Summoner Wizard

by MelonLord671

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Summoner Wizard

The Summoner is a wizard that specialises in manifesting creatures to aid its allies in battle. Wizards that study this archetype can conjure powerful creatures and also possess their own cherished familiar, whose shared bond strengthens each other's abilities.

Instant Companion

2nd-level Summoner feature

You are an expert in conjuring creatures out of thin air. You add the find familiar spell to your spellbook, if it is not there already. You always have the spell prepared and it doesn’t count against the number of wizard spells you prepare. When you cast the spell, you can modify it so the casting time becomes 1 action. Additionally, whenever you cast the spell, your familiar gains a bonus to its hit point maximum equal to your wizard level.

Summoner's Bond

2nd-level Summoner feature

You create an instant bond with any creature you summon. You can communicate telepathically with a creature you summon so long as you are on the same plane of existence.

In addition, you can use an action to perceive through a summoned creature’s senses, seeing through its eyes and hearing what it hears, regardless of distance. While perceiving through the creature’s senses, you are blinded and deafened to your own surroundings. This effect lasts for 1 hour and ends early if you are on a different plane of existence to the creature or if you return to your senses early as an action. You must finish a long rest before you can use this ability again.

Soul Summoner

6th-level Summoner feature

You’re able to capture a creature’s essence to use in your summon. When you reduce a hostile creature’s hit points to 0, you can use your reaction to capture its spirit, provided you can capture its Creature Type. When you reach certain levels in this class, you can capture other Creature Types, as shown in the Creature Summoning table. You can hold up to two spirits at a time. If you capture a third spirit while already holding two, the oldest one immediately vanishes.

While you hold a spirit, you can use an action to summon it, manifesting it in an unoccupied space you can see within 90 feet of you. The creature is an ally to you and your companions. The creature's stat block is determined in the Creature Summoning table, and its form is determined by the DM. The creature acts as if it was summoned using a spell slot level equal to your proficiency bonus.

In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys any commands you give it (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

The creature disappears when it drops to 0 hit points, after 1 minute, or if you summon another creature using this feature. It also disappears if you fall unconscious. You can dismiss the creature early as a bonus action.

Wizard Level Creature Type Stat Block
6th Beast, Fey Bestial Spirit, Fey Spirit
10th Aberration, Elemental Aberrant Spirit, Elemental Spirit
14th Celestial, Fiend Celestial Spirit, Fiendish Spirit

Protection of the Familiar

10th-level Summoner feature

Your familiar is a stalwart presence. While your familiar is within 5 feet of you or another creature that you have summoned, that creature gains the following benefits:

  • If the creature is damaged by an attack or spell, you can use your reaction to have your familiar take all the damage of the attack.
  • When the creature makes an ability check, you can use your reaction to treat a roll of a 9 or lower as a 10. If the summoned creature makes the ability check, it also uses its reaction.
  • You can use an action to reduce your familiar’s hit points to 0. When you do, the creature regains a number of hit points equal to twice your wizard level.

You can use this feature a number of times equal to your proficiency bonus per long rest.

Summoner’s Mastery

At 14th level, you have reach a breakthrough in new ways to summon creatures.

Pick one of the following. Once chosen, you may not choose again.

  • Potent Summoning: Whenever you expend a spell slot to cast a spell that summons or creates one or more creatures, you can do so as if the spell was cast using a spell slot two levels higher than the spell slot you expend(to a maximum of 9th level).

  • Dual Summoning: You may concentrate on two spells at once so long as both spells summon or create creatures. Whenever an effect would cause you to make a concentration saving throw, you roll two concentration saving throws, one for each spell.

 

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