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# Summoner A *dark-skinned human woman clad in dark robes leaves a run-down wooden shack, and is immediately approached by several men in armor, wielding spears. With a few quick gestures and arcane mumbles, a white dragon is conjured forth from seemingly nothing, and is commanded by the woman to attack. The dragon obliges, tearing the armored assailants to shreds.* *An orc chieftain with uncharacteristically high intelligence gazes upon a group of bandits coming to raid his village, stroking the head of a brown bear by his side. With a single point and a booming shout, the bear charges forth as an arrow flies, piercing the shoulder of the leader of the brigands, as the beast tears through the legs of the same fool.* *A pale-skinned elf walks along a road, late at night, carrying a wooden puppet, cradling it in his arms like a child. Suddenly, two hooded figures intent on assassinating the elf jump out at him, wielding daggers. Quickly, the puppet springs to life, and leaps onto one of the assassins, as a specter materializes behind the other figure, and quickly rips out its life force.* While conjuration of creatures might not be a kind of magic unique to any sort of caster, there are few who are as adept at beckoning forth and controlling a larger variety of creatures than a summoner. They may lack knowledge in the fine art of spellcraft, but what they miss out in spells, they make up for in monsters. ### Conjurers of the While most adventurers change from their muscles getting their stronger, their minds getting sharper, or their reflexes being enhanced, summoners have bodies that dramatically shift and change in shape, growing monstrous qualities; either gaining the instincts and muscle memory of a carnivore, sprouting new limbs, flesh that rapidly regenerates, or anything in between. Particularly powerful summoners can eventually control their body's form at will, making them unpredictably deadly; one day they may focus on aspects making them a stealthy choking hunter, while another they may be a flying nightmarish being. ### Monsters of Men From their seemingly inhuman bodies, summoners are not often treated as a person should be; instead, many of them are feared just as much as the monsters most adventurers slay. While not all summoners are evil, this fear is not unfounded; many evil lycanthropes, vampires, and similar creatures are also summoners. Due to this, most summoners try to hide what they truly are from the world; they may wear a blindfold over their insectoid eyes, a mask over their vampiric fangs, or cover their body in armor or robes to hide plant-like or metallic flesh. \columnbreak
### Creating a Summoner As you create your summoner character, think about the source of your power. Were you born with your powers, or did they arrive later in life? Do you see your powers as a curse, or do you think of them as a blessing? Furthermore, think about how others treated you earlier in life. Did anyone know about your monstrous powers, and if so, how did they find out? Were you ostracized for your oddities, or accepted despite them? Was anybody you know hurt from you having your powers, either directly or indirectly? Ask your DM about how summoners are seen in your campaign world; in one world, they might be seen as blessings from the gods, as champions to defend. Meanwhile, in another, they could be perceived as vile and disgusting like how most worlds see lycanthropes. #### Quick Build You can make a summoner quickly by following these suggestions. First, put your highest ability score in Strength, followed by Constitution. Second, choose the hermit or urchin background. Thirdly, choose a battleaxe and shield, 5 javelins, and an explorer's pack. Finally, choose the Insect Bloodline and the Adapted Eyes basic evolution.
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##### The Summoner | Level | Proficiency Bonus | Summoning Points | Features | Cantrips Known | |:---:|:---:|:---:|:---:|:---:| | 1st | +2 | 1 | Cantrips, Summoning | 3 | 2nd | +2 | 2 | Conjurer's Soul, Summon Monster (CR 1) | 3 | 3rd | +2 | 3 | Overcharge Summons | 3 | 4th | +2 | 4 | Ability Score Improvement | 4 | 5th | +3 | 5 | Improved Summons | 4 | 6th | +3 | 6 | Soul Feature, Summon Monster (CR 2) | 4 | 7th | +3 | 7 | Additional Monster Type | 4 | 8th | +3 | 8 | Ability Score Improvement | 4 | 9th | +4 | 9 | Summon Monster (CR 3) | 4 | 10th | +4 | 10 | Soul Feature | 5 | 11th | +4 | 11 | Improved Overcharge Summons | 5 | 12th | +4 | 12 | Ability Score Improvement, Summon Monster (CR 4) | 5 | 13th | +5 | 13 | Additional Monster Type (2) | 5 | 14th | +5 | 14 | Soul Feature | 5 | 15th | +5 | 15 | Summon Monster (CR 5) | 6 | 16th | +5 | 16 | Ability Score Improvement | 6 | 17th | +6 | 17 | Monstrous Commune | 6 | 18th | +6 | 18 | Summon Monster (CR 6) | 6 | 19th | +6 | 19 | Ability Score Improvement | 6 | 20th | +6 | 20 | Pactmaker | 6
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## Class Features As a summoner, you gain the following class features. #### Hit Points ___ - **Hit Dice:** 1d6 per summoner level - **Hit Points at First Level:** 6 + your Constitution modifier - **Hit Points at Higher Levels:** 1d6 (or 4) + your Constitution modifier per summoner level after 1st #### Proficiencies ___ - **Armor:** Light armor - **Weapons:** Daggers, darts, slings, quarterstaffs, light crossbows - **Tools:** None - **Saving Throws:** Intelligence, Wisdom - **Skills:** Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion \columnbreak .
#### Starting Equipment You start with the following equipment, in addition to the equipment granted to you by your background. * (*a*) a light crossbow & 20 bolts or (*b*) a quarterstaff * (*a*) a component pouch or (*b*) an arcane focus * (*a*) a dungeoneer's pack or (*b*) a scholar's pack * Leather armor and a dagger ### Cantrips From your knowledge of magic allowing you to conjure monsters, you also know basic cantrips. You know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Summoner table. \pagebreakNum #### Spellcasting Ability Intelligence is your spellcasting ability for your wizard cantrips, since you learn them through arcane knowledge. You use your Intelligence whenever a cantrip refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a summoner cantrip 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 ### Summoning From constant studying of monsters and their atttributes, you have learned how to summon them. ***Summoning Points.*** You have 1 summoning point, and you gain more as you reach higher levels, as shown in the Summoning Points column of the Summoner table. You can never have more summoning points than shown on the table for your level. You regain all spent summoning points when you finish a long rest. ***Summon Familiar.*** You can cast the *find familiar* spell as an action by expending 1 summoning point, ignoring the normal material components needed. When cast in this way, the familiar can be any of the normal options, or it can also be an imp, pseudodragon, quasit, or sprite. On your turn, you can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. ### Conjurer's Soul Starting at 2nd level, your summoning magic takes on aspects of your spirt, your being, known as your conjurer's soul. Choose from the Abomination's Soul, General's Soul, Puppetmaster's Soul, Umbral Soul, and the Warrior's Soul, all featured at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. ### Summon Monster Also, at 2nd level, you can summon monsters using your magic. ***Monster Type.*** Choose one creature type from the following: construct, dragon, elemental, fiend, monstrosity, ooze, plant, undead. You can summon monsters of this creature type, as well as beasts. ***Summoning Monsters.*** As an action, you can expend 1 summoning point to summon a creature of your choice of CR 1 or lower of a type you can summon, at a point within 30 feet of yourself. You can only have one monster summoned at a time (your familiar does not count towards your one monster, though it counts as a summon for all other features excepting Summon Monster). If you summon a new monster, the previous monster disappears. Your summoned monster can be summoned for a number of hours equal to half of your summoner level, after which it disappears. At 6th, 9th, 12th, 15th, and 18th levels, you can summon monsters of higher CRs, as shown on the Summoner table. If you summon a monster of a CR higher than 1, you must spend summoning points equal to the CR of the monster. ***Controlling Summons.*** Your summoned monster acts on your initiative, though it doesn't take an action unless you command it to. On your turn, you can verbally command your summon where to move (no action required by you). You can use your bonus action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. If you are incapacitated or absent, your summon acts on its own, focusing on protecting you and itself. It never requires your command to use its reaction, such as when making an opportunity attack. ### Overcharge Summons At 3rd level, you can infuse your summons with magic. When you summon a creature, you can spend additional summoning points above the normal cost required. For each summoning point you spend in this way, the creature gains 3 temporary hit points which last for the duration of its summon, and while it has these temporary hit points, it gains a bonus to its attack and damage rolls equal to your Intelligence modifier. ### 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.
### Improved Summons Beginning at 5th level, your summons become more mighty. Creatures you summon gain the following benefits: - The creature’s hit point maximum is increased by an amount equal to your summoner level. - The creature adds your proficiency bonus to its weapon damage rolls. ### Additional Monster Type By 7th level, you have learned how to conjure more creatures. You can choose another creature type from the following list to summon that you have not chosen already: construct, dragon, elemental, fiend, monstrosity, ooze, plant, undead. At 13th level, you choose another creature type. ### Improved Overcharge Summons Starting at 11th level, when you overcharge a creature you summon, it gains 5 temporary hit points for each additional summoning point spent, instead of only 3. ### Monstrous Commune Beginning at 17th level, you can communicate with all manners of creatures. Creatures of a creature type you can summon understand everything you say, even if it does not understand any languages. If it does not understand any languages, then it can only understand simple concepts and emotions. \pagebreakNum \columnbreak ### Pactmaker By 20th level, you can bind a single immensely powerful creature to your command. As a 10-minute ritual in which you touch a willing creature of CR 9 or lower, you bind it to your service as a creature you can summon. At the end of the ritual, the creature disappears, and can be summoned like any other creature through your Summon Monster feature. However, if it dies, it must be brought back through resurrection magic or similar, as normal. You may only have one creature bound to you in this way, and if you bind another, then the connection with the previous creature is broken, and it immediately is summoned to the last location you summoned it at, or the closest unoccupied space if that space is occupied.
## Conjurer's Soul All summoners put aspects of themselves in their magic, from their connection to the monsters they bring forth tethering the creatures to their very essence. Due to this, their magic manifests powers based on their deepest desires; vengeance, a desire for control, the thrill of combat, among others. ### Abomination's Soul Your connection to the monsters you conjure is deeper than that of most summoners, allowing their powerful essence to mix itself with your own form. While you may be seen as an abomination due to the powers you possess from your connection, you are a ferocious one. This soul might come from a deep desire to cause extreme pain to others, a love of brutality or death, a love of monsters and a wish to be like them, or possibly even a hatred of one's own self, and wanting to change your body to be something else. #### Skinshift When you choose this soul, at 2nd level, you gain the ability to turn into creatures you could normally summon. As an action, you can spend summoning points equal to the cost of summoning a monster you could normally summon, and turn yourself into the creature, instead of summoning it. While shifted into a monster, the following rules apply: - Your game statistics are replaced by the statistics of the creature, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them. \pagebreakNum
- When you transform, you assume the creature's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious. - You can't cast spells or summon creatures, and your ability to speak or take any action that requires hands is limited to the capabilities of your creature form. Transforming doesn't break your concentration on a spell you've already cast, however, prevent you from taking actions that are part of a spell, such as *call lightning*, that you've already cast, or dispel any monsters you had summoned. - You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense. - You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form. You can stay shifted for a number of hours equal to half of your summoner level. You then revert to your normal form unless you expend the appropriate amount of summoning points. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. #### Magical Strikes. At 6th level, your attacks while shifted count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.
#### Reknit Flesh At 10th level, your form regenerates itself. You gain temporary hit points equal to your Intelligence modifier (a minimum of 1) at the start of each of your turns. #### Improved Multiattack By 14th level, your swiftness in attacking increases. If you shift into a form that has a Multiattack action, you can make one more of any of the attacks that are part of the action when you take it. If your form lacks the Multiattack action, then you can, instead, attack twice instead of once when you take the Attack action using the form on your turn. ### General's Soul Like a commander to his soldiers, your monsters are connected to your from your absolute authority and tactical knowledge. You can direct both your allies and your monsters, inspiring them with your magical tactical power. This soul could come from a desire to lead people, either out of a strong sense of justice, or from a want to be powerful and command others. It may also come from believing that you know better than others, and telling others what to do will help them in some way. #### Trusted Advisor When you choose this soul, at 2nd level, you can advise others about the best course of action. You gain proficiency in Persuasion if you did not have it already, and can use your Intelligence modifier instead of your Charisma modifier for Persuasion checks you make. If you are already proficent in Persuasion, you gain proficiency in one of the following skills, instead: Deception, History, Insight, Intimidation. #### Tactics Also, at 2nd level, your tactical mind can make use of advanced commands and tactics on the battlefield. **Orders.** You learn three orders of your choice, which are detailed under “Orders” below. You learn two additional orders of your choice at 6th, 10th, and 14th level. **Saving Throws.** Some of your orders require saving throws. If they do, the DC for these saving throws is your spell save DC. #### Master of Tactics Starting at 6th level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you. #### Mystic Authority Beginning at 10th level, you can invoke your authority over all creatures. You can spend 1 or more summoning points to cast *command* at a level equal to the amount of summoning points spent, to a maximum level equal to half of your summoner level (maximum 9th level). #### Soul of Power By 14th level, you soul is infused with magical energy. Your maximum number summoning points increases by 5. \pagebreakNum #### Orders The orders are presented in alphabetical order. ***Ambush Tactics.*** As a reaction to a creature within 30 feet of yourself making an attack roll on a creature that hasn't taken a turn in the combat yet, you can spend between 1 and 5 summoning points. For each summoning point spent, the creature deals an additional 1d6 damage to the creature. ***Bastion's Block.*** As an action, you can spend 1 summoning point to direct yourself or an ally to defend another. When you do so, choose either a friendly creature who can see or hear you within 60 feet of yourself, or yourself. Until the start of your next turn, when an allied creature within 5 feet of the chosen creature is attacked, the creature can use its reaction to change the attack's target to itself. ***Break Morale.*** As an action, you can spend 1 summoning point to strike fear into the heart of one creature within 30 feet of yourself, forcing it to succeed on a Wisdom saving throw or be frightened of you for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. ***Claim Land.*** As an action, you can spend between 1 and 3 summoning points to claim the land around you, for 1 minute. All space within (5 x the amount of summoning points spent) feet of you is difficult terrain for creatures of your choice, for the duration. ***General's Strike.*** As an action, you can spend 1 summoning point to command an ally to strike. When you do so, choose a friendly creature who can see or hear you. That creature can immediately use its reaction to make one weapon attack. ***Inspiring Surge.*** As an action, you can spend between 1 and 3 summoning points to inspire one of your allies to fight on. One willing creature within 30 feet of yourself gains temporary hit points equal to your summoner level + 5 x the amount of summoning points spent, which last for 1 minute. \columnbreak ***Intercept Enemy.*** As a reaction to a creature within 60 feet of yourself moving, you can spend 1 summoning point to point out a flaw in their movement. One allied creature of your choice within reach can make an opportunity attack on the target, regardless of if it moved out of their reach or not, even if it took the Disengage action. ***Phalanx.*** As an action, you spend 1 tactics point to inform an ally of attacks flying towards them. When you do so, choose one creature who can see or hear you within 30 feet of yourself. Until the start of your next turn, all ranged attacks have disadvantage on that creature. ***Prepared for Battle.*** As a reaction to rolling initiative, you can spend 1 summoning point to give you and up to 6 creatures of your choice a bonus to initative equal to your Intelligence modifier (a minimum of +1). Also, if you do so, you can swap your place in the initiative order with one willing creature. ***Regain Morale.*** As an action, you can spend 1 summoning point to clear an ally's mind of outside influence. When you do so, choose one creature who can see or hear you within 30 feet of yourself. If the creature is charmed or frightened, it can repeat the saving throw against the effect, ending the effect on a success. ***Repeat Attack.*** As a reaction to a creature within 60 feet of yourself missing an attack made with the Attack action, you can spend 1 summoning point to allow them to immediately make one more attack as part of the same action. ***Tactical Shift.*** As an action, you can spend any number of summoning points to shift an amount of creatures. An amount of creatures of your choice equal to the amount of summoning points spent can use their reaction to move up to half of their movement speed, without provoking opportunity attacks. \pagebreakNum ### Puppetmaster's Soul Your connection to monsters you summon is very direct, appearing as though you are pulling your minions to act directly. Wooden puppets bob and weave through the battlefield as your summons tear your foes to ribbons, the puppets assisting that which you desire them to. This soul could come from a desire to control others, either from benevolence or malice, or it might stem from wanting to have more control of your life. Alternatively, it could just be from a childish love of playing with toys, amplified to animating toys. #### Bonus Proficiency When you choose this soul, at 2nd level, you gain proficiency in woodcarver's tools. Over the course of a long rest, you can carve a Tiny sized block of wood into a puppet, using woodcarver's tools. #### Puppeteering Also, at 2nd level, you can animate puppets using summoning points. As an action, you can spend at least 1 summoning point to animate one of your puppets, for a number of hours equal to the amount of points spent. A puppet uses the statistics for an animated puppet (found later in this document), but also has an amount of temporary hit points equal to 10 x the number of summoning points spent on it. You can use your action to command the puppet to move and take any action it would be able to. The puppet cannot be farther than 60 feet from you at any time, and if you fall unconscious, drop to 0 hit points, or die, the puppet falls prone and cannot take any actions until you can give it commands once more. Your animated puppet counts as a summoned monster for all your Summoner features involving them, such as Improved Summons, but does not count towards your one summoned monster from the Summon Monster feature, and cannot be affected by Overcharge Summons. #### Powerful Puppet Starting at 6th level, when you command your puppet to take the Attack action, it attacks twice, instead of once. Also, your puppet's attacks count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage. #### Forced Dance Beginning at 10th level, your strings can temporarily control other creatures. As an action, you can spend 1 summoning point to force a creature within 30 feet of yourself to succeed on a Wisdom saving throw as your strings try to rip away its free will. On a failed saving throw, the creature must use its reaction to move up to half of its movement speed and make one attack on a creature of your choice within range. #### Dark Puppeteer By 14th level, your puppet strings can control almost any creature. You can spend 8 summoning points to cast *dominate monster*. After casting *dominate monster* in this way, you must take a long rest before doing so, again. ___ > ## Animated Puppet >*Tiny construct, unaligned* > ___ > - **Armor Class** 14 + its summoner's Intelligence modifier > - **Hit Points** Its summoner's Intelligence modifier + its summoner's level > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|10 (+0)|16 (+3)|4 (-3)|8 (-1)|8 (-1)| >___ > - **Damage Immunities** poison, psychic > - **Condition Immunities** charmed, exhaustion, frightened, paralyzed, petrified, poisoned > - **Senses** passive Perception 9 > - **Languages** - > ___ > ***False Appearance.*** While the animated puppet remains motionless, it is indistinguishable from a normal puppet > > ***Magical Marionette.*** The animated puppet's Strength and Dexterity scores are equal to its summoner's Intelligence score, and it uses its summoner's proficiency bonus instead of its own. > > ***Puppetmaster's Armor.*** The animated puppet's armor class is equal to 14 + its summoner's Intelligence modifier. > > ### Actions > ***Slam.*** *Melee Weapon Attack:* +3 to hit, 5 ft., one target. *Hit:* 5 (1d8+1) bludgeoning damage.
\columnbreak \pagebreakNum ### Umbral Soul Your connection to monsters is one that is as black and dark as the abyss itself, using your body's life force as a conduit to bind them to the material plane. Many who have this soul are feared, known as "dark mages", from the source of their power being negative emotions. This soul comes almost exclusively from negative emotions, which could be a desire for vengeance for being wronged greatly, hatred for a group of people for personal reasons, or from some other kind of extreme emotional pain. #### Superior Life Force When you choose this soul, at 2nd level, your hit point maximum increases by an amount equal to your Intelligence modifier + 2 (a minimum of 3), and increases by 1 again whenever you gain a level in this class. #### Sacrifice Also, at 2nd level, you can sacrifice your life force to empower your magic and summons. You have a sacrifice die, which is a d4. Whenever you roll for damage with a summoner cantrip, or one of your summoned monsters rolls for damage with an attack, you can take damage equal to your sacrifice die, and add the result multiplied by 2 to the damage dealt. You can only use this feature on a cantrip once per turn. Your sacrifice die increases by 1 size at 6th (d6), 10th (d8), and 14th (d10) levels. #### Improved Cantrips Starting at 6th level, you learn an additional cantrip of your choice, which needn't be from the wizard spell list, and it counts as a summoner cantrip for you. Also, you add your Intelligence modifier to one damage roll of your summoner cantrips. #### Shadow Shell Beginning at 10th level, as an action, you can spend 5 summoning points to cover yourself or a willing creature within 10 feet of yourself with a shadowy barrier, for 1 minute. While a creature has this barrier, it gains temporary hit points equal to 5 + half of your summoner level (rounded up) at the start of each of its turns, has resistance to all damage except radiant, and cannot move or take any actions except for the Cast a Spell action. The shell can either be dispelled by a *dispel magic* spell (treating it as a 5th level spell) or as a bonus action by you. #### Link of Hate By 14th level, your wrath manifests as pure pain. As an action, you can spend 1 summoning point to force one creature within 30 feet of yourself to succeed on a Charisma saving throw (a willing creature can choose to fail) or be linked with you, for 1 minute. Whenever you take damage within the minute, you instead take half of the damage (rounded up) and the other creature takes the same amount of damage. The other creature's damage cannot be reduced in any way. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. \pagebreakNum
### Warrior's Soul You wield your connection to monsters as one would wield a sword or shield; simply, directly, and powerfully. While most summoners would stay on the backlines, you head forth to destroy your foes in tandem with your summoned monsters, becoming a duo of destruction. This soul could come from a wish to be a great hero or warrior, a desire to be seen as strong or powerful, or it could come from being from a bloodline of warriors and wishing to fulfill some kind of destiny relating to it. Alternatively, it could also come from a belief that one cannot trust others to do jobs right, and that you must do everything yourself if you want it done right. #### Bonus Proficiencies When you choose this soul, at 2nd level, you gain proficiency in medium armor, shields, and martial weapons. #### Conjurer's Weapon Also, at 2nd level, you can infuse your summon's might into your weapon. When you summon a monster, you can choose for a weapon you are wielding to take on special properties based on the monster, which last until the monster is dispelled. The weapon becomes magical if it wasn't already, and gains another property based on the summon's creature type. | Creature Type | Weapon Property | |:---:|:-----------:| | Beast | Your summon has advantage on the first attack it makes on each of its turns. | | Construct | When you hit a creature with this weapon, it is shoved 5 feet away from you in a straight line. | | Dragon | On a hit, this weapon also deals 1d6 acid, cold, fire, lightning, or poison damage. | | Fiend | You gain resistance to cold, fire, and poison damage. | | Monstrosity | As a reaction to a creature within 5 feet of you being attacked, you can make one attack with this weapon on that creature. You do not add your ability modifier to the damage of this attack.| | Ooze | Once per turn, when you hit a creature with this weapon, its movement speed is reduced by 10 feet until the end of its next turn. | | Plant | When you take the Attack action, you can use your bonus action to try and grapple your target. | | Undead | When you hit a creature with this weapon, you gain temporary hit points equal to your Intelligence modifier (a minimum of 1), which last until the start of your next turn. | #### Extra Attack Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. #### Unbreakable When you reach 10th level, you become a paragon of fortitude. When you are subjected to an effect, such as a green dragon’s poisonous breath or a *blight* spell, that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail. #### Avatar of War By 14th level, you can manifest your soul into a powerful form. You can spend 6 summoning points to cast *tenser's transformation*. You have advantage on all Constitution saving throws made to keep your concentration on this spell. After casting this spell in this way, you must take a long rest before doing so, again.