The Summoner v1.0

by Jandor

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The Summoner

The Summoner

A young dwarf ducks behind an overturned wagon as arrows fly overhead. Her companion, bleeding & cornered, struggles to lift his shield. Planting a hand to the ground, she snarls a command as veins of light surge through the earth. Stone tears free in slabs and shards, swirling upward into a
hulking shape. With a thunderous step, the newly
formed golem stomps forward, interposing itself
between her ally and his attackers. Arrows
snap harmlessly against its chest of living
rock while the dwarf rises behind it, dusting off her
hands with a grim smile.

A human hunter moves silently between the trees,
tracking the prints pressed into the forest floor. Silently,
he draws his shortbow and looses an arrow towards his
prey. As the arrow speeds forward, spectral falcons form alongside it, creating a storm of feathers that tear into
the target. The human nods towards his feathered allies, another successful hunt.

An elven woman kneels beside a fallen priest, his hands still faintly glowing as he struggles to hold back the plague ravaging him from within. His prayers grow frantic, his
voice breaking. She watches him closely.

The light falters, but the sickness does not. The woman rises, and the priest recoils as understanding creeps in; this was never something he could cure. She leaves him there,
his faith unraveling as surely as his body soon will.

The three characters described above are examples of adventurers known as Summoners. They do not fight alone, each Summoner brings manifestations of their will to the battlefield. Through study, instinct, or ritual, these individuals call forth ephemeral companions, magical creations guided by thought, imagination, and purpose.

Many Creatures, One Will

A Summoner excels not through singular might, but through unparalleled coordination. Their magic is expressed through multiple bodies: golems, ghosts, fiends, and countless other forms. To command several allies at once is to plan, move, and act in patterns others find overwhelming.

Controlling such forces demands mental discipline,
or chaotic creativity. Some summoners weave battlefields into choreographed dances, while others unleash barely controlled flurries of movement and fury.

Whatever form their power takes, a summoner’s true strength comes not from standing alone, but from taking command.

Diverse Paths

Every summoner shapes their manifestations differently. Some carefully construct their allies like master artisans carving living sculptures. Other call allies from strange and distant planes. Still others coax spirits from beyond the veil, commanding them through rituals and ceremonies.

Whether sculpted, called, or bound, the creatures a summoner calls forth are extensions of their will. Some
treat their creations as trusted allies; others see them as tools, weapons, or reflections of their inner power. Whatever the philosophy, a summon’s strength is shaped by the vision of the one who calls it.


Multiclassing and the Summoner

If your group uses the rule on multiclassing in the Player's Handbook, here's what you need to know if you choose the Summoner as one of your classes.

Ability Score Minimum. As a multiclass
character, you must have at least a 13 in Intelligence, Wisdom, or Charisma, whichever
you choose to serve as your Summoning ability, both to take your first level in Summoner and to take a level in another class if you are already a Summoner.

Proficiencies Gained. If Summoner is not your initial class, you gain no proficiencies of any kind when you take your first level as a Summoner.

Creating your Summoner

When creating a Summoner, consider what first led them
to craft or call magical allies. Did they study arcane theory
to sculpt guardians of stone? Did a spark of understanding erupt into life the first time they held a weapon? Did they form pacts with lingering spirits through ritual, or learn
to call upon the power of nature through instinct?

Did your Summoner call their first creation in secret, feared or misunderstood by those around them? Or was
your summoner trained among scholars, spirit-talkers, or magical orders who taught them how to shape their allies?

Quick Build

You can make a Summoner quickly by using these suggestions. First, choose Intelligence, Wisdom, or Charisma as your highest ability score. Second, make Constitution your next-highest score. Finally, select a background such as sage, guild artisan, or hermit, depending on how your Summoner learned their craft.

  The Summoner
Level
─Spell Slots per Spell Level─
Proficiency  
Bonus  
Features Summon
Limit
Spells
Known
1st 2nd 3rd 4th 5th
1 +2   Path, Summoning 2
2 +2   Spellcasting, Zoemancy 2 2 2
3 +2   Summon Traits 3 3 3
4 +2   Ability Score Improvement 3 3 3
5 +3   Extra Command, Improved Summoning 4 4 4 2
6 +3   Path Feature 4 4 4 2
7 +3   Fortify 5 5 4 3
8 +3   Ability Score Improvement 5 5 4 3
9 +4   Improved Summoning (2), Summon Score Improvement 6 6 4 3 2
10 +4   Path Feature 6 6 4 3 2
11 +4   Magic Command 7 7 4 3 3
12 +4   Ability Score Improvement 7 7 4 3 3
13 +5   Summon Score Improvement 7 8 4 3 3 1
14 +5   Improved Summoning (3) 8 8 4 3 3 1
15 +5   Path Feature 8 9 4 3 3 2
16 +5   Ability Score Improvement 8 9 4 3 3 2
17 +6   Summon Score Improvement 9 10 4 3 3 2 1
18 +6   Fortify (2) 9 10 4 3 3 2 1
19 +6   Ability Score Improvement 9 11 4 3 3 2 2
20 +6   Improved Summoning (4), Path Feature 10 11 4 3 3 2 2

Class Features

As a Summoner, you gain the following class features.

Hit Points


  • Hit Dice: 1d6 per Summoner level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Summoner level after 1st

Proficiencies


  • Armor: None
  • Weapons: Simple weapons
  • Tools: None

  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion

Equipment

As a Summoner you start with the following equipment,
in addition to the equipment granted by your background:

  • (a) a light crossbow and 20 bolts or (b) a sling
  • (a) a quarterstaff or (b) a dagger
  • (a) an explorer’s pack or (b) a scholar’s pack
  • A Tiny trinket relevant to your choice of path

Alternately, if your group uses the starting wealth rule
to purchase equipment, Summoners start with 4d4 x 10gp.


Path

At 1st level, you choose the path you walked to become
a Summoner from the options below.

Your choice of Summoner Path determines the type of creature that you summon and the ability score you use to empower your summoning. Your Path also grants features at 1st level and again when you reach 6th, 10th, 15th, and 20th level in this class.

Path of the... Path Summon Summoning
Ability Score
Anomalist Aberration Charisma
Contractor Fiend Intelligence
Falconer Bird Wisdom
Golemancer Golem Intelligence
Plaguebearer Swarm of Rats Charisma
Swordsage Weapon Wisdom
Summoner Gameplay

A summoner often commands multiple minions in battle. While care has been taken to try & keep play manageable at the table, it is especially well-suited for virtual tabletops, where multiple summons can be tracked more easily.

Summoning

Also at 1st level, you learn to call your Path Summons
to your side.

As a bonus action, you can summon a Path Summon into an unoccupied space that you can see within 15 feet of you. To summon a Path Summon, you must have a free hand to perform somatic components, as if casting a spell.

You can have a number of Summons active at one time equal to your Summon Limit, as shown on the Summoner class table. If you summon a Path Summon while you are already at your Summon Limit, you choose one of your existing summons, which is immediately dismissed.

A Path Summon remains until you use a bonus action to dismiss it, it is reduced to 0 hit points, you fall unconscious, or you finish a long rest.

Commanding your Summons

In combat, your Path Summons act on your turn. They can move on their own, but they take no actions unless you use your action to mentally command them. A summon cannot use its reaction unless you expend your own reaction to direct it.

When you issue a command, choose one of your summons. You mentally direct that summon to take an action from its stat block or another action you allow it to take.

Group Attack

When you command one of your Path Summons to take the Attack action, other Path Summons within range of the same target can join the attack.

For each additional summon that joins the attack, the attack roll gains a +1 bonus. On a hit, the attack’s damage roll includes the damage dice from each participating summon’s attack, but you only add the relevant ability score modifier of the initiating Path Summon to the damage roll.

A Path Summon can only join a Group Attack once per turn. It cannot join a Group Attack if it has already taken an action that turn.


        Preparing Path Summons

            When you finish a long rest, you can prepare a
                number of Path Summon stat blocks equal to your
                  Summoning ability modifier (minimum of one).
                    When preparing a stat block, you allocate the
                      following ability scores to it: 16, 14, and 10.
                      Assign each of these scores to its Strength,
                      Dexterity, and Constitution in any order
                      you choose. The Intelligence, Wisdom, and
                      Charisma scores of your Path Summons are
                      equal to your own.

                    When you use your Summoning feature, you
                    choose which of your prepared stat blocks you
                    summon.

            Summon Hit Points

              Your ability to sustain your summons is represented
            by a pool of hit points. This pool has a maximum equal
        to 6 + your Summoning ability modifier, and it increases
    by 4 + your Summoning modifier whenever you gain a level in this class.

Each Path Summon is summoned with the hit points shown in its stat block. When a Path Summon is reduced
to 0 hit points, any excess damage from that attack is subtracted from this pool. If this pool is reduced to 0 hit points, excess damage is instead carried over to you. While this pool has 0 hit points, any Path Summons you have are dismissed at the end of each turn.

This pool regains all expended hit points when you finish
a long rest.

Spellcasting

At 2nd level, you learn to shape the magic that calls your summons, drawing upon those same energies to cast spells.

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 these 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.

For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

Spells Known of 1st Level & Higher

At 2nd level, you know two 1st-level spells of your choice from the Summoner spell list, found at the end of this class. The Spells Known column of the Summoner table shows when you learn additional Summoner spells of your choice of 1st level or higher. 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.

Path Spells

Each Path has a list of Path Spells you learn at the Summoner levels noted in your Path description. These
Path Spells count as Summoner spells for you and do not count against your total number of Summoner Spells Known. You cannot replace these spells with other Summoner spells.

Spellcasting Ability

Your Spellcasting is an extension of your Summoning, and
as such your Summoning ability score also serves as your Spellcasting ability score.

You use this ability score whenever one of your spells refers to your spellcasting ability, whenever you set a
saving throw DC, or when you make a spell attack roll.

Spell Save DC = 8 + your proficiency bonus +

your Summoning ability modifier

Spell attack modifier = your proficiency bonus +

your Summoning ability modifier

Spellcasting Focus

Your Path Summons serve as the spellcasting focus for
your Summoner spells. When you cast a Summoner spell, choose one of your Path Summons that you can see; the
spell originates from that summon.

You must have a free hand to perform the somatic or material components of a spell, and you must still provide
any material components that are consumed by the spell
or that have a listed gold cost. If a spell requires your concentration, you must concentrate on it as normal.

Zoemancy

Also at 2nd level, you can draw upon the surplus magic
that lingers in your summons after casting a spell to
restore some of their shared vitality.

When you cast a Summoner spell through one
of your Path Summons, you restore hit points to
the Hit Point pool from your Summoning feature
equal to 5 x the level of the spell slot expended.

If this restoration would exceed your pool’s
maximum, the excess hit points become temporary
hit points for the Path Summon through which you cast
the spell. These temporary hit points last for 1 minute.

Summon Traits

Beginning at 3rd level, your understanding of summoning magic allows you to modify your Path Summons, shaping new forms and granting new abilities through the use of specialized traits.

When you prepare a Path Summon stat block, you can assign two Traits of your choice from the list at the end of
this document. You can’t assign the same trait to a summon more than once unless a trait’s description says otherwise.

You can change which traits are assigned to your Path Summons when you finish a long rest.

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.

Extra Command

Beginning at 5th level, your command of your Path Summons becomes more refined, allowing you to direct multiple entities at once.

When you use your action to command one of your Path Summons to take an action, you can command a second Path Summon to act at the same time. Moreover, if you use your action to cast a Summoner spell, you can command one of your Path Summons as a bonus action on that turn.

Improved Summoning

Also when you reach 5th level, your summoning arts reach a new level of efficiency, allowing you to call forth multiple Path Summons with a single invocation.

When you use your bonus action to summon a Path Summon, you can summon two Path Summons instead of one. All other rules for summoning your Path Summons still apply.

At 9th level, this increases to three Path
Summons, at 14th level it increases to four
Path Summons, and finally at 20th level
it increases again to five Summons.

Summons & Actions

Unless a feature or trait specifies otherwise, each of your Path Summon's can take only one action per turn. This action can be an attack, joining a Group Attack, or another action.

Fortify

At 7th level, you learn how to rapidly reinforce your summons forms. When one of your Path Summons is forced to make a saving throw, you can use your reaction to grant it advantage on that saving throw.

Improved Fortify

At 18th level, reinforcing your summons becomes
second nature. Your Path Summons have advantage
on all saving throws, and you no longer need to use
your reaction to grant this benefit.

Summon Score Improvement

When you reach 9th level, and again at 13th and
17th level, you can increase one of the default Path
Summon Ability Scores from your Summoning
feature by 2. You can’t increase an ability score
above 20 using this feature.

Magic Command

At 11th level, the magic of your spells empowers your summons to act with greater speed and precision.

When you use an action to cast a spell through one of
your Path Summons, it can also take an action as though
you had commanded it. In addition, the next time that Summon hits with an attack within 1 minute, it deals extra damage equal to 1d6 per level of the spell slot used to cast the spell.

Summon Traits

Below is the list of Traits that a Summoner can apply to their Path Summons. If a Trait has a prerequisite, like a certain Summoner level, you can only apply that Trait if you meet all of the prerequisites it has.

Amphibious

The Path Summon gains a swimming speed equal to its movement speed.

Bulwark

The Path Summon gains a bonus to its AC equal to its Constitution modifier.

Climber

The Path Summon can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. The Path Summon also gains a climbing speed equal to its movement speed.

Deft

The Path Summon is proficient in the Sleight of Hand skill.

Fast

The Path Summon gains additional movement speed equal to 5 x its Dexterity modifier.

Glowing

The Path Summon glows with bright light in a 20-foot radius and dim light for an additional 20 feet. You decide the colour of this light when you prepare the summon.


Quiet

The Path Summon gains proficiency in the Stealth skill.

Ritualist

This Path Summon’s form is particularly suited to
the careful shaping of magic.

When you cast a Summoner spell with the ritual tag through this summon, it can spend 10 minutes casting the spell as a ritual. When you cast a spell in this way, you gain
no benefits from your Zoemancy feature.

Strong

The Path Summon gains proficiency in the Athletics skill.

Sturdy

The Path Summon adds your proficiency bonus to one saving throw of your choice. You choose which saving throw gains this bonus when you prepare the summon.

At Higher Levels. When you reach 5th level in this class, the Path Summon adds your proficiency bonus to two of its saving throws. This increases again to three saving throws at 11th level.

Tiny

The Path Summon's size becomes Tiny. It reduces the damage of its attacks by 4 and has disadvantage on Strength based ability checks.

Watcher

The Path Summon gains proficiency in the Perception skill.

Elementalism

Prerequisite: 5th level Summoner
Your Path Summon channels raw elemental power through its form. When you prepare the summon, choose one of the following damage types: acid, cold, fire, lightning, or thunder. The summon gains resistance to that damage type.

When this Summon hits with an attack, it can choose to deal damage of its chosen type instead of its normal type.

You can choose this Trait multiple times when preparing the Path Summon.

At Higher Levels. When you reach 11th level in this class, the Path Summon gains immunity to the chosen damage type.

Flight

Prerequisite: 5th level Summoner
The Path Summon gains a flying speed (hover) equal to its movement speed.

Guardian

Prerequisite: 5th level Summoner
If a creature within 5 feet of this Path Summon is the target of an attack, it can use its reaction to redirect the attack to itself instead.

Hunter

Prerequisite: 5th level Summoner
The Path Summon's attacks score a critical hit on a roll
of 19 or 20.

At Higher Levels. This Trait's range expands when you reach 11th level in this class (18-20), and 17th level (17-20).

Magic Infusion

Prerequisite: 5th level Summoner
The Path Summon's attacks count as magical for the
purpose of overcoming resistance and immunity
to nonmagical attacks and damage.

Meld

Prerequisite: 5th level Summoner
As an action, you can see through this Summons
eyes and hear what it hears until the start of your
next turn, gaining the benefits of any special
senses it has. During this time, you are deaf
and blind with regard to your own senses.

Mount

Prerequisite: 5th level Summoner
This Path Summon can be used
as a mount, provided it is the
same size as you or larger. It
acts as an independent mount
but remains under your control.

Skirmisher

Prerequisite: 5th level
Summoner

The Path Summons
movement no longer
provokes opportunity
attacks.


Reinforcement

Prerequisite: 11th level Summoner
When you cast a Summoner spell through this Path Summon, it gains temporary hit points equal to 3 x the
level of spell slot expended.

Otherworldly

Prerequisite: 11th level Summoner
Your Path Summon channels extraplanar power through
its form. When you prepare the summon, choose one of
the following damage types: necrotic, psychic, or radiant.
The summon gains resistance to that damage type.

When this Summon hits with an attack, it can choose to deal damage of its chosen type instead of its normal type.

You can choose this Trait multiple times when preparing the Path Summon.

At Higher Levels. When you reach 17th level in this class, the Path Summon gains immunity to the chosen damage type.

Nullification

Prerequisite: 11th level Summoner
The Path Summon is immune to spells of 2nd-level or lower.

At Higher Levels. When you reach 17th level in this class, the Summon is immune to spells of 3rd-level or lower.

Stalwart

Prerequisite: 11th level Summoner
The Path Summon gains resistance to bludgeoning, piercing, and slashing damage from nonmagical sources.

Summoner Path

Choose the Summoner Path that best represents your Summoner abilities and combat style from the following options: Anomalist, Contractor, Falconer, Golemancer, Plaguebearer, or Swordsage.

Your choice of Path determines your Path Summon.
It also grants you additional features at 1st-level, and again when you reach 6th, 10th, 15th, and 20th level in this class.

Anomalist

Those who walk the path of the Anomalist rarely see the world as others do. These scholars of the far realm study
the strange realms beyond reality, and through forbidden formulae and unsettling intuition, they learn to call forth creatures that do not belong in the natural order of the world.

Reality Breach

1st-level Anomalist Path Feature
As an action, you can tear open a Breach in reality
at a point you can see within 120 feet.

While you can see this Breach, you can summon your Path Summons within 15 feet of it as though you were in its space. Additionally, the area within 15 feet of the Breach twists and warps, becoming difficult terrain.

You can create a number of Breaches up to your summon limit, and each Breach counts as a Path Summon for that limit. Maintaining one or more Breaches requires concentration, as if concentrating on a spell.



Aberration

Medium aberration, chaotic evil


  • Damage Resistances Cold
  • Armor Class 10 + the summon's Dexterity modifier
  • Hit Points Equal to your Summoner level
  • Speed 30 ft., climb 30 ft.

  • Condition Immunities Charmed, Frightened
  • Senses Darkvision 60 ft.
  • Languages Knows the languages its summoner knows, but cannot speak

Unimpeded. The Aberration is unaffected by difficult terrain.

Summoned. The Aberration doesn't require air, food, drink, or sleep, and uses its Summoner's Proficiency Bonus.


Actions

Bite. Melee Weapon Attack: Range: 5 feet, one target. Hit: 1d6 + its Strength modifier piercing damage.

Open Minds

1st-level Anomalist Path Feature
You can breach the walls between minds as easily
as you breach those between realities. You can always
sense the presence of thinking creatures within 15 feet
of a Reality Breach, even if you can’t see them.

Additionally, as an action, you can read the surface thoughts of a creature you can see within 15 feet of a
Reality Breach. While doing so, you gain a bonus to Wisdom (Insight) checks against that creature equal to your Charisma modifier (minimum of +1).

Summon Aberration

1st-level Anomalist Path Feature
When you prepare a Path Summon stat block, you
use the Aberration stat block above as the base.

Anomalist Spells

2nd-level Anomalist Path Feature
You gain the following spells at the Summoner levels below.

Summoner Level Spell
2nd Arms of Hadar
5th Blindness/Deafness
9th Hunger of Hadar
13th Summon Aberration
17th Far Step

Entropic Tear

6th-level Anomalist Path Feature
The space around your breaches grows cold and hostile,
like the void between stars.

Creatures of your choice take cold damage equal to your Summoning ability modifier when they start their turn within 15 feet of one of your Reality Breaches. A creature also takes this damage the first time it enters that area on each turn.

In addition, the area within 15 feet of a Reality Breach
can’t be bright light, regardless of the light present.

Overlapping Realities

10th-level Anomalist Path Feature
The space between your breaches can fold in on itself.

You and your Path Summons that are within 15 feet of a Reality Breach can use half their movement to teleport to
an unoccupied space that you can see within 15 feet of a different Reality Breach.

Collapsing Reality

15th-level Anomalist Path Feature
You can collapse space between your breaches.

As an action, choose two of your Reality Breaches. Creatures of your choice within 15 feet of one breach are teleported to unoccupied spaces of your choice within 15 feet of the other breach.

An unwilling creature must succeed on a Charisma saving throw against your spell save DC to resist this effect. If there are more creatures than available spaces, you choose which creatures are transported.

Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again. Expending a spell slot in this way restores hit points to your Summoning features hit point pool.

Reality Warper

20th-level Anomalist Path Feature
Your mastery of spacial anomalies becomes complete.

You can create two Reality Breaches that don’t count against your summon limit and you only need to concentrate on your Reality Breaches if you have more than two. If you lose concentration, choose two breaches you created; those breaches remain open.

In addition, when you use your Collapsing Reality feature, creatures have disadvantage on the saving throw to resist being teleported.


Contractor

This document constitutes a binding agreement between
the undersigned (referred to hereafter as “the Contractor”) and the duly authorized infernal representative (hereafter referred to as “the Patron”).

By invoking the features described within this agreement, the Contractor acknowledges that they have willingly entered into a mutually beneficial arrangement with the Patron for the summoning, deployment, and management of infernal assets. Further operational privileges are outlined below.

Clause I: Contract Knowledge

1st-level Contractor Path Feature
The Contractor demonstrates familiarity with the structure, language, and hidden implications of written agreements.

The Contractor gains proficiency in the History skill.
When examining a written contract, magical pact, or similar agreement, the Contractor can make an Intelligence (History) check to identify hidden clauses, loopholes, penalties, or other unusual conditions. The Contractor has advantage
on this check.

Clause II: Infernal Sub-Contract

1st-level Contractor Path Feature
The Contractor may extend limited participation in this agreement to willing parties. As an action, the Contractor may sign a willing creature within 30 feet into the agreement as a Signatory. A Signatory gains the following benefits:

  • The Signatory may, as a bonus action, summon a Path Summon in an unoccupied space that they can see within 15 feet, using a stat block prepared by the Contractor (choice determined by the Contractor).
  • The Signatory is considered the summon’s summoner, and only it may issue commands to that summon.
  • When the Signatory hits a creature with an attack, its Path Summon may use Group Attack to join that attack.
  • The Contractor may still cast Summoner spells through
    a Signatories Path Summon, as if they had summoned it.
  • The Contractor may dismiss a Signatories Summons, as if they had summoned it.

Upon the destruction of such a Summon, any excess damage resulting from that destruction is borne by the Signatory, rather than the Contractor’s Summon Hit Points pool.

All Summons created under this clause count against
the Contractor’s Summon Limit.


Clause IIa. Capacity
The Contractor may maintain a number of Signatories
as follows:

  • 1 at 1st level
  • 2 at 6th level
  • 3 at 10th level
  • 4 at 15th level
  • 5 at 20th level

Upon completion of a long rest, the Contractor may terminate any number agreements with Signatories.


Clause IIb. Reinvestment
A creature may enter into this agreement multiple times. Each instance of a creature entering this agreement counts against the Contractor’s maximum number of Signatories. Each additional signing increases the maximum number
of Path Summons that Signatory may maintain by 1.

Clause III: Summon Fiend

1st-level Contractor Path Feature
You use the Fiend stat block to the right
as the foundation for the Path Summons
that you prepare.

Clause IV: Contractor Spells

2nd-level Contractor Path Feature
The Contractor gains the following spells
at the Summoner levels detailed below.
These spells cannot be changed.

Summoner Level Spell
2nd Burning Hands
5th Scorching Ray
9th Summon Lesser Demons
13th Summon Greater Demon
17th Geas

Clause V: Delegated Summoning

6th-level Contractor Path Feature
Signatories may be entrusted with limited authority over summoning processes. A Signatory may prepare one Path Summon stat block using the Contractor’s Summon Traits feature, following all normal rules for preparation.

When summoning a Path Summon, the Signatory may choose to summon either its own prepared stat block, or a stat block prepared by the Contractor (choice determined
by the Contractor).

Clause VI: Limited Liability

10th-level Contractor Path Feature
The Contractor may, at their discretion, mitigate
losses incurred by Signatories.

When a Signatory the Contractor can see would
take damage as a result of one of its Path Summons
being reduced to 0 hit points, the Contractor may use their reaction to reduce that damage by an amount equal to their Summoning ability modifier. This protection remains in effect until the start of the Contractor’s next turn.

Clause VII: Rewards Scheme

15th-level Contractor Path Feature
Signatories who demonstrate increased commitment
to this agreement receive enhanced returns.

When a Signatory that has entered into this agreement multiple times summons a Path Summon, it may summon two Path Summons instead of one using the same bonus action, provided it remains within its summon limit.

Clause VIII: Infernal Network

20th-level Contractor Path Feature
The agreement reaches full operational capacity.
Path Summons created by Signatories no longer
count against the Contractor’s summon limit.


Fine Print

The Contractor assumes no responsibility
for injuries, losses, or soul forfeiture incurred
by Signatories.

By entering into this Agreement, the Signatory acknowledges that all outcomes are, and always have been, intentional.


Fiend

Medium fiend, lawful evil


  • Armor Class 10 + the summon's Dexterity modifier
  • Hit Points Equal to your Summoner level
  • Speed 30 ft.

  • Condition Immunities Charmed, Frightened
  • Senses Darkvision 60 ft.
  • Languages Knows the languages its summoner knows, but cannot speak

Summoned. The Fiend doesn't require air, food, drink, or sleep, and uses its Summoner's Proficiency Bonus.


Actions

Claw. Melee Weapon Attack: Range: 5 feet, one target. Hit: 1d6 + its Strength modifier slashing damage.


Bird

Medium beast, neutral


  • Armor Class 10 + the summon's Dexterity modifier
  • Hit Points Equal to your Summoner level
  • Speed 10 ft., fly 30 ft.

  • Condition Immunities Charmed, Frightened
  • Senses Darkvision 60 ft.
  • Languages Knows the languages its summoner knows, but cannot speak

Keen Sight. The Bird has advantage on Wisdom (Perception) checks that rely on sight.

Summoned. The Bird doesn't require air, food, drink, or sleep, and uses its Summoner's Proficiency Bonus.


Actions

Talons. Melee Weapon Attack (Finesse): Range:
5 feet, one target. Hit: 1d6 + its Dexterity modifier slashing damage.

Falconer

Falconers are summoners who look to the open sky for
their inspiration and strength. They call forth spirits that
take wing as birds of every kind: hawks and ravens, falcons and kestrels, and many more.

Together, they scout from on high, strike with precision, and weave their magic through wings and birdsong.

Huntsman

1st-level Falconer Path Feature
Your bond with your avian summons sharpens both instinct and aim. While you have one of your Path Summons active, you can use its Dexterity score in place of your own when making ranged weapon attacks.

Additionally, when you hit a creature with a ranged weapon attack, Path Summons that are in range of that target can make a Group Attack against it.

Finally, you also gain proficiency with light armor.

Reconnoitre

1st-level Falconer Path Feature
Your senses extend through your flock.

While one of your Path Summons is within 30 feet
of you, you can see and hear through its senses. You can perceive through your own senses and your Path Summons’ senses at the same time.


Summon Bird

1st-level Falconer Path Feature
When you prepare a Path Summon
stat block, you use the Bird stat block
to the left as the base.

Falconer Spells

2nd-level Falconer Path Feature
You gain the following spells at the Summoner levels below. These spells cannot be changed.

Summoner Level Spell
2nd Ensnaring Strike
5th Spike Growth
9th Conjure Barrage
13th Guardian of Nature
17th Tree Stride

Extra Attack

6th-level Falconer Path Feature
You can attack twice, instead of once, when you take the Attack action on your turn.

Hunter's Quarry

6th-level Falconer Path Feature
When you hit a creature with a ranged weapon attack, you can mark it as prey for you and your Birds. The mark lasts until you mark another creature, finish a long rest, or the marked creature is more than 1 mile away from you.

While a creature is marked you always know the direction of the marked creature. Additionally, when you summon a Path Summon, you can cause it to appear in an unoccupied space you can see within 15 feet of the marked creature.

Subtle Song

6th-level Falconer Path Feature
When you cast a Summoner spell through one of your
Bird Summons, it can disguise the verbal and somatic components of the casting as harmless birdsong.

You can use this feature a number of times equal to
your Summoning ability modifier, and regain all expended uses when you finish a long rest.

Hunter’s Prey

10th-level Falconer feature
Your flock overwhelms your chosen quarry.

When your Path Summons use Group Attack against a creature marked by your Hunter’s Mark, the attack deals additional damage equal to the number of Path Summons that joined the attack.

Apex Hunter

15th-level Falconer Path Feature
You can direct your flock with lethal precision.

When you hit a creature with an attack, you can use your reaction to command your Path Summons to surge toward it. Each of your Path Summons can move up to its speed toward the target. If a Path Summon ends this movement within range of the target, it can join a Group Attack against it.

Summon Phoenix

20th-level Falconer Path Feature
You can call forth the Phoenix, the legendary bird of flame and rebirth. When you summon a Path Summon, you can choose to instead summon the legendary Phoenix.

The Phoenix uses the chosen Path Summon’s stat block, with the following changes:

  • Fiery. Its attacks can deal fire damage, and deal
    an additional 3d6 fire damage on a hit.
  • Hardy. The Phoenix is summoned with 60 hit points.
  • Huge. Its size becomes Huge.
  • Resummon. When the Phoenix is summoned, it immediately summons additional Path Summons of
    your choice, up to your summon limit. These summons count against your Summon Limit as normal.
  • Revive. Additionally, when the Phoenix appears, creatures of your choice within 90 feet of it that have died within the last minute return to life with 1 hit point.

Once you have used this feature, you can’t do so again until you finish a long rest.

Golemancer

A Golemancer builds their allies from the ground beneath their feet, creating mighty soldiers of stone and clay. Their creations stand as immovable sentinels, crushing foes beneath fists of rock and binding them with the weight
of the earth itself.

Durable Constructs

1st-level Golemancer Path Feature
Your Golems are sturdy things, formed from the very earth. When you summon a Path Summon, it manifests with temporary hit points equal to your Summoning ability modifier.

Golemancer's Tools

1st-level Golemancer Path Feature
Your studies in the art of golemancy have taught you
the fundamentals of magical craftsmanship.

You gain proficiency with your choice of either mason’s tools, smith's tools, or tinker's tools. Additionally, you learn the mending cantrip and can use your chosen tool as a spellcasting focus to cast it directly.

Summon Golem

1st-level Golemancer Path Feature
When you prepare a Path Summon stat block, you
use the Golem stat block on the next page as the base.

Golemancer Spells

2nd-level Golemancer Path Feature
You gain the following spells at the Summoner levels
below. These spells cannot be changed.

Summoner Level Spell
2nd Catapult
5th Maximillian's Earthen Grasp
9th Erupting Earth
13th Stone Shape
17th Wall of Stone

      Strong Grip

              6th-level Golemancer Path Feature
                        When a Golem hits a creature with its Slam
                        attack, it can attempt to grapple that creature
                        at the same time (no action required). The
                      Golem adds the attack bonus from a Group
                    Attack to its Strength (Athletics) check.

                Mighty Crush

                        10th-level Golemancer Path Feature
                          The mighty stone hands of your Golems are
                              imbued with a crushing grip. When one of
                                    your Golem Summons hits a creature
                                            that it is already grappling, it can
                                                  add double its Strength modifier
                                                            to the damage.

Defence Mastery

15th-level Golemancer Path Feature
Your Golem Summons reach a new level of durability.
While a Golem has temporary hit points from your Sturdy Constructs feature, it reduces the total from any damage it takes by an amount equal to its Constitution modifier.

Summon Castellan

20th-level Golemancer Path Feature
Your mastery of golemancy has reached its apex, allowing you to create a hulking engine of destruction. When you summon a Path Summon, you can choose to instead summon the colossal Castellan.

The Castellan uses the chosen Path Summon’s stat block, with the following changes:

  • Heavy Hands. The Castellan's slam action deals 4d6
    + its Strength modifier bludgeoning damage.
  • Huge. It's size becomes Huge.
  • Restraining Grasp. When Castellan successfully grapples a creature, that creature is also restrained
    until the grapple ends.
  • Sturdy. Castellan is summoned with 60 temporary
    hit points.
  • Throw. As a bonus action, Castellan can hurl one creature it is restraining up to 60 feet horizontally. Each creature that is in the thrown creature's path must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be knocked prone. After this throw, the thrown creature takes 1d6 bludgeoning damage for every
    10 feet it was thrown and falls prone.

Once you have used this feature, you can’t do so again until you finish a long rest.



Golem

Medium construct, Neutral


  • Armor Class 12 + the summon's Dexterity modifier
  • Hit Points Equal to your Summoner level
  • Speed 25 ft.

  • Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
  • Senses Darkvision 60 ft.
  • Languages Knows the languages its summoner knows, but cannot speak

Implacable. The Golem has advantage on saving throws to resist being moved.

Summoned. The Golem doesn't require air, food, drink, or sleep, and uses its Summoner's Proficiency Bonus.


Actions

Slam. Melee Weapon Attack: Range: 5 feet,
one target. Hit: 1d6 + its Strength modifier bludgeoning damage.

Plaguebearer

Plaguebearers carry rot as both weapon and companion, spreading sickness among those who oppose them. Those who face them find their strength drained, their movements slowed, and their bodies betraying them as misery takes root.

In their wake, suffering is inevitable, and death, when it comes, is almost a kindness.

Pestilent Swarm

1st-level Plaguebearer Feature
Creatures of your choice that start their turn within 5 feet of one of your Path Summons must succeed on a Constitution saving throw against your Spell save DC or become Diseased.
(see Plaguecrafter on the next page).

A Diseased creature can repeat this saving throw at the end of each of its turns, ending the effect on a success. A creature takes a penalty to both this saving throw and the initial saving throw equal to the number of your Path Summons within 5 feet of it.

The Disease ends early if you are more than 1 mile away from the creature.

Your Diseases can affect creatures even if they are immune to disease, provided the creature’s level or challenge rating is lower than your Summoner level.

Plaguecraft

1st-level Plaguebearer Path Feature
When you finish a long rest, you prepare a Disease by choosing two Symptoms from the Plaguecraft list at the
end of this sublcass. A Diseased creature suffers all
of the prepared Symptoms. You can only prepare
one Disease.

Summon Swarm of Rats

1st-level Plaguebearer Path Feature
When you prepare a Path Summon stat block, you
use the Swarm of Rats stat block to the right as the
base.

Pestilent Spells

2nd-level Plaguebearer Path Feature
You gains the following spells at the Summoner
levels below. These spells cannot be changed.

Summoner Level Spell
2nd Detect Poison and Disease
5th Protection from Poison
9th Stinking Cloud
13th Blight
17th Insect Plague

Dual Strain

6th-level Plaguebearer Path Feature
You can prepare two Diseases when you finish a long rest.

When a creature becomes Diseased, you choose which of your prepared Diseases affects it. A creature can be affected by only one of your Diseases at a time.

When a creature makes a Constitution saving throw to end one of your Diseases, you can choose to have it succeed instead (no action required).

Plague Magic

10th-level Plaguebearer Path Feature
Your magic carries the creeping touch of disease, infecting those who fall prey to it. When creatures of your choice are affected by your Summoner spells, they must succeed on a Constitution saving throw against your Spell save DC or become Diseased.

If a spell already requires a saving throw, a creature that fails that saving throw also becomes Diseased. Saving throws made to end the Diseased condition are always Constitution saving throws.

Mutable Infection

15th-level Plaguebearer Path Feature
When a creature fails its saving throw to end the Diseased condition, you can use your reaction to change the Disease affecting it to another Disease you have prepared.

Any effects triggered by failing the saving throw occur before the Disease changes.

Pandemic

20th-level Plaguebearer Path Feature
Creatures of your choice that start their turn within 5 feet of one of your Path Summons automatically become Diseased.



Swarm of Rats

Medium Swarm of Tiny beasts, Any Alignment


  • Armor Class 10 + the summon's Dexterity modifier
  • Hit Points Equal to your Summoner Level
  • Speed 30 ft., climb 30 ft.

  • Vulnerabilities Special (Distributed Form)
  • Damage Resistances Special (Distributed Form)
  • Condition Immunities Charmed, Frightened, Grappled, Poisoned, Prone
  • Senses Darkvision 60 ft.
  • Languages The languages you know

Distributed Form. The Swarm reduces damage
from single target attacks by an amount equal to its Dexterity modifier. It takes an additional 5 damage from sources that affect multiple spaces.

Swarm. The Swarm can occupy another creature's space and vice versa, and the Swarm can move through any opening large enough for a Tiny beast.

Actions

Bite. Melee Weapon Attack: Range: 5 feet, one target. Hit: 1d6 + its Strength modifier piercing damage.

Plaguecraft Symptoms

Below is the list of symptoms that a Summoner can
apply to their Diseases. If a symptom requires a
certain Summoner level, you can only apply that
symptom when you meet that prerequisite.

Boils.

The creature has disadvantage on
Charisma checks.

Nerve Rot

The creature can’t take reactions.

Shaking Grip

The creature has a −1 penalty to attack rolls.

Sluggish

The creature’s speed is reduced by 10 feet.

Contagious

Prerequisite: 6th-level Plaguebearer
The creature counts as a Path Summon for the
purposes of your Pestilent Swarm feature. A creature does not count itself when determining the penalty to its saving throws from that feature.

Open Sores

Prerequisite: 6th-level Plaguebearer
Each of your Path Summons that joins a Group Attack against the creature deals an additional 1 damage.

Wasting

Prerequisite: 6th-level Plaguebearer
The creature can’t regain hit points.

Weakness

Prerequisite: 6th-level Plaguebearer
The creature has disadvantage on Strength checks
and Strength saving throws.

Delirium

Prerequisite: 10th-level Plaguebearer
The creature has disadvantage on Wisdom checks
Wisdom and saving throws.

Fever

Prerequisite: 10th-level Plaguebearer
When the creature fails its saving throw to end the Diseased condition, it takes damage equal to your Summoning ability score modifier.

Collapse

Prerequisite: 15th-level Plaguebearer
When the creature fails its saving throw to end the Diseased condition, it falls prone, and its speed becomes 0 until the end of its next turn.

Organ Failure

Prerequisite: 15th-level Plaguebearer
The creature has disadvantage on Constitution
saving throws.



Weapon

Medium construct, neutral


  • Armor Class 10 + the summon's Dexterity modifier
  • Hit Points Equal to your Summoner level
  • Speed fly 30 ft (hover).

  • Condition Immunities Charmed, Frightened, Poisoned, Prone
  • Senses Darkvision 60 ft.
  • Languages Knows the languages its summoner knows, but cannot speak

Summoned. The Weapon doesn't require air, food, drink, or sleep, and uses its Summoner's Proficiency Bonus.


Actions

Strike. Melee Weapon Attack: Range: 5 feet, one target. Hit: 1d6 + its Strength modifier bludgeoning, piercing, or slashing damage (chosen when prepared).

Swordsage

Through unyielding discipline and long periods of patient practice, Swordsages learn how to conjure living weapons, each of which is an echo of the Swordsages' own fighting spirit. These mystic duelists fight as one with their conjured blades, cutting across the battlefield in a whirlwind of unparalleled coordination.

Summon Weapon

1st-level Swordsage Path feature
When you prepare a Path Summon stat block, you use
the Weapon stat block to the right as the base. You decide what form the weapon takes, but this has no effect on its abilities.

Weapon Arts

1st-level Swordsage Path feature
You gain proficiency with Martial weapons.

Additionally, you can wield a summoned Weapon as a personal weapon. When a summoned Weapon is within
5 feet of you, you can draw it as if it were stowed on your person. While wielding this Weapon you use the following rules:

  • You use your Summoning ability modifier for the attack and damage rolls. You use the damage die of the Strike action in your Weapons stat block. You also gain the benefit of any Traits your wielded Weapon possesses.
    If a Trait scales with an ability score, it uses the
    relevant ability score from the Weapon stat block.
  • When you attack a target using a wielded Weapon,
    Path Summons that are in range of that target can
    join a Group Attack against it.
  • You gain temporary hit points equal to the Weapon’s current hit points when you draw it. A wielded Weapon does not count against your Summon Limit and it immediately vanishes when you let you go of it.
  • You can only wield one summoned Weapon at a time.
  • When you cast a spell with a range of self through a wielded Weapon, the spells effects are applied to you instead of the Weapon.

Swordsage Spells

2nd-level Swordsage Path Feature
You gain the following spells at the Summoner levels below. These spells cannot be changed.

Summoner Level Spell
2nd Mage Armor
5th Cloud of Daggers
9th Blinding Smite
13th Freedom of Movement
17th Telekinesis

Extra Attack

6th-level Swordsage Path feature
You can attack twice, instead of once, when you take
the Attack action on your turn.

Moreover, when you take the Attack action, you can
replace one of those attacks with a command to one of
your Path Summons.

Flowing Forms

10th-level Swordsage Path feature
The way you wield your weapons is a dazzling display of motion and precision. When you make an attack roll against a creature, you gain a bonus to your AC equal to the amount of summoned Weapons that joined the Group Attack.
This bonus lasts until the start of your next turn.

Enhanced Weaponry

15th-level Swordsage Path feature
Your strikes carry the full force of your conjured weapon.

The first time on each turn that you hit a creature with
a weapon attack while wielding a summoned Weapon,
the attack deals additional damage equal to the number of temporary hit points you currently have from that Weapon.

Masterwork Weapon

20th-level Swordsage Path feature
Your mastery of the sword has reached its peak. When
you summon a Path Summon, you can choose to instead summon a Masterwork Weapon. While wielding this Masterwork, you gain the following benefits:

  • You can attack three times, instead of once, whenever
    you take the Attack action on your turn.
  • At the start of each of your turns, you gain 20 temporary hit points.

Summoner Spell List

Below is the list of spells available to the Summoner.
They are organized by spell level, not character level. The spells listed below can be found in the Player's Handbook, Xanathar's Guide to Everything*, and Tasha's Cauldron of Everything**.

1st Level
  • Absorb Elements
  • Arms of Hadar
  • Charm Person
  • Detect Evil & Good
  • Detect Magic
  • Entangle
  • Faerie Fire
  • False Life
  • Feather Fall
  • Find Familiar
  • Fog Cloud
  • Grease
  • Hellish Rebuke
  • Ice Knife
  • Mage Armor
  • Protection from Evil & Good
  • Tenser's Floating Disk
  • Unseen Servant
2nd Level
  • Air Bubble
  • Blindness/Deafness
  • Blur
  • Cloud of Daggers
  • Dust Devil
  • Flaming Sphere
  • Healing Spirit
  • Locate Object
  • Mirror Image
  • Misty Step
  • Silence
  • Spider Climb
  • Spike Growth
  • Suggestion
  • Summon Beast
  • Web
3rd Level
  • Call Lightning
  • Create Food & Water
  • Fly
  • Gaseous Form
  • Hunger of Hadar
  • Hypnotic Pattern
  • Magic Circle
  • Major Image
  • Sleet Storm
  • Stinking Cloud
  • Summon Fey
  • Summoner Lesser Demons
  • Summon Shadowspawn
  • Summon Undead
  • Thunder Step*
  • Tidal Wave
  • Tongues
  • Vampiric Touch
4th Level
  • Banishment
  • Charm Monster
  • Confusion
  • Death Ward
  • Dominate Beast
  • Dimension Door
  • Freedom of Movement
  • Gate Seal
  • Grasping Vine
  • Locate Creature
  • Summon Aberration
  • Summon Construct
  • Summon Elemental
  • Summon Greater Demon
  • Watery Sphere
5th Level
  • Cloudkill
  • Contact Other Plane
  • Contagion
  • Dominate Person
  • Dispel Evil & Good
  • Far Step
  • Hold Monster
  • Infernal Calling
  • Insect Plague
  • Steel Wind Strike
  • Summon Celestial
  • Teleportation Circle

The

Summoner

5th Edition has many options for classes to be assisted by a loyal companion, but few options for commanding a horde of minions. This is my attempt to create a "minionmancer" class.

Version 1.0.0

Artist Credits

Cover Art: Alexis Hernandez, Justin Hernandez

Page 1: Lius Lasahido

Page 3: Paul Canavan

Page 4: Dominik Mayer

Page 5: Magali Villeneuve

Page 6: Tommy Arnold

Page 7: Valera Lutfullina

Page 8: Yohann Schepacz

Page 9: Seb McKinnon

Page 10: Billy Christian

Page 11: Lie Setiawan

Page 12: Svetlin Velinov

Page 13: A Plague Tale: Innocence - Concept Art

Page 14: Jason Chan

Page 15: Clint Cearley

Page 16: Cristi Balanescu

Rear Cover: Miguel Mercado

Group Attack mechanic inspired by

MCDM's Flee Mortals!

Special Thanks to

Spaghetti0, CamunonZ, DeltaCleric,
& Spacebattler001

 

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