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# Summoner ### Design and Playtesting Notes The Summoner is a half caster who calls forth Summoned Entities to fight for them. The nature of these entities are dependent on two factors: first, the Summoner's 'Plane of Study', which the Plane they summon things from, and second, their subclass, which determines how they summon their entities and control them. The most classic models of Summoner are the 'Binder' which calls for a single powerful entity, and the 'Controller' who calls forth a multitude of minor entities that form a swarm of entities within an area (dubbed a Zone of Control). In addition, there is the Invoker that uses their summons as living bombs of unstable planar energy, and the Converger that cloaks themselves in the summoned power to morph into a half-planar entity. ### Hit Points Summoners expend hit points to call forth their Summons. It works this way to balance the competing desires of a Summoner. If it simply worked off spell slots, it wouldn't be significantly better than a Wizard at summoning, and you'd frequently run into a case where the Summoner exhausted all their summons long before they themselves were exhausted, leaving them standing around the battlefield without much to do. By tying it to the hit points, means that they will not run out of juice until they are dead on the ground, meaning they don't have 'deadtime'. On the other hand, they cannot simply have unlimited summons as long as those Summons have hit points, as giving a player character infinite hit point creation is a bad idea. The compromise is that Summoners spend their hit points to Summon hit points. Their hit die being only a d8 might seem low for a character that spends their hit points, but because their Summons double their hit points, you could think of their hit points as a d16 class, as both their current hit dice and maximum hit dice are double value. Of course, that, also, isn't entirely fair, as there's times when they take more damage than other classes (area of effect, limited AC option on their Summoned Entity, etc). ### Specific Creatures This Summoner uses more of a 'build a summon' model than a 'summon a specific statblock' model. At the end of the day, the class cannot just say 'flip open a monster book and summon something'. This already barely works for something like a Druid, and that is limited to the most simple creature type in the game very deliberately. There's a lot of monster abilities that cannot be accurately limited by CR, and any new monster book could break things. That means the alternative would be listing specific (SRD only) monsters... which would always not include anything people wanted to summon. If I hear "but the conjure X spell lets me...", I'm deleting your feedback. So it side steps that issue by having more general summons that are then customized by the summoner (in the case of the Binder, anyway). \columnbreak ### Playtesting Notes ##### Balance Math Dubious. Don't worry about it too much yet. ##### Grammar and Spelling Dubious. Don't worry about it too much yet. ##### Planes of Study Some of them are incomplete. Don't worry about it too much yet. Just use the ones that are complete. ##### General Notes At this point, I'm just looking to solidify a few basic questions: * **Does this work?** The reason a Summoner doesn't currently exist is because it is a pain in the ass. This has done a lot to attempt to mitigate that, but it remains to be seen if it actually works smoothly in practice. * **Does it cover everything a summoner should?** It's pretty easy to make a Summoner that only summons one thing, but a lot of people want more out of a Summoner. Are there any concepts of a Summoner that aren't covered here, but reasonably could be (no, a summon that controls a whole group of PCs worth of power and is also an overpowered melee fighter is not a reasonable thing, no matter which animated TV show you just watched). D&D is still a party based game. * **Does it feel like a summoner?** Does it feel notably different from other spell casters, and that it is not just a caster or blaster or striker, but something that is somewhat unique? * **Are there any obvious Planes of Study that are missing?** \pagebreakNum
##### Summoner | Level | Proficiency Bonus | Features | Esoteric Secrets | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Summoned Entity, Plane of Study | —| — | — | — | — | — | — | — | 2nd | +2 | Spellcasting | — | 2 | 1 | 2 | —| —| —| — | | 3rd | +2 | Subclass | 1 | 2 | 2 | 3| — | —| —| — | 4th | +2 | Ability Score Improvement | 1 | 2 | 2 | 3 | — | —| —| — | 5th | +3 | Subclass Feature | 1 | 3 | 3 | 4 | 2| —| — |— | 6th | +3 | Free Labor | 2 | 3| 3 | 4 | 2 | — | —| — | 7th | +3 | Subclass Feature | 2 | 3 | 4 | 4 | 3| — | — | — | 8th | +3 | Ability Score Improvement |2 | 3 | 4 | 4 | 3 | — | — | — | | 9th | +4 | Summon Ally | 3 | 4 | 5 | 4 | 3 | 2 | — | — | 10th | +4 | Expanded Horizons | 3 | 4 | 5 | 4| 3| 2| — | — | | 11th | +4 | Subclass Feature | 3 | 4| 6 | 4| 3| 3| — | — | | 12th | +4 | Ability Score Improvement | 4 | 4 | 6 | 4| 3 | 3 | — | — | 13th | +5 | — | 4 | 4 | 7 | 4 | 3 |3 | 1 | — | | 14th | +5 | Subclass Feature | 4 | 4 | 7 | 4 | 3 | 3 | 1| — | | 15th | +5 | Reverse Summon | 5 | 4 | 8 | 4| 3 | 3| 2| — | | 16th | +5 | Ability Score Improvement | 5 | 4 | 8 | 4 | 3| 3| 2| — | | 17th | +6 | — | 5| 4 |9 | 4 | 3 | 3 | 3 | 1 | | 18th | +6 | Universal Knowledge | 6| 4 | 9 | 4 | 3 | 3| 3| 1 | | 19th | +6 | Ability Score Improvement |6 | 4 | 10 | 4 |3 | 3| 3| 2 | | 20th | +6 | Conjure Cataclysm |6 | 4 | 10 | 4 | 3| 3| 3| 2|
## Quick Build Probably just... don't. Go play something easier and more straightforward. ## Class Features - **Hit Dice:** 1d8 per Summoner level - **Hit Points at 1st: Level:** 8 + your Constitution modifier - **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per Spellblade level after 1st \columnbreak #### Proficiencies ___ - **Armor:** None - **Weapons:** daggers, darts, slings, quarterstaffs, light crossbows - **Saving Throws:** Constitution, Intelligence - **Skills:** Choose two from Arcana, History, Insight, Investigation, Medicine, and 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 spellbook \pagebreakNum ### Summon Entity Starting at the 1st level, you gain the ability to call forth an entity from a distant plane of power to aid you. You can call forth this entity as a bonus action at any time. This entity is conjured from another plane, but you serve as its conduit to the material plane, straining your body and limiting its power. It forms in an empty space of your choice within 30 feet of you. Calling it forth requires you to spend hit points. You can spend a minimum of 1 and a maximum of hit points equal to half your Summoner level (rounded up). The Summoned Entity gains current and maximum hit points equal to twice the number of hit points expended. It is a small creature. Any attack roll, skill check or saving throws it makes uses your spellcasting modifier and proficiency bonus. It has an AC of 12 + your spellcasting modifier. All summoned creatures have a default Slam attack, which is a melee weapon attack dealing 1d8 + your spellcasting modifier damage. The summoned entity gains a damage type, damage resistance, and creature type based on your Plane of Study (below). Its damage is always considered from a magical source. On your turn (including the turn it was summoned), it can move up to 30 feet following your mental will (no action required), but takes no other actions unless you spend your action commanding it to attack, dodge, or dash. If the entity is reduced to 0 hit points, it vanishes until it is summoned once more. A summon lasts for up to 1 minute, you use this ability again, or until it is dispelled as an action. If the summon entity is returned (either by the end of the duration or as an action), you can regain hit points equal to half of its current hit points (rounded down). This cannot exceed the number of hit points invested in conjuring it. ### Plane of Study When you gain this feature, you select a plane of study as the source of your summoned entities from the following list of planes. The source of your summon determines the creature type, and damage type. It will also impact special abilities your Summon gains at later levels. Additionally, when you gain the Spellcasting feature at 2nd level, you learn additional spells based on your Field of Study. These spells do not count against your spells known. #### Abyssal Abyssal Summons are minor demons, chaotic evil beings with sharp fangs. When you select this as your plane of study, you learn Abyssal. * **Creature Type:** Fiend (Demon) * **Damage Type:** Piercing (fangs) * **Resistance Type:** Lightning ##### Abyssal Spells Table | Summoner Level | Spells Learned | |:--------------:|:--------------:| | 2 | *acid bubble^K^* | | 5 | *crackle^K^* | | 9 | *lightning bolt^K^* | | 13 | *bile beam^K^* | | 17 | *sonic shriek^K^* | \columnbreak #### Beyond Creatures pulled from the space beyond the planes are typically eldritch entities. When you select this as your plane of study, you learn Deep Speech. * **Creature Type:** Aberration * **Damage Type:** Bludgeoning (tentacles) * **Resistance Type:** Psychic ##### Beyond Spells Table | Summoner Level | Spells Learned | |:--------------:|:--------------:| | 2 | *mind ray^K^* | 5 | *pseudopod slam^K^* | 9 | *hungering void^K^* | 13 | *confusion* | 17 | *dominate person* #### Celestial Celestial summons are typical minor archeons or small celestial creatures. When you select this as your plane of study, you learn Celestial. * **Creature Type:** Celestial * **Damage Type:** Radiant (varies) * **Resistance Type:** Radiant ##### Celestial Spells Table | Summoner Level | Spells Learned | |:--------------:|:--------------:| | 2 | *cure wounds* | | 5 | *divine judgment^K^* | | 9 | *angelic slash^K^* | | 13 | *heavenly ray^K^* | | 17 | *mass cure wounds* | #### Elemental Elemental summons are whips of elemental power, made up of earth, fire, water, or air. When you select this as your plane of study, you learn Primordial. * **Creature Type:** Elemental * **Damage Type:** Your choice of Bludgeoning, Cold, Fire, or Lightning (touch) * **Resistance Type:** Acid, Cold, Fire, or Lightning (based on damage type). ##### Elemental Spells Table | Summoner Level | Spells Learned | |:--------------:|:--------------:| | 2 | *elemental orb^K^* | 5 | *elemental exhalation^K^* | 9 | *fireball* | 13 | *jumping jolt^K^* | 17 | *cone of cold* \pagebreakNum #### Fey Fey summons are small pixies and fairies, armed with shortswords or bows (your choice). When wielding bows, the attack becomes a ranged weapon attack dealing 1d6 + your spellcasting modifier instead. When you learn this plane of study, you learn Sylvan. * **Creature Type:** Fey * **Damage Type:** Slashing (if melee) or Piercing (if ranged). * **Resistance Type:** None. ##### Infernal Spells Table | Summoner Level | Spells Learned | |:--------------:|:--------------:| | 2 | *faerie fire* | 5 | *star dust^K^* | 9 | *major image* | 13 | *dimension door* | 17 | *mislead* #### Infernal Infernal summons are lesser devils, armed with slashing claws. When you learn this as your plane of study, you learn Infernal. * **Creature Type:** Fiend (Devil) * **Damage Type:** Slashing (claws) * **Resistance Type:** Fire ##### Infernal Spells Table | Summoner Level | Spells Learned | |:--------------:|:--------------:| | 2 | *eyes of immolation^K^* | 5 | *infernal shackles^K^* | 9 | *stinking cloud* | 13 | *iron garden^K^* | 17 | *pyroclastic lance^K^* ### Spellcasting As part of your study of magical conjuration, you gain the ability to cast spells at 2nd level. The spells you learn are limited in scope, primarily concerned with enhancing your abilities and devastating your foes. #### Cantrips At 2nd level, you learn additional 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 of 1st level and higher. To cast one of your 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. > ##### Alignment & Summons > There is no inherent connection between your alignment and chosen plane of study, but consult your DM if they differ wildly. Celestial beings may not be thrilled to serve an evil summoner, while summoning fiends may impact your good standing in some settings. In such cases where no willing creatures of that plane would serve the Summoner, that plane of Study might be closed off to them as an option. Some neutral planes, such as the Elemental, are always available. > > ___ > ##### Subclass Restrictions > Due to the nature of some subclasses, they are restricted to certain planes for their summons - Invokers who focus on detonating their summons can only call forth the powers of certain planes where detonating creatures from said plane is not considered an ethical problem for or by creatures of that plane. > ___ > ##### But What *IS* the Summon > While summons superficially resemble creatures from the plane of origin, they don't use monster stat blocks as their power is dependent on their summoner. They do not die when they are killed, simply returning to their plane of origin. > > In most cases, they are likely willing entities, either because they are bored and find the material plane entertaining, or have some personal connection to the summoner. Some of them may be able to talk or express their opinion, though ultimately they have to obey their summoner while summoned. They don't usually mind dangerous or even suicidal orders, as they simply return to their home plane when they die, though some may decline to be summoned again, leaving future summons to be a different but similar entity. #### 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 5th 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 Intelligence is your spellcasting ability for your Summoner spells, since you learn your Summoner spells through dedicated study and experimentation. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
**Spell save DC** = 8 + your proficiency bonus + your Intelligence modifier. **Spell attack modifier** = your proficiency bonus + your Intelligence modifier.
\pagebreakNum #### Ritual Casting You can cast a Summoner spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared. #### Spellcasting Focus You can use an arcane focus as a spellcasting focus for your Spellblade spells. ### Subclass At 3rd level, you choose a subclass that represents how you wish to use your power as a Summoner, selecting from Converger, Invoker, Binder, or Controller. ### Esoteric Secrets Additionally at 3rd level, you learn your first Esoteric Secret. Esoteric Secrets are special enhancements that Summoners can learn to enhance their summons, learn new ways of controlling them, or making them more uniquely suited to your vision. Some esoteric secrets are limited by subclass or plane of study choices. ### 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. You can forgo taking this feature to take a feat of your choice instead. ### Free Labor At 6th level, with a special ritual taking 1 minute , you can call forth menial summons that assist with basic tasks. They have the properties of an *unseen servant* though they are visible, taking on the nature of your Plane of Study. You can gain a number of hours of labor equal to your Summoner level, either having one minion assist you for a number of hours equal to your Summoner level, or having a number of minions equal to your Summoner level assist you for 1 hour. ### Channeled Recovery Additionally at 6th level, when you take a short rest and roll one or more hit dice to recover hit points, you regain additional hit points equal to your spellcasting modifier. ### Summon Ally At 9th level, you gain the ability to use your summoning powers more locally. As an action, you can summon a willing creature you are familiar with within 500 to an empty space within 5 feet of you. The number of allies you can summon and the range you can summon them from increases at 13th level to up to 3 willing creatures from up to 1 mile, and again at 17th level to up to 6 willing creatures from up to 100 miles, or back to their home plane at your location irrespective of distance if they are not currently on it. Once you do this, you cannot do so again until you complete a short or long rest. \columnbreak ### Expanded Horizons Beginning at 10th level, you can select a second plane of study. You can not conjure your Summoned Entity from either of your selected planes, and gain the associated spells known from both lists. ### Reverse Summon Starting at 15th level, you gain the ability reverse your summoning process to cast *plane shift* without expending a spell slot, though must expend hit points equal to the level or CR of any creature transported this way. Once you use this ability, you cannot do so again until you complete a long rest. ### Universal Knowledge Your extensive planar dealings lead you to develop mastery of a third Plane of Study. Additionally, you learn all the languages associated with Planes of Study that you don't already know (Abyssal, Celestial, Primordial, Sylvan and Infernal). Your familiarity with planar creatures gives you advantage on Wisdom (Insight) and Charisma (Persuasion) ability checks involving customs, rituals, or comprehension. ### Conjure Cataclysm At 20th level, you gain the ability to summon forth the tarrasque, targeting a Gargantuan sized space within 300 feet. It bursts from the earth at the target space. Any buildings within the space are destroyed, and any creatures must make a Dexterity saving throw, taking 8d8 bludgeoning damage on failure. The tarrasque does not obey you, but moves toward and attacks the closest target on each of its turns. It rampages for 1 hour, after which it returns to slumbering beneath the earth. Once you use this ability, you cannot use it again for 1 week. But that's probably a good thing, because if you need to summon a tarrasque more than once a week, something has gone terribly wrong and you probably shouldn't have the power to do so. \pagebreakNum ## Subclasses ### Binder Binders focus their power on calling forth the most powerful entity they can summon, pouring all their focus into a single entity. They focus on empowering and controlling that entity in combat, where it takes center stage and they play a supporting role. Binders have more control over their summons than most Summoners, but like the variety and versatility, as they have a single powerful entity they've bound under tighter control, rather than a host that can be called forth from various planes. Binders are one of the more accepted and traditional paths for a Summoner, but while most view them as planar scholars that bound their summon carefully, that isn't always the case, with some Binders stumbling into their power with more haphazard means. #### Contractual Entity Starting at 3rd level when you gain this subclass, you form a more powerful and permanent bond with your Summoned Entity, letting it take on a more discrete and powerful form when you summon it. It no longer costs you hit points to call it forth, gaining its own hit points equal to 4 x your Summoner Level. It no longer has limited duration, but can be called or dismissed at any time with a bonus action. Its attack damage die increases from one size (for example, the default Slam becomes 1d10 + your spellcasting modifier). When you call it forth, or as a bonus action while it is summoned, you can sacrifice your own hit points or spell slots to restore its hit points, allowing it to gain hit points equal to twice the hit points sacrificed, or up to five times the spell slot level sacrificed. If it has zero hit points, you must expend a spell slot or hit points when calling it forth to raise it above 0 hit points. When you call forth your Summoned Entity, you can call them forth as a Small, Medium, or Large creature. You can select the size of your summoned entity each time you call it forth, but Summon Customizations can only be changed when you gain a level, and apply to all sizes. You can use an Esoteric Secret to select additional Summon Customizations. ##### Small The summoned entity is a small sized creature. It gains flying speed equal to its walking speed. ##### Medium The summoned entity is a Medium sized creature. It gains the special action Lunge. Once per turn, it can take the Lunge action in place of an attack when you command it to Attack. **Lunge.** The summoned entity charges up to 15 feet in a line. The first Large or smaller creature it collides with must make a Strength saving throw, or take damage equal to the summoned entities Slam attack and become knocked prone. ##### Large The summoned entity is a Large sized creature. It gains the special action Cleave. Once per turn, it can take Cleave in place of an attack when you command it to Attack. **Cleave.** Up to two adjacent creatures within the 5 feet of the summoned entity must make a Dexterity saving throw with a DC equal to your spellcasting modifier. On failure, they take damage equal to the summoned entities Slam attack. > ##### What is the Summon? > The summon can be nearly anything, its form is constrained by your power in summoning it, not its original power. It could be you are summoning an Imp, and it is becoming far more powerful as you grow in level - it might quite enjoy being a Huge sized creature cleaving your enemies. Alternatively, it could be a greater elemental the size of mountain in its natural form constrained to a Small size and sulking at your insufficient power to allow it properly bring ruin to the world. ##### Summon Customizations ___ **Divine Empowerment** *(Celestial)*. When the summoned entity hits an attack (or special ability such as Lunge), it can grant an allied creature 1d6 temporary hit points as a bonus action. ___ **Elemental Form** *(Elemental).* The summoned entity gains the ability to move through the spaces of other creatures without treating them as difficult terrain. It deals 1d6 damage of its elemental type to the first creature it moves through on its turn. ___ **Elemental Reflection** *(Elemental, Infernal)*. The summoned entity reflects 1d4 elemental damage of its elemental type (fire for Infernal) when hit by melee attacks. ___ **Evasive** *(Fey).* When the summoned entity is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. ___ **Grasping Tendril** *(Aberration).* When the summoned entity makes an attack, it can make a grappling attempt as a bonus action. It uses your spell casting modifier for all grappling checks. ___ **Immunity** *(Elemental).* The summoned entity gains immunity to the damage type it has resistance to. ___ **Lashing Tail** *(Abyssal, Infernal).* When the summoned entity makes an attack, it makes a tail attack with a bonus action. It is a natural weapon with a reach of 10 feet, dealing 1d4 slashing damage on hit. \pagebreakNum ___ **Ranged** *(Any).* Gives a ranged attack based on its type: | Type | Ranged Attack | |:----:|:-------------:| | Abyssal | Acid Spit. Ranged Natural Weapon. 1d6 acid damage on hit. | | Celestial | Radiant Bolt. Ranged Natural Weapon. 1d6 radiant damage on hit. | | Elemental | Elemental Bolt. Ranged Natural Weapon. 1d6 damage of elemental type. | | Fey | Gains both Sword and Bow forms. | | Infernal | Fire Bolt. Ranged Natural Weapon. 1d6 fire damage on hit. | ___ **Resistance** *(Any).* The summoned entity gains resistance to one of the following damage types of your choice: Acid, Cold, Fire, Lightning, Poison, or Thunder. #### Empowered Summon Beginning at 5th level, the Summoned Entity can attack twice, instead of once, when you command it to attack. #### Planar Influence Starting at 7th level, the contractual bond you've formed influences you. While you have the summon from Contractual Entity manifested, you gain a power based on its plane of Origin. * **Abyssal: Poison Dweller** You gain resistance to poison damage and advantage on saving throws against becoming poisoned. * **Celestial: Touch of Grace.** As an action, you can touch a creature at 0 hit points and heal them for 1 hit point. * **Elemental: Elemental Resistance.** You gain resistance to the damage type of your Summoned Entity. * **Fey: Flickering Warp.** As a bonus action, you can teleport up to 5 feet. * **Infernal: Magic Resistance.** You gain advantage on saving throws against spells with a spell level equal to or lower than your proficiency bonus. > ##### Physical Manifestation > Most Summoners gain a physical manifestation of their Planar Influence, taking the form of a minor quirk or visual change. Listed below are some examples, but the results vary. > * **Abyssal.** Sharpened nails and teeth, horns, spikes along the arms. > * **Celestial:** Golden or silver hair, skin, or eyes, or a halo of light. > * **Elemental:** Hair that turns to wisps of flame or mist at the tips, cold, hot, or crackling breaths. > * **Fey:** Vibrantly colored hair or eyes, antlers or animal-like ears. > * **Infernal.** Red hued skin and horns, glowing eyes. \columnbreak #### Channeled Power Starting at 14th level, when you command the Contractual Entity to take an attack on your turn, you can allow it to cast a spell from the related planar Spell Table (the spells you learn from that Plane of Study) in place of one attack. It expends your spell slot to do so, using your spellcasting modifier, but the spell originates from its location. The Summoned Entity gains hit points equal to five times the level of the spell slot when casting spells this way (as if you used that spell slot to restore its hit points). ### Binder Esoteric Secrets **Elemental Worker** *(Elemental).* You as an action you can direct your summoned entity to cast *manipulate air*, *manipulate fire*, *manipulate earth*, or *manipulate water* (based on its Elemental type). ___ **Intertwined Soul** *(Any).* While you have your Summoned Entity manifested, you and it gain resistance to all damage, but take damage equal to the damage taken by the other. ___ **Sacrificial Summon** *(Any).* While your Summoned Entity is manifested, if you take damage that would reduce you to zero hit points, you can instead be reduced to 1 hit point, redirecting any excess damage to your Summoned Entity. This redirects all excess damage, even if that damage exceeds the Summoned Entities current hit points. ___ **Spatial Exchange** *(Any).* While your Summoned Entity is within 60 feet of you, as a bonus action, you can swap places with your Summoned Entity. ___ **Reactive Control** *(Any).* When a creature moves out of reach of your summoned entity, you can use your reaction to command it to make an opportunity attack against the moving creature. ##### 9th Level Required **Abyssal Fury** *(Abyssal).* If the summoned entity is hit by a melee attack and survives, it can make a single weapon attack against the attacker using its reaction (this does not consume the Summoner's reaction). ___ **Empowered Elemental Form** *(Elemental, Elemental Form Customization).* The Elemental Form now grants an additional effect based on the type of elemental summoned: * *Air: Toss.* The target must succeed a Strength saving throw, or be knocked 5 feet in a direction of your choice. * *Earth: Impact.* The target must succeed a Strength saving throw, or be knocked prone. * *Fire: Ignite.* The target is set ablaze, and takes 1d6 fire damage at the end of each of its turns until a creature puts out the fire using an action. * *Water: Rime.* The target's speed is reduced by 10 feet. ___ **Infernal Rebuke** *(Infernal).* If a creature reduces your summoned entity to 0 hit points, you can cast *hellish rebuke* on them without expending a spell slot. ___ **Blessed** *(Celestial).* While you have your summoned entity manifested, you and it are on under the effect of *bless*. ___ \pagebreakNum **Trickster** *(Fey).* When you roll initiative with your summoned entity manifested, or the first time you manifest your summoned entity after rolling initiative if it is not already manifested, your summoned entity becomes invisible for 1d4 rounds. You can end this effect early at any time (no action required). ##### 12th Level Required **Empowered Entity** *(Any).* You manage to unlock more of the power of your summoned entity. Its damage dice increases from a d10 to a d12. \pagebreakNum ### Controller A Controller calls forth legions at their command, sending waves of summons against their foes to drown them in overwhelming numbers. They may not be able to call down the greatest power in each of their summoners, but with an army at their disposal, the power of each summon is less critical. While called Controllers, it is the battlefield they control, and not each individual summon. They rely on basic directions and redundancy, though can exert more overt control over their summons in brief bursts. #### Swarm Controller Starting at 3rd level when you gain this subclass, when you spend 1 or more hit points on Summon Entity, you can conjure multiple Summoned Entities, with the hit points split evenly among the number summoned (with a minimum of 1 hit point invested in each, giving them 2 hit points each). When conjured this way, the Summoned Entities become Tiny sized and gain several special properties. In order to manage your swarm of Summoned Entities, you form a Zone of Control. This Zone of Control is a 10-foot radius zone that you create within 30 feet of you. You can move it up to 20 feet in any direction (into the air only if your Summons can fly). Your Zone of Control must remain within 60 feet of you; if it becomes more than 60 feet from you, it can take no actions besides moving 40 feet toward you each turn until it is within range again. All of your Summoned Entities must remain within the Zone of Control, but can move freely within it. When they attack, they gain several modes of attack that scale based on how many of them there are. When you gain this feature, you gain the following modes of attack for them. Each of these additional commands takes your Action to invoke, and replaces making an attack with your Summoned Entity. **Swarm Attack.** All of them attack a single creature within the Zone of Control. If there is one unit in the swarm, it attacks as normal dealing 1d4 + spellcasting modifier damage. For each additional entity attacking, the entities make a single attack, but the damage increases by 1d4 (2d4 + spellcasting modifier for two, 3d4 + spellcasting modifier for three, etc). If two Summoned Entities are attacking, the attack roll has advantage. If three or more Summoned Entities are attacking, the attack automatically hits. **Swarm Storm** *(requires 2 or more Summoned Entities).* The swarm of Summoned Entities attacks all creatures of your choice within the Zone of Control. The targets must make a Dexterity saving throw, taking 1d4 + spell casting modifier damage on failure. The damage increases by 1d4 for each two additional Summoned Entities in the Zone of Control (2d4 + spellcasting modifier for 4, 3d4 + spell casting modifier for 6, etc). **Swarm Interdiction** *(requires 3 or more Summoned Entities).* Until the start of your next turn, the Zone of Control becomes difficult terrain for creatures of your choice, and any time a creature affected by the difficult terrain moves 5 feet within the Zone of Control they take 1d4 damage from the Summoned Entities. ___ While within the Zone of Control, your swarm of Summoned Entities gain a special protection against area of effect. When they make a save against an area of effect that deals damage, they make a single collective saving throw. One Summoned Entity from the swarm is destroyed for each five points of damage taken. If you have multiple planes of study, all summoned entities making up a swarm must come from the same plane. > ##### Swarm Management > As your swarm of Summoned Entities is made up of a swarm of creatures with 2 hit points, they generally will die in a single hit, and do not need their hit points tracked individually in most cases, and you can simply track the number of them within the swarm. If they take a single point of damage somehow, you can simply choose to ignore it unless for some reason fighting enemies that can only deal a single point of damage. > > You can opt to use tokens or minis for each creature within the swarm, but it is not strictly necessary, since they can be freely placed within the Zone of Control, it can simply be treated as an area of effect with the swarm minions omnipresent within it. #### Responsive Swarm Beginning at 5th level, you can issue two commands to your swarm of summoned entities within your Zone of Control with your action, instead of one. #### Planar Manifestation Starting at 7th level, your zone of control gains a new effect based on the Plane of Study. You can use this effect once, after which you must complete a short or long rest before using it again. * **Abyssal: Demonic Frenzy** As a reaction to one or more Summoned Entities being destroyed, as long as you have one or more remaining, you can cause them to immediately make a Swarm Attack against a creature that destroyed one. * **Celestial: Life Gift** As a reaction to an allied character being reduced to zero hit points or making a death saving throw in your Zone of Control, you can have your Summoned Entities infuse them with life, healing them for 2d8 hit points. * **Fey: Myriad Illusions.** As a reaction to a creature attempting to attack while inside your Zone of Control or attempting to move out of it, you can attempt to confuse them with illusions orchestrated by your summoned entities. The target must make a Wisdom saving throw against your spell save DC. On failure, if they were attempting to attack, you can cause it to target another creature within range, or miss. If they were attempting to exit the Zone of Control, they are instead teleported to the center of it. \pagebreakNum * **Infernal: Hellfire Pyre.** As a reaction to a creature ending its turn within your Zone of Control, you can have your Summoned Entities bring for a pyre of hellfire to burn it. The target must make a Dexterity saving throw against your spell save DC. On failure, it takes 2d6 fire damage and 2d6 necrotic damage. On success, it takes half as muchd amage. #### Zone Reinforcement Starting at 14th level, when you create a Zone of Control by summoning forth multiple Summoned Entities, you can expend a spell slot to call forth yet more entities. You call for a number of additional entities equal to the spell slot expended, and gain a bonus effect based on the spell slot spent. You can choose to gain the effect of a lower level spell slot instead of the slot level spent. | Spell Level | Effect | |:-----------:|:--------:| | 1st | The Zone of Control can be maintained up to 120 feet from you. | | 2nd | You can move the Zone of Control an additional 10 feet on your turn. | | 3rd | The Zone of Control gains an additional 5 feet in radius. | | 4th | The Summoned Entities are immune to area of effect damage. | 5th | Whenever a Summoned Entity would be reduced to 0 hit points, it makes a Constitution saving throw with a DC of the damage taken. On success is instead reduced to 1 hit point. | ### Controller Esoteric Secrets **Little Helpers** *(Any).* While you are within your own Zone of Control, you gain advantage on any Strength (Athletics) check, and gain a climbing speed equal to your movement speed. If your summoned entities can fly, you gain a flying speed equal to half their movement speed, as long as you have four or more summoned entities. ___ **Pile On** *(Any)*. You gain a new command you can issue to your summoned entities in a Zone of Control, Pile On. All of the Summoned Entities grapple a target, using your Spellcasting modifier for initiating the Athletics check. You roll a number of d20s equal to half the number of Summoned Entities (rounded down, minimum 1). On success, the targets movement speed is reduced to 0 until they break the Grapple (escape DC equal to your Spell Save DC). It breaks early if all Summoned Entities are reduced to 0 hit points, or the grappled creature is no longer within the Zone of Control. ___ **Swarm Protection** *(Any)*. You gain a new command you can issue to your summoned entities in a Zone of Control, Protect. You designate one allied creature within the Zone of Control. Until the start of your next turn, any attack against that creature is redirected to a summoned entity under your command within the Zone of Control (picking the highest hit point summoned entity first). ___ **Winged** *(Any)* Your summoned entities gain a flying speed equal to their movement speed. ___ \pagebreakNum ### Converger Convergers are those that combine their own power with that of their summoners, wrapping themselves in the planar powers they call forth like a cloak. Imminently dangerous, it takes but a slip in control for their conjured powers to tear them asunder, but in this danger they also seek to eliminate the greatest weakness of other summoners... fleshy body that is the source of the otherworldy conjurations. #### Spirit Mantle Starting at 3rd level when you gain this subclass, when you conjure your Summoned Entity, you can wrap yourself in the conjured power, becoming a combined entity. When you do so, you don't create a separate Summoned Entity, but instead gain a set of buffs: * You gain temporary hit points equal to the Summoned Entities hit points. * If you are not wearing armor or a shield, your AC becomes 13 + your spellcasting modifier. * You gain the same resistance the Summoned Entity has. * You can use the Summoned Entity's attack as a natural weapon attack. This form persists for 1 minute or until you end it as a bonus action. It ends early if you fall unconscious. While combined, you gain an additional bonus based on the type of planar summoned entity you have combined with: * **Abyssal.** If a creature attacks you, you have advantage on your first attack roll against the creature before the end of your next turn. * **Celestial.** When you hit a creature with an attack, you can grant 1d4 temporary hit points to an allied creature of your choice within 30 feet (including yourself). * **Elemental.** A creature that hits you with a melee attack takes 1d4 elemental damage of the summoned entity elemental type. If the type is earth, the taken by your is instead reduced by 1d4. * **Fey.** You gain both the shortsword and shortbow attacks of the summoned entity (formed as ethereal weapons in your hands at will), and can switch between them freely (no action required). * **Infernal.** When you reduce an enemy creature to 0 hit points, you can make an additional weapon attack as a bonus action. #### Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. #### Planar Power At 7th level, while you have your Spirit Mantle active, you gain a special ability based on its plane of origin. This ability can only be activated once, after which you need to complete a short or long rest before you can activate it again. * **Abyssal: Demonic Frenzy** As a bonus action, you can make two weapon attacks with your Summoned Entities attack. * **Celestial: Radiant Restoration** As a bonus action, you can restore 2d8 + your spellcasting modifier hit points to a creature of your choice within 30 feet. * **Elemental: Primal Blast** As a bonus action, you can unleash a 30 foot cone of elemental power matching your Summoned Entity's damage type. Creatures in the area must make a Dexterity save (for Fire or Lightning) or Constitution save (for Cold). Creatures take 3d8 damage of the elemental type on a failed save, or half as much on a successful one. * **Fey: Fey Step** As a bonus action, you teleport up to 30 feet to an unoccupied space you can see and turn invisible. The invisibility lasts until the start of your next turn, or you take any action. * **Infernal: Infernal Chain** As a bonus action you can force a Large or smaller creature within 30 feet of you to make a Dexterity saving throw. On failure, the creature is restrained by infernal chains and you can drag them to a space within 5 feet of you. The creature can repeat its save (making either a Strength or Dexterity saving throw) to escape the chains at the end of each of its turns. For effects that deal damage or restore hit points, the effect increases by 1d8 at 12th level, and again at 17th level. #### Empowered Mantle Starting at 11th level, you gain the following benefits while under the effect of Spirit Mantle: * The attack you gain from your Summoned Entity deals an additional 1d6 force damage on hit. * Your movement speed increases by 10 feet. * The base AC you gain is increased by 1 (to 14 + your spellcasting modifier while not wearing armor or a shield). #### Empyrean Ascension Starting at 14th level, you gain the ability to empower your Spirit Mantle when you assume it by expending a spell slot of 1st level or higher. When you do so, you can become a large sized creature. You gain additional temporary hit points equal to twice the spell slot level (three times if you become a large sized creature), and a series of escalating benefits based on the level of the spell slot expended. You gain the effects of the spell slot level, and all lower level spell slot effects. The benefits persist for as long as the form persists: | Spell Level | Effect | |:-----------:|:--------:| | 1st | Your AC increases by 1. | | 2nd | You deal an additional 1d4 force damage on hit (1d6 damage if Large | | 3rd | You have a flying speed of 30 feet. | | 4th | You have an extra action on your turn. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. | | 5th | You have resistance to bludgeoning, piercing and slashing damage. | \pagebreakNum ### Converger Esoteric Secrets **Bow to the Inevitable.** You learn the *shield* spell. ##### 9th Level Required **Binder's Convergence.** While you have your Spirit Mantle active, you gain the Planar Influence power of the Binder subclass for the plane of the summoned entity you are currently merged with. ##### 12th Level Required **Empowered Attacks.** The natural weapon damage dice you gain from the summoned entity increases by 1 (for example, the default slam attack becomes 2d8 + your spellcasting modifier). \pagebreakNum ### Invoker Invokers are those that pull forth extraplanar forces for one reason: power. Their creations are unstable and volatile, which they view as a feature and not a bug, detonating them to devastating effect. The onslaught of Invoker is a stream of living weapons, seeking out their targets before exploding, making them a feared force on the battlefield. The collateral damage of their approach makes some reluctant to count them an ally, but their power second to none. Some Invokers would call this a misunderstanding, and simply note that they look into the depths of planar powers Summoners can reach, not as restrained and bound by cautious thoughts like 'what if it explodes' like other Summoners, but the result tends to look the same. > ##### Restricted Planes of Study > Not all planes are a fan of the idea Invokers using entities summoned from them as improvised unstable energy bombs. You can only select this subclass if your Plane of Study is Abyssal, Elemental, or Infernal. > > If your plane study is another plane, you can switch it to one of those on taking this subclass. If you gain an additional plane of Study, it must be one of those. #### Living Bombs Starting at 3rd level when you gain this subclass, you gain the ability to detonate your summons. While you have a Summoned Entity active, you can use your action to cause it to detonate explosively. All creatures within 5 feet of it must make a Dexterity saving throw. On failure, they take 1d8 + the current hit points of the Summoned Entity. On failure, they take half as much. The damage type depends on the plane of origin for the summoned entity, as per the table below. | Plane of Origin | Explosion Damage | |:---------------:|:----------------:| | Abyssal | Acid | | Elemental | Same as attack damage type | | Infernal | Fire | If one of your Summoned Entities is reduced to 0 hit points, it detonates automatically. > ##### Within 5 feet vs. 5 foot Radius > Note that a 5-foot radius of a creature is different than a 5 foot radius point. The radius of a Living Bomb detonation is effectively 7.5 feet if measured from the center of the summoned entity's space. #### Bigger Booms At 5th level, you can unleash even more devastation with your detonations. When you detonate a Summoned Entity as an action, the base damage increases by 1d8 (to 2d8) and you can increase the radius of the explosion by 5 feet (to a 10 foot radius). These values increase again at 11th level (to 3d8 and 15 foot radius), and 17th level (to 4d8 and 20 foot radius). #### Planar Explosion Starting at 7th level, you gain an additional benefit when detonating your Summoned Entity based on the plane of origin. * **Abyssal: Demonic Desolation** Acidic puddles remain in the radius of the explosion until the start of your next turn. Any creature that moves 5 feet through a space containing an acidic puddle or ends their turn in it takes 1d4 acid damage. * **Elemental: Guided Wrath** You can allow selected creatures in range of the explosion to automatically pass their saving throw against the effect. * **Infernal: Infernal Immolation** Creatures that fail their saving throw are set ablaze with sticky soul consumed black flames. At the end of each of their turns, they take 1d4 necrotic damage until they spend an action to douse the flames (a creature already set ablaze is not set further ablaze by failing additional saves). #### Legion of Doom Starting at 14th level, you gain the ability to call forth multiple Summoned Entities at once in a surge of power. When you use Summon Entity, you can expend a spell slot to call forth additional Summoned Entities. These Summoned Entities are particularly unstable, and explode if they remain at the end of your turn. You call forth a number of additional Summoned Entities equal to the spell slot expended, and they have hit points equal to twice the level of the spell slot level. ### Invoker Esoteric Secrets **Concussive Burst** *(Any)*. When a creature fails a saving throw against a Living Bomb detonation, you can knock them 5 feet away from the source of the explosion. ___ **Energy Capture** *Any*. You are healed for 1 hit point each time a Summoned Entity you called for detonates. ___ **Harbinger** *(Any)*. You are immune to the effects of your Summoned Entity detonations. ___ **Living Missiles** *(Any)*. Your summoned entities gain a flying speed equal to their movement speed. ___ **Unstable Mass** *(Any)*. When you spend 5 or more hit points conjuring a summoned entity, if you detonate that entity with your action, the explosion radius increases by 5 feet for reach additional 5 hit points the summoned entity has (for example, a summoned entity with 10 hit points would explode with a 15-foot radius). \pagebreakNum ### General Esoteric Secrets ___ **Defensive** *(Any).* Your Summoned Entity's AC increases by 1. ___ **Summoner's Will** *(Any).* Once per turn, when a Summoned Entity would be reduced to 0 hit points, you can make a Charisma saving throw with a DC equal to the damage taken. On success, the Summon is instead reduced to 1 hit point. ___ **Quick Command** *(Any).* You can use your bonus action to command the Summoned Entity to attack. Once use do this, you cannot do so again until you complete a short or long rest. \pagebreakNum ## Summoner Spell List
##### Cantrips (0 Level) - Mage Hand - Preservation^K^ - Prestidigitation - Produce Flame - Resistance ##### 1st Level - Acid Bubble^K^ - Arctic Breath^K^ - Bond Item^K^ - Crashing Wave^K^ - Floating Disk - Fog Cloud - Grease - Mage Armor - Melting Glob^K^ - Protection from Evil and Good - Unseen Servant - Summon Ooze^K^ ##### 2nd Level - Dancing Wave^K^ - Dust Cyclone^K^ - Infernal Shackles^K^ - Instant Counter^K^ - Iron Wind Strike^K^ - Psuedopod Slam^K^ - Misty Step - Spirit Echo^K^ - Summon Archeon^K^ - Summon Swarm^K^ \columnbreak ##### 3rd Level - Blade Vortex^K^ - Create Food and Water - Dispel Magic - Erode^K^ - Fire Cyclone^K^ - Magic Circle - Protection from Energy - Raid of Spiders^K^ - Sleet Storm - Summon Monstrosity^K^ ##### 4th Level - Dimension Cutter^K^ - Dimension Door - Banishment - Geyser^K^ - Hungering Void^K^ - Stinging Swarm^K^ - Stoneskin ##### 5th Level - Acid Rain^K^ - Anvil Drop^K^ - Dispel Evil and Good - Flickering Strikes^K^ - Planar Binding - Pressure Cutter^K^ - Pyroclastic Lance^K^ - Summon Dragon^K^ - Teleportation Circle