Bloodpact Summoner (3.5e Class)
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The Bloodpact Summoner is a person from any background who binds themselves to specific conjured beings to call them to battle with great strength. This is usually done through an exchange of vows and oaths, and in some cases, actual blood. The results of these pacts allow the conjured beings to use greater strength and power than they normally can when conjured. Bloodpact Summoners are often mistaken for Sorcerers at first, and with enough training, they can utilize their powers as a full Sorcerer, but in doing so it often weakens their abilities with their Bloodpacted Summons.
|“||"We thought she was just a Sorceress, nothing we couldn't handle, you know? Suddenly beasts are coming out of the woodwork, ripping people to pieces...and she just stood there smiling and directing them."||”|
|—Modwin the One-Armed, Human Mercenary|
Making a Bloodpact Summoner
Adventures: The typical Summoner adventures in order to improve his or her strength and skills. A Summoner’s power is inborn—part of their soul. Developing this power is a quest in itself for many Summoners, regardless of how they wish to use their power. Some good summoners are driven by the need to prove themselves. Bloodpacts are often considered heretical or disgusting by many societies, even by other spellcasters. Most Summoners keep the truth of their real powers and skills secret to avoid being outcast from their friends and families. It’s usually quite easy for a Summoner to act the part of a Sorcerer who focuses on Conjuring.
Characteristics: Summoners can cast spells through innate power and focus. Their magic is usually inborn, though some can learn to use it through intense focus, meditation or just pure belief. Focused Summoners tend to know very few Arcane spells that aren’t Conjuration, if any. Still, their skill with Conjuring rivals, if not surpasses, trained wizards who specialize in conjuring. Summoners are an extremely varied group, but a large majority on them tend to focus their lives around a desire to hide their powers, or demonstrate them as a way to show they are not degenerates to be disgusted (though some Evil Summoners will demonstrate their abilities to show that they should be feared).
Religion: A Summoner’s religion can sometimes play a role in their lives and their powers, but they tend to have no limitations in who they worship and why.
Background: Summoners develop rudimentary powers at puberty. Their first spells usually involve spontaneous conjuring in times of great stress. A household with a budding Summoner in it may be troubled by strange beasts roaming the halls on occasion. Eventually, the young Summoner understands the power that they have been wielding unintentionally. From that point on, they can begin practicing and improving their powers. Sometimes a Summoner is fortunate enough to come under the care of an older, more experienced spellcaster, someone who can help them understand and use their new powers. More often, however, Summoners are on their own, feared by erstwhile friends and misunderstood by family. Summoners tend to stick together when possible, as all are either outcasts, or potential outcasts, they tend to form cohesive groups to support one another in case the worst should happen.
Other Classes: Summoners tend to have much in common with Sorcerers and other self-taught classes such as druids and rogues. However, they rarely experience friction with other classes save for Wizards. As most experienced and well-taught Wizards are capable, with enough time, of deducing who or what a Summoner really is.
Role: The Summoner’s role tends to keep them out of the line of fire. Conjuring up monsters, undead or animals and sending them into battle in their stead. While their summons fight, Summoners themselves tend to keep themselves distant from direct combat and focus instead on background support. Occasionally healing or providing what small magical boosts they have to their allies. In a non-combat sense, Summoners who are particularly worried about their reputation try to avoid the spotlight, not trying to be leaders.
Abilities: Wisdom determines how powerful a spell a Summoner can cast, how many are available per day, and how hard those spells are to resist or avoid. Otherwise, due to their inherently weak physical nature, Summoners can always benefit from Constitution and Dex.
Races: Most Summoners are Humans or Half-Elves, but as Summoning is much like Sorcery, it can appear anywhere Sorcery can.
Alignment: For a Summoner, magic is a deeply personal affair. While alignments are free and varied for Summoners, it plays an important role on the kind of beings they can summon. As such, if a Summoner’s alignment changes too much, they can lose their main abilities entirely. The best Summoners tend to be deeply set in their ways, if they are Lawful, they have been so their whole lives. If Chaotic, their distaste for order is always clear and prevalent.
Starting Gold: 3d4×10 gp (75 gp).
Starting Age: "Simple" or "Moderate".
|Saving Throws||Special||Spells per Day|
|1st||+0||+0||+0||+2||Pact Familiar, Pact Summon I||3||2||—||—||—||—||—||—||—||—|
|3rd||+1||+1||+1||+3||Pact Summon II||4||2||—||—||—||—||—||—||—||—|
|5th||+2||+1||+2||+4||Pact Summon III||4||3||1||—||—||—||—||—||—||—|
|7th||+3||+2||+2||+5||Pact Summon IV||5||4||2||1||—||—||—||—||—||—|
|9th||+4||+3||+3||+6||Pact Summon V||6||5||3||2||1||—||—||—||—||—|
|11th||+5||+3||+4||+7||Familiar Ability, Summon VI||6||5||3||2||2||1||—||—||—||—|
|13th||+6/+1||+4||+4||+8||Pact Summon VII||6||6||4||3||2||2||1||—||—||—|
|15th||+7/+2||+5||+5||+9||Pact Summon VIII||6||6||4||4||3||2||2||1||-||—|
|16th||+7/+2||+5||+5||+10||Familiar Ability, Bonus Feat||6||6||5||4||3||3||2||1||1||—|
|17th||+8/+3||+5||+6||+10||Pact Summon IX||6||6||5||4||4||3||2||2||1||—|
|20th||+10/+5||+6||+7||+12||Bonus Feat, Familiar Ability||6||6||6||5||5||4||3||3||2||2|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Bloodpact Summoner.
Weapon and Armor Proficiency: Summoners are only proficient with staves, clubs, slings and daggers. They are not proficient with any armor type, as it can disrupt the focus of their Summoning magic.
Spells: Spell Limitation: Summoners must focus their spells on the Conjuration school. As such, for the number of known spells at each level, fully half of those spells (rounded up) must be from the Conjuration school, except for Cantrips. Otherwise, they can choose spells from any spell listing, Sorcerer, Cleric, Druid or Bard.
Pact Summon I (Lvl1): As a special ability, the Summoner may cast a maximized version of Summon Monster I, Summon Nature’s Ally I, or Summon Undead I. The creature summoned must be within two “steps” of the Summoner’s alignment on both axis. (In example, a Lawful Good Summoner could summon a Chaotic Good or Lawful Evil creature, but not a Chaotic Evil as that requires four steps, two on the Law/Chaos axis, and two on the Good/Evil axis.) This creature gets the maximum health available to their hit die (IE, 3d6+1 creature would have 19HP, instead of using the standard average.) as well as adding the Summoner’s stat mods to their own stats. Once a Summoner chooses which spell to use and which creature to Summon, they cannot change their choice at a later date. For instance, if a Summoner decides to Summon a Medium Humanoid Undead at Level 1, whenever the use their Pact Summon I, they must summon the same Medium Humanoid Undead. The Summon in question lasts for 1 Round Per Level Plus Wisdom Modifier Plus 4 rounds. The creature retains all knowledge and memories when summoned later, but they are always summoned with full health. If the creature drops to or below 0 HP, they are dismissed, and the Summoner must wait 3 rounds before they may use that Pact Summon again. Summary: - Choose creature to Summon from Summon Monster I, Summon Nature’s Ally I, Summon Undead I - Ensure creature is within two steps of Summoner’s Alignment - Maximize creature’s HD and add Summoner’s stat modifiers. - Summon lasts for 1R/lvl + Wis + 4 - On defeat, Summoner must wait 3 rounds to recast. - Summon always appears at full health when summoned and retains all knowledge.
Bound Item(2nd): At 2nd level and higher, a Summoner may once per day to select one physical object five pounds or less that can be held in one hand. They can bind this item to them, and later in the day, Summon that item to their hand once. They can even call the item if another is carrying it, though if the item is a container, they must make a Will Save equal to 10 Plus the number of items or the items inside are left behind. This ability does not work on magic items.
Pact Summon II(Lvl3): As a special ability, the Summoner may cast a maximized version of Summon Monster II, Summon Nature’s Ally II, or Summon Undead II. This follows the same rules as Pact Summon I. This ability increases naturally every second level, 5th, 7th, 9th, 11th, 13th, 15th and 17th.
Bonus Feat(4th): Starting at 4th level and every four levels therafter, the Summoner may choose a Bonus Feat from the following list as long as they meet the normal prerequisites: Augment Summoning, Combat Casting, Empower Spell, Enlarge Spell, Extend Spell, Heighten Spell, Improved Counterspell, Maximize Spell, Quicken Spell, Scribe Scroll, Silent Spell, Spell Focus, Greater Spell Focus, Spell Penetration, Greater Spell Penetration, Still Spell, Widen Spell, Persistent Summons, Tough Summons, Fiendish Summoning Specialist, Celestial Summoning Specialist.
Familiar Ability (6th): At 6th level and every five levels thereafter, a Summoner can choose one of the following abilities to grant to their Familiar. Spell Resistance: This ability grants the Familiar +5 to Spell Resistance. This ability can be earned up to three times. Double Spell: This ability allows the Familiar to choose two spells per day from the Summoner’s list of known spells and cast them each once per day. Damage Reduction: This ability grants the Familiar +5 to Damage Reduction. This ability can be earned up to three times. Enhanced Senses: This grants the Familiar +10 to Search, Spot and Listen checks. Communication: The Familiar gains the ability to speak one language the Summoner knows, communicate telepathically, and (if they have the appropriate appendages) read and write in that language. Creature Class: This ability can only be learned at 16 or 20, the Familiar may take one level in any Base Class.
Call Ally(10th): Once per day the Summoner may teleport any sentient being and up to 150 pounds of equipment to their location as with the Teleport Without Error spell. The subject will know who is Summoning them, but not where or why they are being called, and they may freely refuse the summoning. If it is refused, the Summoner may still teleport another being that day as if they hadn’t used it.
Call Allies(14th): Functions like the Call Ally spell, but the number of beings goes up to five total.
Blood Flow(18th): At 18th level, whenever a Pact Summon or Pact Familiar drops to 0 Health, they can make one final attack equal to their maximum health. This attack is a ranged touch attack with a plus ten to hit and deals magical damage of the element most closely associated with the Summon.
Baleful Summon(19th): At 19th level, once per day they may Summon an unwilling being from the same plane to their location. The being gets to make a Will Save with different results based on what they roll. The DC to defeat the entire Summoning is 30. Will Save 15-19: The target can learn who is Summoning them. Will Save 20-24: The target can learn the general direction they are being summoned to. Will Save 25-29: The target knows exactly where they are going and who is there. Will Save 30: They can choose to resist the Summoning.
A Bloodpact Summoner can change constantly, however, if their alignment changes enough to break the restrictions imposed by Pact Summon I-IX, they lose those Summons and must wait 30 days before they can forge new Pact Summons.
Human Bloodpact Summoner Starting Package
Armor: None (speed 30ft.).
Weapons: Quarterstaff (1d6, crit x2, melee, one/two-handed, bludgeoning).
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
|Use Magic Device||4||Cha||—|
Bonus Feats: Spell Focus(Conjuration).
Gear: Backpack with waterskin, one day's trail rations, bedroll, sack, flint and steel, 3 torches, 3 flasks of oil. Spell component pouch, Thunderstone.
Notables: The Iris, rumored to be the first Bloodpact Summoner to publicly reveal her true nature. Spent the majority of her life fighting injustice before disappearing while investigating a Demonic Cult.
NPC Reactions: Most 'civilized' NPCs look at Bloodpacts, the ritual of sharing blood or base material with another, as barbaric and primitive, oftentimes those who perform them are outcast from society.
- Class designed by Sir I. Quixotica