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## Summoning Domain All over the multiverse there is life, creatures that can be called upon and controlled for a time. Gods of the summoning domain allows their followers to call upon these creatures for help and aid their followers in getting the most use out of the creatures. Clerics of this domain has the ability to summon creatures to help them on their quest, and they would much rather put the life of a fiend on the line than their own friends. At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit. ### Domain Spells | Cleric Level | Spells | |:---:|:-----------:| | 1st | Find Familiar, Unseen Servant | | 3rd | Summon Bestial Spirit^Ua^, Aid | | 5th | Summon Shadow Spirit^UA^, Summon Fey Spirit^UA^ | | 7th | Summon Aberrant Spirit^AU^, Summon Elemental Spirit^UA^ | | 9th | Summon Celestial Spirit^UA^, Conjure Elemental | *The spells marked with ^UA^ is from the Unearthed Arcana called "Spells and Magic Tattoos" and can be found [here](https://media.wizards.com/2020/dnd/downloads/UA2020-SpellsTattoos.pdf)* ### Protective Bond At 1st level you can form a bond with another creature to protect them. As a bonus action you can create protective bond between you and a creature within 60 feet. The bond ends if you use your bonus action to end it, you go unconscious, you and the creature becomes more than 60 feet apart, or 1 minute has passed since you made the bond. While the bond is active the creature you bonded with has resistance to all damage and each time it times damage you take the same amount of damage. You can end the bond at any time (no action required) If you bond with a creature you have summoned or created with a spell, you don't need to make concentration checks as a results of taking damage through the bond. ### Channel Divinity: Safeguard When you reach 2nd level you have learned how to keep the creatures you summon around for longer. When a creature that you have summoned with a spell, or a creature you are have bonded with using your "Protective Bond", reaches 0 hit points, you can use your channel divinity and your reaction to make it drop to 1 hitpoint instead. ### Masterful Summoning At 6th level you can empower the creatures you summon, and bind stronger monsters to your will. When you cast a spell that summons a creature, you gain the benefits as if you had used a spell slot of 1 level higher (to a maximum of 9th). Additionally creatures you summon with spells have magical attacks for the purpose of overcoming resistances. \columnbreak ### Potent Spellcasting Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. ### Relentless Army When you reach 17th level you always keep a companion around you, and can easily replace them. When a spell you are concentrating on that has summoned a creature ends, you can use your reaction to cast a spell that summons a creature, the spell must also be concentration and have a casting time of 1 action, the new spell must also be cast using a spell slot level that is 2 or more less than what you used to cast the spell that ended.
> ### Artist > Summoner by ThunderSeth: https://www.deviantart.com/thunderseth/art/Summoner-694364110