Summoner

by Nat1Charisma

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Summoner

A human, kneeling on ground, quickly reads over a scroll, before placing his palm down on the parchment. The ink glows for a brief second before an elephant grows into full size from the paper. Once the elephant grows into being, the human and beast work tandem to take down a beholder.

A cloaked figure stands in front of a dragon, as a a trio of ankheg charge toward it, in coordination with the mysterious individual as they release bolts of energy towards the dragon.

Summoners are individuals that have turned to unknown beings for help. In times of desperation or loneliness, these people have made a pact with a being that gives them the ability to call upon creatures from their realm. Either a god of nature, a fiend from the abyss, or a creature from the Far Realm, provides beast, fiend, or monster companions to take on the conflict in their life.

The Summoner
Level Proficiency Bonus Features Cantrips Known Spells Known Spell Slots Spell Slot Level Maximum CR
1st +2 Summoning Pact, Pact Magic, Summoning 2 2 1 1st 1/4
2nd +2 2 3 2 1st 1/4
3rd +2 Healthy Summons 2 4 2 2nd 1/2
4th +2 Ability Score Improvement 3 5 2 2nd 1/2
5th +3 Mastered Summons (0) 3 6 2 3rd 1
6th +3 Summoning Pact Feature 3 7 2 3rd 1
7th +3 3 8 2 4th 2
8th +3 Ability Score Improvement 3 9 2 4th 2
9th +3 Mastered Summons (1/8) 3 10 2 5th 3
10th +4 Summoning Pact Feature 4 10 2 5th 3
11th +4 4 11 3 5th 4
12th +4 Ability Score Improvement 4 11 3 5th 4
13th +4 Mastered Summons (1/4) 4 12 3 5th 5
14th +4 Summoning Pact Feature 4 12 3 5th 5
15th +5 Quicker Commands 4 13 3 5th 6
16th +5 Ability Score Improvement 4 13 3 5th 6
17th +5 Mastered Summons (1/2) 4 14 4 5th 7
18th +5 4 14 4 5th 7
19th +5 Ability Score Improvement 4 15 4 5th 8
20th +6 Mastered Summons (1) 4 15 4 5th 8

Class Features

As a summoner, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per summoner level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per summoner level after 1st.

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons
  • Tools: None

  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from Animal Handling, Arcana, History, Insight, Nature, Religion, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar's pack or (b) an explorer's pack
  • Leather armor, any simple weapon, and two daggers
  • A summoning scroll

Summoning Pact

At 1st level, you have struck a pact with a type of creature: the Pact of the Beast, the Pact of the Fiend, or the Pact of the Monster, each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th and 14th level.

Pact Magic

Your arcane research and the magic bestowed on you by your patron have given you facility with Spells. See chapter 10 for the general rules of Spellcasting and chapter 11 for the warlock spell list.

Cantrips

You know two Cantrips of your choice from the warlock spell list. You learn additional warlock Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

Spell Slots

The Summoner table shows how many Spell Slots you have. The table also shows what the level of those slots is; all of your Spell Slots are the same level. To cast one of your warlock Spells of 1st level or higher, you must expend a spell slot. You regain all expended Spell Slots when you finish a short or Long Rest.

For example, when you are 5th level, you have two 3rd-level Spell Slots. To cast the 1st-level spell Thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher

At 1st level, you know two 1st-level Spells of your choice from the warlock spell list.

You learn a new warlock spell every time you gain a level from 2 through 9, as well as at level 19. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the warlock Spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have Spell Slots.

Spellcasting Ability

Charisma is your Spellcasting ability for your warlock Spells, so you use your Charisma whenever a spell refers to your Spellcasting ability. In addition, you use your Charisma modifier when Setting the saving throw DC for a warlock spell you cast and when Making an Attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier

Spellcasting Focus

You can use an arcane focus as a Spellcasting focus for your warlock Spells.

Summoning

At 1st level, you learned how to summon creatures as part of your pact. The type of creatures that you are able to summon are based on what pact you take: beasts, fiends, or monstrosities.

The Summoner table shows the max challenge rating of a creature that you are able to summon. When summoning creatures, you can summon one up to the specified challenge rating, or summon multiple creatures that add up to or less than your maximum challenge rating.

For example, when you are 5th level, your maximum challenge rating is 1. You can choose to summon either a creature with a CR of 1, 2 of CR 1/2, or 4 of CR 1/4. These summonings do not need to be made at the same time if you choose to summon multiple creatures. You can summon a number of creatures equal to your Wisdom modifier (minimum of one). Once you have summoned up to your maximum CR, you are unable to summon more creatures until you finish a short or long rest.

In order to summon a creature, you need to sacrifice some of your vitality. When summoning, you will sacrifice 1d6 hit points per challenge rating (minimum of 1). You would then roll that amount of dice and reduce your current hit points by that number. For example, if you were to summon a creature with a challenge rating of 3, you would sacrifice 3d6 hit points.

Your summoned creatures obey your commands as best as they can. They take their turns on your initiative, though it doesn't take an action unless you command them to. On your turn, you can verbally command them where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Your beasts have the same proficiency bonus as you for the purposes of attack rolls and can only make one attack on their turn. All of the creatures stay summoned for one hour, or until they either drop to 0 hit points or you go unconscious.

Summoning Scrolls

At 1st level, you start with one summoning scroll for one creature of your choice that is equal to or lower than your maximum CR. Every level after 1st, you gain one more scroll from your pact that is a creature of your choice. All of your scrolls are committed to your memory and can be transcribed onto another scroll for 50gp per CR level.

On your adventures, you may come across scrolls that you can use. You can spend a 8 hours getting to know the scroll and committing it to your memory so that you could use it.

Robust Creatures

Starting at level 3, when you summon creatures, their maximum hit points increase by a number equal to your Summoner level.

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.

Mastered Summons

At 5th level, you can summon creatures with a challenge rating of 0 at will. This summon does not count towards your maximum CR and does not disappear after an hour. You can only have one of these creatures summoned in this way at the same time.

The challenge rating increases to 1/8 at 9th level, 1/4 at 13th level, 1/2 at 17th level, and 1 at 20th level.

Quicker Commands

At 15th level, you can give commands to your summoned creatures as a bonus action.

Summoning Pacts

A summoner gains their abilities from a pact that they make a powerful being from another world, typically not gods, but almost godlike in their power.

Various beings give Summoners access to powers and the ability to summon creatures from their realm for short amounts of time. These beings often have roles in the background and sometimes request favors from their summoners.

Pact of the Beast

Your pact is with a being that resides in a realm much like the material plane. This being may be a god of nature or not, but shares similar abilities with them. Your abilities relate to beasts and the power of beastial fury.

Beast Summoning

The pact of the beast allows you to summon beasts. The scrolls that you get when you level up are scrolls of beasts.

Beast Speech

Starting at 1st level, your pact has made you very familiar with beasts. You can cast speak with animals at will without expanding a spell slot.

Fury of the Beast

Beginning at 6th level, you can summon twice as many creatures between rests.

For example, at 7th level, you can summon two CR 2 creatures or four CR 1 creatures.

Quicker Summons

Due to the abundance of beasts in your beings realm, it is easier to find a beast when summoning. Starting at 10th level, you can summon beasts as a bonus action.

Increased Summons

At 14th level, the amount of creatures that you can have summoned at the same time is now equal to 2 + your Wisdom modifier (minimum of 1).

Pact of the Fiend

Your pact is with a being that typically resides in the lower planes. This being may be a very powerful demon lord or archdevil. Your abilities relate to fiends and their unholy power.

Fiend Summoning

The pact of the fiend allows you to summon beasts. The scrolls that you get when you level up are scrolls of fiends.

Fiend Speech

Starting at 1st level, your pact has made you very familiar with the language of your patron. You learn either abyssal or infernal.

Fiendish Anger

Beginning at 6th level, creatures summoned by you can use their multiattack when taking their attack action.

Demonic Resistance

Starting at 10th level, your pact has started to effect your blood. You become resistant to poison damage and are immune to the poisoned condition.

At 14th level, this resistance has become so strong that you have become immune to poison damage.

Devilish Resistance

At 14th level, your pact has began to effect your skin. You become resistant to fire damage.

Pact of the Monster

Your pact is with a being that resides in a realm made by themselves with creatures that they have created. This being is most likely is not a god, but has powers that even gods fear. Your abilities relate to monstrosities and experimental being.

Monstrosity Summoning

The pact of the monster allows you to summon beasts. The scrolls that you get when you level up are scrolls of monstrosities.

Creator's Connection

Starting at 1st level, you share a telepathic bond with your creatures. Your commands are given telepathically. Additionally, as an action, you can see through one of your creature's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the creature has. During this time, you are deaf and blind with regard to your own senses.

Improved Summoning

Beginning at 6th level, your maximum CR increases by two to a CR of 3. From now on, your maximum CR is two more than the maximum CR on the Summoner class table.

Monster Like Summoning

Starting at 10th level, the being on the other end of your pact has created other strange being that resemble things on the material plane. You can now also summon creature of the ooze and plant type.

Greater Summoning

At 14th level, your maximum increases by two, again, to a CR of 9. From now on, your maximum CR is four more than the maximum CR on the Summoner class table.

Multiclassing Prerequisites

Wisdom 13 or Charisma 13

 

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