5e - Kibbles' Summoner

by KibblesTasty

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Summoner 0.2

It's a Summoner. You summon things.
From other planes. To fight for you.
And sometimes be your helpful minions.
This is where I will have to write
various vig- you know story things
about Summoners in action doing
cool things.

Balance

Feel free to reach out to me if you have balance concerns. I would personally not guarantee its balanced, and if you're particularly worried about that, probably wait for the 0.5 or 0.6 version, which is where content is typically more rigorously balanced.

Feedback

If there is anything you'd like to say, let me know on the Discord.

Why Players Should Play It

Probably because they like to summon things.

Changelog

Is at the end. Scroll to the end.

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 3 2
3rd +2 Subclass 2 2 3 3
4th +2 Ability Score Improvement 2 2 4 3
5th +3 Subclass Feature 2 3 4 4 2
6th +3 Free Labor 3 3 5 4 2
7th +3 Subclass Feature 3 3 5 4 3
8th +3 Ability Score Improvement 3 3 6 4 3
9th +4 Summon Ally 4 4 6 4 3 2
10th +4 Expanded Horizons 4 4 7 4 3 2
11th +4 Subclass Feature 4 4 7 4 3 3
12th +4 Ability Score Improvement 5 4 8 4 3 3
13th +5 5 4 8 4 3 3 1
14th +5 Subclass Feature 5 4 9 4 3 3 1
15th +5 Reverse Summon 6 4 9 4 3 3 2
16th +5 Ability Score Improvement 6 4 10 4 3 3 2
17th +6 6 4 10 4 3 3 3 1
18th +6 Universal Knowledge 7 4 11 4 3 3 3 1
19th +6 Ability Score Improvement 7 4 11 4 3 3 3 2
20th +6 Conjure Cataclysm 7 4 12 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

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

Summon Entity

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. On your turn (including the turn it was summoned), it can move up to its movement speed following your mental will (no action required), but takes no other actions unless you spend your action commanding it to attack, dodge, or dash.

Its form and creature type varies based your Planes of Study feature, but it takes the form of a small creature. It is generally considered to have at least one hand, or hand equivalent (such as mouth or tentacle), that can be used to grapple, perform object interactions, or hold items, but it does not have proficiency with any weapon or armor beyond what it might be summoned with. It uses your spellcasting modifier for any attack roll or saving throw. The other statistics and abilities of the Summon are contained within its stat block.

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 per Summoner level you have, you use this ability again, or until it is dispelled as an action. If the summoned entity is more than 100 times your summoner level feet from you at the end of your turn, it automatically vanishes, returning to its home plane. If the summon entity returns own plane without being reduced to 0 hit points (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.

While the summoned entity is manifested, it has the abilities of a familiar (as per the find familiar spell) or an unseen servant (as per the unseen servant spell), though it remains a visible, small sized, creature of its normal creature type and attributes, and in combat shares your turn, acting only on your commands.

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. If you know the language a Plane of Study grants, you can select another language of your choice.

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

Summoned Entity

Small creature


  • Armor Class 12 + your spell casting modifier.
  • Hit Points [Special]
  • Speed 30 ft.

STR DEX CON INT WIS CHA
* (+X) * (+X) * (+X) 8 (-1) 8 (-1) 8 (-1)

'*' represents your Intelligence ability score. 'X' represents your Intelligence modifier.

  • Damage Resistances [Varies]
  • Senses passive Perception 9
  • Languages It speaks the language associated with the Plane of Study used to summon it.

Actions

Slam. Melee Weapon Attack: +your spell attack modifier, reach 5 ft., one target. Hit: 1d8 + your spellcasting modifier.

Abyssal Spells Table
Summoner Level Spells Learned
2 acid bubbleK
5 crackleK
9 lightning boltK
13 bile beamK
17 sonic shriekK

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 rayK
5 pseudopod slamK
9 hungering voidK
13 confusion
17 dominate person

Bestial

Creatures called from planes of nature and untamed wilderness, these include exemplars of arachnids, beasts, and bugs. When you learn this plane of study, you learn Sylvan.

  • Creature Type: Beast
  • Damage Type: Piercing (fangs) or Slashing (claws)
  • Resistance Type: None
Beast Spells Table
Summoner Level Spells Learned
2 inflict wounds
5 enlarge/reduce
9 spiderbiteK
13 string swarmK
17 insect plague

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 judgmentK
9 angelic slashK
13 heavenly rayK
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 orbK
5 elemental exhalationK
9 fireball
13 jumping joltK
17 cone of cold

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.
Fey Spells Table
Summoner Level Spells Learned
2 faerie fire
5 star dustK
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 immolationK
5 infernal shacklesK
9 stinking cloud
13 iron gardenK
17 pyroclastic lanceK

Nature

Calls for plants from untamed realms of endless growth. Summoned entities called forth from this plan have a movement speed of 5 feet, but gain 3 hit points per hit point spent on conjuring them. When you learn this plane of study, you learn Sylvan.

  • Creature Type: Plant
  • Damage Type: Bludgeoning (slam)
  • Resistance Type: None
Nature Spell Table
Summoner Level Spells Learned
2 entangle
5 sprout treeK
9 plant growth
13 carnivorous gardenK
17 wild evocationK

Undeath

Calls forth beings from planes of shadow and death that crave the life from the living. Shades, ghosts, shadows all serve as examples of this type of creatures. When you select this as your plane of study, you learn Celestial.

  • Creature Type. Undead
  • Damage Type. Necrotic
  • Resistance Type. Necrotic
Summoner Level Spells Learned
2 grip of the deadK
5 ray of enfeeblement
9 speak with dead
13 blight
17 deglove creatureK
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.

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.

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.

Ritual Casting

You can cast a Summoner spell as a ritual if that spell has the ritual tag and you know the spell. 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.

Inventory

Additionally at 2nd level, you gain access to a small private subspace that can be used to store and summon items. Placing an item into or removing an item from this special subspace requires an action. You can only store items that you can touch and that are not being worn or carried by other creatures. When an item is summoned, it is summoned either into your hand, or immediately adjacent to you.

When you gain this feature, you can only store tiny items (such as a potion or dagger) in your inventory. This increases to small sized items (such swords or breastplates) at 5th level, medium sized items (such polearm or set of plate armor) at 9th level, and large sized items (such as rafts or wagons) at 13th level.

You can store a number of items in your Inventory equal to your Summoner level (counting each individual item), and they can have a total maximum weight of 20 times your Summoner level.

Storage Rules

An Inventory is good at storing descrete items, but less good for very heavy or numerous items. Each individual coin counts as an item, so storing your stacks of currency in it is generally not practical (though converting it to a platinum coin or gems might make it viable!).

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.

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 a cataclysmic entity from one of your Planes of Study to a space within 300 feet. This special summoned creatures is Huge sized. Any creature that is within the area it is summoned must make a Dexterity saving throw against your spell save DC, taking 8d8 damage of a type related to the Plane of Study used to call it forth on failure, or half as much on success.

The called forth creature has 200 hit points, an AC of 20, and uses your spell casting modifier for all attack rolls, ability checks, and saving throws, but automatically succeeds saving throws against spells of 3rd level and below, and is immune to all conditions. It takes its turn immediately after your turn each round while it persists.

It can move up to 20 feet in a direction of your choice and unleashes devastation in a 5-foot radius around it. All creatures, objects that are not been worn or carried, and structures within the area of the area must make a Dexterity saving throw, taking 8d8 of a type related to the Plane of Study used to call it forth on failure, or half as much on success. Structures take twice as much damage.

Each round the entity persists on the plane, it grows larger and more destructive, with its size and damage shown on the table below.

Rounds Manifested Size Damage
1 Huge (3x3) 6d12
2 Gargantuan (4x4) 7d12
3 Gargantuan (5x5) 8d12
4 Gargantuan (6x6) 9d12
5 Gargantuan (7x7) 10d12

It remains manifested until its hit points are reduced to zero, or it has taken a number of turns equal to your Intelligence ability score modifier. You can attempt to send it back early as an action, making a DC 20 spellcasting ability check.

The nature of the entity varies, but is typically an aspect of some greater power on that plane, an avatar of its wrath or embodiment of its destruction. Once you call this entity forth, you cannot do again until one week has passed.

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.

Bound 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.

A summoned entity contracted in this way gains more access to its powers and features then a normal summon, represented by Summon Customizations, that are listed below. When you first form a bound with the your summoned entity, you can select one such customizations, and you can select another one at level 5, 9, 13 and 17. When you gain a level, you can remove on summon customization to add another. The customizations might represent innate aspeects of the creature you are calling forth being able to be manifested through your power, or they can be special powers it gains when summoned by you.

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.

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 Large 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). Once per turn, 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, Nature). 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 Strikes (Abyssal, Infernal, Nature). The summoned entity gains a new weapon, such as a vine, tail, or tentacle. This weapon has a reach of 10 feet, and deals 1d4 slashing damage on hit. When you usee your action to direct it to attack, it can additionally make a single attack with this weapon as a bonus action.


Ranged (Any). Gives a ranged attack based on its type. All ranged weapons have a normal range of 60 feet, and a maximum range of 180 feet.

Type Ranged Attack
Abyssal Acid Spit. Ranged Natural Weapon. 1d6 acid damage on hit.
Bestial Quill. Ranged natural weapon. 1d6 piecing 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.
Nature Thorn. Ranged natural weapon. 1d6 piecing 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.


Winged. If the creature is summoned as Small sized, it gains a flying speed equal to its movement speed. If it summoned as Medium size, its jumping distance is doubled and it does not take falling damage. If it is summoned as a Large sized creature, any falling damage it takes is halved.

Unleashed Assault

Additionally at 3rd level, your Bound Entity gains a special attack it can use in place of an attack made as part of its action. This special attack is fueled by your magic, and requires a spell slot to activate. The nature of this special attack depends on its size:


  • Lunge (Medium or smaller). The summoned entity charges up to 15 feet before slamming its target. The target must make a Strength saving throw against your spell save DC. On failure, it takes damage equal to your summon's attack plus 1d8 for each level of the spell slot spent and is knocked prone. On success, it takes half as much damage is not knocked prone.

  • Cleave (Large or larger). The summoned entity cleaves up three adjacent creatures within within 10 feet of it. The target creatures must make a Dexterity saving throw against your spell save DC. On failure, they take damage equal to your summon's attack, plus 1d8 for each level of the spell slot spent. On success, they take half as much damage.


You can use this special attack without expending a spell slot once, treating it as if activated by 1st level spell slot. You regain the ability to use it this way again after completing a short or long rest.

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.
  • Bestial: Animal Senses. You gain advantage on Wisdom (Perception) checks that rely on smell or sound.
  • 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.
  • Nature: Boundless Vitality. You have advantage on Death saving throws, and your hit point maximum cannot be reduced.
  • Undeath: Hollow Soul. You gain resistance to necrotic damage and undead creatures have disadvantage on Wisdom (Perception) checks against you.
Physical Manifestation

Some Summoners gain a physical manifestation of their Planar Influence, taking the form of a minor quirk or visual change. This is an optional variant feature that does not have a major mechanical impact. Listed below are some examples, but the results vary.

  • Abyssal. Sharpened nails and teeth, horns, spikes along the arms.
  • Bestial. You grow animal like ears or horns, and your eyes resemble those of the creature you've called forth.
  • 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.
  • Nature. Your hair turns green and your skin gains patches with a bark like texture.

Channeled Power

Starting at 14th level, when you command the Bound Entity to take an attack on your turn, you can direct 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 against the first target the elemental passes through based on the type of elemental summoned:

  • Air: Toss. The target must succeed a Strength saving throw, or be knocked 10 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.



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).

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, dealing 1d4 damage with their attack, and gaining 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 centered on a point 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 of the summon's attack damage type. 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 of the summon's attack damage type 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 abilities. The swarm makes a single collective save against any effect that would effect more than one of them. If the save is against being charmed, frightened, or restrained, they have advantage. If more than one of them would take damage against the same area of effect ability, instead of taking damage normally, a single summoned entity is destroyed for each 5 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.

Zone Reinforcement

Additionally at 3rd 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.

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. You can issue to two different commands, or you can issue the same command multiple times.

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.
  • Bestial: Pack Assistance. As a reaction to an allied character attacking a creature within the Zone of Control, you can direct the summoned entities to assist them, allowing them to roll an additional d20 as part of their attack roll for reach creature that is assisting them (up to a maximum of three additional dice).
  • 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.
  • Infernal: Hellfire Pyre. As a reaction to a creature ending its turn within your Zone of Control, you can have your Summoned Entities bring forth 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.
  • Nature: Grasping Zone As a reaction to a creature attempting to leave the Zone of Control you can force it to make a Strength saving throw. On failure, it becomes restrained until the end of your next turn.
  • Undead: Graveyard Recruitment. As a reaction to a creature dying within your Zone of Control you can call forth an additional Summoned Entity as part of the swarm without expending any hit points (the Summoned Entity has 2 hit points).

Swarm Frenzy

Starting at 14th level, you expend a spell slot as a bonus action to send your swarm of summoned entities into a frenzy until the start of your next turn. This frenzy lasts a number of turns equal to the level of the spell slot spent. For the duration, you can issue a third command as part of your action for the swarm to execute, the summoned entities gain resistance to all damage while in the Zone of Control, and you can use your Planar Manifestation ability without expending a use of it.

Controller Esoteric Secrets

Little Helpers

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 (New Swarm Action) (requires 2 or more Summoned Entities).

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 ability score for initiating the Athletics check. This grapple ignores the normal size restrictions of grappling a target, but the number of summoned entities requires is doubled for each size of the target larger than Medium (4 for Large, 8 for Huge, etc). You have advantage on the initial grapple check if you have more then minimum number of Summoned Entities to grapple the target creature.

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 (New Swarm Action)

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 (prerequisite: Abyssal, Bestial, Celestial, Fey, Infernal, or Undead).

Your summoned entities gain a flying speed equal to their movement speed.


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.
  • Bestial. You gain a second natural weapon from your summoned entity, and both natural weapons gain the Light property (allowing you to use two weapon fighting with them).
  • Beyond. You gain an ethereal tentacle that you can use to shove or pull creatures. Once per turn as a bonus action, you force a creature within 15 feet to make a Strength saving throw against your spell save DC. On failure, you can push them 5 feet away, or pull them up to 10 feet toward you.
  • Celestial. Once per turn, 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). These temporary hit points last for 1 minute, or until you grant temporary hit points with this feature again.
  • 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.
  • Nature. You gain an additional amount of appendages, in the form of vines and branches, that can serve as additional hands for grappling or holding items, equal to your Intelligence modifier.
  • Undead. If you would be reduced to 0 hit points, you can make an Intelligence saving throw with a DC equal to 5 + the damage taken. On success, you are reduced to 1 hit point instead.

Planar Burst

Additionally at 3rd level, while you are under the effect of Spirit Mantle, you can cast a spell granted by the related Plane of Study with a casting time of an action as a bonus action. Once you do so, you cannot do so again until you complete a short or long rest.

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.
  • Bestial: Ferocious Takedown. As a bonus action, you can leap up to 15 feet. Your next attack roll before the end of your turn gains advantage, and if it hits the target must make a Strength saving throw against your spell save DC or be knocked prone.
  • Beyond: Void Gaze. As a bonus action, you can open an eye of the void on your form, which gazes upon a creature of your choice within 30 feet of you. The target must make a Wisdom saving throw. On failure it takes 2d8 psychic damage and becomes Dazed until the start of your next turn. On success, the target takes half as much damage and are not Dazed.
  • 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) against your spell save DC. 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 against your spell save DC. 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.
  • Nature: Take Root As a bonus action, you can take root. Your movement speed becomes 0, you grow to Large size, your reach increases to 10 feet, you gain resistance to bludgeoning and piercing damage. You remain rooted until you end the effect as a bonus action.
  • Undead: Consume Life. As a bonus action, you can force all creatures within 5 feet of you to make a Constitution saving throw against your spell save DC. Targets take 2d8 necrotic damage on a failed saving throw, or half as much on a successful one. You regain 1d8 hit points as long as one more creatures was hit by the ability.

For effects that deal damage or restore hit points, the effect increases by 1d8 at 12th level, and again at 17th level.

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.

Converger Esoteric Secrets

Bow to the Inevitable.

You learn the shield spell.


Swift Spirit

While under the effect of Spirit Mantle, your movement speed increases by 5 feet.

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).

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, and release an explosion of their planar power when they are returned to their own plane as their overflowing power can no longer be contained. The onslaught of Invoker is a stream of planar explosions, seeking out their targets before overloading, 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.

Unstable Summons

Starting at 3rd level when you gain this subclass, you gain the ability to detonate your summons, releasing their planar power in a burst of aetheric energy. While you have a Summoned Entity active, you can use your action to cause it to return its plane of origin in an explosion of planar power related to that plane. Creatures within 5 feet of the summoned entity must make a saving throw (which varies in type based on the Plane of Study). On failure, they they take damage equal to the current hit points of the summon, plus a bonus base damage. The base damage and damage type are listed on the table below:

Plane of Study Saving Throw Type Effect
Abyssal Dexterity Ichorous Splatter: 1d8 acid damage
Bestial Constitution Final Roar: 1d6 thunder damage
Beyond Wisdom Aberrant Whisper: 1d6 psychic damage
Celestial Dexterity Zealous Ascension: 1d6 radiant damage
Elemental Dexterity Elemental Explosion: 1d8 damage (matching attack type)
Fey Dexterity Glitter Bomb: 1d6 radiant damage
Infernal Dexterity Hellfire Burst: 1d8 fire damage
Nature Constitution Explosive Decomposition: 1d8 poison damage
Undead Constitution Negative Eruption: 1d6 necrotic damage

If your Summoned Entity is reduced to 0 hit points, this effect occurs automatically, though you can use your reaction to make a DC 15 Intelligence saving throw to attempt to suppress it from occurring.

Parting Gift

Additionally at 3rd level, you gain the ability to use your power to enhace the detonation of your Unstable Summons. As a reaction to one detonating, you can expend a spell slot to empower the parting detonation of energy.

The damage increases by 1d8 for each level of the spell slot spent, and the creatures take half damage against the effect even if they pass their saving throw.

Bigger Booms

At 5th level, you can unleash even more energy when your Unstable Summons depart. 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 Remnants

Starting at 7th level, the parting burst of power your summons leave behind now leaves behind a fragmentary piece of planar power based on the Plane of Study it was called forth from:

  • Abyssal (Ichorous Splatter): Puddles of acid remain in the radius of the explosion until the start of your next turn. Any creature that moves 5 feet through a space containing this acid puddle or ends their turn within it takes 1d4 acid damage.
  • Bestial (Final Roar): Creatures that fail their saving throw against the effect by 5 or more become knocked prone.
  • Beyond (Aberrant Whisper): A creature that fails the saving throw against the whisper becomes Dazed. Only one creature can become dazed this way, picking the creature that failed the save by the most if multiple creatures fail.
  • Celestial (Zealous Ascension): When the celestial departs in a burst of power, you can instead have it grant temporary hit points to creatures within range of the burst. The number of temporary hit points granted is equal to half the radiant damage it would have dealt. This temporary hit points expire after 1 minute in unused, or if this is ability is used again.
  • Elemental (Elemental Explosion): When the elemental detonates, you can shape its parting explosion to allow creatures of your choice within range of the explosion to automatically pass their saving throw against the effect (taking no damage on a passed save).
  • Fey (Glitter Bomb): Creatures that fail their saving throw remain covered in sparkling dust until the start of their next turn. The first attack roll made against one of affected creatures has advantage, after which the effect ends.
  • Infernal (Hellfire Burst): Creatures that fail their saving throw are set ablaze by soul consuming black flames. At the end 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 subsequent bursts).
  • Undead (Negative Eruption): Creatures that fail their saving throw have their maximum hit points reduced by the amount of necortic damage they take, and any healing they receive is halved until the start of your next turn.

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.

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 Recycling.

You are healed for 1 hit point each time a Summoned Entity you called for detonates.


Harbinger.

You are immune to the effects of your Summoned Entity detonations.


To the Skies.

Your summoned entities gain a flying speed equal to their movement speed.

9th Level Required

Unstable Mass.

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).


Holy Spirit (Prerequisite: Celestial).

When you enhance the alternative effect Zealous Ascension granted by Planar Remnants with Parting Gift, you can make it restore hit points instead of grant temporary hit points.

General Esoteric Secrets

The following are a list of Esoteric Secrets that are available to all Summoners.


Defensive

Your Summoned Entity's AC increases by 1.


Item Magician

You can add or remove items from your Inventory as an object interaction.


Strengthened Spells

Your mastery over conjuration makes your spell constructs able to lift more weight. The following spells are modified in the following ways: mage hand can lift up to 50 pounds (up from 10 pounds), unseen servant gains a Strength of 10 (up from 2), and the weight and size limit of floating disk is doubled.


Summoner's Will (prerequisite: 9th level Summoner).

Once per turn, when a Summoned Entity would be reduced to 0 hit points, you can make a Intelligence saving throw with a DC equal to 5 + the damage taken. On success, the Summon is instead reduced to 1 hit point.


Quick Command.

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.

Summoner Spell List

Cantrips (0 Level)
  • Mage Hand
  • PreservationK
  • Prestidigitation
  • Produce Flame
  • Resistance
1st Level
  • Acid BubbleK
  • Arctic BreathK
  • Bond ItemK
  • Crashing WaveK
  • Floating Disk
  • Fog Cloud
  • Grease
  • Mage Armor
  • Melting GlobK
  • Protection from Evil and Good
  • Unseen Servant
  • Summon OozeK
2nd Level
  • Dancing WaveK
  • Dust CycloneK
  • Infernal ShacklesK
  • Instant CounterK
  • Iron Wind StrikeK
  • Psuedopod SlamK
  • Mirror Image
  • Misty Step
  • Spirit EchoK
  • Summon ArcheonK
  • Summon SwarmK
3rd Level
  • Blade VortexK
  • Create Food and Water
  • Dispel Magic
  • ErodeK
  • Fire CycloneK
  • Magic Circle
  • Phantom Steed
  • Protection from Energy
  • Raid of SpidersK
  • Sleet Storm
  • Summon MonstrosityK
4th Level
  • Dimension CutterK
  • Dimension Door
  • Banishment
  • Fabricate
  • GeyserK
  • Hungering VoidK
  • Stinging SwarmK
  • Stoneskin
5th Level
  • Acid RainK
  • Anvil DropK
  • Creation
  • Dispel Evil and Good
  • Flickering StrikesK
  • Planar Binding
  • Pressure CutterK
  • Pyroclastic LanceK
  • Summon DragonK
  • Teleportation Circle

Changelog v0.2

  • Art assets loosely added (don't worry about scale and placement issues). To access v0.1 click here
Core Class
  • Summons and ability checks. Summoned Entities have been clarified in how their skills work, with only their physical attributes now being replaced by your spell casting attribute for ability checks. This isn't really intended to be a nerf, but a clarification for people that run skills in more flexible ways (summons cannot really do most skill checks; skill checks are things a DM asks for when it makes sense, not something you just always can do, but many people don't play that way, so were thinking that a summon could pick locks or make history checks for them, or other things that wouldn't make a lot of sense for them to do). You can still do that if that's how you play, but they'll be a lot worse at many checks.
  • Summon Duration. Summons now last for 1 minute per Summoner level, rather than 1 minute. This rarely matters in combat, but makes them more useful for out of combat tasks.
  • Summon Utility. Summons now have the default functionality of a familiar (as per find familiar) and a servant (as per unseen servant); this gives them a pretty broad range of basic capabilities (able to complete simple tasks, channel your spells through them, etc). In most cases, this doesn't matter, just gives them a detailed rules framework for more explicitly what they can and probably cannot do.
  • Esoteric Secrets. Added an additional Esoteric Secret known, as well as new Esoteric Secret options.
  • Spells Known. Added one additional spells known.
  • Inventory. Added a feature that gives you access to a personal demiplane/subspace to store a limited number of items. It starts very limited, but scales up to substantial storage.
  • Revamped Conjure Cataclysm. It should probably go without saying that summoning the tarrasque was always a placeholder that was more silly than a serious attempt at making a feature. The newer version takes some steps toward turning it into a real feature, though is probably requires some refinement.
Planes of Study
  • Undeath, Bestial, and Nature added as new options for those that want to summon shades, beasts, and plants.
  • You can now select another language if you already know the language granted by your Plane of Study.
Spells
  • Added some non-conjuration spells that felt like they would fit with the general theme of conjuration, mostly being utility based spells (Mirror Image, Phantom Steed, Fabricate, Creation)
Binder
  • Flying Flying has been converted into a Summon Customization called Winged, though it only grants full flying while the creature is Small.
  • This means that Small creatures no longer get flying for free, but Binders get one Summon Customization for free now, meaning that you can select this option to get the old functionality.
  • Summon Customizations. You now get 1 summon customization for free, and another one at 5th, 7th, 13th, and 17th level. You can no longer spend Esoteric Secrets to gain more of them.
  • Unleashed Assault. Lunge and Cleave have been moved into a new feature called Unleashed Assault. They have similar but slightly buffed functionality. They can now be used by spending a spell slot, scaling with the level of spell slot, or used for free once per short rest (treating it as if using a 1st level spell slot).
  • Planar Influence. Added new options for new Planes of Study.
Controller
  • Zone Reinforcement (the 14th level ability), has been moved down to become a new 3rd level ability (this isn't as crazy as it sounds, as you don't have high level spell slots at 3rd level, making it a scaling feature rather than one that appears at full power mostly.
  • Pile On. Nerfed and clarified. Now requires a certain number of summoned entities to initiate based on the size of the target, and no longer grants as extensive a bonus to the roll (only giving advantage).
  • Swarm Frenzy added as the new 14th level ability.
Converger
  • Planar Burst added at 3rd level, giving them a better way to use their Plane of Study spells.
  • Removed Empowered Mantle as that was an old feature. The bits and pieces of it have been added back as Esoteric Secrets.
Invoker

Mostly removed the living bomb/explosion narrative from them, to make them a more general subclass less tied to specific planes of study. Now their summons merely leave behind a burst of power when they depart, as opposed to exploding.

  • Involuntary Detonations. You can now attempt to suppress the explosion if the summon detonates by being reduced to 0 hit points.
  • Planes of Study. The Invoker no longer restricts Planes of Study, but now has a more complicated mapping between effects and planes, and has been largely reworded to remove explosion/detonation/etc from the verbiage.
  • Unstable Summons. Extensively revamped Living Bombs so that each plane has a special kind of overload to better fit the looser narrative of the subclass with the expanded options.
  • Parting Gifts. Added a new 3rd level feature that allows the enhancement of the planar burst left behind by the summoned entities departure.
  • Planar Remnants. Updated to include all the new options from the Planes of Study.
 

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