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## Summoner The roguish tiefling takes up her sword in a pincer attack against an owlbear with her dragon roaring ferociously, fire blazing from her sword and energy crackling from her eyes as they strike in unison. A lone human stand in an empty field chanting while mystical energy soars around him. The energy forms a small shape and soars into his body. Quickly asking for assistance, an orc summons her undead thralls to aid her against a surprise attack from a large group of bandits. A halfing flies over an open field alongside her familiar, twirling in the wind. She soars across the sky with a joyful look in her eyes as she draws more power from her dragon. Gaining aid from otherwordly allies, summoners form contracts with different creatures to either aid them in battle or become a lifelong companion. In battle, summoners work alongside their contracted familiars to dominate the battlefield and support their allies. \pagebreakNum
#### The Summoner |Level|Proficiency
Bonus| Empower
Die |Features | Cantrips
Known | Spells
Known |1st|2nd|3rd|4th|5th|6th|7th|8th|9th| |:---:|:------------:|:----:|:-----------------:|:-:|:-:|:-:|:-:|:-:|:-:|:-:|:-:|:-:|:-:|:-:| | 1st | +2 |1d6| Spellcasting, Soulstone,
Contract, Contract Feature | 3 | 3 | 2 | – | – | – | – | – | – | – | – | | 2nd | +2 |1d6| Combination Attack | 3 | 4 | 3 | – | – | – | – | – | – | – | – | | 3rd | +2 |1d6| Bond | 3 | 5 | 4 | 2 | – | – | – | – | – | – | – | | 4th | +2 |1d6| Ability Score Improvement | 4 | 6 | 4 | 3 | – | – | – | – | – | – | – | | 5th | +3 |1d8| Quickstep | 4 | 7 | 4 | 3 | 2 | – | – | – | – | – | – | | 6th | +3 |1d8| Enhance, Contract Feature | 4 | 8 | 4 | 3 | 3 | – | – | – | – | – | – | | 7th | +3 |1d8| Twist of Power(1 Power die) | 4 | 9 | 4 | 3 | 3 | 1 | – | – | – | – | – | | 8th | +3 |1d8| Ability Score Improvement | 4 | 10 | 4 | 3 | 3 | 2 | – | – | – | – | – | | 9th | +4 |1d8| Empowered Combination Attack | 4 | 11 | 4 | 3 | 3 | 3 | 1 | – | – | – | – | | 10th| +4 |1d10| Limit Break, Contract Feature | 5 | 12 | 4 | 3 | 3 | 3 | 2 | – | – | – | – | | 11th| +4 |1d10| ––– | 5 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | – | – | – | | 12th| +4 |1d10| Ability Score Improvement | 5 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | – | – | – | | 13th| +5 |1d10| Twist of Power(2 Power die) | 5 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | – | – | | 14th| +5 |1d10| Contract Feature | 5 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | – | – | | 15th| +5 |1d12| ––– | 5 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | – | | 16th| +5 |1d12| Ability Score Improvement | 5 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | – | | 17th| +6 |1d12| Twist of Power(3 Power Die) | 5 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | | 18th| +6 |1d12| ––– | 5 | 16 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | | 19th| +6 |1d12| Ability Score Improvement | 5 | 16 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | | 20th| +6 |1d12| Capstone | 5 | 16 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
### Quick Build You can make a summoner quickly by following these suggestions. First, make Charisma your highest ability score. Make Constitution or Intelligence your next highest score. Then, select the sage or hermit background. ## Class Features As a summoner, you gain the following class features. #### Hit Points **Hit Dice:** 1d6 per summoner level **Hit Points at 1st Level:** 6 + your Constitution modifier **Hit Points at Higher Levels:** 1d6 (or 4) + your Constitution modifier per summoner level after 1st \columnbreak #### Proficiencies **Armor:** None **Weapons:** Daggers, darts, slings, quarterstaffs, light crossbows **Tools:** Dragonchess Set **Saving Throws:** Charisma, Constitution **Skills:** Choose two from Arcana, History, Persuasion, Animal Handling, Perception, Insight, or Religion. #### Equipment You start with the following equipment, in addition to the equipment granted by your background: * (a) a quarterstaff or (b) a dagger * (a) a component pouch or (b) an arcane focus * (a) a scholar's pack or (b) an explorer's pack * a Soulstone \pagebreakNum ### Spellcasting Creating a contract with a creature more powerful than yourself allows you to draw magic from them. #### Cantrips At 1st level, you know three cantrips of your choice from the summoner spell list. You learn additional summoner cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Summoner table. #### Spell Slots The Summoner table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these summoner spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. #### Spells Known of 1st Level and Higher You know three 1st-level spells of your choice from the summoner spell list. The Spells Known column of the Summoner table shows when you learn more summoner spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the summoner spells you know and replace it with another spell from the summoner spell list, which also must be of a level for which you have spell slots. #### Spellcasting Ability Charisma is your spellcasting ability for your summoner spells, since your magic power comes from extensive study and meditation. 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 summoner 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 \columnbreak #### Spellcasting Focus You can use an arcane focus or a Soulstone as a spellcasting focus for your summoner spells. #### Soulstone At 1st level, you have a Soulstone which you can enhance your allies or your familiar with. You can only use skills and features that require you to roll your Empower die when you have your Soulstone on you. While you have your Soulstone, you can also have an additional summon from any summoning spell. If your Soulstone is stolen or broken you can spend at least 4 hours with your familiar to create a new one. ### Familiar Your familiar has a starting stat spread of 16, 15, 14, 12, 10 8. When you level up, your familiar gains (their hit die) + your spellcasting modifier in hitpoints. Their damaging abilities also gain an extra damage die that corresponds with it every 3 levels. You can use cast spells through your familiar as if you were there. Your familiar is decided through what you choose as your Contract, your familiar has unique abilites listed at the end of the class description. The way your familiar looks and acts is completely up to you as the player. #### Contract At 1st level, you create a contract with your summoned familiar, granting you a new title: Dragonlord, Fey Spirit, or Minor Lich, all detailed at the end of the class description. Your choice grants you contract spells and other features when you choose it at 1st level, and additional benefits at 6th, 10th and 14th levels. ### Combination attack At 2nd level, you and your familiar can both make either a ranged or melee attack together. You roll these attacks as normal, and add your Empower die to the damage, the damage from your Empower Die still lands even if one of your attacks miss, but does not land if both of your attacks miss. If your familiar does not have a natural melee or ranged attack when you use this ability, use your spellcasting modifier + your proficiency bonus as the damage, roll the attack roll as normal. This uses both you and your familiars action. You can use this feature a number of times equal to your proficiency bonus per short or long rest. At 9th level, double the damage rolled from your Empower die ### Bond At 2nd level, creatures you summon with spells get a bonus to their hp equal to your Charisma modifier * your proficiency bonus. This bonus does not apply to your familiar. Spells with a range of Self can be casted on your summons and familiar. \pagebreakNum ### Quickstep At 5th level, as a bonus action, you gain the ability to quickly change places with either your familiar within a 60 ft radius. Also, as an action, you can also chose to teleport an ally you can touch to your familiar. You can use this feature a number of times equal to your proficiency bonus per short or long rest. ### Enhance At 6th level, as an action, you can roll your Empower Die to give an ally temporary hitpoints equal to the amount you rolled on your Empower Die, in addition to this you give your ally advantage on their next attack roll, saving throw, or ability check. The temporary hitpoints are doubled if you use this ability on your familiar. You can use this feature a number of times equal to your spellcasting modifier per long rest. ### Twist of Power At 7th level, as a reaction when you see an enemy attack an ally you can have your familiar absorb half of the damage dealt to the target, taking that damage instead and storing it. The next attack your familiar makes will add this stored damage to it. Roll your Empower Dice to see how much of the damage dealt is returned to all of your allies as healing within a 30ft radius. Distribute this hp as equally as possible amongst all allies in range. You can use this feature once per long rest. At 13th and 17th level, you add another roll of your Empower Die to this ability. ### Limit Break At 10th level you can use the Limit Break detailed in your Contract. When you use this ability it fractures your Soulstone, not destroying it but only allowing you to use one more feature requiring your Empower Die. ### Release Power At 20th level, you can release your familiars full power. The effects of this ability depend on your Contract. After using this ability your Soulstone is shattered and if it is not repaired within the next 24 hours, your familiar is released from its contract. The DM can decide whether your familiar forms a new contract with you or leaves. If your familiar leaves you have to summon a new one, it cannot be the exact same one that just left. If it forms a new contract, your bond is strengthened, your familiar gains a +3 to all of its stats, to a cap of 20. If a stat succeeds the cap it overflows to you and increases the corresponding stat. If your familiar stays, using this ability again will only shatter your Soulstone and the contract will not break. You can only use this ability when your Soulstone is whole, and once per long rest. \columnbreak ## Contract Different summoners are often looking for different things, such as a friend or an ally in battle. Most summoners often find themselves gaining the title of Dragonlord, Fey Spirit, or Minor Lich after summoning their familiar. ## Contract: Dragonlord Contracting the power of a dragon, summoners under the title of Dragonlord wield immense destructive power, drawing often from the fires of red or gold dragons. They rain down their power on those below them from high in the air. ##### Dragonlord Expanded Spells | Spell Level | | Contract Spells | |:--------------:|:-:|:------| |1st|| *Burning Hands*| |2nd|| *Scorching Ray*| |3rd|| *Melf's Minute Meteors* | |4th|| *Wall of Fire* | |5th|| *Immolation* | |6th|| *Investiture of Flame* | |7th|| *Fire Storm* | |8th|| *Incendiary Cloud* | |9th|| *Meteor Swarm* | ### Familiars When you choose this Contract at level 1, choose which dragon you contracted. Your familiar acts at the end of your turn and can use one ability and move when it acts. You can forgo your action to allow your familiar to do another action. \pagebreakNum > ## Baby Dragon >*Small dragon* > ___ > - **Armor Class** 16(Natural Armor) > - **Hit Points** 13 (3d8 + your spellcasting modifier) > - **Speed** 30 ft. Fly 30 ft. Swim 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|10 (+0)|10 (+0)|10 (+0)|10 (+0)|10 (+0)| >___ > - **Saving Throws** CON +2, CHA +2 > - **Skills** Stealth +5, Perception +4 > - **Damage Immunities** (Decided based on what color you choose) > - **Senses** Darkvision 60 ft., Passive Perception 14 > - **Languages** Common, Draconic > ___ > - **Amphibious** The dragon can breathe air and water > > ### Actions > > ***Bite.*** Melee Weapon attack: +5 to hit, reach 5 ft., one target. Hit 8 (1d10 + 3) piercing damage > > ***Breath Weapon (Recharge 5-6).*** The dragon uses a breath weapon based on what element you choose, or one other special breath that you can choose as well. > > ***Elemental Breath.*** The dragon exhales fire in a 15-foot cone. Each creature in that area must succeed a Dexterity save against your Spell Save DC, taking 10 (2d10) (Chosen element) damage on a failed save, or half as much damage on a successful one. > >***Special Breath.*** The dragon exhales gas in a 15-foot cone. The effects of this ability are decided by what ability you choose. > > ***Unique Ability*** *prerequisite level 6* Ability decided based on what you choose from the unique abilities of the baby dragon. ### Elemental Flare Starting when you choose this Contract at 1st level, when a creature within 30 feet of you that you can see hits you or an ally with an attack, you can use your reaction to cause the attacker to flare briefly with draconic energy. The creature must make a Dexterity saving throw, taking 1d8 elemental damage that corresponds to what you chose for your dragons element. on a failed saving throw, and half as much damage on a successful one. You can use this feature a number of times equal to your proficiency bonus (a minimum of once). You regain all expended uses when you finish a long rest. The damage increases to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level. ### Dragon Flight Starting at 1st level, you gain the ability a fly speed equal to your walking speed \columnbreak ### Licking Flames Starting at 6th level, when you deal fire damage, everyone you hit has to roll a Constitution save against your Spell save DC or be burned and take 1d8 Fire Damage on their turn. Every turn they take this damage until they succeed their Constitution save. This damage increases to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level. ### Limit Break When you reach 10th level, you let out some of your dragons power. You can use this ability as an action to deal 4d10 + your spellcasting modifier to a single target within 30 ft of your or your familiar. This fractures your Soulstone. This ability can only be used once per long rest. ### Draconic Awakening At 14th level, as an action, you cause your familiar to grow it's power, turning it's size to large, making it's breath weapon deal an extra d10 of it's chosen element, and allowing it to let out a roar causing everyone in a 15 ft. radius to roll a Wisdom save against your Spell Save DC. On a failed save, the targets are frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Your familiar can only stay in this state for 1 minute on it's own, to keep it in this form you have to concentrate on it as if concentrating on a spell. You can use this feature twice per long rest. ### Unleash Power At 20th level, you can release the full destructive power of your dragon. When you use this ability as an action, from a 15 ft radius centered on you and your familiar, fire swirls forth and engulfs everyone in range dealing 10d10 * half of your spellcasting modifier rounded down. \pagebreakNum ## Contract: Fey Spirit Contracting a Fey creature causes their mischievous nature to start to run through your blood. Summoners who have gained the title of Fey Spirit often rely on illusions and tricks to subdue their enemies, but their favorite methods often ensue chaos on the battlefield. ##### Fey Spirit Expanded Spells | Spell Level | | Contract Spell | |:--------------:|:-:|:------| |1st|| *Faerie Fire* | |2nd|| *Crown of Madness* | |3rd|| *Hypnotic Pattern* | |4th|| *Polymorph* | |5th|| *Wrath of Nature* | |6th|| *Mental Prison* | |7th|| *Mirage Arcane* | |8th|| *Reality Break* | |9th|| *Mass Polymorph* | ### Familiars When you choose this Contract at level 1, choose which Fey you contracted. Your familiar acts at the end of your turn and can use one ability and move when it acts. You can forgo your action to allow your familiar to do another action. > ## Fey >*Medium fey* > ___ > - **Armor Class** 12 > - **Hit Points** 9 (2d8 + your spellcasting modifier) > - **Speed** 30 ft., 15 ft. Fly >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|10 (+0)|10 (+0)|10 (+0)|10 (+0)|10 (+0)| >___ > - **Skills** Stealth +5, Perception +4 > - **Senses** Darkvision 60 ft., Passive Perception 14 > - **Languages** Elvish, Sylvan, Common > ___ > > ### Actions > > ***Innate Spellcasting.*** The Fey has access to your cantrips as well as a single free cast of of any of your 1st level spells. At 10th level this becomes two free casts of any of your 1st, 2nd, or 3rd level spells. > > ***Fey Blast.*** Ranged Weapon Attack: +4, reach 30/60 ft., one target. Hit: 8 (1d8 + 4) magical piercing. > > ***Fey Charm.*** The Fey targets one creature that it can see within 30 feet of it. If the target can see the Fey, it must succeed a Wisdom save against your Spell Save DC or be magically charmed. The charmed creature regards the Fey and you as a trusted friend to be heeded and protected. Although the target isn't under the your control, it takes the your requests or actions in the most favorable way it can. > > Each time the you or your allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the Fey dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the Fey's Fey Charm for the next 24 hours. The Fey can have no more than one creature charmed at a time. > > ***Unique Ability.*** Ability decided based on what you choose from the unique abilities of the Fey. > > ***Unique Ability.*** *prerequisite level 6* Ability decided based on what you choose from the unique abilities of the Fey. \pagebreakNum ### Fast Talker Starting at level 1, you gain proficiency in Deception(Charisma), and either Persuasion(Charisma) or Intimidation(Charisma). If you're already proficient in the chosen skills you double your modifier. ### Fey Trickery Starting at level 1, as an action, your familiar can create an aura around it for the rest of its turn. When a creature steps into the aura or starts its turn in the aura, make them roll a Wisdom save against your Spell Save DC. On a failed save the target is either charmed or feared (your choice) until the end of your next turn. You can use this feature a number of times equal to your proficiency bonus per long rest. ### Mind Warp At level 6, as an action you can target an enemy within 60 ft of you. You cause them to see something they fear, restraining them until the end of your next turn. You can use this feature a number of times equal to your proficiency bonus per long rest. ### Limit Break At level 10, you let your familiar toy with your enemies. Show every enemy within a 15 ft cone in front of your familiar a mirror that messes with their mind. Roll your Empower Die. 1 - 2 They see their gruesome death, the targets make a Wisdom save against your Spell Save DC on a failed save the flee the battle 3 - 4 They see a confusing pattern in the mirror, the targets make a Wisdom save against your Spell Save DC on a failed save suffer disadvantage on their next 2 rolls and your allies have advantage on their next attack roll against them. 5 - 6 They see a gorgon in the mirror, the targets make a Wisdom save against your Spell Save DC, on a failed save they become petrified until the end of your next turn. Afterwards their movement is reduced by half for their next 2 turns. 7 - 8 They see chaos which turns them against each other, the targets make a Wisdom save against your Spell Save DC, on a failed save they are charmed by you and your familiar and turn on each other. ### Evoke Desire At 14th level, your familiar is able see what a creature desires most. As an action, you can have your familiar bring out a single targets desire. The target rolls a Wisdom Save against your Spell Save. If they fail their deepest desire is revealed. This desire is decided by your DM, the effects of which can vary vastly depending on the target. You can use this feature twice per long rest. Here are some basic ideas based on the seven deadly sins. \columnbreak **Wrath**: The target is angered, if the targets wrath is based towards a specific creature, they immediately go look for them and unleash all of their aggression on them. If it is not based towards a specific creature, the target is paralyzed with rage for 1 minute. The Paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. **Greed**: The target immediately loses themselves in their greed. They fall prone if they cannot get to the source of their greed. If they can, they will try to take as much as possible before running away. **Lust**: The target is immediately charmed by everyone they see, and will try to seduce with everyone. If their Lust is focused on a specific person, they are permanently charmed by that creature and obey it's every command. **Gluttony**: The target immediately tries to consume everything in sight, that it would consider edible. It is blinded by Gluttony and does not care if it is in danger. **Pride**: The target becomes self-absorbed and is unaware of it's surroundings. It no longer cares about any prior convictions or allies, only itself. The target will notice if it is in danger, however it considers everyone and everything a threat. **Sloth**: The target falls unconscious permanently unless awoken by a Greater Restoration or Remove Curse spell. Even afterwards the target loses any motivation and is permanently under the effects if the Slow spell. **Envy**: The target will immediately try to steal anything valuable it sees. If it's envy is targeted at a specific creature, the target will instead do anything it can to bring about the downfall of said creature. If it succeeds in this task it will return back to the normal effects. ### Unleash Power You let your familiar create pure chaos on the battlefield. As an action, you cause your familiar to create a chaotic terrain (you can describe how it looks) springs forth from your familiar in a 60 ft radius. All creatures you choose that are stuck in that radius make a Wisdom save at disadvantage against your Spell Save DC. On a failed save they take 5d10 psychic damage and suffer the effects of ***Mania.*** On a successful save they take half damage and do not suffer the effects of ***Mania.*** You can use this feature once per long rest. Mania: When a target is under the effects of Mania, they will attack anyone, friend or foe does not matter the the target anymore, they prioritize those that have last hit them however. When they attack they deal an extra 1d10 psychic damage to the target and themselves. \pagebreakNum ## Contract: Minor Lich Contracting an undead creature causes you to gain the powers of a Minor Lich. Summoners who gain this title often have capabilities to summon more creatures than other contracts, and focus more on debilitating their foes rather than damage. ##### Minor Lich Expanded Spells | Spell Level | | Contract Spell | |:--------------:|:-:|:------| |1st|| *Cause Fear* | |2nd|| *Wither and Bloom* | |3rd|| *Slow* | |4th|| *Blight* | |5th|| *Danse Macabre* | |6th|| *Eyebite* | |7th|| *Tether Essence* | |8th|| *Feeblemind* | |9th|| *True Resurrection* | ### Familiars When you choose this Contract at level 1, choose which undead creature you contracted. Your familiar acts at the end of your turn and can use one ability and move when it acts. You can forgo your action to allow your familiar to do another action. > ## Undead Minion >*Medium Undead* > ___ > - **Armor Class** 13 > - **Hit Points** 9 (2d8 + your spellcasting modifier) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|10 (+0)|10 (+0)|10 (+0)|10 (+0)|10(+0)| >___ > - **Damage Resistances** Bludgeoning, Piercing, and Slashing from Nonmagical Attacks > - **Condition Immunities** Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained > - **Senses** Darkvision 60 ft., Passive Perception 11 > - **Languages** Common > ___ > > **Unique Feature.** Feature decided based on what you choose from the unique features of the Undead Minion. > > ### Actions > > ***Withering Touch.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 3) necrotic damage. > > ***Unique Ability.*** Ability decided based on what you choose from the unique abilities of the Undead Minion. > > ***Unique Ability.*** *prerequisite level 6* Ability decided based on what you choose from the unique abilities of the Undead Minion. > > ***Unique Ability.*** *prerequisite level 9* Ability decided based on what you choose from the unique abilities of the Undead Minion. \pagebreakNum ### Thrall Starting at 1st level, as a bonus action, you can create either a zombie or skeleton (use their stat blocks) from a corpse that has died in the last hour. If the corpse has a legendary action, you can destroy the thrall to use it. You can only have 3 thralls at a time. You can have one more thrall active at a time when you reach 5th level, 11th level, 17th level. ### Lich's Gaze Starting at 1st level, you channel your Lich powers. As an action, you stare at a single target and force them to make a Wisdom Save against your Spell Save DC. If they fail, they are frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can use this feature a number of times equal to your spellcasting modifier per long rest. ### Undead General Starting at 6th level, your familiar becomes an undead general to your thralls. Your familiar has a 30 ft. aura around it now. While in this aura, your thralls gain an extra 20 temporary hitpoints, deal an extra 2d6 necrotic damage, and any saving throws they force enemies to make are made at a disadvantage. ### Limit Break At 10th level, you release the venomous and necrotic nature of your power onto your foes. When you use this feature as an action, force up to 6 people you can see to make a Constitution Save against your Spell Save DC. If they fail, they are poisoned, restrained, and take 5d6 of necrotic damage. ### Undead Giant At 14th level, as an action, you can combine your thralls into one big pile of Undead power. Your Undead Giant has 40 hp + (8 per skeleton thrall) + (12 per zombie thrall). You can use every action from the zombie stat block as long as one of the thralls used in the creation of the Giant was a zombie. You can use every action from the skeleton stat block as long as one of the thralls used in the creation of the Giant was a skeleton. You use every thrall you have active when you use this feature. You can dismiss the Undead Giant as a bonus action, but you do not regain any thralls used to create it. You can still create thralls as normal while the Undead Giant is active. The Undead Giant still benefits from the effects of Undead General. \columnbreak ### Unleash Power At 20th level, your familiar is able to give you the full powers of a Lich. When you use this feature as an action, you gain the ability to turn into a Lich for 1d4 hours. When in this state, all your spells deal an extra 1d10 necrotic damage, you gain the effects of Undead General, and you gain access to everything in the Lich stat block. You can only use a Legendary Action once. If you use another Legendary action you take 6d10 necrotic damage and immediately leave the Lich State. This damage is not able to be reduced or negated in anyway. \pagebreakNum # Appendix A: Familiar Abilities and Features ### Dragon Lord Breath Weapons - Breath Weapon: Choose what color your dragon will be. Choose from the dragonborn color list, the element your familiar is resistant to and breath weapon uses corresponds with the color you chose. - Special Breath Weapon: Choose what your secondary breath weapon will be. Choose between Sleep Breath, Repulsion Breath, Euphoria Breath, Slowing Breath, Weakening Breath, or Paralyzing Breath. - Sleep Breath: The dragon exhales sleep gas in a 15-foot cone. Each creature in that area must succeed a Constitution save against your Spell Save DC or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. - Repulsion Breath: The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed a Strength save against your Spell Save DC. On a failed save, the creature is pushed 30 feet away from the dragon. - Euphoria Breath: The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed a Wisdom save against your Spell Save DC, or for 1 minute, the target can’t take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn: - 1–4. The target takes no action or bonus action and uses all of its movement to move in a random direction. - 5–6. The target doesn’t move, and the only thing it can do on its turn is make a Wisdom save against your Spell Save DC, ending the effect on itself on a success. - Slowing Breath: The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed a Constitution save against your Spell Save DC. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. - Weakening Breath: The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed a Strength save against your Spell Save DC or have disadvantage on attack rolls, ability checks, and saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - Paralyzing Breath: The dragon exhales paralyzing gas in a 15-foot cone. Each creature in that area must succeed a Constitution save against you Spell Save DC or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ### DragonLord Abilities - Elemental Bite: As an action, your familiar infuses their next two attacks with elemental damage, dealing an extra d6 of their elemental damage. - Shed Skin(Recharge 6): As an ction, heal your familiar for a roll of your Empower Die - Fast Flying(Recharge 5-6): As an action, your familiar increases both you and its own flying speed by double until the end of your next turn. - Elemental Force(Recharge 6): As an action, your familiar can get rid of the resistance to its chosen element of one creature it can see within 60 ft. until the end of your next turn. The target rolls a Constitution save, on a failed throw they suffer the effects of this ability. - Draconic Dash(Recharge 5-6): As an move action, your familiar dashes up to it's fly speed in a line, passing through everything in it's path dealing 2d6 + your spellcasting modifier damage of it's element. \pagebreakNum ### Fey Spirit Abilities - Chaos Bolt: As an action, your familiar casts chaos bolt at 1st level once for free, using your spellcasting stat for it. Using it again will cause your familiar to use one of your spell slots. You regain a free use after a long rest. - Dissonant Whispers: As an action, your familiar casts dissonant whispers at 1st level once for free, using your spellcasting stat for it. Using it again will cause your familiar to use one of your spell slots. You regain a free use after a long rest. - Sleep: As an action, your familiar casts sleep at 1st level once for free, using your spellcasting stat for it. Using it again will cause your familiar to use one of your spell slots. You regain a free use after a long rest. - Misty Step: As an action, your familiar casts Misty at 2nd level once for free. You can also use misty step yourself in this same way. You regain a free use after a long rest. - Infectious Giggle(Recharge 5-6): As an action, your familiar causes a single target to make a Wisdom save, on a failed save the target starts laughing uncontrollably and can only use a single action or bonus action. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - Unfair Play: As reaction, when your familiar sees a creature make a roll within 60 ft of it, it can make the target roll a Charisma save against your Spell Save DC, on a failed save the target has to roll another die, you can choose if they take the lower or higher roll. This ability can only be used three times per long rest - Fey Shield(Recharge 4-6): As an action, your familiar can give a shield to an ally within 30 ft., this shield has an hp of your spellcasting modifier * half your proficiency bonus rounded down + 10. - Fey Dust(Recharge 5-6): As an action, you familiar can cause one creature within 30 ft. to roll a Dexterity Save against your Spell Save DC, on a failed save the target becomes blinded for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ### Minor Lich Features - Ghastly Touch: Your Wilting Touch becomes a ranged attack with range 30/60 ft. - Ghoulish Grasp: Your Wilting Touch now forces the target to roll a Constitution save against your Spell Save DC or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - Incorporeal Movement: Your familiar can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. - Stench: Any creature that starts its turn within 5 feet of your familiar must succeed q Constitution save against your Spell Save DC or be poisoned until the start of its next turn. You can designate who is immune to Stench, you are always immune to it. - Detect Life: Your familiar can magically sense the presence of creatures up to 5 miles away that aren’t undead or constructs. It knows the general direction they’re in but not their exact locations. ### Minor Lich abilities - Horrifying Visage: Each creature within 60 ft. of your familiar that can see it must succeed a Wisdom save against your Spell Save DC or be frightened for 1 minute. If the save fails by 5 or more, the target also takes 1d6 necrotic damage. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. - Possession(Recharge 6): One humanoid that your familiar can see within 5 feet of it must succeed a Charisma save against your Spell Save DC or be possessed by your familiar; your familiar then disappears, and the target is incapacitated and loses control of its body. Your familiar now controls the body but doesn't deprive the target of awareness. Your familiar can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, your familar ends it as an action, or your familiar is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, your familiar reappears in an unoccupied space within 5 feet of the body. The target is immune to your familiar's Possession for 24 hours after succeeding on the saving throw or after the possession ends. You can only use this once per long rest. - Regenerate(Recharge 5-6): As an action your familiar can heal itself by 2d8 hp - Wail(Recharge 5-6): As an action, your familiar lets out a horrible scream, causing all targets in a 15 ft. cone in front of it to make a Constitution save against your Spell Save DC. On a failed save the target takes 10 3d6 psychic damage and is deafened. On a successful save the target only takes half of the damage and doesn't become deafened. - Life Drain(Recharge 5-6): Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) necrotic damage. The target must succeed a Constitution save against your hit point maximum or it cannot be healed until the end of your next turn. This attack also heals you for half of the damage you deal - Ethereal Teleport(Recharge 4-6): As a move action, your familiar can teleport up to 30ft. anywhere either you or your familiar can see. - Mist Form(Recharge 6): Your familiar can put the effects of Gaseous Form on itself. In this form it can transfer the mist form to another creature in touch range. you cannot recharge this ability if a creature is still under the effects of Mist Form. \pagebreakNum # Appendix B: Summoner Spell List
### Summoner Spells #### **Cantrips (0 Level)** - Acid Splash - Chill Touch - Dancing Lights - Fire Bolt - Friends - Frostbite - Guidance - Light - Mage Hand - Mending - Message - Minor Illusion - Posion Spray - Prestidigitation - Produce Flame - Ray of Frost - Resistance #### **1st Level** - Animal Friendship - Armor of Agathys - Arms of Hadar - Beast Bond - Chaos Bolt - Chromatic Orb - Command - Create or Destroy Water - Cure Wounds - Detect Magic - Detect Poison and Disease - Entangle - Fog Cloud - Guiding Bolt - Healing Word - Heroism - Ice Knife - Mage Armor - Magic Missile - Ray of Sickness - Shield - Silent Image - Sleep - Tenser's Floating Disk - Unseen Servant \columnbreak ##### **2nd Level** - Aid - Augury - Animal Messenger - Blindness/Deafness - Cloud of Daggers - Darkness - Darkvision - Dragon's Breath - Enhance Ability - Find Steed - Flaming Sphere - Flock of Familiars - Healing Spirit - Hold Person - Lesser Restoration - Magic Mouth - Mirror Image - Misty Step - Moonbeam - Nathair's Mischief - Phantasmal Force - Ray of Enfeeblement - Rime's Binding Ice - Rope Trick - Shadow Blade - Shatter - Spiritual Weapon - Summon Beast - Warding Bond - Web - Zone of Truth ##### **3rd Level** - Animate Dead - Aura of Vitality - Call Lightning - Conjure Animals - Conjure Lesser Demons - Counterspell - Daylight - Dispel Magic - Erupting Earth - Fireball - Hunger of Hadar - Leomund's Tiny Hut - Magic Circle - Major Image - Mass Healing Word - Revivify - Sleet Storm - Spirit Guardians - Tiny Servant \columnbreak ##### **4th Level** - Arcane Eye - Aura of Purity - Banishment - Charm Monster - Compulsion - Conjure Minor Elementals - Conjure Woodland Beings - Dimension Door - Dominate Beast - Evard's Black Tentacles - Find Greater Steed - Galder's Speedy Courier - Grasping Vine - Guardian of Faith - Guardian of Nature - Ice Storm - Mordenkainen's Faithful Hound - Mordenkainen's Private Sanctum - Phantasmal Killer - Raulothim's Psychic Lance - Summon Elemental - Summon Greater Demon - Vitriolic Sphere - Watery Sphere ##### **5th Level** - Animate Objects - Bigby's Hand - Circle of Power - Cloudkill - Conjure Elemental - Contact Other Plane - Creation - Dawn - Destructive Wave - Dominate Person - Flame Strike - Geas - Greater Restoration - Hold Monster - Infernal Calling - Mass Cure Wounds - Planar Binding - Rary's Telepathic Bond - Seeming - Skill Empowerment - Steel Wind Strike - Summon Draconic Spirit - Synaptic Static \columnbreak ##### **6th Level** - Arcane Gate - Conjure Fey - Create Homunculus - Disintegrate - Drawmij's Instant Summon - Fizban's Platinum Shield - Guards and Wards - Heal - Otiluke's Freezing Sphere - Otto's Irresistable Dance - Planar Ally - Summon Fiend - Sunbeam - Wall of Ice - Word of Recall ##### **7th Level** - Conjure Celestial - Crown of Stars - Fire Storm - Forcecage - Mordenkainen's Sword - Plane Shift - Regenerate - Simulacrum - Symbol - Teleport ##### **8th Level** - Control Weather - Dark Star - Demiplane - Dominate Monster - Illusory Dragon - Incendiary Cloud - Maze - Might Fortress - Power Word Stun - Sunburst - Tsunami ##### **9th Level** - Astral Projection - Blade of Disaster - Gate - Power Word: Heal - Wish