The Summoner Class for D&D 5e
Created by Jesse Rozsa of Rozsa's Revels
Clothed in a heavy black robe, a humanoid orders a drink from the tavern. Noticing the other patrons, the humanoid waves their fingers and a small fiendish creature appears on their shoulder and grimaces around. The patrons quickly look away and mind their business.
The wizened tortle walks up to the party. They close their eyes for a moment, then speak: “I heard you may need some assistance. I believe I can be of service.” with a swirl of his walking stick and a few incantations, the ground around him begins to glow a soft blue. Out from the ground emerges a shell covered in spines until the creature stands ten feet tall next to the tortle. With massive claws and a beaked mouth, this summoned beast should be exactly what the party needs to take out those goblins.
Surrounded by orcs, an old dragonborn clutches her staff. The wind turns suddenly as a massive bird of prey descends upon the orcs ripping them apart. An orc attempts to capture the dragonborn, but the bird of prey intercepts the attack and flings the orcs body off the side of the cliff. The dragonborn mounts the creature and flies off into the night.
Prophets or Zealots?
While depicted in popular culture as individuals on a pilgrimage looking to rid the world from evil, there are also examples of summoners attempting to restart the world and rid it of suffering. Final Fantasy games show how a summoner must make a pilgrimage to rid the world of a monstrous creature. They sacrifice themselves in their "Final Summoning" which generally is a game ending occurrence but it doesn't necessarily need to be this way unless that is a story element the DM and Players agree on.
While there are instances of lawful good summoners, there are also examples of evil summoners who utilize their powers to hinder the way of the pilgrims and their parties. Seymor from the game mentioned earlier is a good example, his belief is to use the summons as a means to end all suffering of the world, and in order to do this one must destroy all of life.
A Unique Tradition
Summoners utilize magics similar to that of a cleric or paladin but also uses many conjuration type magics. When their summoned creature is not present, the summoner takes on a support role for the party. Once the specific summoned creature is present, the real fun begins for the summoner.
The creature can be any number of different types specified in the subclasses down below but generally there can only be one summoned creature at a time. The summoner and creature (megidézett) work together in tandem to achieve whatever goal they have in the moment.
Generally, the end goal for both megidézett and summoner is to perform the final summon and accomplish whatever common goal brought them together in the first place. The relationship between the megidézett and summoner can only be described as mutually beneficial. The megidézett will not assist the summoner unless it aligns with its values and bonds. There may be multiple different temples dedicated to different megidézetts and it is up to the pilgrimage of the summoner to reach those locations. Many locations may have been lost to time or by empires wanting to muzzle the intense power of a summoner.
Creating a Summoner
When creating a summoner, consider how your character came to learn the secrets of summoning magics. Maybe they come from a long line of individuals who learned these magics at a young age, passed down from generation to generation. It is also possible a deity blessed them with the ability to summon if they were chosen for a great task. Consider the pilgrimage in your campaign as well, are there multiple temples dedicated to summoners or just one with all the aspects of each type of megidézett present?
Speak with your DM how your character will be impacted by the world they created or how it fits inside a module. This class also requires either homebrewing or utilizing 3rd party books. DMs may not allow this class because it requires quite a lot of backstory and preparation before the game is even started. Be understanding.
Quick Build
You can make a Summoner quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the acolyte background. Third, choose the resistance and guidance cantrips, along with the 1st-level spells cure wounds, bless, command, and healing word.
The Summoner Table
| Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | Megidézetts Known | Empowerments Known |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Spellcasting, Sacred Pilgrimage | 2 | 2 | 2 | — | — | — | — | — | — |
| 2nd | +2 | Call of the Summoner | 2 | 2 | 3 | — | — | — | — | 1 | — |
| 3rd | +2 | Empowered Megidézetts | 2 | 3 | 4 | 2 | — | — | — | 1 | 3 |
| 4th | +2 | Ability Score Improvement | 3 | 3 | 4 | 3 | — | — | — | 2 | 4 |
| 5th | +3 | — | 3 | 4 | 4 | 3 | 2 | — | — | 2 | 5 |
| 6th | +3 | Sacred Pilgrimage Feature | 3 | 4 | 4 | 3 | 3 | — | — | 2 | 6 |
| 7th | +3 | — | 3 | 5 | 4 | 3 | 3 | 1 | — | 3 | 7 |
| 8th | +3 | Ability Score Improvement | 3 | 5 | 4 | 3 | 3 | 2 | — | 3 | 8 |
| 9th | +4 | — | 3 | 6 | 4 | 3 | 3 | 3 | 1 | 3 | 9 |
| 10th | +4 | Dual Empowerments | 4 | 6 | 4 | 3 | 3 | 3 | 2 | 3 | 10 |
| 11th | +4 | — | 4 | 7 | 4 | 3 | 3 | 3 | 2 | 4 | 11 |
| 12th | +4 | Ability Score Improvement | 4 | 7 | 4 | 3 | 3 | 3 | 2 | 4 | 12 |
| 13th | +5 | — | 4 | 8 | 4 | 3 | 3 | 3 | 2 | 4 | 13 |
| 14th | +5 | Sacred Pilgrimage Feature | 4 | 8 | 4 | 3 | 3 | 3 | 2 | 4 | 14 |
| 15th | +5 | Spiritual Bond | 4 | 9 | 4 | 3 | 3 | 3 | 2 | 4 | 15 |
| 16th | +5 | Ability Score Improvement | 4 | 9 | 4 | 3 | 3 | 3 | 2 | 4 | 16 |
| 17th | +6 | — | 4 | 10 | 4 | 3 | 3 | 3 | 2 | 5 | 17 |
| 18th | +6 | Sacred Pilgrimage Feature | 4 | 10 | 4 | 3 | 3 | 3 | 3 | 5 | 18 |
| 19th | +6 | Ability Score Improvement | 4 | 11 | 4 | 3 | 3 | 3 | 3 | 5 | 19 |
| 20th | +6 | The Final Summon | 4 | 11 | 4 | 3 | 3 | 3 | 3 | 5 | 20 |
Class Features
As a summoner, you gain the following class features
Hit Points
- Hit Dice: 1d6 per summoner level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d6 (or 5) + your Constitution modifier per summoner level after the 1st
Proficiencies
- Armor: None
- Weapons: Club, dagger, quarterstaff, sickle, dart, sling
- Tools: Alchemist’s supplies, herbalism kit
- Saving Throws: Wisdom, Charisma
- Skills: Choose two from Arcana, Insight, Intimidation, Medicine, Nature, Persuasion, Stealth, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) an herbalism kit or (b) alchemist’s supplies
- (a) an arcane focus or (b) a component pouch
- A dagger and an explorer’s pack or (b) priests pack
Spellcasting
You follow an ancient tradition of magic, combining the divine practices of clerics and conjuration rituals of wizards. This esoteric form of magic allows you to enhance your allies, weaken your foes, and gain insights into secrets long sought after by all pilgrims. See Summoner Spells in this document for the summoner spell list.
Cantrips
At 1st level, you know two 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 summoner spells. To cast one of your summoner spells of 1st level or higher, 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 four 1st-level spells of your choice from the summoner spell list. You also always know find familiar, which doesn’t count against the number of spells you can know.
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. You cannot replace find familiar.
Spellcasting Ability
Wisdom is your spellcasting ability for your summoner spells, since the power of your magic relies on your ability to understand and connect with the ancient forces of the world. You use Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the save DC for a summoner spell you cast and when making an attack roll with one.
Spell Save DC
Spell attack modifier
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your summoner spells. Additionally, you can use a holy symbol.
Sacred Pilgrimage
You will go on a sacred pilgrimage, whether public or secret is your choice. There are different types of pilgrimages but be sure to consult with your DM which pilgrimages are applicable for the campaign setting. These pilgrimages include Pilgrimage of: Guidance and Connection, Penance and Forgiveness, and Grief and Acceptance, each of which is detailed at the end of the class's description.
Your choice grants you features when you choose it at 3rd level, and again at 6th, 14th, and 18th level.
Pilgrimage Spells
Each type of pilgrimage lets you choose from an expanded list of spells — its pilgrimage spells — when you learn a summoner spell.
Call of the Summoner
Starting at 2nd level, you gain the ability to summon different megidézetts to assist you and your allies as well as harm your foes. Megidézetts are greater spirits that are able to take material form through the guidance of a summoner. These spirits have a rich backstory and strong memory of their life. Their abilities and features often are mirrored or amplified from these memories.
Megidézetts have base statistics that change as your character takes more levels in the summoner class. These statistics can be calculated by either the whole number of summoner levels (SL), half your summoner level's rounded down (SL/2), or a fourth of your summoner's level rounded down (SL/4).
See Megidézetts in this document for the megidézett options available to the summoner.
Megidézett Known
The number of megidézetts you know to summon at level 2 is 1. This increases by 1 additional megidézett at levels 4, 7, 11, and 17. Additionally, when you gain a level in this class, you can choose one of the megidézetts you know and replace it with another megidézett.
If a megidézett has prerequisites, you must meet them to learn how to create it. You can learn how to summon the megidézett at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
Summoning Megidézetts
To summon a megidézett, you must use your action as well as have the prerequisites required for summoning. It appears in an unoccupied space of your choice within 30 feet of you. You can only summon one megidézett at a time. If you attempt to summon another megidézett while another is under your control, the summon either fails or the current megidézett is replaced with the new summon.
Summoning a megidézett requires verbal and somatic components.
You can use this summon action a number of times equal to the amount of Megidézetts known. You regain your ability to summon on a long rest.
Using Megidézetts
The Megidézett is friendly to you and your companions, and it obeys your commands. You can determine the cosmetic characteristics of the Megidézett, such as its color or any visible effect of its Megidézetts essence; your choice has no effect on its game statistics. You can communicate telepathically with your Megidézett and perceive through your Megidézett’s senses as long as you are on the same plane of existence.
In combat, the Megidézett shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. "Fight" is appropriate enough for it to charge into battle and utilize its features and attacks. "Defend" is appropriate enough for it to stay by your side and utilize its defensive features. Communicate with your DM on how in depth they would like your wording to be or if the Megidézett just acts like a second character for you. If you are incapacitated, the Megidézett can take any action of its choice, not just Dodge.
The Megidézett remains until it is reduced to 0 hit points, until you use this feature to summon a different Megidézett, you take a long rest or until you die. Anything the Megidézett was wearing or carrying is left behind when the Megidézett vanishes.
The Megidézetts maintain its statistics and conditions even when it is dismissed. For instance, if the Megidézett has 33 / 54 hit points and is poisoned, it maintains these hit points and conditions even if dismissed and summoned again before a long rest. If the Megidézett reaches 0 hit points, you cannot summon that specific Megidézett again until after a long rest.
During a short rest, a summoner can expend hit dice as normal. If the summoner expends hit dice, all Megidézetts regain hit points equal to those rolls as long as they are above 0 hit points before the short rest. Megidézetts that aren't summoned but are in their spirit form can still benefit from this.
Empowered Megidézetts
When you reach 3rd level, you gain the ability to empower your Megidézetts, making them unique to specific situations. As a bonus action, you can empower your megidézett currently summoned using the empowerments you know. The duration is described in the description of the Empowerment. Upon dismissal, a long rest, or reaching 0 hit points, all empowerments of the megidézett are lost. You know as many empowerments as your Summoner level starting at level 3.
The list of Empowerments you may choose from are detailed in the description below. The number of empowerments known at certain levels are depicted on The Summoner Table.
Battle Summoning
If initiative is rolled and you summon a megidézett, you may utilize one empowerment (as long as prerequisites and costs are met) as a free action.
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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Dual Empowerments
Starting at 10th level, you can give your Megidézett two empowerments with one bonus action as long as the prerequisites for the empowerments are met and resources (ie. spell slots) are available.
In addition, whenever you place 2 or more empowerments on your Megidézett in one turn, your Megidézett gains temporary hit points equal to 2d6 + your summoner level.
Battle Summoning: Improved
If initiative is rolled and you summon a Megidézett, you may utilize two empowerments (as long as prerequisites and costs are met.) as a free action.
Spiritual Bond
When you reach 15th level you and your Megidézett can maintain a more spiritual connection through your long pilgrimage. You can now summon just the power of your Megidézetts even while that particular Megidézett is not presently summoned. As an action, you can utilize any ability of your Megidézetts that has a recharge time. The abilities do not recharge unless you take a long rest or if you summon the Megidézett and it recharges naturally on their turn.
The Final Summon
At 20th level, your deep connection to your pilgrimage allows you to harness a power only dreamt of by most summoners. When you finish a short rest, your Megidézetts gain the benefits as if they had taken a long rest.
In addition, when you use your action to summon, you can choose it to be your Final Summon. When this occurs, your summoned Megidézett takes on all the aspects of the Megidézetts you know. This final summon uses the best aspects of each of your Megidézetts that you choose. For instance, if one of your Megidézetts has 100 hit points, another has 50 flying speed, another has some innate spells, another has useful reaction ability, and another has 20 strength, this Megidézett has all these statistics. Use your creativity to describe how this Megidézett looks.
Once you use this ability, you cannot do so again until after a long rest.
Battle Summoning: Perfected
If initiative is rolled and you summon a Megidézett, you may utilize three empowerments (as long as prerequisites and costs are met.) as a free action.
Megidézetts
Guta
Medium Fiend
- Armor Class 13 + SL/4 (Natural armor)
- Hit Points 25 + (1d10 +2 per SL)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 14 (+2) 6 (-2) 8 (-1) 10 (0)
- Saving Throws Str +5, Con +4,
- Skills Athletics +5, Intimidation +5
- Damage Vulnerabilities Lightning
- Damage Resistances Cold, psychic
- Senses Passive Perception 8
Frightening Violence. Guta is an intimidated demon who strikes fear into many who witness his brutality. If a hostile creature is within 5ft. when Gatu hits another creature with a melee attack, the witnessing creature that wasn't hit must make a wisdom saving throw DC 13 or be frightened until the end of their next turn. This can only affect 1 creature at a time.
Bloody Ferocity. If Guta's hit points drop below half it's maximum, all Guta's melee attacks gain +3 to attack and damage rolls.
Actions
Multiattack. Guta attacks twice with his Unarmed Strike. He may replace one or both of his Unarmed Strikes with Bloody Strikes if applicable.
Unarmed Strike. Melee Weapon Attack: +5 to hit, 5 ft., one target. Hit: 1d6+3 bludgeoning damage.
Bloody Strike. If the creature is below its hit point maximum. Melee Weapon Attack: +5 to hit, 5 ft., one target. Hit: 2d6 bludgeoning damage.
Dazed (Recharge 5-6). If Guta hits with two or more melee attacks against a single creature in 1 round, he may use this ability: The creature must make a constitution saving throw DC 13 or be stunned until the end of Guta's next turn.
Bonus Actions
Gift of Ferocity. Guta looks to an ally it can see within 10ft. and grants them a gift of Ferocity. Until the beginning of Guta's next turn, that ally gains 1 extra damage die for 1 melee attack.
Reactions
Sentinel. When Guta makes an attack of opportunity against a creature of large or smaller size and the attack hits, that creature's movement speed is reduced to 0.
Guta, The Brutal
Guta is a feared fiend to all civilized individuals. Guta is often depicted as an ape like demon with fiery red eyes and massive hands. It is said that Guta will make an appearance during a great change in weather temperature, generally when going from hot to cold. A common saying on days like those described is "Protect yourself from Guta".
Individuals would often wake up and go to their loved ones homes only to find them dead in their bed with little signs of blood. Other times, the victims of Guta would still barely be alive. A sure sign Guta was present is the victim clutching their chest in pain or half their face drooped and caved from where he had struck them. These victims often did not make a recovery unless medical treatment was immediately available.
Little is known about the demon Guta except that he is very fearful of lightning storms. A story is said that a couple were attacked while asleep during a storm. Guta had struck the man so hard, he fell to the floor clutching his chest. Just before Guta attacked his wife, a lightning strike came down upon the house, illuminating Guta and the man. The man was somehow able to recover and Guta fled badly injured. It is unknown if this was divine intervention or coincidence
Guta's frightful memory lives on in those who witnessed his ferocity. After the night of the lightning strike however, Guta seldom appeared again. The one saving grace of Guta was his indiscriminate manner. He would attack noble and peasant alike. For this, some individuals worshiped Guta for disposing of a corrupt aristocrat.
Malocchio
Small Aberration
- Armor Class 8 + SL/4 (Natural armor)
- Hit Points 10 + (1d8 +1 per SL)
- Speed Fly 20 ft. (Hover)
STR DEX CON INT WIS CHA 8 (-1) 8 (-1) 12 (+2) 16 (+3) 14 (+2) 14 (+2)
- Saving Throws Int +5, Wis +4
- Skills History +5, Religion +5, Investigation +5, Insight +4
- Condition Immunities Prone
- Senses Passive Perception 12
Evil Eye Curse. Whenever Malocchio hits a creature with one of it's attacks or abilities, the Summoner may roll on the Evil Eye Curse table below by rolling a d20 and adding their Wisdom modifier. The target must make a constitution saving throw DC 13. This curse lasts for 1 hour. Creatures may only have one Evil Eye Curse at a time. If they are subjected to the curse again, the initial curse is replaced by the new curse
- 14 or lower, no affect.
- 15 - 16, Target can't regain hit points.
- 17 - 18, Target's max hit points are reduced by damage taken.
- 19 - 20, Target's AC is reduced by 1.
- 21 - 25, Target's AC is reduced by 2.
- 25 or higher, Target takes 1 level of exhaustion.
Ubiquitous Nature Whenever Malocchio takes damage from a Melee attack, it transports randomly to an unoccupied place within 30ft. Use a 1d8 for direction: 1 - North, 2 - Northeast, etc. and 1d4 for distance: 1 - closest, 4 - furthest. DM gets final say on positioning.
Actions
Forceful Stare. Melee Weapon Attack: +5 to hit, 5 ft., one target. Hit: 1d10+3 force damage.
Forceful Glare. Ranged Weapon Attack: +5 to hit, 5 ft., one target. Hit: 1d6+3 force damage.
Force Blast (Recharge 5-6). Malocchio releases a wave of energy to creatures it can see within 30ft. Malocchio chooses up to 6 creatures within range who immediately take 1d4+1 force damage. These creatures are subject to Malocchio's Evil Eye Curse. You only roll on the table once and all subjected creatures receive the effect if they fail their saving throw.
Bonus Actions
Gift of the Carnuto. Malocchio looks to an ally it can see within 10ft. and grants them a gift of the Carnuto. Until the beginning of Malocchio's next turn, that ally gains 1 Luck Point as if they had the Lucky Feat.
Reactions
Bad Luck. When Malocchio is targeted by an attack within 10ft., it can use it's reaction to give the creature bad luck, that creatures attack has disadvantage.
Malocchio, The Evil Eye
Often depicted as a small floating eye, Malocchio is known as the Evil Eye. Alien in nature and sometimes mistaken for a smaller beholder, Malocchio doesn't have eye stalks but rather a single droopy eye contained in a skin like body.
Whenever an individual wishes bad upon another, they send Malocchio to them. Typically, Malocchio is summoned out of jealousy or envy over another whether that be from someones possessions, a common love interest, or winning a competition. Malocchio discriminates against no one and curses the individual for a short duration with it's stares and glares.
Often trivial, the bad luck doesn't kill them outright, but accidents associated with the individuals luck sometimes do. One such story of a duchess who ran horses, won a competition against a friend. The friend, feeling intense jealousy called upon the Evil Eye to curse her. When the duchess ran her next race, her foot slipped off the stirrups when the horse bucked. This unfortunate event caused the duchess to fall to the ground, snapping her neck.
Malocchio has a weakness however, a horn shape known as Carnuto reflects the bad luck and curses. Malocchio knows this and has used these good luck charms to it's advantage.
So long as there is jealousy and envy in the world, Malocchio will be summoned and obliges most requests.
Sarkany
Large Dragon
- Armor Class 12 + SL/4 (Natural armor)
- Hit Points 15 + (1d8 +2 per SL)
- Speed 30 ft. Fly. 30ft.
STR DEX CON INT WIS CHA 12 (+1) 12 (+1) 14 (+2) 12 (+1) 12 (+1) 12 (+1)
- Saving Throws Str +3, Con +4, Wis +3
- Skills Athletics +3, Acrobatics +3, Insight +3, History +3, Perception +3
- Damage Vulnerabilities Force
- Damage Resistances Psychic
- Senses Darkvision 60ft. Passive Perception 11
Multiple Heads. When Sarkany is summoned, the summoner must roll a 1d20 and add your wisdom modifier. The outcome determines how many heads Sarkany has. Sarkany has the multiattack feature and can attack as many times depending on how many heads it is summoned with.
- 12 or lower, 1 head
- 13 - 17, 2 heads
- 18 - 22, 3 heads
- 23 or higher, 4 heads
Emotional Connection. If Sarkany is around creatures that have a higher level of consciousness and emotions (ie. Intelligence score greater than 5) he can choose to support or harm the creatures. If he chooses to harm, Sarkany adds 1d8 psychic damage to all his attacks upon a hit. If he chooses to support, his Gift of Clear Thought gives an additional 1d8 temporary hit points on top of its normal affects. Sarkany may only choose to harm or support once per turn.
Actions
Multiattack. See Multiple Heads feature.
Bite. Melee Weapon Attack: +3 to hit, 10 ft., one target. Hit: 1d6+1 Piercing damage. If the creature is large or smaller, the creature is grappled (DC11). If another head hits with a Bite attack while a creature is grappled in this way, that creature is now restrained (DC11).
Torn Apart (Recharge 5-6). If a creature is grappled by Sarkany, Sarkany can use this action. Sarkany attempts to rip the creature apart. The creature must make a strength saving throw or take 2d8 slashing damage per head of Sarkany. If the creature is restrained, the damage increases to 2d12 slashing damage per head of Sarkany.
Bonus Actions
Gift of Clear Thought. Sarkany looks to an ally it can see within 20ft. and grants them a gift of Clear Thought. Until the beginning of Sarkany's next turn, that ally is immune to the Frightened condition and has advantage against being charmed and charm like affects. If the ally is already frightened, this ability cures them.
Reactions
Psychic Trauma. When Sarkany sees a hostile creature attack an ally within 30ft. Sarkany transfers some of the damage from the ally back to the hostile creature. The attack is reduced by 1d8 and the hostile creature receives the same.
Sarkany, The Passionate
Sarkany is often described as a thin serpentine creature with wings. Fine scales adorn the whole body of Sarkany that can be multiple iridescent colors although it is usually a deep purple.
Sarkany is a type of dragon that is known for its connection to humanoids that approach it. Sarkany determines quickly whether that humanoid is friend or foe and if it will retreat, fight, or assist said humanoid. It is said the Sarkany helped a hero find a sacred weapon for defeating an army. When the hero succeeded in their assault, they became a demigod and blessed Sarkany.
Sarkany can be a fierce foe or ally depending on how he receives others. Stories differ on how many heads the dragon actually had. It wasn't until Sarkany told a hero that the amount of heads he can have changes depending on his mood. On a calm day and in a pleasant mood Sarkany usually has only one or two heads. On a windy and chaotic day, Sarkany can have as many as 7 heads.
On particularly windy and gloomy days, Sarkany sometimes will go into a fluttering rage. He will flap his wings so hard with the wind, great tornadoes will appear and terrorize the local landscape. Common folk know to seek shelter on those types of days.
Sarkany is often worshiped for accepting natural emotions, going with the flow, and being passionate when appropriate. His chaotic nature and attachment to the weather, often depicts him as a companion or mount for Szépasszony.
Sello
Medium Devil
- Armor Class 10 + SL/4 (Natural armor)
- Hit Points 15 + (1d8 +3 per SL)
- Speed 25 ft. Swim 30ft.
STR DEX CON INT WIS CHA 10 (0) 12 (+1) 16 (+3) 14 (+2) 12 (+1) 16 (+3)
- Saving Throws Con +5, Cha +5
- Skills Insight +3, Intimidation +5, Persuasion +5
- Damage Vulnerabilities Poison
- Damage Resistances Psychic
- Senses Passive Perception 11
Feet to Fins. Sello is able to change her body to meet her needs for the land or water. She can change her legs and feet into one large fin over the course of 1 minute and vice versa.
Memorable Touch. If Sello touches another creature, that creature immediately has a flash of memory. The creature must make a charisma saving throw DC 13 or be subjected to the mournful memory. On a failure the creature takes 1d6 psychic damage. If the creature fails by 5 or more, that creature is stunned while it remembers until the end of Sello's next turn.
Innate Spellcasting. Sello's spellcasting ability is Charisma (spell save DC 13). Sello can innately cast the following spells, requiring no material components:
3/day each: Mind Sliver, Dissonant Whispers
1/day each at SL 6: Phantasmal Killer, Synaptic Static
Actions
Claw. Melee Weapon Attack: +3 to hit, 5 ft., one target. Hit: 1d4+3 Slashing damage. On a hit, the creature is subjected to her Memorable Touch Feature.
Entrancing Song (Recharge 5-6). Sello sings a melodic tune and infuses her charming magic and mournful emotion into it. All creatures that she chooses within 30ft. must make a charisma saving throw DC 13. On a failure, that creature falls asleep and dreams of a mournful memory until the end of Sello's next turn. In addition, should the creature be woken up before the end of Sello's next turn, they remember their terrible dreams, taking 4d8 psychic damage. On a save, the creature does not fall asleep.
Bonus Actions
Gift of the Voice. Sello looks to an ally it can see within 30ft. and grants them a gift of the Voice. Until the beginning of Sello's next turn, that ally is immune to falling asleep. In addition, that ally gains a +3 to rolls for Insight and Persuasion.
Reactions
In Her Grasps. When Sello makes an attack of opportunity against a creature and the attack hits, that creature has disadvantage to Sello's Memorable Touch Feature.
Sello, The Sorrowful
Sello is depicted as a beautiful woman with long red hair. Pictures of her show her transforming with human legs to one large fin and entering a large body of water.
Sello was the wife of a sailor who fished the northern shores. To say there was love between them was an understatement. One day Sello's husband did not return, nor the following day. Before long she searched the northern beaches for her beloved. One of his ship mates was dying on the shore and explained the ship had been attacked by pirates or wild men.
Sello tried to save the man but to no avail. She searched for 7 more days up and down the beaches for her husband but never found him. She pleaded and begged the gods for assistance but when they didn't answer, she turned and asked devils. They were more than happy to help in exchange for the souls of men out at sea. They changed her feet and legs to a large fin and gave her an enticing voice that would lure any man toward her.
Once she transformed she went out and looked for her husband in the dark waters. There, between some clams and starfish, was the body of her late husband. She rose to the surface and wailed loudly, chilling the blood of any nearby sailor.
After she buried her husband, revenge was on her mind. She sought the group who had killed her love. She stalked them for a day, and at night would sing gently toward one or two pirates who were on the deck late at night. As they became entranced, she lowered each one into the water where they slept eternally.
The Captain was the last man on the ship and as she sang her mournful song in the air, he came out with a barb of some sea creature and cut her across the face. It began to sting and was obviously poison. As he cursed her, she laughed and shouted "I already am." after a short scuffle, she dragged his body deep into the sea and placed several large boulders on his legs while he was still conscious.
The Captain cursed Sello and the poisonous barb is still present on her face to this day, unable to be removed. She sometimes can use it to her advantage if her victims get close enough.
Revenge did little for her mourning and if anything made her feel cold. People still worship her in remembrance of her love between two individuals and the unforgivable nature of the sea. People will pray to her spirit for safe passage especially if a loved one is the one making the voyage.
Szépasszony
Medium Celestial
- Armor Class 10 + SL/4 (Natural armor)
- Hit Points 12 + (1d6 per SL)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (0) 12 (+1) 10 (0) 12 (+1) 12 (+1) 16 (+3)
- Saving Throws Wis +3, Cha +5,
- Skills Insight +3, Persuasion +5, Stealth +3
- Damage Vulnerabilities Magical Piercing
- Damage Resistances Lightning
- Damage Immunities Cold
- Senses Passive Perception 11
Alluring Gaze. Szépasszony utilizes her beauty to charm those around her. While she is within 30ft. the summoner gains advantage on persuasion checks for the sake of befriending another humanoid.
Ritual Dance. Szépasszony may perform a ritual dance that produces one of the following:
- A fog cloud rolls into the nearby area making everything heavily obscured.
- A storm forms overhead which causes rain and lightly obscures the area.
- A roaring thunder storm forms overhead causing deafening thunder over the area making it difficult to hear anyone more than 5ft. away.
- A lightning storm forms overhead, for the duration, Szépasszony's Lightning Strike ability does double damage.
The dance takes 10 minutes to perform. The area affected has a 500ft. radius centered on Szépasszony. The weather affect is non-magical and lasts for 1 hour or until Szépasszony does another dance for a different weather effect. This ritual has no affect if there is no sky overhead such as in a cave or building.
Innate Spellcasting. Szépasszony's spellcasting ability is Charisma (spell save DC 13). Szépasszony can innately cast the following spells, requiring no material components:
3/day each: Frostbite, Ray of Frost
1/day each at SL 8: Cone of Cold, Ice Storm
Actions
Frigid Touch. Melee Weapon Attack: +3 to hit, 5 ft., one target. Hit: 1d10+1 cold damage.
Hail. Ranged Weapon Attack: +3 to hit, 30/60 ft., one target. Hit: 1d6+1 cold damage.
Lightning Strike (Recharge 5-6). Szépasszony brings down her power to strike a creature of her choosing within 30ft. That creature must make a dexterity saving throw DC 13 or take 3d10 lightning damage. If this ability hits a creature with another creature within 5ft. of it, they must make a dexterity saving throw DC 13 or suffer the same amount of damage. This can repeat up to 5 times.
Bonus Actions
Gift of the Arctic. Szépasszony looks to an ally it can see within 10ft. and grants them a gift of the Arctic. Until the beginning of Szépasszony's next turn, that ally gains immunity to cold damage.
Reactions
Freeze. When a creature hits Szépasszony with a melee attack, that creature must make a constitution saving throw DC 13 or take 1d6 cold damage. In addition, if the creature fails by 5 or more, ice builds up on their body, freezing them in place. That creature is considered paralyzed until the end of Szépasszony's next turn.
Szépasszony, The Beautiful
Szépasszony is often described as a beautiful, young, long haired woman in a white dress who dances barefoot anywhere outside. Where she dances often leads to an intense storm that brings nutrient waters for the land.
The story of Szépasszony begins as a young farm girl tending the fields for her family. She enjoyed the rain and wind whenever the weather offered. Her father wanted to send her off to be married but she refused. As an argument broke out between her and her father, the weather began to changed. Her shouts were thunderous, her words were cold, and her eyes, electric.
Fearing this new found power, the father rescinded his offer to the man betrothed to Szépasszony. The would be betrothed, angered, ran into the field to confront Szépasszony.
The father watched as words were exchanged but he could not hear anything as an intense storm grew overhead. He saw the man raise what looked like a knife to Szépasszony and aimed at her heart. The storm intensified and the father couldn't reach or see his daughter. After about 30 minutes and little to no visibility, the storm cleared. There in the field stood the soaked Szépasszony and in the mud was the man, dead from a lightning strike.
Szépasszony believes everyone has their own choice in life and if that choice is taken away, one should fight with the intensity of the storm to gain it back.
Those who worship Szépasszony do so for fertile land, plentiful water for crops, and an appropriate love match.
Turul
Large Beast
- Armor Class 10 + SL/4 (Natural armor)
- Hit Points 10 + (1d10+1 per SL)
- Speed 20ft., fly 50ft.
STR DEX CON INT WIS CHA 8 (-1) 16 (+3) 12 (+1) 12 (+1) 16 (+3) 6 (-2)
- Saving Throws Dex +5, Wis +5
- Skills Perception +5, Stealth +5, Insight +5, History +3
- Damage Vulnerabilities Magical Bludgeoning
- Senses Darkvision 60 ft., Passive Perception 13
Dive Bomb. If Turul moves at least 10 feet straight down toward a target and then hits it with a Talon attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be pushed up to 10 feet away and knocked prone.
Flyby. Turul doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Innate Spellcasting. Turul's spellcasting ability is Wisdom (spell save DC 13). Turul can innately cast the following spells, requiring no material components:
3/day each: Guidance, Augury, Mind Spike, See Invisibility
1/day each at SL 6: Scrying, True seeing
1/day each at SL 16: Foresight
Actions
Talons. Melee Weapon Attack: +5 to hit, 5 ft., one target. Hit: 1d6+1 piercing damage.
Impalement (Recharge 5-6). Turul must be directly above a creature for this ability. Turul conjures a magically weighted sword into his talons. Turul then drops the sword toward the creature. That creature must make a dexterity saving throw DC 13. On a failure the creature takes 1d10 piercing damage plus 1d6 extra thunder damage per 10ft. the sword traveled (maximum 20d6). On a success, the target only takes half thunder damage.
Bonus Actions
Gift of Disengage Turul immediately takes the Dash action as a bonus action and picks up one willing creature and deposits that creature to another location within the Dash's movement speed. This movement does not trigger attacks of opportunity.
Reactions
An Eye for Weakness. When a hostile creature does damage to Turul, Turul can use it's reaction to observe it's weakness. Until the end of Turul's next turn, all of Turuls attacks against this creature are with advantage. In addition, all saving throws from spell and ability affects Turul forces upon this creature are made with disadvantage.
Turul, The Seer
According to legend, Turul is a large falcon like bird with the ability to see the future. Turul is large with brown feathers and yellow eyes. Hunters of the great plains often used falcons to identify a pack of animals, potential dangers, and water sources.
Turul was the greatest of all the hunter's companions. Being able to not just warn of coming dangers, but predict them. Turul would be sent up in the sky and lead the hunters around terrible storms, predators, and even hostile humanoids.
It is said that Turul even predicted the coming of a baby before either of the parents knew. Turul would fly high in the night's sky circling the same constellations that represented fertility, love, and new life. Turul did this for several nights before Emese discovered her pregnancy with Almos.
Later on, Turul become more of a war general than a hunter bird. Turul was able to warn of coming armies and enlighten the warriors of the tribe of where to go to battle as well as flee during certain periods of war.
Turul is credited with finding the foundation for his people's city. It is said that after the great war, Turul took up Almos's sword and carried it high into the sky until it was too difficult to see the bird. A glint of light fell from the sky, Almo's sword. Upon striking the ground, it caused a thunderous explosion that leveled the rocks and hills into a flat, solid foundation perfect for settling his people.
Zarvas
Large Beast
- Armor Class 11 + SL/4 (Natural armor)
- Hit Points 15 + (1d8+1 per SL)
- Speed 50 ft.
STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 12 (+1) 8 (-1) 14 (+2) 8 (-2)
- Saving Throws Dex +5, Con +3, Wis +4
- Skills Perception +4, Stealth +5
- Damage Vulnerabilities Magical Piercing
- Damage Resistances Radiant
- Senses Passive Perception 12
Charge. If Zarvas moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra (2d8) piercing damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be pushed up to 10 feet away and knocked prone.
Light Bringer. Zarvas's antlers produce a flickering light as if lit by a dozen bright candles. This gives off bright light for 20ft. and dim light for another 20ft.
Innate Spellcasting. Zarvas's spellcasting ability is Wisdom (spell save DC 13). Zarvas can innately cast the following spells, requiring no material components:
3/day each: Clairvoyance, Detect Evil and Good,
1/day each at SL 5: Revivify, Daylight, Guardian of Faith, Haste
Actions
Gore Melee Weapon Attack: +5 to hit, 5 ft., one target. Hit: 1d8+1 piercing damage.
Trample Melee Weapon Attack: +5 to hit, 5 ft., one target. Hit: 2d6+1 bludgeoning damage.
Radiant Flame (Recharge 5-6). Zarvas's antlers light up in a flare of radiant energy. A beam of light explodes in front of it. In a line that is 30 feet long and 5 feet wide, each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) radiant damage on a failed save, or half as much damage on a successful one.
Bonus Actions
Gift of Swiftness Zarvas looks to an ally it can see within 60ft. and grants them a gift of swiftness. Until the beginning of Zarvas's next turn, that ally gains +10ft. to movement speed.
Reactions
Withdraw. When a hostile creature makes a melee or ranged attack against Zarvas, regardless if it hit, Zarvas may use a reaction to move up to half it's movement speed.
Zarvas, The Golden Stag
Zarvas is known as the Golden Stag due to its antlers being illuminated by what seems to be a dozen candles flickering in the night. Zarvas is a spirit known for being swift through the trees of dense forests and a guide for those who need it most. Hunters often told stories of the Golden Stag being impossible to keep up with, whether being chased by man or beast.
One of the more memorable stories of Zarvas comes from two brothers, Humor and Magor, who attempted to pursue the stag. Humor and Magor were sons of a wealthy noble that had no interest in the finer things in life but rather sought out challenge and competition. They tracked Zarvas for over three weeks and were determined to finish the hunt successfully. Zarvas led the brothers so far into the wilds, the likelihood of them finding their way home was becoming less and less.
Battered and beaten by the wildlife in the pursuit of the stag, the brothers eventually followed the trail to a beautiful castle where the trail went cold. Looking to restock and rest, they asked the lord to stay the night. After pleasant conversation over dinner with their guests, the lord introduced his two daughters, Dulan and Ilona. The brothers immediately fell in love with the daughters and soon married them to combine their houses.
The Golden stag is remembered as the reason these two houses are still in political influence today. Eventually the memories and stories of Zarvas became so great, a temple was built in its honor. Sightings of Zarvas over the years became less frequent until eventually the Golden Stag emerged from the forest on a dark night. Several priests at the temple watched as the stag calmly stepped up the walkway, bowing as they passed each other. The stag reached the entrance to the humble temple, laid down and peered over the forest canopy. Zarvas shook its antlers one last time letting out an enormous radiant light that illuminated the whole forest for miles.
When the priests were able to recover their vision some minutes later, Zarvas was gone. All sightings of Zarvas ceased and only those who can connect with the memories of such a powerful creature might be able to call for the aid of the Golden Stag.
Zorkány
Medium Devil
- Armor Class 8 + SL/4 (Natural armor)
- Hit Points 10 + (1d6 per SL)
- Speed 25 ft.
STR DEX CON INT WIS CHA 8 (-1) 10 (0) 10 (0) 16 (+3) 16 (+3) 12 (+1)
- Saving Throws Int +5, Wis +5
- Skills Perception +5, Insight +5, History +5, Religion +5
- Damage Vulnerabilities Radiant
- Damage Resistances Necrotic, Poison
- Condition Immunities Poison, Disease,
- Senses Darkvision 60 ft., Passive Perception 13
Humanoid Pathogenesis. If a humanoid creature is within 5ft. of Zorkány when she takes damage, they immediately take 1d6 poison damage.
Zorkány Curse. If Zorkány deals melee damage to a creature, they must make a Constitution Saving Throw DC 14. On a failure, Zorkány can impose one of the following curses. Only one curse may be present on a creature at a time. The curse lasts for 1 hour.
- Necrotic boils emerge on the creatures skin, whenever they take damage, they take an extra 1d4 necrotic damage as the boils explode.
- The creature's eyes form growths, causing blindness.
- The creature cannot regain hit points.
- The creature gives off a terrible yet traceable smell. Zorkány knows where the creature is within 100 miles.
Innate Spellcasting. Zorkány's spellcasting ability is Intelligence (spell save DC 13, +5 to hit). Zorkány can innately cast the following spells, requiring no material components:
3/day each: Bestow Curse, Ray of Sickness, Ray of Enfeeblement
1/day each at SL 5: Vitriolic Sphere, Blight, Contagion
Actions
A Touch Of Disease Melee Weapon Attack: +3 to hit, 5 ft., one target. Hit: 1d10 piercing damage.
Witch Lightning (Recharge 5-6). Zorkány's finger points at a single creature it can see within 60ft. That target must make a Dexterity Saving throw DC 13. Upon a failure they take 1d12 lighting and 1d12 necrotic damage. Additionally, the creature is subjected to the Zorkány Curse.
Bonus Actions
Gift of The Cure Zorkány looks to an ally it can see within 30ft. and grants them a gift of the cure. Until the beginning of Zorkány's next turn, that ally gains immunity to the poison condition and poison damage. If that creature was already poisoned, they are no longer poisoned.
Reactions
Hexing Glare. When a hostile creature attempts to make an ability check or saving throw contested against an allies ability, feature, or spell, and is within 30ft., Zorkány can use her reaction to disrupt the attempt. That creature's roll is decreased by 1d4.
Zorkány, The Corrupted
Zorkány was a known hermitess who stayed away from most civilization. The town near here did not pay her much attention and that is what she liked. She lived a quiet life in the woods and mountains maintaining parts of the forest for her sustenance.
During a terrible crop harvest year, the townsfolk were on edge as food ran scarce. With the lack of food for their cattle, many in the herd began to die and disease began taking over the area. Soon, even the water systems near the town were poisoned by the dying animals.
Bitter and starving, the townsfolk began pondering what caused this unfortunate series of events. Many blamed Zorkány as a witch who cursed the land. On a cold fall night, the people rallied and stormed into the forest where Zorkány lived, they captured her and burned her alive. In her final moments she cried out to greater powers to curse the townsfolk.
After her skin burned away, a great wind snuffed out the burning womans pyre and her skin turned to boils with poisonous pustules. The townsfolk fled in fear but she tracked each down one by one to avenge the injustice.
The story goes that she tried to return to her life as best as she could but she too was cursed, and the creatures around her suffered as well. She learned how to harness her new powers to prevent her poison from infiltrating those who did her no harm. She now looks to use her abilities for those she finds worthy of carrying out justice to those wronged.
Empowerments
Empowerments can be used by the summoner on the Megidézetts they summon. The amount of empowerments you may know at one time is depicted on The Summoner Table above. Some empowerments are passive, cost spell slots, or have prerequisites, be sure to have fulfilled those before choosing that empowerment.
If an empowerment has a spell slot requirement, you can use a higher level spell slot whether or not there is an affect at higher levels.
An empowerment with the description of Passive is automatically applied to your Megidézett(s) upon summoning.
Using non-passive empowerments requires verbal and somatic components.
General Empowerments
Intense Fighting
Passive
All Megidézett's attacks gain SL/5 to hit minimum of +1.
Shielded
Cost: 1st level spell slot and the Summoners Reaction
When your Megidézett is targeted with a melee or ranged attack, you can use your reaction to shield them from potential harm. The Megidézett gains a +1 to their AC until the start of their next turn.
At Higher Levels. When you cast this empowerment using a spell slot of 2nd level or higher, the bonus to AC is increased by +1 for each slot level above 1st.
Summoner's Protection
Passive
Upon summoning a Megidézett, you choose one saving throw it is now proficient in. That saving throw is calculated by the Megidézett's modifier for the associated save plus SL/5, minimum of +1. If the Megidézett was already proficient in that saving throw, only the (SL/5, minimum of +1) is added.
Gifts of the Megidézetts
Passive
The amount of allies a Megidézett's Gift can target is increased by +1.
Improved Armor class
Passive
All Megidézett's armor class is increases by +1 per SL/4 rounded down, minimum of +1.
Increased Hit Points
Passive
All Megidézett's hit points are increased by +2 per SL.
Mutual Protection
Cost: 4th level spell slot
The summoner and Megidézett are now able to share the burden of battle. Whenever the summoner takes damage, you can choose to share half that damage with their Megidézett that is within 60ft.
Ready For Battle
Passve. Prerequisite: Summoner Level 9
All Megidézett abilities with a recharge are reduced by 1. For example, a recharge time of 5-6 is now 4-6.
Intense Spells
Passive.
The DC for spells of your Megidézett's increases by 1 per SL/5 rounded up.
Intense Abilities
Passive
The DC for abilities of your Megidézett's increase by 1 per SL/5 rounded up.
Powerful Spells
Cost: 1st level spell slot
The DC for spells of your Megidézett increases by +1. This empowerment stacks with the Intense Spells empowerment.
At Higher Levels. When you cast this empowerment using a spell slot of 2nd level or higher, the DC for the Megidézett's spells increase by +1 for each slot level above 1st.
Powerful Abilities
Cost: 1st level spell slot
The DC for abilities of your Megidézett increases by +1. This empowerment stacks with the Intense Abilities empowerment.
At Higher Levels. When you cast this empowerment using a spell slot of 2nd level or higher, the DC for the Megidézett's abilities increase by +1 for each slot level above 1st.
Guta Empowerments
Increased Hit Points: Guta
Passive. Prerequisites: Guta known, Summoner Level 9
Guta's hit points are increased by +4 per SL. This empowerment stacks with the Increased Hit Points empowerment.
Multiattack
Prerequisites: Guta known, Cost: 3rd level spell slot
Guta gains an extra attack per attack action used.
At Higher Levels. When you cast this empowerment using a spell slot of 4th level or higher, Guta gains one extra attack per attack action used for each slot level above 3rd.
Ferocity Fever
Prerequisites: Guta known, Cost: 1st level spell slot
Guta's Gift of Ferocity ability can be used on one additional ally. This empowerment stacks with the Gifts of the Megidézetts empowerment.
At Higher Levels. When you cast this empowerment using a spell slot of 1st level or higher, you may target one additional ally for each slot level above 1st.
Brutally Dazed
Prerequisites: Guta known, Cost: 3rd level spell slot
Guta's Dazed ability now paralyzes the target on a failure instead of stun.
At Higher Levels. When you cast this empowerment using a spell slot of 5th level, the target is paralyzed for 3 rounds instead of 1.
Searing Hellfire
Passive, Prerequisites: Summoner level 9
This ability requires Guta's action and has a recharge time of (5-6). Guta screeches into the air and the sound penetrates the chests of all creatures Guta chooses within 60ft. Those creatures must make a Constitution saving throw DC 16 or take 8d8 fire damage and fall prone. On a success, they take half as much damage and are not prone.
Any creatures suffering from Guta's Dazed ability, takes double damage.
Malocchio Empowerments
Increased Hit Points: Malocchio
Passive. Prerequisite: Malocchio known, Summoner Level: 9
Malocchio's hit points are increased by +3 per SL. This empowerment stacks with the Increased Hit Points empowerment.
Gift of Goodluck
Prerequisite: Malocchio known, Cost: 1st level spell slot
Sarkany's Gift of Carnuto ability can be used on one additional ally, This empowerment stacks with the Gifts of the Megidézetts empowerment.
At Higher Levels When you cast this empowerment using a spell slot of 2nd level or higher, Malocchio may target one additional ally for each slot level above 1st.
#####Improved Evil Eye Curse Prerequisite: Malocchio known, Cost: 5th level spell slot
Malocchio's Evil Eye Curse feature's table is replaced with this table:
- 14 or lower, no affect.
- 15 - 16, Target can't regain hit points and target's max hit points are reduced by damage taken.
- 17 - 18, Target's AC is reduced by 2.
- 19 - 20, Target's AC is reduced by 3.
- 21 - 25, Target takes 1 level of exhaustion.
- 25 - 26, Target takes 2 levels of exhaustion.
- 27 or higher Target takes 3 levels of exhaustion.
Terrible Luck
Passive, Prerequisite: Malocchio known
Malocchio's Bad Luck reaction now has a range of 60ft. instead of 10ft.
Envious Scowl
Passive, Prerequisites: Malocchio known, Summoner level 9
This ability requires Malocchio's action and has a recharge time of (5-6). Malocchio targets a single creature it can see within 10ft. That creature must make an intelligence saving throw DC 16 or receive the worst luck they've likely ever had. Upon a failure, that creature suffers 1 level of exhaustion at the start of their turn until they have reached 5 levels of exhaustion. This curse lasts for 1 hour.
Sarkany Empowerments
Increased Hit Points: Sarkany
Passive. Prerequisite: Sarkany known, Summoner Level: 9
Sarkany's hit points are increased by +3 per SL. This empowerment stacks with the Increased Hit Points empowerment.
Gift of Clear Mind
Prerequisite: Sarkany known, Cost: 1st level spell slot
Sarkany's Gift of Clear Thought ability can be used on one additional ally, This empowerment stacks with the Gifts of the Megidézetts empowerment.
At Higher Levels When you cast this empowerment using a spell slot of 2nd level or higher, Sarkany may target one additional ally for each slot level above 1st.
Improved Multiple Heads
Prerequisite: Sarkany known, Cost: 5th level spell slot
Sarkany's Multiple Heads feature's table is replaced with this table:
- 5 or lower, 1 head
- 6 - 8, 2 heads
- 9 - 10, 3 heads
- 11 - 13, 4 heads
- 14 - 16, 5 heads
- 17 - 19, 6 heads
- 20 or higher, 7 heads
Greater Emotional Connection
Passive: Sarkany known, Cost: 1st level spell slot
Emotional connection's psychic damage and temporary hit points are increased by an additional 1d8.
At Higher Levels When you cast this empowerment using a spell slot of 2nd level or higher, Sarkany's Emotional Connection's psychic damage and temporary hit points are increased by an additional 1d8 for each slot level above 1st.
Tornado
Passive, Prerequisites: Sarkany known, Summoner level 9
This ability requires Sarkany's action and has a recharge time of (5-6). Sarkany flaps his wings with such vigor, it whips up a large tornado that decimate those in it's path. The tornado proceeds in a 15ft. wide path that carries on for 90ft. before dissipating. All creatures in the path of the tornado must make a strength saving throw DC 16 or take 6d10 bludgeoning damage and 6d10 thunder damage, as well as be transported to the end of the tornadoes path and fall prone. On a success, the creature takes half damage and is not transported or falls prone.
Sello Empowerments
Increased Hit Points: Sello
Passive. Prerequisite: Sello known, Summoner Level: 9
Sello's hit points are increased by +3 per SL. This empowerment stacks with the Increased Hit Points empowerment.
Unforgettable Touch
Prerequisite: Sello known, Cost: 1st level spell slot
Sello's Memorable Touch Feature gains a +1 to its DC. In addition, it now does an extra 1d6 psychic damage.
At Higher Levels When you cast this empowerment using a spell slot of 2nd level or higher, Sello's Memorable Touch's gains an additional +1 to its DC and 1d6 psychic damage for each slot level above 1st.
Gift of the Muse
Prerequisite: Sello known, Cost: 1st level spell slot
Sello's Gift of the Voice ability can be used on one additional ally, This empowerment stacks with the Gifts of the Megidézetts empowerment.
At Higher Levels When you cast this empowerment using a spell slot of 2nd level or higher, Sello may target one additional ally for each slot level above 1st.
The Nightmare
Passive. Prerequisite: Sello known, Summoner Level: 9
Sello can cast the following spells once per day: Dream, Mental Prison, Sleep (At 5th level).
Entrancing Call
Passive. Prerequisite: Sello known, Summoner Level: 9
This ability requires Sello's action and has a recharge time of (5-6). Sello sings her melody and charms a single creature she chooses to come toward her no matter the obstacle within 60ft. Roll 5d4 and multiply that number by your Summoner Level. If the number calculated is higher than the current amount of hit points that creature has, they fall unconscious and begin sleep walking.
They immediately move their movement speed toward Sello. If they haven't reached her yet, they use their movement speed and action to dash toward Sello on their turn until they reach her. If the creature is woken up before reaching Sello, they take 6d8 psychic damage.
If they reach Sello, Sello immediately brings her face close to theirs as if to kiss them, but instead pricks them with the spiny barb sticking out of her face. The creature immediately takes 6d8 psychic damage and must make a constitution saving throw, on a failure, they take 8d8 poison damage or half as much on a save.
The creature is also subjected to Sello's Memorable Touch feature.
Szépasszony Empowerments
Protection from the Storm
Prerequisites: Szépasszony known, Cost: 3rd level spell slot
While Szépasszony is summoned and within 60ft. of the summoner, the summoner has immunity to cold damage.
Increased Hit Points: Szépasszony
Passive. Prerequisite: Szépasszony known, Summoner Level: 9
Szépasszony's hit points are increased by +3 per SL. This empowerment stacks with the Increased Hit Points empowerment.
Charming Gaze
Prerequisites: Szépasszony known, Cost: 1st level spell slot
Szépasszony now knows the Charm Person spell and can cast it three times a day.
At Higher Levels. When you cast this empowerment using a spell slot of 4th level or higher, the spell learned is Dominate Person instead of Charm Person.
Call of the Storm
Prerequisites: Szépasszony known, Cost: 5th level spell slot
The radius of Szépasszony's Ritual Dance is increased to 5,000ft. In addition, Szépasszony may choose two of the effects listed to occur instead of one.
Hail Storm
Passive, Prerequisites: Summoner level 9
This ability requires Szépasszony's action and has a recharge time of (5-6). Szépasszony sheds a single tear that freezes and falls to the ground shattering quietly as the sky darkens. All creatures within 100ft. of Szépasszony must make a dexterity saving throw DC 16 or take 5d10 cold and 5d10 bludgeoning damage as massive spheres of hail wreak havoc on the surrounding area. This ability deals double damage to objects and structures. If combined with the Call of the Storm empowerment, this ability does double damage.
Turul Empowerments
Increased Hit Points: Turul
Passive. Prerequisites: Turul known, Summoner Level: 9
Turul's hit points are increased by +3 per SL. This empowerment stacks with the Increased Hit Points empowerment.
Pinpoint Weakness
Prerequisites: Turul known, Cost: 1st level spell slot
When Turul uses his An Eye for Weakness reaction, he may telepathically communicate this weakness to an ally of his choosing within 60ft.
At Higher Levels. When you cast this empowerment using a spell slot of 2nd level or higher, Turul may choose one additional creature for each spell slot above 1st.
Perfect Accuracy
Passive, Prerequisites: Pinpoint Weakness
When an ally of Turul is under the affects of the Pinpoint Weakness empowerment they gain this additional benefit: All saving throws from spell and ability affects the ally forces upon this creature are made with disadvantage.
Efficient Flyer
Prerequisites: Turul known, Cost: 1st level spell slot
Turul gains +10ft. to movement speed.
At Higher Levels When you cast this empowerment using a spell slot of 2nd level or higher, Turul gains an additional +10ft. to movement speed for each spell slot above 1st.
Reposition
Passive, Prerequisites: Summoner level 9
This ability requires Turul's action and has a recharge time of (5-6). Turul immediately takes the Dash action and uses his full movement speed to reposition allies and enemies to where he chooses using his movement speed for each pick up and placement. If a creature is unwilling, they must make a dexterity saving throw DC 16. On a success, they are not picked up and repositioned.
For example: If the rogue scouts ahead and is met by enemies, Turul may use this ability to fly to the rogue, pick them up, deposit them back to the party, pick up the barbarian, deposit them in front of the party, fly to an enemy spell caster, pick them up, and deposit them in font of the barbarian. As long this is all within Turul's movement speed and the enemy failed their dexterity saving throw.
Zarvas Empowerments
Radiant Explosion
Prerequisites: Zarvas known, Cost: 3rd level spell slot
This ability requires Zarvas's action and has a recharge time of (5-6). As an action, Zarvas's antlers light up with a blinding light in a 30 ft. radius. Each creature of it's choice must make a constitution saving throw DC 13 or be blinded. In addition, these creatures take 6d8 radiant damage or half as much on a save and are not blinded.
At Higher Levels. When you cast this empowerment using a spell slot of 4th level or higher, the damage increases by 2d8 for each slot level above 3rd.
Swift Feet
Prerequisites: Zarvas known, Cost: 1st level spell slot
While the summoner knows how to summon Zarvas, the summoner may use a bonus action to dash. In addition, while Zarvas is summoned, the summoner can mount Zarvas. While mounted, Zarvas has a movement speed of 60ft and his charge now does 3d8 piercing damage.
At Higher Levels When you cast this empowerment using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Increased Hit Points: Zarvas
Passive. Prerequisite: Zarvas known, Summoner Level: 9
Zarvas's hit points are increased by +3 per SL. This empowerment stacks with the Increased Hit Points empowerment.
Fast Allies
Prerequisites: Zarva known, Cost: 1st level spell slot
Zarvas's Gift of Swiftness ability can be used on one additional ally. This empowerment stacks with the Gifts of the Megidézetts empowerment.
At Higher Levels. When you cast this empowerment using a spell slot of 2nd level or higher, Zarvas may target one additional ally for each slot level above 1st.
Righteous Antlers
Passive, Prerequisites: Zarvas known, Summoner Level: 9
Zarvas's Charge ability now does an extra 2d8 radiant damage and the DC for pushing back and knocking prone is increased by +3. For every additional 10ft. of movement expended in a straight line before using the Gore action, an additional 2d8 radiant damage is added.
Zorkány Empowerments
Increased Hit Points: Zorkány
Passive. Prerequisite: Zorkány known, Summoner Level: 9
Zorkány's hit points are increased by +3 per SL. This empowerment stacks with the Increased Hit Points empowerment.
Protection from Plague
Prerequisites: Zorkány known, Cost: 3rd level spell slot
While Zorkány is summoned and within 60ft. of the summoner, the summoner has immunity to the poison and disease condition as well as immunity to poison damage.
Flying Plague
Prerequisites: Zorkány knwon, Cost: 2nd level spell slot
Zorkány now has a flying speed of 50ft
Contagious Disease
Prerequisite: Zorkány known, Cost: 1st level spell slot
Zorkány's Humanoid Pathogenesis's range is increased to 10ft. In addition, it now deals 3d6 poison damage.
At Higher Levels When you cast this empowerment using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Gift of Plague Protection
Prerequisites: Zorkány known, Cost: 1st level spell slot
Zorkány's Gift of The Cure ability can be used on one additional ally, This empowerment stacks with the Gifts of the Megidézetts empowerment.
At Higher Levels When you cast this empowerment using a spell slot of 2nd level or higher, Zorkány may target one additional ally for each slot level above 1st.
Explosive Plague
Passive, Prerequisites: Zorkány known, Summoner Level: 9
This abilities requires Zorkány's action and has a recharge time of (5-6). Zorkány calls out to curse every creature she chooses within 60ft. of her. These creatures must make a constitution saving throw DC 16 or take 4d8 poison damage and 4d8 necrotic damage as their bodies become infested with boils and puss. Additionally, the creatures are subjected to the Zorkány Curse ability.
Summoner Spells
Cantrips (0 Level)
- Blade Ward
- Control Flames
- Create Bonfire
- Dancing Lights
- Encode Thoughts
- Friends
- Guidance
- Gust
- Light
- Mage Hand
- Magic Stone
- Mending
- Message
- Prestidigitation
- Produce Flame
- Resistance
- Sacred Flame
- Shape Water
- Spare the Dying
- Thaumaturgy
- Word of Radiance
1st Level
- Absorb Elements
- Alarm
- Bane
- Bless
- Ceremony
- Charm Person
- Command
- Comprehend Language
- Create or Destroy Water
- Cure Wounds
- Detect Evil and Good
- Detect Magic
- Detect Poison and Disease
- Disguise Self
- Expeditious Retreat
- Faerie Fire
- Feather Fall
- Find Familiar
- Floating Disk
- Fog Cloud
- Gift of Alacrity
- Grease
- Healing Word
- Heroism
- Identify
- Illusory Script
- Mage Armor
- Protection from Evil and Good
- Purify Food and Drink
- Sanctuary
- Shield
- Shield of Faith
- Sleep
- Unseen Servant
2nd Level
- Aid
- Augury
- Blindness/Deafness
- Blur
- Borrowed Knowledge
- Calm Emotions
- Continual Flame
- Darkness
- Detect Thoughts
- Enhance Ability
- Enlarge/Reduce
- Flock of Familiars
- Gentle Repose
- Gust of Wind
- Healing Spirit
- Hold Person
- Invisibility
- Lesser Restoration
- Levitate
- Misty Step
- Pass without Trace
- Prayer of Healing
- Protection from Poison
- Phantasmal Force
- Silence
- Skywrite
- Suggestion
- Summon Beast
- Vortex Warp
- Warding Bond
- Wristpocket
- Zone of Truth
3rd Level
- Aura of Vitality
- Beacon of Hope
- Blink
- Conjure Animals
- Conjure Barrage
- Create Food and Water
- Crusader's Mantle
- Daylight
- Dispel Magic
- Fast Friends
- Feign Death
- Haste
- Leomund’s Tiny Hut
- Mass Healing Word
- Motivational Speech
- Nondetection
- Protection from Energy
- Remove Curse
- Revivify
- Sending
- Slow
- Speak with Dead
- Summon Fey
- Summon Lesser Demons
- Summon Shadowspawn
- Tidal Wave
- Tiny Hut
- Tongues
- Water Breathing
- Water Walk
4th Level
- Aura of Life
- Aura of Purity
- Banishment
- Confusion
- Conjure Minor Elementals
- Control Water
- Dimension Door
- Freedom of Movement
- Greater Invisibility
- Guardian of Faith
- Leomund's Secret Chest
- Polymorph
- Private Sanctum
- Resilient Sphere
- Secret Chest
- Summon Aberration
- Summon Construct
- Summon Elemental
- Summon Greater Demon
- Watery Sphere
5th Level
- Circle of Power
- Commune
- Conjure Elemental
- Conjure Volley
- Dispel Evil and Good
- Dream
- Far Step
- Greater Restoration
- Hallow
- Infernal Calling
- Legend Lore
- Mass Cure Wounds
- Passwall
- Planar Binding
- Raise Dead
- Steel Wind Strike
- Summon Celestial
- Summon Draconic Spirit
- Teleportation Circle
Sacred Pilgrimage
All summoners go on a sacred pilgrimage with accordance to what they wish to achieve in their lifetime. These pilgrimages often have them and their allies traversing the world. Pilgrimages usually have two or three stages, a mindset or status at the beginning of the pilgrimage and a revelation or coming of age by the end of the pilgrimage. How your character grows through this process is up to you.
Some summoners are very public about their pilgrimage gaining support from local communities who align with their beliefs and morals. Other summoners must hide their pilgrimage for fear of retribution from the populous who disagree with their beliefs and morals. Certain towns or cities can blessings or banes depending on the people's disposition to summoners are.
The known sacred pilgrimages include Pilgrimage of: Guidance and Connection, Penance and Forgiveness, and Grief and Acceptance.
A Pilgrimage of Guidance and Connection is about bringing society together for the common good or a common belief. Villages, towns, cities, or kingdoms may need a gentle or firm hand for leadership. This kind of summoner travels from location to location mellowing the discourse of the society in each.
A Pilgrimage of Penance and Forgiveness is about reconciling with oneself for a past mistake. This mistake is often immense to the character and they are looking for redemption. By toiling the long road ahead and assisting those around, the character may find the forgiveness they so longingly desire from this life.
A Pilgrimage of Grief and Acceptance is about overcoming a terrible hardship and pulling through immense emotional trauma. As the character makes their way through the pilgrimage, they will experience the emotions of grief and utilize them to persevere into acceptance.
Pilgrimage of Guidance and Connection
A Pilgrimage of Guidance and Connection is about bringing society together for the common good or a common belief. Villages, towns, cities, or kingdoms may need a gentle or firm hand for leadership. This kind of summoner travels from location to location mellowing the discourse of the society in each.
Pilgrimage Spells
3rd level Pilgrimage of Guidance and Connection Feature
You learn additional spells when you reach certain levels in this class, as shown in the Pilgrimage Spells table below. Each spell counts as a Summoner spell for you, but it doesn’t count against the number of Summoner spells you know.
Pilgrimage Spells
| Spell Level | Spells |
|---|---|
| 1st | Command, Comprehend Language |
| 2nd | Suggestion, Zone of Truth |
| 3rd | Fast Friends, Tongues |
| 4th | Compulsion, Confusion |
| 5th | Dream, Teleportation Circle |
Soothing Voice
3rd level Pilgrimage of Guidance and Connection Feature
You gain proficiency in the Persuasion ability. If you already have proficiency, you gain expertise in the Persuasion ability.
Spiritual Leader
6th level Pilgrimage of Guidance and Connection Feature
Starting at 6th level, you can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself and your Megidézett) within 30 feet of you who can see, hear, and can understand you. Each creature can gain temporary hit points equal to your Summoner level + your Charisma modifier. A creature can’t gain temporary hit points from this feat again until it has finished a short or long rest. Your Megidézett gains double temporary hit points from this ability.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Bound Together
14th level Pilgrimage of Guidance and Connection Feature
At 14th level, you have sufficient experience bringing people together for a common goal or purpose. Your magic can produce a sphere that shares the burden of battle between your companions. As an action, you can bind up to 10 willing creatures within 30ft. of you for 1 minute. While bound, every creature bound gains a +1 to their AC, and they gain temporary hit points equal to your Summoner level + your Charisma Modifier. Additionally, whenever a bound creature takes damage, another bound creature in the group may choose to share the damage by taking half from the targeted bound creature. If a bound creature steps out of the sphere, the affect ends for them.
This feature ends early if you drop to 0 hit points. Once you use this feature, you can’t use it again until you finish a short or long rest.
Powerful Guidance
18th level Pilgrimage of Guidance and Connection Feature
Starting at 18th level, you gain the ability to assist your companions in immense ways. As an action, you can guide up to 10 willing creatures for 1 hour. While guided, whenever the creature makes an ability check, attack roll, or a saving throw before the feature ends, the creature can roll a d4 and add the number rolled to the ability check, attack roll, or saving throw. If used on your Megidézett, they gain a d6 instead of a d4.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Pilgrimage of Penance and Forgiveness
A Pilgrimage of Penance and Forgiveness is about reconciling with oneself for a past mistake. This mistake is often immense to the character and they are looking for redemption. By toiling the long road ahead and assisting those around, the character may find the forgiveness they so longingly desire from this life.
Pilgrimage Spells
3rd level Pilgrimage of Penance and Forgiveness Feature
You learn additional spells when you reach certain levels in this class, as shown in the Pilgrimage Spells table below. Each spell counts as a Summoner spell for you, but it doesn’t count against the number of Summoner spells you know.
Pilgrimage Spells
| Spell Level | Spells |
|---|---|
| 1st | Bane, Cure Wounds |
| 2nd | Darkness, Healing Spirit |
| 3rd | Feign Death, Revivify |
| 4th | Banishment, Guardian of Faith |
| 5th | Greater Restoration, Hallow |
A Trial of Self Restraint
3rd level Pilgrimage of Penance and Forgiveness Feature
Wanting to atone for your wrongdoings, during the day and when you take a long rest, you can attempt to a Trial of Self Restraint. You must not eat during this time period and at the end of your long rest, must make a constitution saving throw DC 8. On a success, all healing spells gain one additional die roll and you gain the full benefits of a long rest. On a failure, you succumb and eat if food is available. If food is not available, you suffer the affects of not eating as described in the Food and Water section of the Players Handbook.
You can attempt this trial for as many days as you like but each day adds a +2 to the DC. Each successful save grants an additional die roll to your healing spells. Upon a failure, you lose all bonus healing die rolls, the DC resets to 8, and you receive a level of exhaustion if you go beyond (3 + your constitution modifier) days without eating.
Prayer of Atonement
6th level Pilgrimage of Penance and Forgiveness Feature
Starting at 6th level, you can pray to the God(s) and hope one or more will answer. Doing so requires extensive knowledge and recitation of different prayers and hymns you've learned along your pilgrimage. You can spend an hour before a long rest praying in this way. Upon finishing the hour long prayer roll a Religion check. The outcome is determined by the Prayer of Atonement table.
You may choose a lower effect if you so choose. For example: if you roll a 15, you may choose Enemies Bane or Blessed Summons.
Prayer of Atonement
| Religion Check | Effect |
|---|---|
| < 9 | Prayer Not Heard |
| 10-12 | Blessed Summons |
| 13-15 | Enemies Bane |
| 16-18 | Lucky Summons |
| > 19 | Quickened Recharge |
Blessed Summons
Your Megidézetts gains bless upon summoning and lasts for 24 hours or until you start a long rest.
Enemies Bane
Your Megidézetts emits the Bane spell to one enemy within 30ft. of it's choosing. If that enemy dies, a new target is chosen immediately. If no enemies are present, this affect is suppressed until conditions allow it to become active again. This lasts for 24 hours or until you start a long rest.
Lucky Summons
Your Megidézetts gains the Lucky Feat. The Luck Points are a pool of points utilized by all your Megidézetts. This lasts for 24 hours or until you start a long rest.
Quickened Recharge
Your Megidézetts abilities with a recharge time are reduced by 1. For instance if the recharge time is (5-6), it is reduced to (4-6). This stacks with the Ready For Battle empowerment.
Blessing of Alms
14th level Pilgrimage of Penance and Forgiveness Feature
At 14th level, when you gift the majority of your food, water, treasure, or money to another creature who you are not familiar with, with full intention of them keeping it, you gain the Blessing of Alms. You can cast the Revivify, Greater Restoration, or Raise Dead spells without any material components (spell slots still required). This effect lasts for 3 days. This feature is up to the interpretation of your DM.
Once you use this feature, you can’t use it again until you finish a long rest.
True Forgiveness
18th level Pilgrimage of Penance and Forgiveness Feature
Starting at 18th level, your prayers and diligence have been answered. You now have received True Forgiveness. So long as you keep this feature, you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water.
In addition, you now can regain your summoning uses on a short rest and long rest instead of just a long rest.
You also gain the ability to heal other individuals from the blinded, deafened, paralyzed, poisoned, and stunned conditions with an action and can do so a number of times per long rest equal to your Summoner Level.
Pilgrimage of Grief and Acceptance
A Pilgrimage of Grief and Acceptance is about overcoming a terrible hardship and pulling through immense emotional trauma. As the character makes their way through the pilgrimage, they will experience the emotions of grief and utilize them to persevere into acceptance.
Pilgrimage Spells
3rd level Pilgrimage of Grief and Acceptance Feature
You learn additional spells when you reach certain levels in this class, as shown in the Pilgrimage Spells table below. Each spell counts as a Summoner spell for you, but it doesn’t count against the number of Summoner spells you know.
Pilgrimage Spells
| Spell Level | Spells |
|---|---|
| 1st | Disguise Self, Silent Image |
| 2nd | Scorching Ray, Shatter |
| 3rd | Haste, Slow |
| 4th | Shadow of Moil, Phantasmal Killer |
| 5th | Negative Energy Flood, Dawn |
Limitless Anger
3rd level Pilgrimage of Grief and Acceptance Feature
Starting at 3rd level, you can send your Megidézett in a fit of rage. You can use your action to transfer your emotion of anger to your Megidézett, causing them to rage. While raging, your Megidézetts takes half damage from Bludgeoning, Piercing, and Slashing damage. In addition, your Megidézett gets the multiattack feature with a +1 attack per attack action. While raging, your Megidézett cannot cast spells.
The rage lasts for 1 minute. It ends early if your Megidézett is knocked unconscious or if your Megidézett's turn ends and it has not attacked a hostile creature since your last turn or taken damage since then. Your Megidézett can also end the rage on it's turn as a bonus action.
You can use this feature up to 3 times per long rest. You regain all expended uses when you finish a long rest.
Collective Bargaining
6th level Pilgrimage of Grief and Acceptance Feature
Starting at 6th level, your bond with your Megidézetts are strong enough that they can share empowerments even before they are summoned. If you use General empowerments that have a cost and you summon another Megidézett while your current Megidézett is above 0 hit points, all General empowerments are transfered to the new Megidézett.
Once you use this feature, you can’t use it again until you finish a long rest.
Desperate Thoughts
14 level Pilgrimage of Grief and Acceptance Feature
At 14th level, your Megidézett feels your desperate thoughts but has concentrated them in a way that can be used against your enemies.
Whenever you Megidézetts are summoned they gain the Desperate Thoughts ability: This abilities requires your Megidézetts's action and has a recharge time of (5-6). The Megidézett targets one creature it can see within 60ft. with a barrage of terrible and suppressing psychic energy. The creature must make a wisdom saving throw DC 16 or take 10d10 psychic damage. In addition, they are paralyzed for 1 round. On a save, the creature takes half damage and is not paralyzed.
Righteous Acceptance
18 level Pilgrimage of Grief and Acceptance Feature
Starting at 18th level, you have accepted your grief and are able to face it head on. As an action, you can summon your inner peace that helps others within 300ft. of you for 1 minute. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.
In addition, hostile creatures within the radius must make a wisdom saving throw DC 16 or take 10d10 radiant damage and be frightened by your beacon. On a save, the creature takes half damage and is not frightened. If a hostile creature starts their turn within this beacon, they must make another save each round they start their turn in this beacon.
Once you use this feature, you can’t use it again until you finish a long rest.
COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.
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