The Summoner

by Driverx9

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The Summoner

The Summoner

Gnolls encircle a feeble man, preparing for the slaughter and feast. He mutters an odd word. As they finish space shatters before the gnoll's eyes and a winged demon steps though the break in reality. “Have fun.” The man said.

Caught in the forest by an orcish war band, as they ambush a half elven maiden. With a sly smile you whips her hands out and conjure almost a dozen fey creatures, some small critters that launched themselves straight at the orcs before vanishing like mist, while the other larger brought the very forest to the fight.

An elderly man hobbles through the catacombs of the great city. Scraping and scrabbling echos through out the long hallways, as ghouls dash toward the man. All of a sudden the tunnels are filled with a glowing radiant light, as a troop of celestial are brought forth, weapons glowing and ready to cleanse this site of the undead horrors infesting it.

A summoner is an individual with an almost singular gift, the ability to pull creature form across the planes to act as their allies. However while confined by what it can conjure, with even inexperienced summoners is capable of summoning powerful essences. Given all of this, true summoners tend to be few and far between, with most of those who claim to be, just being conjuration wizards, or warlock with the ture names of a few demon under their belt. However, the Summoner is undisputed the master of this, not needing true names, spells or summoning circles to weave their magic. They use their own essence for their summoning.

Conjuring Essences

Contrary to popular belief, Summoners do not actually bring creatures from far off planes into the world. They break a small piece of themselves off, a memory, a feeling or even a portion of their own soul and cast it into the Astral Sea. From there, they use their innate magic to pull this essence back to them. While doing so, the summoner will allow the essence to reside in a paticular plane of existacne, absorbing it's energies, morphing it into the creatures that the Summoner wields like a blade to destroy their enemies. These essences are to at least some degree, self aware, however being a piece of the summoner makes it very easy to take control of.

Mental Might

The mental strength of a Summoner is unrivaled. Being a Summoner requires it. Even with essences being pieces of ones self, being a summoner demands a level mental resilience that only those that have gazed upon the chaos and remarkable complexity of realities entirety have. Luckily, most summoners have witnessed such things, and as such sundering ones self is childs play.

Creating a Summoner

Where did you develop your skills? Where you trained? Did you learn this technique or were you born with this ability? Is your skill the knowledge of a singular spell, or a series of deals you have made with the essences that they will come to


your aid when you need it? If so, what did you trade in exchange for this help? What is your relationship with your essences? Are they okay with serving you, or are they imprisoned? What are people opinions on you, given you can conjure fiends and aberration? How do clerics feel about your connection with the celestials? Are they jealous of your ability to call them? Or do they dislike you for, as they see it, imprisoning and manipulating the celestial forces? Are there demon summoners that are jealous of skills? Are there people that hate you for your gift and are hunting you? Is that why you became an adventurer, so that when they come, you have some friend to help you. Or were from another plane originally and accidentally shifted yourself to the material plane, and needed to become an adventurer to get the money needed to survive?

Summoner
Level Proficiency Bonus Features Summons Essences
1st +2 Summoning, Control Essence 3 1
2nd +2 Persistent Ally 3 1
3rd +2 Summoner's Expertise 4 2
4th +2 Ability Score Improvement 4 2
5th +3 Improved Summoning 4 2
6th +3 Summoner's Expertise feature 5 2
7th +3 Send Away 5 2
8th +3 Ability Score Improvement 5 2
9th +4 Conjured shield 5 3
10th +4 Greater Essence 6 3
11th +4 Improved Summoning 6 3
12th +4 Ability Score Improvement 6 3
13th +5 Wide Rift 7 3
14th +5 Summoner's Expertise feature 7 3
15th +5 Planar Shifting 7 4
16th +5 Ability Score Improvement 8 4
17th +6 Call From the Beyond 8 4
18th +6 Summoner's Expertise feature 8 4
19th +6 Ability Score Improvement 9 4
20th +6 Master Summoning Unlimited 5

Quick Build

You can make a summoner quickly by following these suggestions. First, make Intelligence your highest ability score, followed by Constitution. Second, choose the Sage background.

Class Features

As a Summoner, you gain the following class features

Hit Points


  • Hit Dice: 1d4 per Summoner level
  • Hit Points at 1st Level: 4 + Constitution modifier
  • Hit Points at Higher Levels: ld4 (or 3) + your Constitution modifier per summoner level after 1st

Proficiencies


  • Armor: Light and Medium armour
  • Weapons: none
  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Arcana, History, Insight, Animal handling, Nature, Religion

Equipment

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

  • (a) a leather armour or (b) scale mail
  • (a) a scholar's pack or (b) an explorer's pack
  • A journal of your life

Summoning

Starting at 1st level you have learnt how to manipulate the barriers between realms to pull through essences that you can take control of. You use a bonus action to summon any number of essences as long as it does not cause the number of essences out to exceed the number in the essences column in the Summoner table. The number of essences you haves summoned at any given time cannot exceed the number shown for your Summoner level in the essences column of the Summoner table.

When you summon essences, you must select an unoccupied place within 60ft. Your essence appears in that location. If you are more than 1000ft for one of your essence, the essence immediately returns to its home plane.

If you are ever reduced to 0 hitpoints, all essences you have summoned return to their home planes.

Once you have summoned the number of times shown for your Summoner level in the Summons column of the Summons table, you must finish a long rest before you can summon essences again.

A summoned essence remains for a number of hours equal to a third your summoner level + your intelligence modifier (minimum 1), or until it is reduced to 0 hitpoints.

When you summon an essence, of each essence summoned, select a lesser essence stat block of any type to be summoned (a lesser essence is any stat block with lesser in its title).

When first summoned, an essences is blind, incapacitated and its movement speed is 0. As a part of the same bonus action you can take control of it. If you do, you become blinded, incapacitated and it’s movement speed is 0.

Control Essences

When you summon an essences you can choose to take control of it. You can only control one essences at a time.

While you have control of an essence you can use its action and bonus action. You cannot take actions with an essence the turn it is summoned if you have already taken an action this turn.

At the start of your turn, if you can change whether you control you or your essence. If you have more than one essence summoned, you select which of your essences you will control for this turn.

If you are not in control of your self, you are blinded, incapacitated and you movement speed is 0.

Persistent Ally

Starting at 2nd level, you can cast Find Familiar as a ritual. Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own.

Summoner's Expertise

When you reach 3rd level, you have developed an expertise in summoning a specific type of planar creature: Diabolist, Alienist, Fey Master, Exalted, Elementalist, all detailed at the end of the class description. Your expertise grants you features at 3rd level and again at 6th, 14th, and 18th 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.

Improved Summoning

Starting at 5th level, you can take control of up to two essences at once.

The number of essences you can have control over increases to three when you reach 11th level in this class.

In addition any attacks made by your essences are considered magical for the purposes of overcoming resistance and immunity.

Send away

Starting at 7th level, you can cast the banishment spell without needing material components. The DC for the saving throw is 8 + proficiently bonus + intelligence modifier. After you do this, you cannot do so again until you finish a long rest.

Conjured shield

Starting at 9th level, when you summon one or more essences, you can grant temporary hitpoints to one of the essences or yourself. The number of temporary hitpoints is equal to your Intelligence modifier + twice your Summoner level (minimum of 1).

After you do this you cannot do so again until you finish a short or long rest.

Greater Essences

Starting at 10th level, when you summon an essence, you can have it use a greater essence stat block rather than a lesser essence stat block (a greater essence is any stat block with greater in its title).

Wide rift

Starting at 13th level, when you summon an essence, creatures within 5ft suffer one of the following effects based on the essences type;

Fiend. All creatures take 3d6 fire damage.

Celestial. All creatures gain 3d8 temporary hitpoints.

Elementals. All creatures are pushed back 5ft.

Fey. All creatures can only make one attack, until the end of their next tun.

Aberrations. All creatures are frightened of the essence until the end of its next turn.

Planar Shifting.

Starting at 15th level, whenever you would move, instead of moving that distance, you can instead teleport to an unoccupied place within range, using the distance moved as the range.

This does not function with forced movement, such as being pushed or mind control.

Call from the Other Side

Starting at 17th level, you can cast the gate spell without needing material components.

After you do this, you cannot do so again until you finish a long rest.

Master summoner

At 20th level you have mastered control over your essences. You can now take control of four essences at any time and still remain in control of your own body.

Summoner's Expertise

Alienist

The Far Realm is a far off, alien dimension on the far out reaches of the multiverse. Its unknowable chaos and maddening sight leave many who stare upon it babbling and drooling. But not the Alienist. The Alienist stares into the far realm and waits for it to blink. Seeing all of the bizarre beings that pervade that space.

You have developed techniques allowing your essences to reside in the far realm for longer times, absorbing more energy without them shattering into fragments.

Far Realms Mind

Starting at 3rd level, the summonings you have been doing have begun infecting your mind with thoughts of the far realm. You have advantage on any ability check to identify or recall information about thing from the far realm.

Psychic shriek

Starting at 3rd level, when you take damage, if you control an aberration, you can use your reaction to force the creature that damaged you to make a Intelligence saving throw taking 1d4 psychic damage on a failed save. The DC for this feature is 8 + intelligence modifier + proficiency bonus. You can take this reaction even if you are incapacitated.

At 11th level, the damage increases to 3d4 psychic damage.

Aberrant Physiology

Starting at 6th level, your repeated contact with the far realm has modified your body. When you finish a long rest roll a d6 and consult the table. You gain that benefit until you finish your next long rest.

d6 Effect
1 Your core body temperature drops, hard, to become better adapted to the freezing vacuum that is the far realm. You have resistance to cold damage.
2 Your body is developing a resistance to odd biology to aberrant creatures. You gain resistance acid damage.
3 Your mind becomes hardened against psychic attacks. You are immune to the stunned condition.
4 Your skin becomes slippery and coated in a viscus mucus substance. You get a +1 to AC.
5 A third and fourth eye opens up somewhere on your body. You have advantage and perception checks that rely on sight, and cannot be blinded.
6 Your body responds abnormally to effects of death and destruction. You gain immunity to necrotic damage, and when you would take necrotic damage, you gain that many temporary hit points instead.

Empowered Aberrations

Starting at 14th level, your gifts with conjuring from the far realm have increased, allowing the beings you summon to become stronger. All aberrations you summon gain the following benefits;

  • Your aberrations are now large.

  • Your aberrations hit points are now 11 x you summoner level.

  • Your aberrations get a +2 to AC.

  • Your aberrations gain resistance to cold and acid damage.

  • Your aberrations gain the following trait;

    Death Throes. When an aberration you have summoned dies, it explodes, and each creature within 5 feet of it must make a dexterity saving throw, taking 6d6 acid damage on a failed save or half as much on a success. The DC for the saving throw is 8 + constitution modifier + proficiency bonus.

  • Your aberrations gain this action;

    Shatter the Minds. The aberration screams into the mindscape, emitting psychic energy in a 60-foot cone. Each creature in the area that is maintaining concentration, immediately loses concentration. Each creature in that area must succeed on an intelligence saving throw or take 6d8 psychic damage and be stunned for 1 round. If a creature succeeds on the saving throw it takes half as much damage and is not stunned. The DC for the saving throw is 8 + intelligence modifier + proficiency bonus. After an aberration takes this action, no aberration you summon can take this action until you finish a long rest.

Know thy Ally

At 18th level you learn the true name of three aberrations. You cannot choose the true names of Great Old Ones.

Diabolist

The Hells, Abyss and other lower planes are dangerous at the best of times. However, that suits the Diabolist's needs perfectly. Diabilistes wield the lower planes beings better than most, capable of drawing the deeper powers of the the Hells and Abyss.

Either through deep research, theft of particular summoning sigils or pacts with darker powers, you have managed to conjure fiends of greater power.

Fiendish Halo

Starting at 3rd level, when you summon a fiend, a blazing red halo forms around your head.

When a creature within 10ft of you makes an attack against you the halo flies out to towards them. The creature must make a dexterity saving throw, taking 2d6 fire damage if you do not control a fiend, or 4d6 fire damage if you do, on a failed save or half as much on a success. The DC for the saving throw is 8 + proficiently bonus + intelligence modifier. After the halo attacks it dissipates.

Soul Infusion

Starting at 6th level, whenever a fiend you control reduces a creature to 0 hit points, it regains a number of hit points equal to 5 x your intelligence modifier.

True Names

True names are words of power, knowing one gives one incredible influence over the being you know the true name of.

The intention of the Know thy Ally feature each expertise gets, is not that the player or DM pick out three creature from the monster manual or similar. It is that the DM and player work together to develop three creatures of considerable power that the summoner can call to their aid. Additionally the authority true names grants means that a creature, regardless of alignment and feelings towards the summoner, will "serve" them.

Empowered Fiend

Starting at 14th level, your gifts with pulling creatures from the lower planes have increased, allowing the beings you summon to become stronger. All fiends you summon gain the following benefits;

  • Your fiends are now large.

  • Your fiends hit points are now 11 x you summoner level.

  • Your fiends get a +2 to AC.

  • Your fiends gain resistance to cold and lightning.

  • Your fiends gain the following trait;

    Fiendish Wounds. When the fiend deals damage with a melee attack, that creature cannot regain hit points until the start of the fiend next turn.

  • Your fiends gain this action;

    Bath in Hellfire. Your fiend conjures and coats it's self in hellfire. For the next minute it gains the following benefits;

    • Whenever a creature within 5ft hits it with an attack it takes 2d8 fire damage.
    • All attacks deal an additional 1d12 fire damage.
    • A fiend can use its action to burn the rest of the hellfire. Each creature within 10ft takes 3d6 fire damage and 3d6 necrotic. It then loses all benefits from this action.

After a fiend takes this action, no fiend you summon can take this action until you finish a long rest.

Know thy Ally

At 18th level you learn the true name of three fiends. You cannot choose the true names of arch devils and demon lords.

Elementalist

The Elementalist is a master of the elemental chaos, with deep knowledge of its inner workings. By its very nature the elemental chaos is a unstable and dangerous place, but also has the greatest variety of energy for your essences to absorb, making a well trained elementalist a formidable force when encountered.

The techniques you wield to bring your elementals forth from the rolling chaos, are to be envied and feared.

Elemental Infusion

Starting at 3rd level whenever you summon an elemental you can select an element other than the one the elemental is. The elemental gains a benefit based on the selected benefit.

Fire. All attacks deal an additional 1d4 fire damage.

Earth. It gets a +1 to AC.

Water. It gets immunity to the grappled condition.

Air. All speeds are increased by 10ft.

Body of a Primordial

Starting at 6th level, You can read, speak and understand primordial. In addition you gain a benefit based what type elemental you are controlling. You can get multiple benefits, but only one benefit for each element.

Fire. At the start of your turn each creature within 5ft takes 1d6 fire damage.

Earth. It gets a +1 to AC.

Water. All ground within 15ft of you is difficult terrain.

Air. Your speed become 5ft instead of 0 when controlling essences.

Empowered Elementals

Starting at 14th level, your gifts with bringing elementals from the chaos has improved, allowing the beings you summon to become stronger. All elementals you summon gain the following benefits;

  • Your elementals are now large.

  • Your elementals hit points are now 11 x you summoner level.

  • Your elementals get a +2 to AC.

  • Your elementals resistances become immunities.

  • Your elementals gain one of the following traits base the element selected;

  • Blazing Disintegration. (Fire) When a fire elemental you have summoned dies, it explodes igniting the ground it stood on for the next minute . Any creature that enters or start its turn within 10ft of where the elemental died must make a dexterity saving throw, taking 3d6 fire damage on a failed save or half as much on a success. The DC for the saving throw is 8 + constitution modifier + proficiency bonus.

  • Rocky Exterior. (Earth) Whenever an earth elemental you have summoned takes bludgeoning, piercing or slashing damage, reduce the damage by you proficiency bonus.

  • Whirlwind. (Air) Ranged attacks made against an air elemental you have summoned are made at disadvantage.

  • Tidal Form. (Water) Water elementals you summon can move through a creatures space without any difficulty. Additionally, when it does, any creature it moves through must make a strength saving throw or take 2d6 bludgeoning damage and pushed 5ft in a direction of your choice. The DC for the saving throw is 8 + constitution modifier + proficiency bonus.

  • Your elementals gain this action;

    Elemental Maelstrom. The elemental opens a small portal to the elemental chaos, creating a maelstrom of elemental energy, surrounding the elemental in a 30ft radius. Each creature in the area must make a strength and dexterity saving throw. The DC for both of the saving throw is 8 + constitution modifier + proficiency bonus. On a failed strength saving throw, the creature takes 4d8 bludgeoning damage and falls prone, or takes half damage and is pushed 5ft away from the elemental on a successful save. On a failed dexterity saving throw, a creature take 2d8 fire damage and 2d8 cold damage and has its speed halved, or takes half damage and has its speed reduced by 10ft on a successful save. After an elemental takes this action, no elemental you summon can take this action until you finish a long rest.

Know thy Ally

At 18th level you learn the true name of three elementals. You cannot choose the true names of Elemental Evils.

Exalted

Fiends are not the only extra-planar creature that one can negotiate with. Many powerful celestials are not above making deals with mortals in order to gain entry to the material plane. In return, they empower your essences to degrees that are unseen in other practitioners.

The strength of an Exalted is not always just their essences, but the allies they made to get them.

Celestial Light

Starting at 3rd level, whenever you summon a celestial, both you a the celestial gain 1d10 + summoner level temporary hit points. These last for 1 hour.

Divine Passion

Starting at 6th level, whenever you or a celestial you have summoned is reduced to 0 hit points, they can make a constitution saving throw with a DC of 5 + damage taken. On a success they are reduced to 1d6 hit points instead.

Empowered Celestials

Starting at 14th level, your gifts with conjuring from the far realm have increased, allowing the beings you summon to become stronger. All aberrations you summon gain the following benefits;

  • Your celestials are now large.

  • Your celestials hit points are now 11 x you summoner level.

  • Your celestials get a +2 to AC.

  • Your celestials gain immunity to radiant damage.

  • Your celestials have a wisdom of 19 (+4)

  • Your celestials gain the following trait;

    Angelic Weapons. When the celestial hits with any weapon, the weapon deals an extra 1d8 radiant damage.

  • Your celestials gain this action;

    Show the Light. The celestial emits a 45ft cone of divine light. Each creature in the area must make a wisdom saving throw. The DC for the saving throw is 12 + proficiency bonus. On a failed saving throw, a creature takes 6d6 radiant damage, in addition the light coalesces into golden chains restraining it for one minute. It can repeat the saving throw at the end of each of its turn, ending the effect on a success. On a successful save, a creature takes half damage and is blinded until the end of its next turn. After a celestial takes this action, no celestial you summon can take this action until you finish a long rest.

Know thy Ally

At 18th level you learn the true name of three celestials.

Fey Master

Cavorting with fey is unwise at the best of times, dangerous more likely than not, and often down right deadly. However, the Fey Master revels in this danger, and are well practiced in traversing the quite permeable barrier between the wilds and the material plane.

Deals with fey can be as dangerous as deals with devils, as such you have garnered your mastery from either research or the strange blessing of an arch fey.

Fey Beasts

Starting at 3rd level, whenever you summon a fey, a small fey beast sneaks through the rift. Your DM chooses one CR 1/2 beast, except it is a fey instead of a beast. It remains until the end of your next turn before it shifts back to the Feywilds.

You control it and it acts on your turn.

Flee through the Wilds

Starting at 6th level, if you take damage while controlling a fey, you can use your reaction to teleport within 5ft of one of your summoned fey.

You can use this reaction even if you are incapacitated.

Once you use this feature, you can't use it again until you finish a short or long rest.

Empowered Fey

Starting at 14th level, your gifts with conjuring from the far realm have increased, allowing the beings you summon to become stronger. All aberrations you summon gain the following benefits;

  • Your fey are now large.

  • Your fey hit points are now 11 x you summoner level.

  • Your fey get a +2 to AC.

  • Your fey gain immunity to poison.

  • Your fey gain the following trait;

    Misty Escape. Whenever the fey takes more than 20 damage in a single turn, it vanishes into mist and moves 10ft before reforming. This movement does not provoke opportunity attack.

  • Your fey gain this action;

    Natures Wrath. For the next minute, each creature of the fey’s choice within 15ft that enters the area for the first time on a turn or starts its turn there must make a wisdom saving throw or take 3d6 bludgeoning damage and have their speed halved until the end of its next turn. If a creature ends its turn in the area, it must make a wisdom saving throw or be charmed by the fey for the next minute. It can repeat the saving throw at the end of each of its turn, ending the effect on a success. The DC for the saving throw is 8 + charisma modifier + proficiency bonus. After a fey takes this action, no fey you summon can take this action until you finish a long rest.

Know thy Ally

At 18th level you learn the true name of three fey. You cannot choose the true names of Archfey.

Appendix A: Essence Stat Blocks


Lesser Aberration Essence

Medium aberration, neutral evil


  • Armor Class 15 (natural armour)
  • Hit Points 8 x Summoner Level
  • Speed 30ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 16 (+3) 10 (+0) 10 (+0) 10 (+0)

  • Damage Immunities psychic
  • Condition Immunities stunned
  • Senses darkvision 60 ft., passive Perception: same as yours
  • Languages Telepathy 60ft.
  • Challenge CR 0 (0 XP)

Summoned. When the essence is reduced to 0 hitpoints, it immediately dissipates in a harmless sensory effect.

Controlled servant. While you have control of this essence, it shares your mental stats, proficiency bonus, and has a strength score equal to your intelligence score.

Actions

Flee. The essence vanishes from this plane of existence, reappearing in an unoccupied space of its choice within 30 feet of the space it vanished from.

Tentacles. Melee Weapon Attack: +intelligence modifier + proficiency bonus to hit, reach 5 ft., one creature. Hit: 1d6 + intelligence modifier psychic damage. If the target is Medium or smaller, it is grappled.

Cerebral Scream. The essence magically emits psychic energy in a 30-foot cone. Each creature in that area must make an Intelligence saving throw or be frightened for 1 minute. The DC for the saving throw is 8 + intelligence modifier + proficiency bonus. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Greater Aberration Essence

Medium aberration, neutral evil


  • Armor Class 18
  • Hit Points 10 x Summoner level
  • Speed 40ft. 60ft. fly (hover)

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 20 (+5) 10 (+0) 10 (+0) 10 (+0)

  • Damage Immunities psychic
  • Condition Immunities stunned
  • Senses darkvision 60 ft., passive Perception: same as yours
  • Languages -
  • Challenge CR 0 (0 XP)

Summoned. When the essence is reduced to 0 hitpoints, it immediately dissipates in a harmless sensory effect, such as a light breeze, a burst of fire or a pile of leaves.

Controlled servant. While you have control of this essence, it shares your mental stats, proficiency bonus, and has a strength score equal to your intelligence score + 4.

Shifting Servitor. While you are not controlling this essence it partially shifts back to its original plane. Attacks against it are made at disadvantage while you are not controlling them.

Actions

Flee. The essence vanishes from this plane of existence, reappearing in an unoccupied space of its choice within 30 feet of the space it vanished from.

Tentacles. Melee Weapon Attack: +intelligence modifier + proficiency bonus to hit, reach 5 ft., one creature. Hit: 1d6 + intelligence modifier psychic damage. If the target is Medium or smaller, it is grappled.

Cerebral Scream. The essence magically emits psychic energy in a 30-foot cone. Each creature in that area must make an Intelligence saving throw or be frightened for 1 minute. The DC for the saving throw is 8 + intelligence modifier + proficiency bonus. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Lesser Celestial Essence

Medium celestial, neutral good


  • Armor Class 15 (natural armour)
  • Hit Points 8 x Summoner Level
  • Speed 30ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 16 (+3) 10 (+0) 15 (+2) 10 (+0)

  • Condition Immunities frightened
  • Senses darkvision 60 ft., passive Perception: same as yours
  • Languages Celestial
  • Challenge CR 0 (0 XP)

Summoned. When the essence is reduced to 0 hitpoints, it immediately dissipates in a harmless sensory effect.

Controlled servant. While you have control of this essence, it shares your mental stats, proficiency bonus, and has a strength score equal to your intelligence score.

Actions

Flee. The essence vanishes from this plane of existence, reappearing in an unoccupied space of its choice within 30 feet of the space it vanished from.

Mace. Melee Weapon Attack: +Strength modifier + proficiency bonus to hit, reach 5 ft., one target. Hit: 1d6 + strength modifier bludgeoning damage plus 1d4 radiant damage and puts one mark on them. If it already has marks on it, it gets one additional mark.

Smite. Choose one creature within 60ft that has a mark on it. Remove all marks from that creature and force it to make a constitution saving throw. The DC for the saving throw is 8 + wisdom modifier + proficiency bonus. That creature takes 3d6 radiant damage per mark removed on a failed saving throw or half as much on a success.


Greater Celestial Essence

Medium celestial, neutral good


  • Armor Class 18
  • Hit Points 10 x Summoner level
  • Speed 40ft. 60ft. fly (hover)

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 20 (+5) 10 (+0) 15 (+2) 10 (+0)

  • Condition Immunities frightened
  • Senses darkvision 60 ft., passive Perception: same as yours
  • Languages Celestial
  • Challenge CR 0 (0 XP)

Summoned. When the essence is reduced to 0 hitpoints, it immediately dissipates in a harmless sensory effect, such as a light breeze, a burst of fire or a pile of leaves.

Controlled servant. While you have control of this essence, it shares your mental stats, proficiency bonus, and has a strength score equal to your intelligence score + 4.

Shifting Servitor. While you are not controlling this essence it partially shifts back to its original plane. Attacks against it are made at disadvantage while you are not controlling them.

Actions

Flee. The essence vanishes from this plane of existence, reappearing in an unoccupied space of its choice within 30 feet of the space it vanished from.

Mace. Melee Weapon Attack: +Strength modifier + proficiency bonus to hit, reach 5 ft., one target. Hit: 1d6 + strength modifier bludgeoning damage plus 1d4 radiant damage and puts one mark on them. If it already has marks on it, it gets one additional mark.

Smite. Choose one creature within 60ft that has a mark on it. Remove all marks from that creature and force it to make a constitution saving throw. The DC for the saving throw is 8 + wisdom modifier + proficiency bonus. That creature takes 3d6 radiant damage per mark removed on a failed saving throw or half as much on a success.


Lesser Air Elemental Essence

Medium elemental, chaotic neutral


  • Armor Class 15 (natural armour)
  • Hit Points 8 x Summoner Level
  • Speed 30ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 16 (+3) 10 (+0) 15 (+2) 10 (+0)

  • Condition Immunities lightening
  • Condition Immunities exhausted, poisoned
  • Senses darkvision 60 ft., passive Perception: same as yours
  • Languages Primordial
  • Challenge CR 0 (0 XP)

Summoned. When the essence is reduced to 0 hitpoints, it immediately dissipates in a harmless sensory effect.

Controlled servant. While you have control of this essence, it shares your mental stats, proficiency bonus, and has a dexterity score equal to your intelligence score.

Actions

Flee. The essence vanishes from this plane of existence, reappearing in an unoccupied space of its choice within 30 feet of the space it vanished from.

Multiattack. The essence makes two bolt attacks.

Bolt. Ranged Spell Attack: +dexterity modifier + proficiency bonus to hit, reach 120 ft., one target. Hit: 1d4 + dexterity modifier lightning damage.

Gust. Target creature within 60ft must make a strength saving throw. The DC for this saving throw is 8 + dexterity modifier + proficiency bonus. On a failed save the creature is pushed 10ft away from the essence or 5ft on a successful save.


Greater Air Elemental Essence

Medium elemental, chaotic neutral


  • Armor Class 18
  • Hit Points 10 x Summoner level
  • Speed 40ft. 60ft. fly (hover)

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 20 (+5) 10 (+0) 15 (+2) 10 (+0)

  • Condition Immunities lightening
  • Condition Immunities exhausted, poisoned
  • Senses darkvision 60 ft., passive Perception: same as yours
  • Languages Primordial
  • Challenge CR 0 (0 XP)

Summoned. When the essence is reduced to 0 hitpoints, it immediately dissipates in a harmless sensory effect, such as a light breeze, a burst of fire or a pile of leaves.

Controlled servant. While you have control of this essence, it shares your mental stats, proficiency bonus, and has a dexterity score equal to your intelligence score + 4.

Shifting Servitor. While you are not controlling this essence it partially shifts back to its original plane. Attacks against it are made at disadvantage while you are not controlling them.

Actions

Flee. The essence vanishes from this plane of existence, reappearing in an unoccupied space of its choice within 30 feet of the space it vanished from.

Multiattack. The essence makes two bolt attacks.

Bolt. Ranged Spell Attack: +dexterity modifier + proficiency bonus to hit, reach 120 ft., one target. Hit: 1d4 + dexterity modifier lightning damage.

Gust. Target creature within 60ft must make a strength saving throw. The DC for this saving throw is 8 + dexterity modifier + proficiency bonus. On a failed save the creature is pushed 10ft away from the essence or 5ft on a successful save.


Lesser Fire Elemental Essence

Medium elemental, chaotic neutral


  • Armor Class 15 (natural armour)
  • Hit Points 8 x Summoner Level
  • Speed 30ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 16 (+3) 10 (+0) 15 (+2) 10 (+0)

  • Condition Immunities fire
  • Condition Immunities exhausted, poisoned
  • Senses darkvision 60 ft., passive Perception: same as yours
  • Languages Primordial
  • Challenge CR 0 (0 XP)

Summoned. When the essence is reduced to 0 hitpoints, it immediately dissipates in a harmless sensory effect.

Controlled servant. While you have control of this essence, it shares your mental stats, proficiency bonus, and has a dexterity score equal to your intelligence score.

Actions

Flee. The essence vanishes from this plane of existence, reappearing in an unoccupied space of its choice within 30 feet of the space it vanished from.

Touch. Melee Weapon Attack: +dexterity modifier + proficiency bonus to hit, reach 5 ft., one target. Hit: 1d8 + dexterity modifier fire damage.

Ignite. Melee Weapon Attack: +dexterity modifier + proficiency bonus to hit, reach 5 ft., one target. Hit: The target and anything flammable that is not being worn or carried within 5ft of the target is set on fire. The target takes 1d10 fire damage at the beginning of each of its turns. A creature can use an action to douse the fire.


Greater Fire Elemental Essence

Medium elemental, chaotic neutral


  • Armor Class 18
  • Hit Points 10 x Summoner level
  • Speed 40ft. 60ft. fly (hover)

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 20 (+5) 10 (+0) 15 (+2) 10 (+0)

  • Condition Immunities fire
  • Condition Immunities exhausted, poisoned
  • Senses darkvision 60 ft., passive Perception: same as yours
  • Languages Primordial
  • Challenge CR 0 (0 XP)

Summoned. When the essence is reduced to 0 hitpoints, it immediately dissipates in a harmless sensory effect, such as a light breeze, a burst of fire or a pile of leaves.

Controlled servant. While you have control of this essence, it shares your mental stats, proficiency bonus, and has a dexterity score equal to your intelligence score + 4.

Shifting Servitor. While you are not controlling this essence it partially shifts back to its original plane. Attacks against it are made at disadvantage while you are not controlling them.

Actions

Flee. The essence vanishes from this plane of existence, reappearing in an unoccupied space of its choice within 30 feet of the space it vanished from.

Touch. Melee Weapon Attack: +dexterity modifier + proficiency bonus to hit, reach 5 ft., one target. Hit: 1d8 + dexterity modifier fire damage.

Ignite. Melee Weapon Attack: +dexterity modifier + proficiency bonus to hit, reach 5 ft., one target. Hit: The target and anything flammable that is not being worn or carried within 5ft of the target is set on fire. The target takes 1d10 fire damage at the beginning of each of its turns. A creature can use an action to douse the fire.


Lesser Water Elemental Essence

Medium elemental, chaotic neutral


  • Armor Class 15 (natural armour)
  • Hit Points 8 x Summoner Level
  • Speed 30ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 16 (+3) 10 (+0) 15 (+2) 10 (+0)

  • Condition Immunities cold
  • Condition Immunities exhausted, poisoned
  • Senses darkvision 60 ft., passive Perception: same as yours
  • Languages Primordial
  • Challenge CR 0 (0 XP)

Summoned. When the essence is reduced to 0 hitpoints, it immediately dissipates in a harmless sensory effect.

Controlled servant. While you have control of this essence, it shares your mental stats, proficiency bonus, and has a strength score equal to your intelligence score.

Actions

Flee. The essence vanishes from this plane of existence, reappearing in an unoccupied space of its choice within 30 feet of the space it vanished from.

Slam. Melee Weapon Attack: +strength modifier + proficiency bonus to hit, reach 5 ft., one target. Hit: 1d8 + strength modifier bludgeoning damage.

Wave. The elemental moves up to 10 feet in a straight line and can move through the space of any creature smaller than medium. The first time it enters a creature’s space during this move, it makes a slam attack against that creature. If the attack hits, the target must also succeed on a Strength saving throw or be pushed ahead of the elemental for the rest of this move. The DC for this saving throw is 8 + strength modifier + proficiency bonus.


Greater Water Elemental Essence

Medium elemental, chaotic neutral


  • Armor Class 18
  • Hit Points 10 x Summoner level
  • Speed 40ft. 60ft. fly (hover)

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 20 (+5) 10 (+0) 15 (+2) 10 (+0)

  • Condition Immunities cold
  • Condition Immunities exhausted, poisoned
  • Senses darkvision 60 ft., passive Perception: same as yours
  • Languages Primordial
  • Challenge CR 0 (0 XP)

Summoned. When the essence is reduced to 0 hitpoints, it immediately dissipates in a harmless sensory effect, such as a light breeze, a burst of fire or a pile of leaves.

Controlled servant. While you have control of this essence, it shares your mental stats, proficiency bonus, and has a strength score equal to your intelligence score + 4.

Shifting Servitor. While you are not controlling this essence it partially shifts back to its original plane. Attacks against it are made at disadvantage while you are not controlling them.

Actions

Flee. The essence vanishes from this plane of existence, reappearing in an unoccupied space of its choice within 30 feet of the space it vanished from.

Slam. Melee Weapon Attack: +strength modifier + proficiency bonus to hit, reach 5 ft., one target. Hit: 1d8 + strength modifier bludgeoning damage.

Wave. The elemental moves up to 10 feet in a straight line and can move through the space of any creature smaller than medium. The first time it enters a creature’s space during this move, it makes a slam attack against that creature. If the attack hits, the target must also succeed on a Strength saving throw or be pushed ahead of the elemental for the rest of this move. The DC for this saving throw is 8 + strength modifier + proficiency bonus.


Lesser Earth Elemental Essence

Medium elemental, chaotic neutral


  • Armor Class 15 (natural armour)
  • Hit Points 8 x Summoner Level
  • Speed 30ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 16 (+3) 10 (+0) 15 (+2) 10 (+0)

  • Condition Immunities Thunder
  • Condition Immunities exhausted, poisoned
  • Senses darkvision 60 ft., passive Perception: same as yours
  • Languages Primordial
  • Challenge CR 0 (0 XP)

Summoned. When the essence is reduced to 0 hitpoints, it immediately dissipates in a harmless sensory effect.

Controlled servant. While you have control of this essence, it shares your mental stats, proficiency bonus, and has a strength score equal to your intelligence score.

Actions

Flee. The essence vanishes from this plane of existence, reappearing in an unoccupied space of its choice within 30 feet of the space it vanished from.

Slam. Melee Weapon Attack: +strength modifier + proficiency bonus to hit, reach 5 ft., one target. Hit: 1d8 + strength modifier bludgeoning damage.

Earth Glide. Until the end of its next turn, the earth elemental gains a burrow speed of 90ft until the end of its next turn. When the earth elemental makes an attack against a creature while it is burrowed it has advantage on the attack. In addition, if it hits the creature falls prone and takes an additional 3d4 bludgeoning damage. If the elemental is still underground when it looses its burrow speed, it is immediately shunted to the surface.


Greater Earth Elemental Essence

Medium elemental, chaotic neutral


  • Armor Class 18
  • Hit Points 10 x Summoner level
  • Speed 40ft. 60ft. fly (hover)

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 20 (+5) 10 (+0) 15 (+2) 10 (+0)

  • Condition Immunities Thunder
  • Condition Immunities exhausted, poisoned
  • Senses darkvision 60 ft., passive Perception: same as yours
  • Languages Primordial
  • Challenge CR 0 (0 XP)

Summoned. When the essence is reduced to 0 hitpoints, it immediately dissipates in a harmless sensory effect, such as a light breeze, a burst of fire or a pile of leaves.

Controlled servant. While you have control of this essence, it shares your mental stats, proficiency bonus, and has a strength score equal to your intelligence score + 4.

Shifting Servitor. While you are not controlling this essence it partially shifts back to its original plane. Attacks against it are made at disadvantage while you are not controlling them.

Actions

Flee. The essence vanishes from this plane of existence, reappearing in an unoccupied space of its choice within 30 feet of the space it vanished from.

Slam. Melee Weapon Attack: +strength modifier + proficiency bonus to hit, reach 5 ft., one target. Hit: 1d8 + strength modifier bludgeoning damage.

Earth Glide. Until the end of its next turn, the earth elemental gains a burrow speed of 90ft until the end of its next turn. When the earth elemental makes an attack against a creature while it is burrowed it has advantage on the attack. In addition, if it hits the creature falls prone and takes an additional 3d4 bludgeoning damage. If the elemental is still underground when it looses its burrow speed, it is immediately shunted to the surface.


Lesser Fey Elemental Essence

Medium Fey, chaotic neutral


  • Armor Class 15 (natural armour)
  • Hit Points 8 x Summoner Level
  • Speed 30ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 16 (+3) 14 (+2) 10 (+0) 10 (+0)

  • Condition Immunities charmed
  • Senses darkvision 60 ft., passive Perception: same as yours
  • Languages Elvish, Sylavan
  • Challenge CR 0 (0 XP)

Summoned. When the essence is reduced to 0 hitpoints, it immediately dissipates in a harmless sensory effect.

Controlled servant. While you have control of this essence, it shares your mental stats, proficiency bonus, and has a strength score and charisma score equal to your intelligence score.

Actions

Flee. The essence vanishes from this plane of existence, reappearing in an unoccupied space of its choice within 30 feet of the space it vanished from.

Corrupt. Melee Weapon Attack: +strength modifier + proficiency bonus to hit, reach 5 ft., one target. Hit: 4d4 poison damage and is poisoned until the end of the essence's next turn.

Charm. Your essence can choose a creature in 30ft of it. It must then make a wisdom saving throw or be charmed by the essence. The DC for this ability is 8 + Charisma modifier + proficiency bonus. While a creature is charmed by the essence, the essence can use its action to take limited control of the charmed creature. If the essence uses its action to take control of creature, at the start of its turn, you choose action or movement. You can then take control over that part over that part of its turn.


Greater Fey Elemental Essence

Medium Fey, chaotic neutral


  • Armor Class 18
  • Hit Points 10 x Summoner level
  • Speed 40ft. 60ft. fly (hover)

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 20 (+5) 14 (+2) 10 (+0) 10 (+0)

  • Condition Immunities charmed
  • Senses darkvision 60 ft., passive Perception: same as yours
  • Languages Elvish, Sylavan
  • Challenge CR 0 (0 XP)

Summoned. When the essence is reduced to 0 hitpoints, it immediately dissipates in a harmless sensory effect, such as a light breeze, a burst of fire or a pile of leaves.

Controlled servant. While you have control of this essence, it shares your mental stats, proficiency bonus, and has a strength score and charisma score equal to your intelligence score + 4.

Shifting Servitor. While you are not controlling this essence it partially shifts back to its original plane. Attacks against it are made at disadvantage while you are not controlling them.

Actions

Flee. The essence vanishes from this plane of existence, reappearing in an unoccupied space of its choice within 30 feet of the space it vanished from.

Corrupt. Melee Weapon Attack: +strength modifier + proficiency bonus to hit, reach 5 ft., one target. Hit: 4d4 poison damage and is poisoned until the end of the essence's next turn.

Charm. Your essence can choose a creature in 30ft of it. It must then make a wisdom saving throw or be charmed by the essence. The DC for this ability is 8 + Charisma modifier + proficiency bonus. While a creature is charmed by the essence, the essence can use its action to take limited control of the charmed creature. If the essence uses its action to take control of creature, at the start of its turn, you choose action or movement. You can then take control over that part over that part of its turn.


Lesser Fiend Elemental Essence

Medium Fiend, neutral evil


  • Armor Class 15 (natural armour)
  • Hit Points 8 x Summoner Level
  • Speed 30ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 16 (+3) 10 (+0) 10 (+0) 10 (+0)

  • Condition Immunities fire
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception: same as yours
  • Languages Abyssa;, Infernal
  • Challenge CR 0 (0 XP)

Summoned. When the essence is reduced to 0 hitpoints, it immediately dissipates in a harmless sensory effect.

Controlled servant. While you have control of this essence, it shares your mental stats, proficiency bonus, and has a strength score equal to your intelligence score and its charisma score is your charisma score + 2.

Actions

Flee. The essence vanishes from this plane of existence, reappearing in an unoccupied space of its choice within 30 feet of the space it vanished from.

Claw. Melee Weapon Attack: +strength modifier + proficiency bonus to hit, reach 5 ft., one target. Hit: 1d8 + strength modifier slashing damage.

Hurl Flame. Ranged Spell Attack: +charisma modifier + proficiency bonus to hit, reach 120 ft., one target. Hit: 1d12 fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.


Greater Fiend Elemental Essence

Medium elemental, chaotic neutral


  • Armor Class 18
  • Hit Points 10 x Summoner level
  • Speed 40ft. 60ft. fly (hover)

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 20 (+5) 10 (+0) 10 (+0) 10 (+0)

  • Condition Immunities fire
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception: same as yours
  • Languages Abyssa;, Infernal
  • Challenge CR 0 (0 XP)

Summoned. When the essence is reduced to 0 hitpoints, it immediately dissipates in a harmless sensory effect, such as a light breeze, a burst of fire or a pile of leaves.

Controlled servant. While you have control of this essence, it shares your mental stats, proficiency bonus, and has a strength score equal to your intelligence score + 4 and its charisma score is your charisma score + 2.

Shifting Servitor. While you are not controlling this essence it partially shifts back to its original plane. Attacks against it are made at disadvantage while you are not controlling them.

Actions

Flee. The essence vanishes from this plane of existence, reappearing in an unoccupied space of its choice within 30 feet of the space it vanished from.

Claw. Melee Weapon Attack: +strength modifier + proficiency bonus to hit, reach 5 ft., one target. Hit: 1d8 + strength modifier slashing damage.

Hurl Flame. Ranged Spell Attack: +charisma modifier + proficiency bonus to hit, reach 120 ft., one target. Hit: 1d12 fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.

Practice

Safe

Homebrewing

People love to flex their creative muscles while composing new homebrew content. More often than not, the inspiration for you homebrew comes from another source. Sometimes significantly. Other times just as a spark.

What is important for the community is that you share your sources of inspiration. This back cover can serve as an easy to find, easy to read place for you to do just that.

So go ahead, remove this chunk of copy and tell everyone who inspired you.

Front Cover Art: Mike Azevedo

Back Cover Art: Randy Vargas

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Credits

Lead Designer/Producer: u/DriverX9

References: Player's Handbook, Xanathar's Guide to Everything.

Additional Help: u/Rain-Junkie

Interior Illustrators, in order of appearance: Joe Slucher, James Ryman, Daniel Zrom, Vlad Marica, Billy Christian, Chris Dien.

The Summoner is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

 

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