Otherworldly Patron: The Summoner

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Otherworldly Patron: The Summoner

Otherworldly Patron

At 1st level, a warlock gains the Otherwordly Patron feature, which offers you the choice of a subclass. The following option is available to you when making that choice.

The Summoner

You have made a pact with a being who masters the powerful magic of conjuration, able to summon creatures to their service, traverse the membranes of spacetime to teleport, and channel positive and negative energies for various purposes. From powerful archmages to divine and unholy beings, many wielders of conjuration magic are able to offer this power to anyone willing to spread their influence over things in the multiverse.

Summoner features
Warlock Level Features
1st Expanded Spell List, Summoner's Tether
6th Summoner Support
10th Protective Tether, Independent Servants
14th Persistent Summons

Expanded Spell List

1st-level Summoner feature

The Summoner lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Summoner Expanded Spells
Warlock Level Spells
1st find familiar, fog cloud
3rd healing spirit, summon beast
5th create food and water, spirit guardians
7th find greater steed, summon construct
9th cloudkill, summon celestial

Summoner's Tether

1st-level Summoner feature

Your patron grants you the ability to link creatures to you. As an action, you can target a number of willing creatures you can see within 100 feet of you up to half your proficiency bonus (rounded down, minimum of 1 creature), and create a thin tether of intangible magical energy that links the target(s) to you. If you target more than one creature with this feature, all the targets must be creatures summoned by a conjuration spell you've cast. The tether lasts for 1 hour, until you use this feature to create another tether, until the bound target is reduced to 0 hit points, or until the target ends its turn more than 100 feet from you.

While you are tethered to one or more creatures, you gain the following benefits:

  • When the link is established, you and each tethered

      creature gain temporary hit points equal to your warlock       level.

  • When you can cast a spell, you can deliver the spell from your space or the bound creature’s space.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Summoner Support

6th-level Summoner feature

Your connection to the creatures you summon increases their combat ability. Weapon attacks made by creatures summoned by you that are linked to you by your Summoner's Tether are considered magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

In addition, when you cast a conjuration spell to summon a creature, you can immediately spend 1 use of your Summoner's Tether to bond to creatures, one of which must be the creature you just summoned.

Protective Tether

10th-level Summoner feature

You can use your Summoner's Tether to protect yourself or your tethered creatures. If you or the tethered creature is hit by an attack, you can use your reaction to teleport, swapping places with the creature and switching which one of you is hit by the attack.

Independent Servants

10th-level Summoner feature

Your summoning power increases, allowing you to summon creatures without having to devote yourself to keeping them on your plane of existence. When you cast a conjuration spell to summon a creature, you can modify it so that it doesn't need concentration. Doing so reduces the spell's duration to 1 minute, if it's not already shorter.

You can do this a number of times equal to your Charisma modifier (minimum of once), and regain all expended uses when you finish a long rest.

Persistent Summons

14th-level Summoner feature

You can sacrifice your life and your tether to keep your summons fighting for longer. When a creature summoned by you that is linked to your through your Summoner's Tether drops to 0 hit points as a result of taking damage, you can use your reaction to save it. You break your link to that creature, and it drops to 1 hit point instead. You take all the excess damage the creature would have taken.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and regain all expended uses when you finish a long rest.

 

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