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# Summoner Class 5e ##### By Moxretroero and riptidecord. The elven woman walks forward, the deer following her wreathed in flowers. The poachers draw their bows, and the deer springs forward, trampling some as others flee. With a glance from the deer, vines spring up and grab two more of the fleeing men as the elf walks up to her companion, easily healing away the few arrows that stuck the buck true. The human sits at a desk, writing in a voluminous tome, a raven with glowing red eyes sitting on his desk. He hands the crow a letter, which it takes before vanishing in a puff of brimstone-scented smoke. A moment later, it returns, a ruby the size of a thumb clasped in its mouth. The raven raspily lets its master know that his sanctum is undisturbed, and returns to its perch. The triton stands on the shoreline, striking down a sahuagin with his staff before he blasts another three to ashes with a bolt of lighting. Two others sprint forward, tridents poised to strike before the water around them erupts and a being of liquid water and ice bursts forth, dragging them down into the deep. A moment later a tendril of the same creature raises up within a few feet of its master, ready to strike down anyone else who comes close with blasts of deadly ice. All of these people are summoners, spellcasters who have forged pacts with powerful spirits from other planes of existence for ongoing service. Their summoned companions may be willing allies, bound servants, or gifts in exchange for an offered service, but together, a summoner and their companion can accomplish incredible things. ### The Nature of Espers The name given to a summoner's companion is called an Esper. The origins of this term are murky and the forms an esper can take are multitudinous, but once called they serve their summoner faithfully until they fall or are dismissed.
##### The Summoner | Level | Proficiency Bonus | Features | Cantrips Known | Spells Prepared | 1st | 2nd | 3rd | 4th | 5th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Summon Esper, Esper Shield, Weapon Mastery, Spellcasting | 2 | 3 | 2 | — | — | — | — | | 2nd | +2 | Soul Link | 2 | 4 | 2 | — | — | — | — | | 3rd | +2 | Extraplanar Source | 2 | 5 | 3 | ─ | — | — | — | | 4th | +2 | Ability Score Improvement, Skilled Esper | 2 | 6 | 3 | ─ | ─ | — | — | — | | 5th | +3 | Multiattack | 2 | 7 | 4 | 2 | — | — | — | | 6th | +3 | Planar Lore | 2 | 7 | 4 | 2 | — | — | — | | 7th | +3 | Extraplanar Source Feature | 2 | 8 | 4 | 3 | — | — | — | | 8th | +3 | Ability Score Improvement | 2 | 8 | 4 | 3 | — | — | — | | 9th | +4 | ─ | 2 | 9 | 4 | 3 | 2 | — | — | | 10th | +4 | Extraplanar Source Feature, Improved Soul Link | 3 | 9 | 4 | 3 | 2 | — | — | | 11th | +4 | Extraplanar Source Feature | 3 | 10 | 4 | 3 | 3 | — | — | | 12th | +4 | Ability Score Improvement | 3 | 10 | 4 | 3 | 3 | — | — | | 13th | +5 | ─ | 3 | 11 | 4 | 3 | 3 | 1 | — | | 14th | +5 | Extraplanar Source Feature | 4 | 11 | 4 | 3 | 3 | 1 | — | | 15th | +5 | Improved Multiattack | 4 | 12 | 4 | 3 | 3 | 2 | — | | 16th | +5 | Ability Score Improvement | 4 | 12 | 4 | 3 | 3 | 2 | — | | 17th | +6 | ─ | 4 | 13 | 4 | 3 | 3 | 3 | 1 | | 18th | +6 | Extraplanar Source Feature | 4 | 13 | 4 | 3 | 3 | 3 | 1 | | 19th | +6 | Ability Score Improvement | 4 | 14 | 4 | 3 | 3 | 3 | 2 | | 20th | +6 | Planar Mastery | 4 | 14 | 4 | 3 | 3 | 3 | 2 |
THE SUMMONER | BY MOXRETROERO, Rework By RIPTIDE
\pagebreakNum ## Class Features ### Core Summoner Traits - **Hit Dice:** 1d6 - **Armor:** Light Armor, Shields - **Weapons:** Simple weapons, Whips - **Saving Throws:** Intelligence, Wisdom - **Skills:** Choose two from Arcana, Deception, History, Insight, Persuasion, Religion, Survival, and Stealth #### Equipment - A Whip - Any Two Simple Weapons - Leather Armor - Arcane Focus - Explorer's Pack - 10 gp Instead of starting gear, you may start with 60 gp. #### As a Level 1 Character - Gain all the traits in the Core Summoner Traits table. - Gain the Summoner's level 1 features, which are listed in the Summoner Features table. #### As a Multiclass Character - Gain the following traits from the Core Summoner Traits table: Hit Point Die, proficiency with Simple weapons, proficiency in one skill of your choice from the Summoner's skill list, and training with Light Armor and Shields. - Gain the Summoner's level 1 features, which are listed in the Summoner Features table. See the multiclassing rules to determine your available spell slots. ### Level 1: Summon Esper You have learned to summon your esper to aid you in battle. As an action, you can call a spirit of power from another plane, made to your specifications, to an open space you can see with 30 ft. Choose its stat block: Brute Esper, Flying Esper, Totem Esper. You also determine the kind of creature it is, choosing a kind appropriate for the stat block. The summon is Friendly to you and your allies and obeys your commands. It vanishes if you die. Summoning a new Esper dismisses the previous one ***Esper In Combat.*** In combat, the Esper shares your Initiative count, but it takes its turn immediately after yours. They act independently of you but still follow your orders, without taking your actions. ***Esper Stats.*** The Esper adds your Proficiency Bonus to its Proficient Saving Throws and Skills. You can replace the Esper's primary stat with your Wisdom stat. Strength for Brute, Dexterity for Flying, and Wisdom for Totem. ***Weapons of Summoning.*** Esper's natural weapon counts as a weapon for the purposes of spells and abilities that require a weapon. This is for clarification for spells and effects that are really weird about their wording of what is and isn't a weapon. \columnbreak ***Esper Traits.*** The Esper has the following traits innately: - The Esper's alignment can be chosen by you. - Their size can be either Small or Medium. - They also know any languages you know, in addition to what your subclass gives. - If your Esper has multiple damage types listed for their attacks, you choose one when summoning. - They have a number of Hit Dice [d8s] equal to your Summoner level. ***Summoning an Esper.*** You can summon your Esper a once per day for free. To summon it again, you must use a spell slot of 1st level or higher to summon it again. You can use an action to dismiss your Esper. You can summon it for free again after you complete a long rest. If the Esper is reduced to 0 hit points, it disappears. ### Level 1: Spellcasting You have learned to channel the magical essence of the planes to cast spells. ***Spell Slots.*** The Summoner Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended spell slots when you finish a Long Rest. ***Cantrips.*** You know two cantrips of your choice from the Summoner spell list. Whenever you gain a Summoner level, you can replace one of your cantrips with another cantrip of your choice from the spell list. When you reach Summoner levels 10 and 14, you learn another cantrip of your choice from the spell list, as shown in the Cantrips column of the Summoner Features table. ***Prepared Spells of Level 1+.*** You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 Summoner spells. The number of spells on your list increases as you gain Summoner levels, as shown in the Prepared Spells column of the Summoner Features table. Whenever that number increases, choose additional Summoner spells until the number of spells on your list matches the number in the Summoner Features table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 5 Summoner, your list of prepared spells can include seven Summoner spells of level 1 or 2 in any combination. If another Summoner feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Summoner spells for you. ***Changing Your Prepared Spells.*** Whenever you finish a Long Rest, you can replace one spell on your list with another Summoner spell for which you have spell slots. ***Spellcasting Ability.*** Wisdom is your spellcasting ability for your Summoner spells. ***Spellcasting Focus.*** You can use an Arcane Focus as a Spellcasting Focus for your Summoner spells.
THE SUMMONER | BY MOXRETROERO, Rework By RIPTIDE
\pagebreakNum ### Level 1: Esper Shield When you or your Esper are hit by an attack and your Esper is within 30 ft. of you, you can use your reaction to have all the damage dealt to the Esper transferred to you, or damage dealt to you transferred to the Esper. ### Level 2: Soul Link You have developed a link to the Esper. When you cast a spell that only targets you and your Esper is within 30 ft., you can have it target your Esper instead. If you have either the shield or absorb elements spells, you can cast them in this way if your Esper meets the trigger requirements instead of yourself. This counts as you casting that spell on the Esper for the purposes of certain abilities. ### Level 3: Extraplanar Source You gain a Summoner subclass of your choice. A subclass is a specialization that grants you features at certain Summoner levels. For the rest of your career, you gain each of your subclass’s features that are of your Summoner level or lower. The Esper also gains an additional 1d4 damage to their attackse. This damage increases to 1d6 at level 14. - **Beast.** You call a powerful and lethal animal spirit from within the wilds, taking the form of a mighty animal. - **Celestial.** You call a benevolent, semi-divine being to your aid, similar to an angel or archon. - **Elemental.** You call a curious elemental being from the elemental plane of air, earth, fire, or water. - **Fey.** you call a tricky creature such as sprite, pixie, or satyr from within the Feywild. - **Fiendish.** You call a fiendish being from one of the lower planes, such as a demon, devil, or yugoloth. - **Undead.** You call a creature of death from the shadowfell, made of ectoplasm, rotting flesh, or bone. ### Level 4: Ability Score Improvement You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Summoner levels 8, 12, and 16. ### Level 4: Skilled Esper The spirits you summon have learned to perform basic tasks. When your Esper is summoned, choose a single skill. The Esper is considered proficient in that skill. You can choose 2 skills at level 10. ### Level 5: Multiattack Your Esper can attack twice, instead of once, whenever they take the attack action on their turn. ### Level 6: Planar Lore You have learned a great deal about the other planes through your studies and interactions with otherworldly creatures that you know much of other planes by heart. You can use your Wisdom stat instead of Intelligence to make checks to recall knowledge about other planes of existence or extraplanar creatures. ### Level 10: Improved Soul Link When you use Soul Link to cast a spell, you can have it target both yourself and your Esper. ### Level 15: Improved Multiattack Your Esper can attack three times instead of once whenever they take the Attack action on their turn. ### Level 20: Planar Mastery Your body is an infinite conduit to the power of the planes, ensuring you an unlimited supply of spiritual allies. ***Endless Spirit.*** Whenever you roll Initiative, you may resummon the Esper for free. ***Planar Gateway.*** You can cast the Gate spell without expending a spell slot and ignoring the material cost. Once you do so, you cannot cast it again until you complete a long rest.
THE SUMMONER | BY MOXRETROERO, Rework By RIPTIDE
\pagebreakNum # Extraplanar Sources List ## Beast Originating in the forests, these beasts represent the natural aspects of the natural world and the bestial might of creatures in the forest. ### Level 3: Beast Esper Spells When you reach a Summoner level specified in the Beast Esper Spells table, you thereafter always have the listed spells prepared. You can choose to cast these spells as if you were in your Esper's space. ##### Beast Esper Spells Table | Level | Spell | |:----:|:-------------| | 3rd | *Animal Friendship, Ensnaring Strike* | | 5th | *Beast Sense, Flock of Familiars* | | 9th | *Conjure Animals, Plant Growth* | | 13th | *Guardian of Nature, Grasping Vine* | | 17th | *Awaken, Commune with Nature* | ### Level 3: Beast Esper Traits Your Esper gains traits based on the type of creature it is. When you summon your Esper, choose one form for your Esper to take from this list. * **Hunter.** The Esper has advantage on Wisdom (Perception) checks and an additional 10 ft. of movement speed. * **Arboreal.** The Esper has a climbing speed equal to its movement speed and has advantage on its Strength checks and saving throws. * **Aquatic.** The Esper has a swimming speed equal to their movement speed and can breath underwater. You can also choose to summon your Esper as a Large creature instead of Medium or Small. ### Level 3: Marked Prey Your Beast Esper can mark a target that it hits. When they hit a target with an attack, they can choose to mark the target for 1 hour. The following benefits are applied: - Your Esper always knows how far away the marked target is. - The target can not benefit from being invisible or hiding. You can only mark one target at a time. Marking a new target removes the mark on the previous one. ### Level 7: Speech of Beast and Bush Your Esper can communicate with beasts, plants, and plant creatures as if they shared a language. \columnbreak ### Level 11: Intimidating Roar Your beast Esper can exude a terrifying presence. Once per turn when your Esper takes the attack action, they can replace one of their attacks with an Intimidating Roar, which forces every hostile creature within a 30 ft. of the Esper of your choice to make a Wisdom saving throw against your spell save DC. On a failure, the creatures are frightened of the Esper until the end of its next turn. On a success, the creature is immune to this ability for the next 24 hours. Marked creatures have disadvantage on this saving throw. Your Esper can use this feature a number of times equal to your Proficiency Bonus before you need to take a long rest. ### Level 10: Beastial Attunement You gain additional hit points equal to your Summoner level, and you have advantage on saves against the frightened condition. ### Level 14: Call of the Wild Your beast Esper becomes even more dangerous, gaining the following benefits: - Your Esper's attacks score a critical hit on a roll of 19 or 20. - When a friendly creature ends its turn within 30 feet of your Esper, it gains temporary hit points equal to your Wisdom modifier. ### Level 18: Primal Fury When your Beast Esper is uses Intimidating Roar, it goes into a primal rage. They gain the following benefits for 1 minute: - Your Esper gains resistance to bludgeoning, piercing, and slashing damage. - All attacks your Esper makes are made at advantage. - The damage from Beast Esper Traits increases to 1d10. Your Esper can only activate this feature once until you need to take a long rest.
THE SUMMONER | BY MOXRETROERO, Rework By RIPTIDE
\pagebreakNum ## Celestial Beautiful and inspiring creatures born of divine essence and filled with radiant light, those who call celestials seek to aid others, and their Espers help their summoners and allies simply by being near. ### Level 3: Celestial Esper Spells When you reach a Summoner level specified in the Celestial Esper Spells table, you thereafter always have the listed spells prepared. You can choose to cast these spells as if you were in your Esper's space. ##### Celestial Esper Spells | Level | Spell | |:----:|:-------------| | 3rd | *Bless, Sanctuary* | | 5th | *Warding Bond, Zone of Truth* | | 9th | *Daylight, Revivify* | | 13th | *Aura of Purity, Death Ward* | | 17th | *Greater Restoration, Holy Weapon* | ### Level 3: Celestial Esper Traits Your Celestial Esper has the following additional traits. - The Esper gains resistance to radiant damage. - You learn Celestial. - The damage from Extraplanar Source becomes Radiant. You can chose to make your Esper's type become Celestial when you summon it. They also shed a bright light within 30 ft and dim light within an additional 30 ft. ### Level 3: Radiant Light Your Esper is a being of light. Your Esper gains a number of d6s equal to half your Summoner level (rounded up). - The Esper can use an action to expend any number of these d6s and heal a creature within 5 ft. of them. - When an ally within 30 ft. of the Esper is damaged, they can use their reaction to expend any number of these d6s to make the enemy make a Dexterity Saving Throw and take damage equal to a number of d6s you expend in Radiant damage, or half as much on a success. You regain these d6s when you finish a long rest. ### Level 7: Aura of Grace Your Esper radiates an aura of serene grace that soothes wounds and aids those who are suffering. Whenever a creature within 10 ft. of your Esper recovers Hit Points from any source, the creature gains a number of Temporary Hit Points equal to your Wisdom modifier. \columnbreak ### Level 10: Celestial Attunement You gain resistance to radiant damage, and you are immune to diseases. ### Level 11: Divine Justice When your Esper is reduced to 0 hit points, they can use their reaction to drop to 1 hit point instead. When this happens, enemies within 30 ft. must make a Dexterity Saving Throw or take 4d8 radiant damage, or half as much on a success. You can use your reaction to spend a spell slot to add 2d8 extra radiant damage per level of spell slot used. Your Esper can use this feature once before you need to take a short rest. ### Level 14: Heaven's Mantle Your Esper's gains the following improvements to the Aura of Grace feature: - The radius increases to 30 ft. - Allied creatures in the aura gains advantage on saves against charm or fear effects. - You can discern if any creature within the aura is telling a lie. ### Level 18: Angelic Sacrifice Your angelic Esper can sacrifice itself to keep an ally alive. When an ally within 60 ft of your Celestial Esper is reduced to 0 Hit Points, you can spend a 5th level spell slot to have them use their reaction to heal 20d6 health to that ally, and that ally can stand up from prone (no action required). Your Esper is dismissed upon doing this.
THE SUMMONER | BY MOXRETROERO, Rework By RIPTIDE
\pagebreakNum ## Elemental Creatures composed of the four formative elements of creation - Air, Earth, Fire, and Water - elementals are beings of pure, raw, primordial magic, whose very touch is infused with elemental power. ### Elemental Esper Spells When you reach a Summoner level specified in the Elemental Esper Spells table, you thereafter always have the listed spells prepared. You can choose to cast these spells as if you were in your Esper's space. ##### Elemental Esper Spells | Level | Spell | |:----:|:-------------| | 3rd | *Absorb Elements, Chromatic Orb* | | 5th | *Dragon's Breath, Misty Step* | | 9th | *Elemental Weapon, Gaseous Form* | | 13th | *Conjure Minor Elementals, Elemental Bane* | | 17th | *Conjure Elemental, Far Step* | ### Level 3: Elemental Esper Traits Your Elemental Esper has the following additional traits. - The Esper gains a resistance based on the type from Elemental Immutability. - You learn Primordial. - The Esper learns the Elementalism cantrip. - The damage from Extraplanar Source becomes the type associated with Elemental Mutability. You can choose to make your Esper's type become Elemental when you summon it. ### Level 3: Elemental Mutability Also at 3rd level, your Esper's form can vary based on the part of the plane from whence it is called. When you summon your Esper, and as an action on subsequent turns, choose one form for your Esper to take from this list. - **Air.** The Esper gains a fly speed of 30 ft. If it already has a fly speed, that fly speed increases by 10 ft. The associated damage type is Lightning. - **Earth.** The Esper gains a burrow speed of 30 ft and 15 ft. of Tremorsense. To use this burrowing speed, they must spend 2 turns digging. The associated damage type is Bludgeoning. - **Fire.** The Esper deals 1d4 fire damage to any creature of its choice that starts its turn within 5' of it. The associated damage type is Fire. - **Water.** Your Elemental gains a swim speed of 30 ft. and can breath underwater. The associated damage type is Cold. \columnbreak When you cast a Summoner spell that deals damage associated with your Esper's element, it gains a bonus to the damage rolls equal to your Wisdom modifier. ### Level 7: Become the Element The elemental Esper can seamlessly meld into the element it represents. When the Esper is in the element associated with Elemental Mutability, it can use an action to turn invisible. The invisibility wears off when it moves, attacks, or makes an otherwise hostile action. The environments are clouds for Air, burrowed in the ground for Earth, an active fire for Fire, and submerged in water for Water. The Esper can use this feature a number of times equal to your Wisdom Modifier. ### Level 10: Elemental Attunement You gain resistance to the damage type chosen with Elemental Mutabiliy, and you have advantage on saving throws against the petrified and poisoned conditions. ### Level 11: Volatile Composition Your elemental Esper can burst with energy. As an action, your Esper can send the blast of energy on a point of the Esper's choosing within 30 feet of it, and each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw, taking 4d6 damage on a failed save, or half as much damage on a successful one. The damage is based on the damage type from Elemental Mutability. Your Esper takes 1d6 damage that cannot be reduced after using this. The damage die increases to 6d6 at level 11, and 8d6 at level 17. The self damage increases to 2d6 and 3d6 at those levels as well. ### Level 14: Primordial Form Your Esper becomes closer to the elemental creatures that it represents. Your Esper gains abilities based on the chosen Elemental Mutability: - **Air.** When a creature fails the saving throw against your Volatile Composition ability, it gets pushed 15 ft. in a direction of your choosing. - **Earth.** Once per turn when it attacks a creature, it can deal an additional 1d10 Bludgeoning damage. - **Fire.** The damage from Elemental Mutability becomes 1d10 fire damage. - **Water.** As an action while in the space of a creature, your Esper can force the creature to make a Strength saving throw against your spell save DC. On a failure, the creature is restrained until the start of its next turn. ### Level 18: Elemental Armageddon The Volatile Composition feature gains the following benefits: - The radius increases to 20 ft. - Creatures of your choice in the range take no damage from the blast. - The damage ignores resistances.
THE SUMMONER | BY MOXRETROERO, Rework By RIPTIDE
\pagebreakNum ## Fey Originating in the feywild, these fey represent the playful and chaotic aspects of the natural world and the serene beauty of creatures in the forest. ### Level 3: Fey Esper Spells When you reach a Summoner level specified in the Fey Esper Spells table, you thereafter always have the listed spells prepared. You can choose to cast these spells as if you were in your Esper's space. ##### Fey Esper Spells | Level | Spell | |:----:|:-------------| | 3rd | *Charm Person, Sleep* | | 5th | *Silence, Suggestion* | | 9th | *Blink, Catnap* | | 13th | *Conjure Woodland Beings, Polymorph* | | 17th | *Dominate Person, Modify Memory* | ### Level 3: Fey Esper Traits Your Fey Esper has the following additional traits. - The Esper gains resistance to psychic damage. - You learn Sylvan. - The damage from Extraplanar Source becomes Psychic. You can choose to make your Esper's type become Fey when you summon them. They can also become Tiny, instead of Small or Medium. ### Level 3: Beguiling Trickster Once per turn, the Esper can use an action or replace one of its attacks to Charm a target. The target must make a Wisdom saving throw against your spell save DC or become Charmed. The Charmed effect ends at the end of your next turn. Creatures Charmed by you or your Esper must subtract 1d4 from their attack rolls or saves. After a creature recovers from the Charm or succeeds on the saving throw, it is immune to the effect for 24 hours. ### Level 7: Dream Tamper When you reach 7th level, your Esper is capable of tampering the dreams of creatures. As an action or replacing one of its attacks, your Esper can target one unconscious creature within 30 ft. of them and cause the target to either have a Good Dream or a Nightmare. - **Good Dream.** The creature experiences a calming, delightful dream. They gain temporary hit points equal to your Summoner Level, and they can choose to make an attack roll, saving throw, or ability check at advantage once before they take a long rest. - **Nightmare.** The creature suffers a terrible nightmare, giving a restless sleep. The creature's next 5 D20 tests are made with disadvantage. \columnbreak ### Level 10: Fey Attunement You gain resistance to psychic damage, and have advantage on saving throws against the charmed condition. ### Level 11: Magic Resistance Your Fey Esper has higher defenses against magic. The Esper has advantage on saving throws against spells and other magical effects. ### Level 14: Secrets of the Fey Your Fey Esper has well-hidden knowledge about jinxes and illusions. They can use their action to cast one enchantment or illusion spell from any spell list that has an Action or Bonus Action casting time, using one of your spell slots of the appropriate level. The spell can be upcasted and does not require material components. Once the Esper uses this feature, it cannot do so until you take a short rest. Additionally, you can cast Eyebite once per long rest, but you can only apply the Asleep effect. ### Level 18: Archfey The Esper has ascended to a powerful fey being. They gain the following benefits: - Beguiling Trickster's duration becomes 1 minute. - The spell from Secrets of the Fey can be a level 6 or 7 enchantment or illusion spell from any spell list that has an Action or Bonus Action casting time. You cannot use this feature again until you take a long rest, and you must expend a 5th level spell slot.
THE SUMMONER | BY MOXRETROERO, Rework By RIPTIDE
\pagebreakNum ## Fiend Fiends are cruel, dangerous, and capricious, interested in personal gain and the corruption of mortals. Those with the proper balance of care and foolishness can call one to their aid, hopefully without risking their immortal souls. ### Level 3: Fiendish Esper Spells When you reach a Summoner level specified in the Fiend Esper Spells table, you thereafter always have the listed spells prepared. You can choose to cast these spells as if you were in your Esper's space. ##### Fiendish Esper Spells | Level | Spell | |:----:|:-------------| | 3rd | *Disguise Self, Hellish Rebuke* | | 5th | *Invisibility, Scorching Ray* | | 9th | *Bestow Curse, Summon Lesser Demons* | | 13th | *Fire Shield, Summon Greater Demon* | | 17th | *Infernal Calling, Seeming* | ### Level 3: Fiend Esper Traits Your Fiend Esper has the following additional traits. - The Esper gains resistance to Fire. - You learn Infernal or Abyssal. - The damage from Extraplanar Source becomes Fire. You can choose to make your Esper become a Fiend. ### Level 3: Fiendish Gifts When you summon your Fiendish Esper, it gains one of the following gifts, which it can use once. You regain all uses of this ability when you take a long rest. At 10th level and again at 15th level, your Fiendish Esper can use this ability an additional time between rests. - **Unseen Evil.** Your Esper can use an action to magically turn invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the Esper wears or carries is invisible with it. - **Hellish Jaunt.** Your Esper can replace one of its attacks to teleport to a location you have seen within 100 miles of your current location. It returns at the end of its next turn in the same manner. Additionally, it can take one object weighing up to 5 pounds with it each time it teleports, and it need not be the same object both times. - **Shapechanger.** Your Esper can use its action to turn into any CR 0 creature with the beast type, remaining in that form until it chooses not to. If it loses all its hit points in this new form, its form reverts to the form it was summoned in. Damage dealt over the amount required to destroy the animal form is dealt to your Esper’s normal health. While in its new form, your Esper retains its Intelligence, Wisdom, and Charisma scores, as well as the ability to speak and understand any language it knows. \columnbreak ### Level 7: Parting Gift When your fiendish Esper is slain, it still can prove useful. When your fiendish esper is reduced to 0 HP, your Esper can relay a psychic message to you, with everything it saw, heard, and said in the last 5 minutes of its life. When this happens, you can also use your reaction to make a weapon attack or cast a cantrip. ### Level 10: Fiendish Attunement You gain resistance to fire damage, and creatures within 5’ of you who hit you with a melee attack take fire damage equal to your Wisdom modifier. ### Level 11: Blood Contract Your Esper makes a blood contract for power. Their Charisma stat becomes 16, and you can choose to acquire 1 Eldritch Invocation from the Warlock class. The invocation can be any with a prerequisite of 2nd level or lower. If a feature uses your charisma modifier, it can instead use your wisdom modifier. For clarification purposes, your Summoner spells do not count as Warlock spells and you do not qualify for subclass requirements. You can spend 4 of your unspent hit dice to choose a second Eldritch Invocation. Until your next long rest, you gain the benefits of that invocation. ### Level 14: Gift of the Archfiend Your Fiendish Esper has been noticed by more powerful fiendish beings, and has gained a boon from one of them for its service. Pick one of the following options when you summon your fiend Esper, which it retains until it dies or is dismissed. - **Evil Eye.** Your Esper can use a reaction to curse the creature that last hit it. That creature must make a Wisdom saving throw, and on a failure it has disadvantage on D20 tests for 1 minute. They may make a Wisdom saving throw at the end of their turn to end the effect. - **Hide of the Hells.** Your Esper gains a +1 bonus to their Armor Class and can cast Hellish Rebuke without needing to use a spell slot. - **Abyssal Tendrils.** Your Esper's attacks can have abyssal tendrils. When the Esper hits with an attack on a creature, the target has the Grappled condition (escape DC equals your spell save DC). ### Level 18: Devilish Arcanum Your Esper has struck a powerful deal to ascend your magic capabilities. Choose the Summon Fiend or Tasha's Otherworldly Guise spells. You can cast this spell once without expending a spell slot, and you must finish a Long Rest before you can cast it in this way again. Additionally, you no longer need to give up hit dice to choose a second invocation from Blood Contract.
THE SUMMONER | BY MOXRETROERO, Rework By RIPTIDE
\pagebreakNum ## Undead Undead are living death, created with negative energy and a disturbing mockery of life. Undead, while inherently fueled by dark magic, often have weak or even no wills in their lingering spirits, making them tempting for pragmatic summoners. ### Undead Esper Spells When you reach a Summoner level specified in the Undead Esper Spells table, you thereafter always have the listed spells prepared. You can choose to cast these spells as if you were in your Esper's space. ##### Undead Esper Spells | Level | Spell | |:----:|:-------------| | 3rd | *False Life, Ray of Sickness* | | 5th | *Gentle Repose, Ray of Enfeeblement* | | 9th | *Life Transference, Speak With Dead* | | 13th | *Blight, Compulsion* | | 17th | *Danse Macabre, Enervation* | ### Level 3: Undead Esper Traits Your Undead Esper has the following traits. - Your Esper gains resistance to necrotic damage. - You learn Abyssal. - Your Esper does not need to eat, sleep, or breathe. - The damage from Extraplanar Source becomes Necrotic. You can choose to make your Esper's type become Undead. ### Level 3: Vampiric Drain When you use the Esper Shield feature, you can channel that energy to bolster the unliving endurance of the Esper. The Esper gains temporary hit points equal to your level in this class after taking the damage. ### Level 7: Sense the Living Your Undead Esper can feel the life essences of creatures around it. As an action, your Esper can detect the approximate location and direction of all creatures within 30 feet that aren't undead or constructs. ### Level 10: Undead Attunement You gain resistance to necrotic damage, and your hit point maximum cannot be reduced. ### Level 11: Paralyzing Touch Your Undead Esper channels necrotic forces to lock down enemies. When they hit with an attack, if the target is a creature other than an undead, it must succeed on a Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The Esper can use this ability once before you need to take a long rest. ### Level 14: Unliving Threat When your Esper gains the following features: - When the Esper uses the Vampiric Drain ability, its attacks until the end of its next turn gain a +1 to attack and damage rolls. - Any critical hits against the Esper counts as a normal hit instead, unless they are incapacitated. - They cannot be poisoned. ### Level 18: Dead Tide Your undead servant can create additional servants under your control. Whenever your Undead Esper reduces a target to 0 Hit Points, it can use its reaction to cast Danse Macabre targeting the target only, using your spellcasting modifier, which lasts for 1 hour requiring no concentration before reverting to a corpse. The Esper cannot use its Bonus Action to control them, the Summoner will need to issue commands with their own Bonus Action. Your Esper can cast this spell in this way a number of times equal to your Wisdom modifier, and it regains all expended uses when you finish a long rest.
THE SUMMONER | BY MOXRETROERO, Rework By RIPTIDE
\pagebreakNum ## Ooze Flavor Text Pending ### Level 3: Ooze Esper Spells When you reach a Summoner level specified in the Ooze Esper Spells table, you thereafter always have the listed spells prepared. You can choose to cast these spells as if you were in your Esper's space. ##### Ooze Esper Spells Table | Level | Spell | |:----:|:-------------| | 3rd | *Grease, Tasha's Caustic Brew* | | 5th | *Hold Person, Melf's Acid Arrow* | | 9th | *Hunger of Hadar, Meld Into Stone* | | 13th | *Otiluke's Resilient Sphere, Vitriolic Sphere* | | 17th | *Contagion, Hold Monster* | ### Level 3: Ooze Esper Traits Your Ooze Esper has the following additional traits. - The Esper gains resistance to acid damage. - The Esper learns Undercommon. - The damage from Extraplanar Source becomes Acid. You can choose to make your Esper's type become Ooze when you summon them. ### Level 3: Ooze Form While your Esper is an Ooze they gain traits specific to oozes: - They can squeeze through spaces as small as 1 inch wide and can both enter and end their moves in other creature's spaces. - They have blindsight out to 30 ft. - When the Esper is hit by a melee attack and you use Esper Shield, the attacker must make a Strength or Dexterity saving throw or become grappled by the Esper. - The DC for grappling a creature uses your spell save DC instead of the Esper's DC. ### Level 7: Unmoving Jelly Your Ooze Esper gains immunity to the being prone and grappled. They also become resistant to damage dealt by grappled and restrained enemies. \columnbreak ### Level 10: Ooze Attunement You gain resistance to acid damage, and you can hold your breath for up to an hour. ### Level 11: Engulf The Ooze Esper can approach a creature to engulf it with their oozy form. As an action, the Esper can move into the space of a creature of the Esper's size or smaller within 5 ft. of it, causing the target to make a Strength or Dexterity saving throw against your spell save DC. On a failure, the target is restrained by the ooze, and takes 4d6 acid damage. On a success, the target is pushed away 5 ft. in the direction the Esper moved towards it from, and takes half damage. An engulfed target can try to escape by taking an action to make a Strength (Athletics) or Dexteryty (Acrobatics) check against your spell save DC. On a successful check, the target escapes and enters the nearest unoccupied space. Your Esper can use this ability a number of times equal to your Wisdom modifier. You regain uses all uses of this feature when you take a long rest. As a reaction when the Esper uses this feature, you can spend a spell slot to add an additional 2d6 damage to the damage per level of spell used. ### Level 14: Splitting Pseudopod When the Ooze Esper falls below half HP, the Esper can split off a part of itself as a reaction. You add another Ooze Esper into initiative with you, following all the rules an Esper normally uses. However, you cannot use Multiattack, Esper Shield, or Soul Link on this secondary Esper. They join initiative with half the HP that your primary Esper was at when activating the ability. Once your Esper uses this ability, they cannot do so until you complete a long rest. ### Level 18: Obliterating Oblex The Ooze Esper's strength rivals an Elder Oblex. - The Esper can use Engulf on a creature 1 size category above it. - The primary Ooze can grapple any number of targets. - A split Pseudopod starts with the same HP the primary Esper started with. \pagebreakNum ## Spirit Flavor Text Pending ### Level 3: Spirit Esper Spells When you reach a Summoner level specified in the Spirit Esper Spells table, you thereafter always have the listed spells prepared. You can choose to cast these spells as if you were in your Esper's space. ##### Spirit Esper Spells Table | Level | Spell | |:----:|:-------------| | 3rd | *Color Spray, Faerie Fire* | | 5th | *Augury, Levitate* | | 9th | *Speak With Dead, Spirit Shroud* | | 13th | *Divination, Spirit of Death* | | 17th | *Commune, Raise Dead* | ### Level 3: Spirit Esper Traits Your Spirit Esper has the following additional traits. - The Esper gains resistance to poison damage. - The Esper learns a race-specific language, such as Halfling or Orc. - The damage from Extraplanar Source becomes Necrotic. You can choose to make your Esper's type become Undead when you summon them. While the Esper is Undead, when they hit a creature with an attack, they can deal an extra 1d4 necrotic damage to the target, and they can appear to be see through like a ghost. This damage increases to 1d6 at level 14. ### Level 3: Spirit From Beyond Your Esper can call upon a spirit to attack in tandem. You can use a bonus action on your turn to cause the Esper to make an additional attack. This attack uses the same attack bonus as your Esper's attack, except the base damage becomes a 1d4 and necrotic damage. You can use this feature a number of times equal to your Wisdom modifier before needing to take a long rest. ### Level 7: Attentive Spirit The Esper can use your Wisdom (Perception) to make Perception checks instead of theirs. Additionally, your Esper permanently has the *see invisibility* spell cast on it. ### Spiritual Attunement You gain resistance to acid damage, and you have advantage on saving throws and checks to resist grappling effects. \columnbreak ### Level 11: Ethereal Being Your spirit esper can lurk on the border ethereal when the need arises. As an action, the spirit Esper phases into the ethereal plane, becoming immune to all damage and conditions and automatically saving from all effects. It gains a fly speed equal to its walking speed if it did not already have one. Your Esper may not make attacks or interact with creatures or objects that are not also ethereal while in this state, including its summoner. While ethereal, your esper may move through any square, but if it ends its turn in an occupied square or inside an object or wall, it takes 2d6 force damage. At the beginning of its next turn, the Esper returns to the material plane and may act normally. If it was inside a creature or a wall at the time, it reappears in the closest open space that will fit it. If the Esper enters your space while in this form, the Summoner gains Temporary Hit Points equal to their level in this class. ### Level 14: Spiritual Possession When your Esper hits with an attack from the Spirit From Beyond feature, you can choose to have the Esper possess the target. They must make a Charisma saving throw. On a failure, you can decide to make the creature hurt itself or another creature within range of its attacks. If you choose to make it hurt itself, it must make an one of its attack roll features against itself. However, your Esper is not on the field and cannot act on its turn. After using this feature, the damage die from Spirit From Beyond increases to a 1d6 for 1 minute. You can use this feature once before needing to take a short rest. ### Level 18: Ascended Spirit Your spirit Esper has become a powerful ascended spirit. They gain the following benefits: - The damage die from Spirit From Beyond becomes a 1d8, and Spiritual Possession becomes 1d10. - While your Esper is Ethereal, they can make 1 attack while it is in this form with the Spirit From Beyond attack as an action for free.
THE SUMMONER | BY BRENDAN B. (VIGIL/MOXRETROERO), Rework By MATTHEW
\pagebreakNum ## Aberration Flavor Text ### Level 3: Aberrant Esper Spells When you reach a Summoner level specified in the Aberrant Esper Spells table, you thereafter always have the listed spells prepared. ##### Fey Esper Spells | Level | Spell | |:----:|:-------------| | 3rd | *Dissonant Whispers, Tasha's Hideous Laughter* | | 5th | *Crown of Madness, Tasha's Mind Whip* | | 9th | *Antagonize, Fear* | | 13th | *Raulothim's Psychic Lance, Summon Aberration* | | 17th | *Modify Memory, Synaptic Static* | ### Level 3: Aberrant Esper Traits Your Aberrant Esper has the following additional traits. - The Esper gains resistance to psychic damage. - You learn Deep Speech. - The damage from Extraplanar Source becomes Psychic. You can choose to make your Esper's type become Aberration when you summon them. ### Level 3: Aberrant Takeover The Esper can draw power from the Summoner to gain even more power. As an action, the Summoner can cause themselves to become stunned until the beginning of their next turn to give the aberrant Esper the following benefits: - The Esper can maintain concentration on a spell the Summoner is currently concentrating on before activating this ability. After recovering from the stun, the Summoner can concentrate on a different spell. - The Esper gains an additional 1d4 psychic damage once per turn to their attacks. These benefits last for 1 minute. You can activate this feature a number of times equal to your Wisdom modifier before needing to take a long rest. ### Level 7: Forbidden Knowledge When you make any Intelligence check, you can receive forbidden knowledge from your Esper and use your Wisdom instead of your Intelligence for the check. The check can also be made at advantage. However, the first check you make after using this ability is made with disadvantage. It must be a check that is asked for by the DM. ### Level 10: Aberrant Attunement You gain resistance to psychic damage and the *message* cantrip. \columnbreak ### Level 11: Mind Drain Your Esper can drain the strength of a creature that it attacks. While the Esper has the benefits of Aberrant Takeover, they can use an action to have a target within 10 ft. of themselves make a Wisdom saving throw, or they must subtract 1d4 from any D20 test that uses Intelligence, Wisdom, or Charisma. Once a creature is affected by this feature, they are immune to it for 24 hours. The creature regains the lost points when finishing a long rest. Additionally, the damage from Aberrant Takeover gains an additional 1d4 damage. ### Level 14: Parasitic Burst Your Esper can infect an opponent with a terrible incurable disease from the Outer Realms. When the aberrant Esper hits with an attack against a creature, they become afflicted with Parasitic Burst and must make a Constitution saving throw. The Summoner thereafter can use an action to activate the Parasitic Burst, which when activated, makes the creature take Psychic damage equal to the total accumulated damage. The effect takes your concentration and lasts up to 1 minute, upon which it'll immediately activate by itself. The feature's base damage is 4d6 psychic damage, or 1d6 if the target succeeds, and the damage increases by 1d6 whenever your turn ends and the effect hasn't ended. The effects of Parasitic Burst can be cleared by casting *lesser restoration* on the target. You can use this feature once before needing to take a long rest. ### Level 18: Eldritch Horror The Esper has reached a truly terrifying ascendance to power. They gain the following benefits: - The damage from Aberrant Takeover increases by 2d4 instead of 1d4 damage. - Mind Drain's reduction becomes 1d6 instead of 1d4. - The damage increase from Parasitic Burst every turn becomes 2d6 instead of 1d6 if the target fails their saving throw.
THE SUMMONER | BY BRENDAN B. (VIGIL/MOXRETROERO), Rework By MATTHEW
\pagebreakNum # Espers ___ ***Esper Creature Type.*** All the Espers count as Beasts at base. ***Esper Stats.*** The Esper adds your Proficiency Bonus to its Proficient Saving Throws and Skills. You can replace the Esper's primary stat with your Wisdom stat. Strength for Brute, Dexterity for Flying, and Wisdom for Totem. ___ > ## Brute Esper > ___ > - **Armor Class** 12 + your Wisdom modifier > - **Hit Points** 5 times your Summoner level > - **Speed** 30 ft. >___ >| STR | DEX | CON | INT | WIS | CHA | >|:---:|:---:|:---:|:---:|:---:|:---:| >| 15 (+2) | 10 (+0) | 14 (+2) | 6 (-2) | 11 (+0) | 6 (-2) | >___ > - **Saving Throws** Str (+4), Con (+4) > - **Skills:** Athletics +4, Survival +2 > - **Senses** darkvision, passive Perception 10 > ___ > ### Traits > ***Charge.*** If the brute Esper moved at least 20 feet straight toward the target before they make an attack, the target must make a Strength saving throw or receive the Prone condition if it is a Large or smaller creature on a failure. > ___ > ### Actions > ***Natural Weapon.*** *Melee Attack Roll:* Bonus equals your spell attack modifier, reach 5 ft. *Hit:* 1d8 + 2 plus your Wisdom modifier Bludgeoning, Piercing, or Slashing damage. \columnbreak ___ > ## Aerial Esper > ___ > - **Armor Class** 13 + your Wisdom modifier > - **Hit Points** 5 times your Summoner level > - **Speed** 10 ft., Fly 40 ft. >___ >| STR | DEX | CON | INT | WIS | CHA | >|:---:|:---:|:---:|:---:|:---:|:---:| >| 6 (-2) | 15 (+2) | 12 (+1) | 7 (-2) | 12 (+1) | 7 (-2) | >___ > - **Saving Throws** Dex (+4), Con (+3) > - **Skills:** Perception +3, Stealth +4 > - **Senses** darkvision, passive Perception 13 > ___ > ### Traits > ***Flyby.*** The Esper doesn't provoke Opportunity Attacks when it flies out of an enemy's reach. > ___ > ### Actions > ***Natural Weapon.*** *Melee Attack Roll:* Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d6 + 2 plus your Wisdom modifier Slashing damage. ___ > ## Totem Esper > ___ > - **Armor Class** 11 + your Wisdom modifier > - **Hit Points** 5 times your Summoner level > - **Speed** 30ft. >___ >| STR | DEX | CON | INT | WIS | CHA | >|:---:|:---:|:---:|:---:|:---:|:---:| >| 10 (+0) | 10 (+0) | 13 (+1) | 8 (-1) | 15 (+2) | 8 (-1) | >___ > - **Saving Throws** Con (+3), Wis (+4) > - **Skills:** Perception +4, Survival +4 > - **Senses** darkvision, passive Perception 14 > ___ > ### Traits > ***Innate Spellcasting.*** The totem Esper can cast the following spells. They use their Wisdom as their spellcasting ability modifier. > > At will: *prestidigitation, light* > ___ > ### Actions > ***Energy Blast.*** *Ranged Attack Roll:* Bonus equals your spell attack modifier, ranged 30 ft. *Hit* 1d6 + 2 plus your Wisdom Modifier fire, cold, lightning, necrotic, poison, psychic, radiant, or thunder damage.
THE SUMMONER | BY MOXRETROERO, Rework By RIPTIDE
\pagebreakNum # Appendix B: Summoner Spells
##### Cantrips - Acid Splash - Blade Ward - Booming Blade - Chill Touch - Encode Thoughts - Friends - Green-Flame Blade - Light - Lightning Lure - Mage Hand - Magic Stone - Message - Mind Sliver - Minor Illusion - Primal Savagery - Produce Flames - Ray of Frost - Resistance - Sacred Flame - Shillelagh - Shocking Grasp - Thunderclap - True Strike - Toll the Dead ##### 1st Level - Absorb Elements - Chaos Bolt - Comprehend Languages - Cure Wounds - Create or Destroy Water - Detect Magic - Detect Poison and Disease - Expeditious Retreat - False Life - Feather Fall - Heroism - Jump - Lethal Strikes - Longstrider - Protection from Evil and Good - Ray Of Sickness - Shield - Speak With Animals - Witch Bolt ##### 2nd Level - Aid - Alter Self - Animal Messenger - Barkskin - Beast Sense - Darkvision - Enhance Ability - Enlarge/Reduce - Flame Blade - Healing Spirit - Kinetic Jaunt - Lesser Restoration - Magic Weapon - Misty Step - Pass Without Trace - Protection from Poison - Scorching Ray - See invisibility - Summon Beast - Spider Climb ##### 3rd Level - Ashardalon's Stride - Conjure Animals - Dispel Magic - Haste - Fly - Magic Circle - Meld into Stone - Nondetection - Phantom Steed - Protection From Energy - Summon Fey - Summon Lesser Demons - Summon Shadowspawn - Summon Undead - Tongues - Water Breathing - Water Walk ##### 4th Level - Banishment - Blight - Conjure Minor Elementals - Conjure Woodland Beings - Death Ward - Elemental Bane - Freedom of Movement - Grasping Vine - Locate Creature - Mordenkainen's Faithful Hound - Stoneskin - Summon Aberration - Summon Construct - Summon Elemental ##### 5th Level - Awaken - Conjure Elemental - Contact Other Plane - Legend Lore - Mass Cure Wounds - Planar Binding - Rary's Telepathic Bond - Skill Empowerment - Summon Celestial - Summon Dragon
#### Lethal Strikes *1st-level transmutation* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 10 minutes ___ You augment yourself to make your attacks more lethal. Until the spell ends, you deal an extra 1d4 damage when you hit with an attack. Once before the spell ends, when you hit with an attack, you can choose between 2 effects. Activating one of them ends the spell. - The target must make a Constitution saving throw against your spell save DC. On a fail, they take 2d6 acid damage, or half as much on a success. - You roll 2d6, and heal your Esper that amount. **At Higher Levels.** The damage and healing increases by 1d6 for each spell slot above level 1.
THE SUMMONER | BY MOXRETROERO, Rework By RIPTIDE
\pagebreakNum ## Magic Items This expansion comes with a selection of magic items specific to the Summoner, along with allowing it to use some class-locked items. The Summoner and Esper share the same attunement slots ### Magic Items Errata Various magic items work for a variety of spellcasters, and as such should include the Summoner. The following can now be attuned to by Summoners: - Bloodmire Rod of the Witch Doctor - Hat of the Sanguine Coven - Orelia's Tome of Beast Familiars - Seer's Starlight Cloak - Siege Staff - Staff of Charming - Staff of Defense - Staff of Healing - Staff of Swarming - Staff of Withering - Sun Staff - Wand of Shadows The Summoner is also part of the Gorget of the Holy Soldier. The feature is as follows: ***Planewalker.*** If you have 10 or more levels in the summoner class, you gain a 6th level spell slot, and learn the arcane gate, conjure fey, create undead, and planar ally spells, and they don't count against the number of spells you can prepare each day. If you have a feature that gives you a 6th level spell, you can expend this spell slot to cast that spell. ### Varies Goes from uncommon, rare, and very rare. Uncommon is +1, rare +2 and very rare +3 #### Wand of the Worldbound *Wand, varies* Requires attunement by a Summoner While holding this wand, you gain a bonus to your Spell save DC and Spell Attack Rolls. The bonus is determined by the wand's rarity. If you are attuned to the Wand of the Planebound, you can cast the misty step spell at will. #### Wand of the Planebound *Wand, varies* Requires attunement by a Summoner While holding this wand, your Esper gets a bonus to their attack and damage. The bonus is determined by the wand's rarity. If you are attuned to the Wand of the Planebound, you can cast the misty step spell at will. \columnbreak ### Common Items #### Astral Fan *Wondrous Item, common* ___ Requires attunement by a Summoner This sparkly fan glistens in the dark. While holding it, you gain the following benefits: ***Spellcasting Focus.*** You can use the fan as a Spellcasting Focus for your Summoner spells. ***Unknown Spell.*** As a Magic action, you can try to cast a cantrip that you don't know. The cantrip must be on the Summoner spell list and have a casting time of an action, and you make a DC 10 Wisdom (Arcana) check. On a successful check, you cast the spell. On a failed check, the spell fails, and the action used to cast the spell is wasted. In either case, you can't use this property again until you finish a Long Rest. ### Uncommon #### Esper Lash *Whip, uncommon* ___ Requires attunement by a Summoner While holding this weapon, it deals an extra 1d6 damage of a type shared with your subclass' Esper Traits feature on a hit (Radiant for a Celestial, for example). If the damage die rolls a 6, the target is marked. Your Esper has advantage on marked targets, but the mark fades after the Esper attacks it once. #### Spider Summons Wand *Wand, uncommon* ___ Requires attunement by a Summoner The staff has 5 charges. While you are holding the staff, you can cast one of the spells on the following table from it, using your spellcasting ability modifier. The table indicates how many charges you must expend to cast the spell. You can also use a bonus action to expend 1 charge and create difficult terrain within 5 ft. of your summoned Esper. Your Esper is immune to this difficult terrain. | Spell | Charge Cost | |:---:|:-----------:| | Web | 2 | | Spider Climb | 2 | ***Regaining Charges.*** The staff regains 1d5 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the wand vanishes in a flash of light, lost forever. #### Espergarde Buckler *Shield, uncommon* ___ Requires attunement by a Summoner While you are holding this shield, your actively summoned Esper has a +1 to their AC and Dexterity saving throw bonus. \pagebreakNum #### Mage Duelist's Whip *Whip Item, uncommon* ___ Requires attunement by a Summoner The whip has 15 ft. reach. While you're holding this weapon, you can use an action to cast the *booming blade* spell from it. When you cast the spell in this way, the range of the spell is the same as the range of the whip. #### Gloves of the Compassionate Shepherd *Wondrous item, uncommon* ___ Requires attunement by a Summoner While wearing these gloves, when you cast a spell that targets your summoned Esper, they also gain the effects of the lesser restoration spell. You can use this feature twice before needing to take a long rest. ### Rare #### Planebearer's Leathers *Studded Leather, rare* ___ Requires attunement by a Summoner While wearing this armor, you and your summoned Esper gain 1 HP per level you have in the Summoner class. #### Watchful Shepherd's Vest *Studded Leather, rare* ___ Requires attunement by a Summoner While wearing this armor, you can add your Wisdom modifier to your AC instead of Dexterity. #### Shield of Tricky Steps *Shield, rare* ___ Requires attunement by a Summoner While holding this shield, you have a +1 bonus to your Armor Class in addition to the Shield's normal bonus to AC. Additionally, you can use an action to teleport, switching places with your Esper if it is within 30 ft. of you. #### Ring of Bonded Negation *Ring, rare* ___ Requires attunement by a Summoner While wearing this ring, when you are affected by counterspell, you can use a reaction to expend a use of your Summon Esper feature and cause the caster to take 3d6 damage. The damage type is determined by the damage type of your subclass' Esper Traits feature, or force if you don't have one. \columnbreak #### Caller's Staff *Staff, rare* ___ Requires attunement by a Summoner The staff has 10 charges. While you are holding the staff, you can cast one of the spells on the following table from it, using your spellcasting ability modifier. The table indicates how many charges you must expend to cast the spell. | Spell | Charge Cost | |:-:|:-:| | Lethal Strikes | 1 | | Summon Beast | 2 | | Conjure Animals | 3 | ***Regaining Charges.*** The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff vanishes in a flash of light, lost forever. #### Grimoire of Resizable Companions *Wondrous Item, rare* ___ Requires attunement by a Summoner When you are attuned to this grimoire, you can choose to summon your Esper as 1 size category larger or smaller. Espers summoned smaller get +1 AC, Espers summoned larger deal an extra 1d6 damage. ### Very Rare #### Planewarped Leather *Studded Leather, very rare* ___ Requires attunement by a Summoner When you use your Esper Shield feature while wearing this armor, you can choose to have the damage halved. You can only use this feature 5 times before needing to take a long rest. #### Mantle of Many Friends *Wondrous Item, very rare* ___ Requires attunement by a Summoner While wearing this cloak, you can use a bonus action to create a 10 ft. aura around you for 1 minute. Allies within the radius gain a +1 to their saving throws, and heal 4 HP at the start of their turn. You can activate this aura 3 times before needing to take a long rest. #### Portalstitch Sling *Sling, very rare* ___ Requires attunement by a Summoner You have a +2 bonus to attack and damage rolls made with this weapon. The sling makes its own ammo, and deals an additional 2d6 damage. The damage type is determined by the damage type of your subclass' Esper Traits feature, or fire if you don't have one. When you hit a creature with this weapon, your Esper's next attack deals an additional 2d6 damage of the same type. \pagebreakNum ### Legendary #### Staff of Unbreakable Bindings *Staff, legendary* ___ Requires attunement by a Summoner Has the effects of the +3 Wand of Worldbounding and Planebounding. Additionally, you can cast the plane shift spell at will. ## Rewarding a Summoner These are various magic items from the official books and Griffon's Saddlebag that specifically are pretty good for Summoners. #### Uncommon - Light Armor, Shields, or other generally useful items - Wraps of Unarmed Power ##### Whips - Death Dog Lasher - Gelatinous Whip - Hedonic Motivator - Krakens Whip - Roaring Whip - Scorpion Lasher - Torchbearers Reach - Vine Whip - Whip of the Copper Eel #### Rare - Salamander Flame Gauntlets ##### Whips - Coldsnap - Couatl Heralds Lash - Jinxed Yarn - Lash of the Spelldrinker - Leeching Lash - Scarlet Scourge #### Very Rare #### Legendary