ability High level summons

Charisma is your spellcasting ability for your spells. Your It should be noted that DM's can greatly influence
magic and summoning ability are dependent upon the power the power of this class by which summons they
of your bonds with your summons and your will. You use make available. Greater care should be taken in the
Charisma whenever a spell refers to your spellcasting ability. overall encounter design to allow Summoners a
In addition, you use your Charisma modifier to set your spell chance for unique summons but also to keep the
save DC and when making a spell attack roll. power of said summons in check with the rest of
the party.
Spell Save DC = 8 + your proficiency bonus + your charisma High Level or more powerful summons will not
modifier come cheap. Most will require clever roleplay and
promises to obtain, even an epic quest or two. A
Spell Attack modifier = your proficiency bonus + your powerful dragon may join your cause but each time
charisma modifier it is summoned, may cost you a wagon of gold. Or a
Demon may require you to be his summons in the
next life.
Please note that while summoners can gain a
summon of any CR. They may not be able to
summon it until they themselves have reached a
level of experience where they can control that

PART 1 | Summoner
Summoned Bonds If you are incapacitated or absent, your summons will fail
and the creature return to its natural space. You may dimiss a
A Summoner beings with 2 Summoned Bonds at 1st level. summon at any point. If a summons is reduced to 0 hp they
The number of bonds increases at each new level. Totaling 25 are dimissed automatically and cannot be summoned again
at 20th level. Each bond represents a creature or entity the until 24 hours have passed. Summons last for a number of
summoner has formed a magical link with. Take time to think rounds depending on their CR. They last from the moment
of what sort of creatures you may have bonded with on your summoned until the end of your turn on the round the
journy so far. Summoners may bond with creatures of any summons ends. For example, you would summon a CR 18
CR. Likewise, Summoners may bond with all creature types Red Dragon, you would get one turn to command it to attack
except living humanoids. and then it would fade at the end your turn. You may not use
A Summoner creates these bonds in mutiple ways. In the legenday actions of the creatures you summon. You may only
case of creatures with low intelligence scores (3 or less), have one creature summoned and one use of summoning
defeating them in combat may be enough to gain their loyalty. active at a time.
If defeated in combat an Arcana (magical creature) or Handle
Animal (non-magical) check DC 20 would suffice to learn to Summons duration
summon such a creature. If a character were to defeat but not Cr # of Rounds
kill a creature a bargain or some roleplay could significantly 0-10 1 minute (10 rounds)
impact their ability to gain the summon. For instance,
showing mercy or aiding a good aligned creature would likely 11-16 2 rounds
gain you their loyalty outright or lower the check atleast. 17-20+ 1 attack (1 turn)
Gaining the bond of an intelligent creature (Int of 4 or
greater) will require roleplay and the DM's discretion. You may use this ability 2 times per short rest. Summoning
a creature of CR/Level 12 and higher results in a level of
Summoning exhaustion at the end of the cast. A summoning of CR 17 and
At 1st level, as an action you may manifest a creature you higher results in 2 levels of exhaustion. The greater the
have bonded into the material plane. This creature need not power of the summons the greater the strain on you and your
come from another plane. The creature appears at a point magic.
you designate within 10 ft. of you. While summoned your
bonded creature requires your constant concentration to Summoner's Path
maintain its form. You must maintain concentration on it to At third level you may choose from one of the three presented
maintain the cast. Casting a spell that requires concentraion Summoner archetypes. The Battle Summmoner, the Master
will cause your summons to fail and your bonded creature to Caller or the Reaper. You gain additional abilites at this level
return to its natural space. While maintaing the summons if and as you level in this archetype at 6th, 10th and 15th levels.
you take damage you must succed at a Constitution saving Details are at the end of the class.
throw DC equals 10 or half the damage taken whichever is
higher, failure results in a loss of the summons. Ability Score Improvement
You may only summon creatures that you have bonded and At 4th level and again at 8th, 12th, 16th and 19th level you
they must have a CR equal to or below one half (1/2) of your gain an ability score improvement or feat. You may increase
Summoner level. At 1st level, you may summon creatures of one stat of your choosing from Strength, Dexterity,
CR 1/2 or lower. Constitution, Intelligence, Wisdom, and Charisma by 2 points
or increase two scores by 1. If using the variant feat rules you
While summoned a bonded creature will act on your initiative may forego the ability score increases and instead choose a
count. It does its best to aid you. It must be commanded to Feat detailed in the players handbook.
act however. On you turn, you can direct your bonded
summons where to move (no action required by you). You can Infused Summons
use your action to command it to take the Attack, Dash,
Disengage, Dodge, or Help actions. Your summons may make Beginning at 5th level, you have become quite adept at
reactions as normal without direction from you. When influencing your summons with your own magic power.
directed to attack, your summons may make one attack from When summoning a bonded creature you may spend a spell
its list of abilities (your choice). You may not choose to slot to grant the creature a bonus to its Attack, AC, Damage,
multiattack. Saving throws and any Skills it has equal to your proficiency
bonus. You cannot infuse a creature of CR 10 or higher.
Summoner's Authority
At 6th level you have improved your hold and command over
your summons to such a degree that the two of you act closer
to a single unit. Commanding your summons now only takes
a bonus action on your turn.

PART 1 | Summoner 3
Summoner's Resolve Two As One
At 10th level, you have become so attuned to summoning that At 15th level, your summons and you act as one on the battle
it takes less focus to maintain them. You no longer lose a field. Anytime you use a spell slot to infuse a summon with
summons due to taking damage and failing the concentration your magic you also gain any resistances/immunities that
check. Summons still take your concentration to maintain for your summon may have. In additon you gain and share a pool
the purposes of casting other concentration spells, however. of temporary HP equal to your summoner level + your
summons CR. You may renew this temporary HP pool by
spending another spell slot, however each time you do it is
Summoned Ferocity reduced by 5 hp in total. This ability refreshes to full upon
At 13th level your summons may now use multiattack if they completeing a long rest.
possess these abilities in their stat blocks.
Master Caller
Beseech the Heavens A Master Caller is the epitome of Summoners. They focus
At 20th level, your power over summoning creatures totally on their art and are rewarded for their tireless practice
influences the gods themselves. You may now have two uses with the most intricate and powerful of summons. They can
of summoning active at the same time. In addition, when you call on the powers of Ancient Dragons, Celestial beings,
have both uses of summoning active you may sacrifice both Demons, and even the Gods themselves. Master Callers
summons to summon a creature of CR 21+ as determined by summon creatures like wizards light candles. Even the most
the DM. This creature appears at the beginning of your next powerful of creatures bend to there will.
turn and lasts for 1 turn, it unleashes it most devestating
attack or attacks on your enemies and vanishes as quickly as Summoned Magic Mastery
it came. At 3rd level, when you cast a spell you may have it target your
summoned creature instead of you. Also you may still cast
Summoner Archetypes spells with a bonus action requirement as part of your turn
and still command your summons using your reaction
instead. You may only do this when you cast a spell with a
Battle Summoner bonus action casting time.
The Battle Summoner combines the martial abilties of a Twinned Summons
soldier at arms with the magic might of a summoner. Battle At 6th level,summoning is childs play. You may now summon
Summoners refuse to sit back and gladly share the risks of two creatures when you would otherwise only summon one
battle with their summons. They fight along side their using one use of summoning. These creatures must not be
summons at the battle's heart; feeding of each others love of over your overall CR limit with their CR combined. For
combat and the chaos it brings. example, a summoner of 6 level may only summon a creature
Bonus Proficiencies of CR 3 or lower, with Twinned Summons they may choose to
At 3rd level, you gain proficiency in light and medium armor, call a CR 2 and a CR 1 creature with one use of Summoning.
along with shields. You also gain proficiency with martial Both creatures follow your direction normally however you
weapons. must use your action to command both creatures in the same
Share Spells Major Summons
At 3rd level, your bond with your summoned creature At 10th level, Your mastery of the art of summoning grows in
transfers any magical effects cast on you (either by yourself or leaps and bounds. You may now summon a bonded creature
a friendly target) to your summons also. You may choose to of CR equal to or less than three-fourths (3/4) of your
not have a spell effect your summons if it would be summoner level. In the case of twinned summons their
transferred in this manner. combined CR's must be equal to or less than three-fourths
(3/4) your summoner level. Rounded down in each case.
Summoned Strike
At 6th level, when your summons sucessfully hits a enemy Limit Break Summoner
with one of its attacks, You may use your reaction to make a At 15th level, the most powerful of creatures recognize your
melee weapon attack against that same creature, as long as potential and bend to your call. You may now summon
you are within range to strike the enemy. creatures of CR equal to your summoner level. In the case of
Split Concentration twinned summons, you are now restricted to summoning two
At 10th level, you may concentrate on a summons and a spell creatures of combined CR equal to or less than your
at the same time. With Summoner's Resovle you no longer summoner level.
need to make rolls to maintain summons from damage. Spell
concentration rules still apply normally.
Reaper Alternatively, you may unleash all charges of soul power in a
blast centered on you or your summon. This attack deals 16
Reapers are summoners with little regard for the lives they (4d6) necrotic damage per charge of soul power (max 80
take or the bonds they make. Summoned Bonds to a reaper (20d6)) in a 30 ft sphere. Creatures caught in this blast must
are all about power and the means to greater reward. They make a dextrity save versus your spell save DC, taking half
use and abuse their summons as a means to a end, with little damage on a sucessful save. You may sacrifice your summon
regard to their well being during and after a battle. In battle, during this attack to give all creatures disadvantage on the
Reapers move swiftly throughout the battlefield, using saving throw. Sacrificing your summon in this manner does
summons to harass and defend, while they themselves go for not give you the bonus temporary hp or damage boost from
the glory of the kill. They feed on the magical energies their the initial ability. If you are currently under the effects of your
bonds provide and turn it against their foes. enhanced infusions then the damage of this ability changes to
the element you have selected. After you use this ability you
Bonus Proficiencies may not use it again until after you have completed a short or
As a Reaper, at 3rd level, you gain proficiency in light armor long rest.
and the following martial weapons: Flail, Glaive, Halberd,
Morningstar, Pike, Trident and Scythe.
Soul Power
Summoned Shield Soul Power manifests has dark energy whirling
As a 3rd level Summoner you gain the ability to summon a around the reaper. You may hold a number of
creature as a shield when struck in combat. As a reaction, charges of soul power equal to your charisma
when you be damaged by an attack you may summon a modifier any more gained is lost in the chaotic
creature as per summoning in between yourself and the eddy of power around you and escapes your will's
attack. The summoned creature then is subject to the attack hold.
as normal in your place. You may not use this ability if you
have no uses of summoning left. You may not use your
infused summoning in conjugtion with this ability.
Soul Siphon
At 6th level, whenever you or your summon deal a blow which
reduces an enemy to 0 hp, you gain one charge of Soul
Power. In addition, you gain temporary hit points equal to 10
or half of the damage dealt by the attack. You may as a bonus
action use your charge of soul power as a spell slot to
instantly infuse your summons or you may spend it on
yourself granting you advantage on all attacks for a number of
rounds equal to your charisma modifier. You also gain your
charisma modifier on damage to your first successful attack
per round during this buff.
Enhanced Infusions
At 10th level you have seen and tasted the carnage of battle
and relieshed in the killing. When you use your Infused
Summoning or spend soul power to infuse a summon you
may spend an additional soul power charge to change any
damage done by your summon to the element of a damaging
elemental spell that you know.If you choose to spend the
charge on yourself, all damage you deal during the soul
power buff changes to the element of a damaging spell you
know though you must spend a spell slot of the level of the
spell to do so.
Summoning Sacrifice
At 15th level you may sacrifice a bonded creature that you
have summoned to instantly gain a charge of soul power and
infuse yourself with it. When you do so you gain temporary
HP equal to the CR of the summon sacrificed + your
charisma modifier and your bonus to damage on your first
successful attack increases by its CR as well. You also gain an
extra attack during this infusion.

PART 1 | Summoner 45