Aberrant Summoner (5e Class)

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Aberrant Summoner (5e class)[edit]

By candlelight under a shimmering full moon, a hooded figure scribbles frantically on aged parchment. Scholarly notes, they proclaim, on beasts and creatures which wander Faerûn amongst mortal beings, and others still from further beyond. In their sheltered isolation, however, a darker truth is revealed - the markings and strange illustrations are for a creature yet to establish its form, made to serve the will of its creator. The figure, satisfied with their work, completes an almost alien ritual divined through arduous study and relentless research: from unknown realms, an aberrant form appears before the Summoner and awaits the instructions which define its being.

Pioneers of the Aberrant[edit]

The Summoner class is designed to give the player a unique sense of control and mutual reliance, providing a set of Aberrations that they can summon, each with unique features and abilities. There are numerous pursuits of which the player may choose from, each serving distinct purposes from one another. Your Aberrations - each one individualized from the summoner as creatures with their own thought and will, born initially to serve, assist and grow with you - are each equipped with their own set of traits which complement the diverse options of the Summoner themselves to present an interesting dynamic through the mix of power and potential from each of the available summons, the flexibility of the Summoner, and the unique dichotomy that they bring to the story.

Creating an Aberrant Summoner[edit]

When making your summoner, it is important to consider why your character chose to focus so intently on Conjuration that they were able to pull a creature from beyond the mortal plane to fight for them. Did they somehow tap into the unknown and simply create new life? Was it to prove they could surpass someone? Or maybe someones expectation? Was it idle curiosity, or a compulsion? Are they simply more skilled at Conjuration than at other schools of magic? What do you wish to achieve with your Summon? As a separate creature with a life and will of its own, how do you intend on interacting with and treating your summon? And further more, how might you work with your summon? Perhaps to help those in need? Did your character seek power for whatever reason? Or maybe they simply wished most for a friend or companion? It is important to closely consider the driving motives of your summoner, how they are as an individual, and how they intend to continue through their life's story, with this summon now at their side, and the sacrifice they are willing to make to keep them there.

Quick Build

You can make an Aberrant Summoner quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Wisdom or Constitution. Second, choose the Sage background. Third, pick Celestial and Plant for your pursued knowledge. Fourth, choose a light crossbow with 20 bolts, leather armor, an arcane focus, and a scholar’s pack as your starting equipment. Finally, choose the Frostbite and Spare the Dying cantrips, along with the 1st-level spells Bless and Sanctuary.

Class Features

As a Aberrant Summoner you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor
Weapons: Simple weapons
Tools: Alchemist’s Supplies
Saving Throws: Intelligence, Wisdom
Skills: Nature, and two other skills of your choice.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) A light crossbow and 20 bolts or (b) any simple weapon
  • (a) A component pouch or (b) an arcane focus
  • (a) A scholar's pack or (b) an alchemist’s supplies
  • Leather armour
  • If you are using starting wealth, you have 5d4 x10 gp. in funds.

Table: The Aberrant Summoner

Level Proficiency
Bonus
Features Cantrips Known Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Aberrant Summon, Pursued Knowledge, Spellcasting 2 2 2
2nd +2 Aberrant Pursuits 2 2 3
3rd +2 Aberrant Capacity I 2 2 4 2
4th +2 Ability Score Improvement 3 3 4 3
5th +3 Summon Solidarity 3 3 4 3 2
6th +3 Aberrant Capacity II 3 3 4 3 3
7th +3 Synergetic 3 4 4 3 3 1
8th +3 Ability Score Improvement 3 4 4 3 3 2
9th +4 Devotion 3 4 4 3 3 3 1
10th +4 Aberrant Capacity III 4 5 4 3 3 3 2
11th +4 Prolific Conjuration 4 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 4 5 4 3 3 3 2 1
13th +5 Masterful Conjuration 4 6 4 3 3 3 2 1 1
14th +5 Aberrant Capacity IV 4 6 4 3 3 3 2 1 1
15th +5 Perfected Conjuration 4 6 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 4 7 4 3 3 3 2 1 1 1
17th +6 Immaculate Conjuration 4 7 4 3 3 3 2 1 1 1 1
18th +6 Aberrant Capacity V, Entropic Evocation 4 7 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 8 4 3 3 3 3 2 1 1 1
20th +6 Aberrant Dynamism 4 8 4 3 3 3 3 2 2 1 1

Spellcasting[edit]

As a practitioner of the conjurational arts, you start at 1st level with the ability to cast a variety of spells, though of less variety than your peers as a result of your intense focus on summoning specialization. See chapter 10 for the general rules of spellcasting.

Cantrips[edit]

At 1st level, you know two Cantrips of your choice from the Summoner spell list. You learn additional summoner Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Summoner table.

Spell Slots[edit]

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 spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level and Higher[edit]

You know two 1st-level spells of your choice from the Summoner spell list. The Spells Known column of the Summoner table shows when you learn more Summoner spells of your choice. Each of these spells must be of a level for which you have spell slots. Additionally, when you gain a level in this class, you can choose one of the summoners spells you know and replace it with another spell from the Summoner spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability[edit]

Intelligence is your spellcasting ability for your Summoner spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Summoner spell you cast and when making an attack roll with one.

  • Spell save DC = 8 + your proficiency bonus + your Intelligence modifier.
  • Spell Attack modifier = your proficiency bonus + your Intelligence modifier.
Ritual Casting[edit]

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

Spellcasting Focus[edit]

You can use an arcane focus (found in chapter 5) as a spellcasting focus for your summoner spells.


Features[edit]

Pursued Knowledge[edit]

In the events leading up to the summoning of your aberrant summon, you have come to develop a particularly deep understanding of Aberrations, as well as two other creature types of your choice out of Beast, Celestial, Dragon, Elemental, Fey, Fiend, Giant, Monstrosity, Ooze, Plant and Undead, excluding unique or named creatures. Chosen at 1st level when you first take this class, this determines what your summon is capable of being summoned as, allows for the further opportunity of what Aberrant Pursuits you can choose at higher levels. Additionally, you add your proficiency bonus to all checks you make involving creatures of your chosen creature types, such as checks to recall information about creatures that are of the chosen creature types. More creature types may be learned at your GMs discretion.

Aberrant Summon[edit]

At 1st level, with a ten-minute ritual that may be conducted as part of a short or long rest, you can call upon an Aberrant Summon, appearing within reach of you.

  • The Aberrant Summon is a magical creature that takes the form of a Small or Tiny creature you choose, of the three creature types you know of, with a CR equal to or less than your Summoner level.
  • Your Aberrant Summon has a number of hit points equal to 6 + your Constitution modifier at 1st Summoner level. Hitpoints at 2nd level and higher are determined by your Aberrant Pursuit.
  • Your summon has its own proficiency bonus, as determined by its Challenge Rating (found on page 8 of the Monster Manual).
  • Your summon acts independently of you, but is friendly towards you and obeys your commands as best it can. It shares the same initiative as you, but can take its own actions as normal unless stated otherwise.
  • Your summon is immune to any effect that would sense its emotions or read its thoughts, as well as being charmed.
  • When summoning you Aberrant Summon, it appears with any armor, tools, and weapons listed as part of its statistics. However, only your Aberrant Summon is able to use this equipment. Equipment that appears with your summon immediately disappears when not being used by your Aberrant Summon, and can only reappear when you next cast Aberrant Summon.
  • Your Aberrant Summon cannot use any lair or legendary actions listed as part of its statistics, nor can it use Legendary Resistance. Additionally, a creature with Multiattack can only attack a maximum number of times equal to your half your proficiency bonus (rounding down) per multiattack.
  • The Aberrant Summon has proficiency in all saving throws.
  • You can only have one Aberrant Summon active at a time, unless stated otherwise, such as the Aberrant Dynamism class feature. If you cast this spell while you already have a summon, you instead cause it to adopt a new form.
  • Your summon can use its reaction to deliver spells you cast with a range of Self, in addition to those with a range of Touch.
  • While you have two or more summons, they can only cast 1 spell as an action between them, unless stated otherwise. This does not include spell attacks or effects that are specified under a summoned creature’s Actions. Any effects that are stated to target, act upon, or otherwise take effect through your Aberrant Summon only targets one summon of your choice for the effect, unless stated otherwise as part of the ability description or other such effects, such as Entropic Evocation: Plenitude.

Conjuring an Aberrant Summon is difficult and costly, however, and requires a substantial sacrifice of the caster the first time they conjure their Aberrant Summon, to cement its place in the material plane at the summoner's side. This sacrifice must be part of themself, such as but not limited to a limb, extremities, or one of their senses. The sacrifice cannot be restored by any means short of a wish spell.

Aberrant Pursuits[edit]

At 2nd level, you choose an Aberrant Pursuit from the following.

Your choice grants you and your Aberrant Summon unique features starting at 2nd level, detailed at the end of the class description, and permanently specializes your Aberrant Summon.

Aberrant Capacity[edit]

As you grow as a summoner, you abilities and those of your summon grow with it. At 3rd level, the maximum CR rating of creatures you can summon is increased by +1. This bonus increases by another +1 at 6th, 10th, 14th and 18th levels. This bonus increases by a further +1 if you have an Intelligence ability score of 20 or higher.

Ability Score Increase[edit]

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.

Summon Solidarity[edit]

Starting at 5th summoner level, your summon has advantage on attacks when attacking a creature that has already been hit by you during the same turn. Also, you have advantage on attacks when attacking a creature that has already been hit by your summon during the same turn.

Synergetic[edit]

Starting at 7th summoner level, when your summon sees you cast a spell or make an attack, it can use its reaction to make a single attack of its own against a creature that is in range.

Devotion[edit]

At 9th summoner level, your summon becomes more devoted to you and your cause, granting it a bonus to saving throws against Enchantment spells equal to its proficiency bonus.

Prolific Conjuration[edit]

Starting at 11th summoner level, while your Aberrant Summon has at least 1 hit point, you can begin ritual casting Aberrant Summon. At the start of your next turn, you cast Aberrant Summon as normal.

Prolific Conjuration can only be used once, before requiring you to finish a long rest. This increases to twice at 20th level.

Masterful Conjuration[edit]

Starting at 13th summoner level, you can cast Conjuration spells and spells with the ritual tag in half the time, excluding Aberrant Summon.

Perfected Conjuration[edit]

Starting at 15th summoner level, you develop the ability to specifically modify your summons. Upon completing a ritual cast of Aberrant Summon, you can choose to add or modify one aspect of your summon, as per Alter Self, or change its size as per Enlarge/Reduce. This change lasts until you summon dies, or is otherwise resummoned.

Immaculate Conjuration[edit]

Starting at 17th summoner level, creatures you summon or create by any means do so with a number of temporary hit points equal to 2 x the creature's CR.

While a creature has these temporary hit points, it is also granted a bonus to its AC equal to your Intelligence modifier.

Entropic Evocation[edit]

Starting at 18th summoner level, you can use your action to evoke power from your summon. This effect is unique to your Aberrant Pursuit, and can only be used once before you are required to finish a long rest.

Aberrant Dynamism[edit]

At 20th summoner level, you gain the ability to maintain twice as many Aberrant Summons at once and allows each cast of Aberrant Summon to summon up to two creatures at a time as if cast with two separate actions.

Each Aberrant Summon can take a different form, to be chosen when summoned by Aberrant Summon as normal. When you are using an action to cause any Aberrant Summons to reappear after having dismissed them temporarily, you can cause any number of your Aberrant Summons to appear, rather than just one.

The new summons have their own hit points which you must roll, as well as abilities, features and individual action economies as separate creatures. Additionally, the maximum number of spells that can be cast during a single turn by your summons while you have two or more Aberrant Summons active at once increase to 2.


Aberrant Pursuits[edit]

Aberrant Providence[edit]

The Aberrant Pursuit of Providence is a selfless one. To actively seek out ways to aide and provide for those that can't do so themselves, and to assist those that would need the hand lent. Even amongst the best of healers, clerics and aides however, there is only so much one person can achieve, and it is through this Aberrant Pursuit that one would find that assistance one would need to truly provide their all for others.

You can only take Aberrant Providence if one of your chosen Pursued Knowledge creature types is Plant.

Upon chosing this Aberrant Pursuit, your Aberrant Summon is summoned as a Provident Aberration, and takes the form of a Medium or smaller creature you choose of the three creature types you have Pursued Knowledge of, with a CR equal to or less than your Summoner level + your Aberrant Capacity (minimum of 0).

  • At 8th summoner level, your Provident Aberration can become a Large creature within the chosen creature types.
  • At 16th summoner level, your Provident Aberration can become a Huge creature within the chosen creature types.

The Provident Aberration has Hit Points at summon levels higher than 1st equal to 1d6 (or 4) + your Constitution modifier per summon level after 2nd. The Provident Aberration also gains the following traits.

Dependant

While your Provident Aberration is within 100 feet of you, you can take any amount of the damage it would otherwise receive - except from Charitable - as a reaction, rounding down. You cannot take an amount of damage that would cause you to fall below 1 hit point.

Charitable

As an action, your Provident Aberration can willingly injure itself, taking a number of d6 equal to or less than its proficiency bonus necrotic damage, before targetting one creature within 60 feet of itself to regain hit points equal to the damage taken.

Succor

Your Provident Aberration cannot harm another creature. Instead, whenever your Provident Aberration would damage a creature, it leaves a restorative mark on them for 1 minute. The next creature to hit the marked target then regains hit points equal to half the damage rolled by your Provident Aberration. Your summon can only leave one mark at a time, and any existing marks are removed when it lands a new attack. This mark cannot be dispelled.

Entropic Evocation - Benediction

As an action starting at 18th level, you can command your Provident Aberration to exude a soothing aura of beneficence. For 1 minute, creatures within 150 feet of your Provident Aberration are granted a revitalizing blessing, doubling the amount of any healing they receive while in range.

Once, while this blessing is in effect, your Provident Aberration can use its action to target any number of creatures within 150 feet of itself, and cast one of the following effects to all creatures targeted.

  • Instantly regain 50 hit points.
  • Instantly regain a number of hit points equal to your Provident Aberration's Constitution modifier (minimum of 1). Targets then regain the same number of hit points at the start of their turn for 1 minute.
  • Bless target creatures against death itself. Whenever blessed targets would be reduced to 0 hit points, they are instead put to 1 hit point, and heal for a number of hit points equal to their Constitution score. This effect lasts for 1 minute.

Creatures that are made the target of either effect are also cured of all conditions and diseases, and targetted creatures that are prone can use their reaction to stand up.

Aberrant Prepotence[edit]

The green folk, as they are commonly known, have a reputation for being mischievous but kind-hearted creatures. The abundant sprites of the feywild infrequently make their appearance on Faerûn for common sighting, and the noble Eladrins have no time for mortal affairs, but they have traversed to the material plane enough for some to have studied these Fey sufficiently. With this study, their guarded nature and kind-hearted essence has been accentuated in the form of the Prepotent Aberration: a summon whose very being is to ensure no harm befalls their summoner and allies, even if they must stand at the front lines to do so.

You can only take Aberrant Prepotence if one of your chosen Pursued Knowledge creature types is Fey.

Upon chosing this Aberrant Pursuit, your Aberrant Summon is summoned as a Prepotent Aberration, and takes the form of a Medium or smaller creature you choose of the three creature types you have Pursued Knowledge of, with a CR equal to or less than your Summoner level + your Aberrant Capacity (minimum of 0).

  • At 8th summoner level, your Prepotent Aberration can become a Large creature within the chosen creature types.
  • At 16th summoner level, your Prepotent Aberration can become a Huge creature within the chosen creature types.

The Prepotent Aberration has Hit Points at summon levels higher than 1st equal to 1d6 (or 4) + your Constitution modifier per summon level after 2nd. The Prepotent Aberration also gains the following traits.

Symbiotic

While your Prepotent Aberration is within 100 feet of you, damage taken by you or your Prepotent Aberration is instead shared equally between both you and your Prepotent Aberration.

Scapegoat

Your Prepotent Aberration can use its action to touch a willing creature and receive one negative condition afflicting it, if the Prepotent Aberration isn’t already affected by one.

Reserves

Your Prepotent Aberration cannot harm another creature. Instead, whenever your Prepotent Aberration would damage a creature, it marks the target for an amount equal to the damage roll for 1 minute. The next creature to damage the target consumes the mark, dealing additional damage during the damage roll equal to the marked damage amount, and of the damage type used by your Prepotent Aberration. Your summon can leave any number of marks at once, but can only mark each creature once. Attacking a creature with an existing mark consumes the mark to no effect, before replacing it with the new attack. This mark cannot be dispelled.

Entropic Evocation - Censure

As an action starting at 18th level, you can command your Prepotent Aberration to exude a commanding aura of absolute authority. For 1 minute, whenever a creature within 150 feet of your Prepotent Aberration attempts to take an action, they must first succeed a Wisdom saving throw against it (DC 8 + your summon's proficiency bonus + its Intelligence modifier). Creatures that fail the saving throw automatically fail the action.

Your Prepotent Aberration can willingly allow a creature it is aware of to automatically succeed this Wisdom saving throw.

Aberrant Severance[edit]

While typically associated with isolated study and lonesome experimentation, the work of the Aberrant Summoner is not exclusive to magical colleges and royal courts. Instead, some find their way onto the battlefield, using their skills to shift the tides of military action, while others use their knowledge to aid in the defeat of grand foes seemingly unmatched by any other adversary. These battles between titans are only made possible through the wielding of the Severant Aberration; creatures of pure strength and ferocity, birthed in the image of the grandest titans of all: Dragons.

You can only take Aberrant Severance if one of your chosen Pursued Knowledge creature types is Dragon.

Upon chosing this Aberrant Pursuit, your Aberrant Summon is summoned as a Severant Aberration, and takes the form of a Small or Medium creature you choose of the three creature types you have Pursued Knowledge of, with a CR equal to or less than your Summoner level + your Aberrant Capacity (minimum of 0).

  • At 8th summoner level, your Severant Aberration can become a Large creature within the chosen creature types.
  • At 16th summoner level, your Severant Aberration can become a Huge or larger creature within the chosen creature types.

The Severant Aberration has Hit Points at summon levels higher than 1st equal to 1d10 (or 6) + your Constitution modifier per summon level after 2nd. The Severant Aberration also gains the following traits.

Malicious

After landing an attack against a creature, your Severant Aberration gains a bonus to attack rolls made against that creature equal to its proficiency bonus, until the target takes damage from another creature, or your Severant Aberration attacks a different creature. If your Severant Aberration hits multiple creatures with one attack, it chooses the target for Malicious.

Bloodthirsty

Whenever you roll for initiative, your Severant Aberration does so as well. You can then choose to use its initiative in place of your own. If you do so, you cannot make an action during your first turn, until after your Severant Aberration has made an action of its own.

Sadomasochist

As a bonus action, your Severant Aberration can reduce its hit points by an amount equal to its proficiency bonus. Additionally, it deals additional damage equal to half its missing hit points, to a maximum amount of damage equal to 2 x its CR. This damage is of the same damage type as the damage type used in the triggering attack.

Entropic Evocation - Malediction

As an action starting at 18th level, you can command your Severant Aberration to express itself in its purest form, breaking down to a nigh-shapeless amassment of dread and disparity in a birth of pure maleficence for up to 1 minute. The range of your Severant Aberration's Aberrant Pursuit traits extend to 150 feet, has its speed reduced by half and can travel unimpeded by conditions, creatures, objects and terrain for as long as this spell is in effect. Each condition afflicted by the varied ranges are unique, replacing each other the closer a creature is to your Severant Aberration.

Creatures that enter or start their turn in range of your Severant Aberration are required to succeed on a Wisdom saving throw with a DC equal to 8 + your Severant Aberration's Wisdom modifier + its proficiency bonus, or suffer increasingly detremental effects as determined by its distance from your Severant Aberration. This save must be made each time they enter a new range boundary, ending any previous effects in replacement of the new range. A creature can repeat the saving throw at the end of its turn, ending the effect on itself on a success and being immune to the effects until either leaving the range of Malediction, or entering a new range boundary as listed.

  • Creatures within 150 feet of your Severant Aberration are stricken with seemingly unfounded terror, making them Frightened and unable to willingly move towards your summon while they are aware of it's position.
  • Creatures within 60 feet that are aware of your Severant Aberration must succeed the Wisdom saving throw at the start of each turn they are in range, or be paralyzed by fear. Creatures that critically fail this saving throw also suffer from short-term madness.
  • Creatures within 15 feet that are aware of your Severant Aberration must succeed the Wisdom saving throw at the start of each turn they are within 15 feet or be rendered Unconscious in their dread. Creatures that critically fail this saving throw also suffer from long-term madness.
  • Creatures within 5 feet of your Severant Aberration are compelled to die instantly. If a creature has a number of hit points equal to or less than 3 x your Severant Aberration’s CR, or does not leave this range by the end of its 2nd turn while in range, it dies. Creatures within this range must also succeed the Wisdom saving throw, or suffer indefinite madness.

If your Severant Aberration casts a spell, dies or otherwise loses concentration while this ability is in effect, Malediction ends. Additionally, your Severant Aberration can willingly allow a creature it is aware of to automatically succeed this Wisdom saving throw.

Aberrant Defiance[edit]

The term "elemental" typically strikes an image of intense, raw power. They are creatures rarely seen on the Material Plane, and for good reason: their natural magic and extraplanar origin makes them impervious to most mortal threats including disease, paralysis, and fatigue. It can be assumed, then, that those who wield such creatures as minions for their own will are either extremely powerful, or extremely foolish. Either way, the Defiant Aberration wielded by the Summoner demonstrates the great feats that such individuals hold, and attests to their unyielding - and nigh untouchable - nature.

You can only take Aberrant Defiance if one of your chosen Pursued Knowledge creature types is Elemental.

Upon chosing this Aberrant Pursuit, your Aberrant Summon is summoned as a Defiant Aberration, and takes the form of a Small or Medium creature you choose of the three creature types you have Pursued Knowledge of, with a CR equal to or less than your Summoner level + your Aberrant Capacity (minimum of 0).

  • At 8th summoner level, your Defiant Aberration can become a Large creature within the chosen creature types.
  • At 16th summoner level, your Defiant Aberration can become a Huge creature within the chosen creature types.

The Defiant Aberration has Hit Points at summon levels higher than 1st equal to 1d12 (or 7) + your Constitution modifier per summon level after 2nd. The Defiant Aberration also gains the following traits.

Protective

While you are within 60 feet of your Defiant Aberration, you are granted a bonus to your saving throws equal to your Defiant Aberration's ability modifier for that save (minimum of +0). Additionally, if you are made the target of an attack while you are within reach of your Defiant Aberration, it can use its reaction to intercept the attack, becoming the target instead.

Espouse

Your Defiant Aberration can use its action to target another willing creature within 30 feet of it, granting it a bonus to its AC equal to your Defiant Aberration's proficiency bonus until the start of your next turn. Any Abjuration spells and temporary hit points taking effect on your summon also apply to the target of Espouse for its duration.

Defiant

Your Defiant Aberration is granted a bonus to its AC equal to your Aberrant Capacity. Additionally, a creature that lands a melee attack against your Defiant Aberration must succeed a Constitution saving throw with a DC equal to your summons AC, or have its speed reduced by 10 feet until the end of their next turn. A creature that fails this save while already under the effect of Defiant instead reduces their movement by an additional 10 feet until the end of their next turn.

Entropic Evocation - Halidom

As an action starting at 18th level, you can command your Defiant Aberration to become a living fortress. For 1 minute, if it takes damage equal to or less than its CR, that damage is instead reduced to 0.

Creatures your Defiant Aberration chooses within 150 feet of it gain the following benefits for as long as they are under the effects of Helidom

  • Gain the benefits of Defiant
  • Gain temporary hit points equal to 2 x your Defiant Aberration’s CR
  • Half of all damage targets receive while in range is automatically transferred to your Defiant Aberration instead

The bonus to saving throws granted by Protective, and the target range of Espouse each increase to 150 feet for the duration. Additionally, your summon can change which creatures recieve the benefits of Halidom at will.

Aberrant Divergence[edit]

Beasts of the wilds are fierce and loyal creatures, making up for their more mundane strength and lesser intellect with the incredible strength of numbers. From packs of wolves to swarms of insects, murders of crows and even herd of sheep are testament to the power of this pack mentality. Such great strength and potential is exploited deeply by the Summoner through their Divergent Aberration: A summon which takes on the forms of many to provide the Summoner with a varitable army, manipulating the primeval ferocity of natural instinct for their own means.

You can only take Aberrant Divergence if one of your chosen Pursued Knowledge creature types is Beast.

Upon chosing this Aberrant Pursuit, your Aberrant Summon is summoned as Divergent Aberrations, and takes the form of a number of Small creatures you choose of the three creature types you have Pursued Knowledge of. Each Divergent Aberration must be of a CR equal to or less than your Aberrant Capacity + half your proficiency bonus (rounded down). For example, at 3rd summoner level, you can summon two Divergent Aberrations, each as a creature with a CR equal to or less than 2.

  • At 8th summoner level, your Divergent Aberrations can become Medium creatures within the chosen creature types.
  • At 16th summoner level, your Divergent Aberrations can become Large creatures within the chosen creature types.

Divergent Aberrations have Hit Points at summon levels higher than 1st equal to 1d4 (or 2) + your Constitution modifier per summon level after 2nd. Hit point maximum is the same for all Divergent Aberrations you summon. Divergent Aberrations also gains the following traits.

Concertive

You can have an additional number of Divergent Aberrations summoned at any time equal to 1 + half your Aberrant Capacity (rounded down).

Divergent Aberrations can each take a different form, to be chosen when summoned by Aberrant Summon as normal. Additionally, when you use an action to cause any Divergent Aberrations to reappear after having dismissed them temporarily as per Aberrant Summon, you can choose any number of them to appear.

They each also have their own hit points, traits, actions and features, as well as having individual action economies as seperate creatures, though your Divergent Aberrations can only cast 1 spell between them per turn, increasing to 2 spells at 20th level, following the standard rules for spellcasting.

Coordinated

A Divergent Aberration has advantage on its attack roll against a creature if at least one other Divergent Aberration is within 5 feet of the creature and isn't incapacitated.

Gluttonous

Whenever one of your Divergent Aberrations land an attack against a creature that has already taken damage from another of your Divergent Aberrations or yourself, it regains hit points equal to your Aberrant Capacity.

Entropic Evocation - Plenitude

As an action starting at 18th level, you can command your summons to exude a bolstering aura of mutual empowerment, granting the following benefits for 1 minute.

  • You immediately summon two additional Divergent Aberrations, as if cast by Aberrant Summon as normal, and last until dismissed, they reach 0 hit points, or Plenitude ends
  • Divergent Aberrations gain an additional action during their turn.
  • The bonus granted by Coordinated is increased to 2 x your Aberrant Capacity
  • The healing granted by Gluttonous is increased to 2 x your Aberrant Capacity
  • Spells and effects cast by you, targeting one of your Divergent Aberrations can also affect all other Divergent Aberrations that are within the spell's cast range of your target

Aberrant Convergence[edit]

Sorcerers and Wizards are often goaded into frustration for their weak composure, oft unaccustomed to the heavy and uncouth equipment of the common soldier and the celebrated knight. Due to this, they stay alone - an individual more likely to see a mage at the side of a fattened king than at the fores of war. Sometimes, however, they need to protect themselves as much as they protect their kings, forcing them into the throes of battle. Here, the Summoner utilises their skills to shape not just a creature, but they themselves into something stronger. Regardless of the consequences.

You can only take Aberrant Convergence if one of your chosen Pursued Knowledge creature types is Monstrosity.

Upon chosing this Aberrant Pursuit, your Aberrant Summon is summoned as a Convergent Aberration, and takes the form of a Small or Medium creature you choose of the three creature types you have Pursued Knowledge of, with a CR equal to or less than your Summoner level + your Aberrant Capacity (minimum of 0).

  • At 8th summoner level, your Convergent Aberration can become a Large creature within the chosen creature types.
  • At 16th summoner level, your Convergent Aberration can become a Huge creature within the chosen creature types.

The Convergent Aberration no longer has its own hit points, as it is instead summoned as armaments, rather than as a creature. The Convergent Aberration also gains the following traits.

Aberrant Union

Rather than summoning a creature, you instead conjure it as armaments on yourself. Any armour you are currently wearing disappears, and is replaced by your Convergent Aberration as natural armour. Non-natural weapons appear holstered to the armour, and for as long as your Convergent Aberration is worn, you gain the following benefits;

  • When you would be reduced below 1 hit point, your summon dies instead, causing your original armour to reappear before healing you for a number of hit points equal to it's CR. Any remaining damage is then dealt after.
  • You gain any weapons, traits, actions, resistances, senses, and proficiencies of your summon that you don't already have, making any required rolls with your ability scores and proficiency bonus. You also gain any additional types of movement available to the creature your Convergent Aberration is summoned as, using the speed listed in the creature statblock. For example, if your summon has a burrow speed of 40 feet and you don't have a burrow speed, you gain a burrow speed of 40 feet.
  • Actions that require a recharge check can only be used a maximum number of times between short or long rests equal to half your proficiency bonus (rounding down).
  • You use your Convergent Aberration's AC in place of your own.
  • Undoning any part of your Convergent Aberration causes it to disappear.
  • Healing, temporary hit points, and other spells or effects that target your summon instead target you.

Your Convergent Aberration is considered nonmagical armour and weapons unless stated to be magical as part of the chosen creatures stat block, and cannot take actions of its own. If you are able to summon more than one Convergent Aberration, you can target one willing creature per additional summon within range of Aberrant Summon to wear it, to the same effect.

Flawless Integration

While wearing your Convergent Aberration, you can use your action to personify the creature it is currently summoned as for up to 10 minutes, or until you use an action or feature that the personified creature cannot do, use an action to end the effect, or you reach 0 hit points, at which time Flawless Integration ends and your Convergent Aberration dies to the same effect as listed under Aberrant Union.

While transformed, your game statistics are replaced by the statistics of the creature your Convergent Aberration is summoned as, but you retain your alignment, personality, hit points, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of your summon. If your summon has the same proficiency as your own and the bonus in its stat block is higher than yours, use your summon’s bonus instead.

Your actions are limited to the capabilities of your new form. Flawless Integration doesn’t break your concentration on a spell you’ve already cast however, or prevent you from taking actions that are part of a spell that you’ve already cast. You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, unless your new form also has that sense. Casting a spell or taking an action otherwise unavailable to the creature your summon is summoned as ends Flawless Integration. Once you have used this feature, you cannot do so again until you finish a short or long rest.

Regeneration

Your Convergent Aberration regains hit points at the start of its turn equal to its Constitution modifier (minimum of 0).

Entropic Evocation - Pneuma

As an action starting at 18th level, you can call upon Pneuma; a spirit that takes the form of the creature your Convergent Aberration is currently summoned as, as if cast by Aberrant Summon. This creature is loyal to you, and is considered an Aberrant Summon, as per the Aberrant Summon class feature. It has a number of hit dice equal to your Summoner level, of whatever type the base creature possesses, and lasts for up to 1 minute or until death, after which it disappears, leaving behind no physical form.

Additionally, you and Pneuma gain a bonus to all attack rolls, ability checks and saving throws equal to your Intelligence modifier when focusing the same target. Damage rolls made at this time automatically deal maximum damage.

Aberrant Necromance[edit]

You can only take Aberrant Necromance if one of your chosen Pursued Knowledge creature types is undead.

Upon chosing this Aberrant Pursuit, your Aberrant Summon is summoned as a Necromant Aberration, and takes the form of a Small or Medium creature you choose of the three creature types you have Pursued Knowledge of, with a CR equal to or less than your Summoner level + your Aberrant Capacity (minimum of 0).

Additionally, this summon is henceforth considered an Undead variant of whatever creature it is summoned as, granting it resistance to Cold damage if it doesn't already.

  • At 8th summoner level, your Necromant Aberration can become a Large creature within the chosen creature types.
  • At 16th summoner level, your Necromant Aberration can become a Huge creature within the chosen creature types.

The Necromant Aberration has Hit Points at summon levels higher than 1st equal to 1d6 (or 4) + your Constitution modifier per summon level after 2nd. The Necromant Aberration also gains the following traits.

Grim Celerity

The cast time for Aberrant Summon is reduced to 1 minute. However, your Necromant Aberration only last 24 hours, at which time it disappears, leaving no physical form behind. You can cast Aberrant Summon as a 1 minute ritual on it again before the current 24-hour period ends in order to sustain your summon, keeping it active for another 24 hours. Your Necromant Aberration still leaves remains if it is killed by any other means, unless stated otherwise.

Aberrant Summon is reduced further to a single action, if cast on the remains of your Necromant Aberration if it has died in the past 10 minutes. At this time, you begin casting Aberrant Summon on the remains of your fallen Necromant Aberration, as a concentration spell. At the start of your next turn if concentration has not been broken, the remains of your Necromant Aberration reform, causing it to rise again with a number of hit points equal to 1d6 + a number of d6 equal to your Aberrant Capacity.

If you cast Aberrant Summon without using the remains of a previous Necromant Aberration, any previous remains dissintegrate once the spell cast is complete.

Foul Conscription

Aberrant Summon can be cast as a 1 minute ritual on the remains of a creature within reach. At this time, you must make a Nature check with a DC equal to 5 + the target's Challenge Rating. On a success, the creature rises as a Lesser Necromant. At this time, its hit point maximum becomes half that of your Necromant Aberration, and regains a number of hit points equal to 1d6 + your Aberrant Capacity. On a fail, the remains are instead destroyed.

A Lesser Necromant lasts for 24 hours, at which time it is considered an Aberrant Summons for the purpose of determining how you can interract with them. After the 24-hour period ends, it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast Aberrant Summon as a 1 minute ritual on the creature again before the current 24-hour period ends, reasserting your control over the Lesser Necromant.

Reap

As an action, you can immediately kill a Necromant Aberration or Lesser Necromant within reach that you control, destroying any remains it leaves behind, and healing either yourself or another creature within 60 feet of you for the number of hit points the Reaped target had left when Reap was cast.

Entropic Evocation - Penumbra

As an action starting at 18th level, you rend the life from the land around you, empowering your Necromant Aberrations and increasing the range Grim Celerity, Foul Conscription and Reap to 150 feet for 1 minute, until you end Penumbra with a bonus action, or you die.

At this time, any remains that are within range for at least 1 turn become Conscript-Ready for as long as they are within range. Remains are no longer Conscript-Ready if they leave this range at any point.

Conscript-Ready remains are imbued with aberrant undeath, allowing you to cast Foul Conscription on them while within the range of Penumbra. The DC required as part of Foul Conscription is reduced by an amount equal to your Intelligence Modifier, and on a success, immediately animates the remains as per Foul Conscription.

When cast in this way, Foul Conscription can be cast as a free action to reanimate the remains of one creature, a bonus action to reanimate the remains of one additional creature, or an action to reanimate the remains of two additional creatures within range, allowing you to reanimate up to four creatures per turn.

While a Necromant Aberration you have summoned has temporary hit points granted by the class feature Immaculate Conjuration, all damage they deal becomes necrotic damage and ignores resistances.

Aberrant Divinance[edit]

The few pursuers of Aberrant Divinance are typically founded from one of two very contrary situations; the heretically dissident, or the fanatically obsessive. Whether it is in ones love and adoration for their god or deity that they try to call upon them, or in spite of ones god that they perhaps try to call upon another, those that practice Aberrant Divinance have peerless faith in that which they summon. An all-encompassing attachment that, through feast and famine alike, cannot so simply be dismissed as just reverence. A pursuit not of power or providence, but one of devotion to faith and belief, that for better or for worse, ones chosen God given a form of their own would do better than they can alone.

You can only take Aberrant Divinance if one of your chosen Pursued Knowledge creature types is Celestial.

Upon chosing this Aberrant Pursuit, your Aberrant Summon is summoned as a Divinant Aberration, and takes the form of a Small or Medium creature you choose of the three creature types you have Pursued Knowledge of, with a CR equal to or less than your Summoner level + your Aberrant Capacity (minimum of 0).

Additionally, this summon is henceforth considered a Celestial variant of whatever creature it is summoned as, granting it resistance to Radiant damage if it doesn't already.

  • At 8th summoner level, your Divinant Aberration can become a Large creature within the chosen creature types.
  • At 16th summoner level, your Divinant Aberration can become a Huge or larger creature within the chosen creature types.

The Divinant Aberration has Hit Points at summon levels higher than 1st equal to 1d8 (or 5) + your Constitution modifier per summon level after 2nd. The Divinant Aberration also gains the following traits.

Henosis

Your Divinant Aberration is blessed with a sliver of divinity. While it is within 30 feet of you, it is granted a bonus to all of its ability scores equal to your Intelligence modifier (maximum of 30). Additionally, you and your Divinant Aberration deal bonus radiant damage on damage rolls equal to your Aberrant Capacity. This damage ignores resistances against creatures suffering from the effects of Reverence.

While your Divinant Aberration is more than 30 feet from you, its maximum and current hit points are reduced by half, and it looses all traits and features granted by Aberrant Divinance.

Divine Awareness

Your Divinant Aberration has truesight out to a range of 60 feet if it doesn't already. This range is doubled if it has proficiency in Perception.

Demipresence

Your Divinant Aberration can teleport to an unoccupied space within 30 feet of you, in place of its movement for a turn.

Entropic Evocation - Reverence

As an action starting at 18th level, you can command your Divinant Aberration to exude a god-like presense for 1 minute, or until your Divinant Aberration dies. At this time, creatures that enter 150 feet of your Divinant Aberration must succeed make a Wisdom saving throw (DC 8 + its Wisdom modifier + its proficiency bonus), or be compelled to prostrate themselves before your summon, believing it to be a divine being. Creatures that are flying must immediately land in order to do so.

Creatures prostrating themselves in this way are considered Prone and Paralyzed for the duration of this effect. At the end of a creature's turn, they can retake the saving throw, ending the effect on them for the remaining duration.

Aberrant Vengeance[edit]

You can only take Aberrant Vengeance if one of your chosen Pursued Knowledge creature types is Fiend.

Upon chosing this Aberrant Pursuit, your Aberrant Summon is summoned as a Vengeant Aberration, and takes the form of a Small or Medium creature you choose of the three creature types you have Pursued Knowledge of, with a CR equal to or less than your Summoner level + your Aberrant Capacity (minimum of 0).

  • At 8th summoner level, your Vengeant Aberration can become a Large creature within the chosen creature types.
  • At 16th summoner level, your Vengeant Aberration can become a Huge creature within the chosen creature types.

The Vengeant Aberration has Hit Points at summon levels higher than 1st equal to 1d8 (or 5) + your Constitution modifier per summon level after 2nd. The Vengeant Aberration also gains the following traits.

Versant

Your Vengeant Aberration can use its action to create a spell shield around itself until the start of its next turn and cannot do so again for 1 minute. The spellshield is destroyed if it is hit by a spell attack or is forced to make a saving throw to determine the amount of damage taken by a spell, such as fireball. When the spellshield is destroyed, the effects of the spell is nullified for the shielded target, and your Vengeant Aberration is enlightened on the spell's properties.

Until it can use Versant again, your Vengeant Aberration can use an action to cast the learnt spell at its lowest level without expending a spell slot or material components once. Alternatively, your summon can cast the spell shield on you, if you are within 100 feet of it.

Malicious Compliance

Whenever your summon is forced to make a saving throw as part of a spell or attack, it can use its reaction to willingly fail the saving throw. In doing so, any damage taken is halved, and any conditions, effects or diseases that apply to your summon automatically end at the end of your summon's next turn.

Covetous

Your Vengeant Aberration gains the benefits of Synergetic whenever you are made the target of a spell or attack, in addition to its normal effect.

Additionally, whenever your summon uses the Synergetic class feature in response to a spell, it gains a bonus to the following attack roll equal to 1 + the spell slot level the spell was cast at. If the spell doesn't use a spell slot, the bonus is isntead equal to your Vengeant Aberration's pfroficiency bonus. This bonus also applies to the damage roll on a hit.

Entropic Evocation - Titanomachy

As an action starting at 18th level, you and your Vengeant Aberration can share each others known spells and can freely use each other's spell slots for casting them for 1 minute while within 150 feet of each other. At this time, spells you and your Vengeant Aberration cast have a bonus to any attack rolls and save DCs that are required as part of a spell cast, equal to the spell slot level the spell is cast at.

Additionally, the bonus granted to your summon by Covetous is doubled, Versant can be used as a bonus action, and your Vengeant Aberration can make one attack or cast one spell as a Legendary Action each round for as long as Titanomachy is in effect.

Aberrant Mucilagence[edit]

You can only take Aberrant Mucilagence if one of your chosen Pursued Knowledge creature types is Ooze.

Upon chosing this Aberrant Pursuit, your Aberrant Summon is summoned as a Mucilagent Aberration, and takes the form of a Small or Medium creature you choose of the three creature types you have Pursued Knowledge of, with a CR equal to or less than your Summoner level + your Aberrant Capacity (minimum of 0).

Additionally, this summon is henceforth considered an Ooze variant of whatever creature it is summoned as, granting it resistance to Acid damage if it doesn't already.

  • At 8th summoner level, your Mucilagent Aberration can become a Large creature within the chosen creature types.
  • At 16th summoner level, your Mucilagent Aberration can become a Huge or larger creature within the chosen creature types.

The Mucilagent Aberration has Hit Points at summon levels higher than 1st equal to 1d10 (or 6) + your Constitution modifier per summon level after 2nd. The Mucilagent Aberration also gains the following traits.

Aberrant Form

Whenever your summon lands an attack with any natural weapons it has, a creature touches your summon, or lands a melee weapon attack on your summon while within 5 feet of it, that creature suffers acid damage equal to a number of d4 equal to your Aberrant Capacity. Additionally, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. Any nonmagical weapon made of metal or wood that hits your summon corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits your summon is destroyed after dealing damage. Your summon can also eat through 2-inch-thick, nonmagical wood or metal in 1 round.

A creature you summon that has Corrosive Form or Pseudopod no longer gains their benefits and are instead replaced with this effect.

Split

When your summon is subjected to lightning or slashing damage while it is Small or larger, it splits into two new creatures if it has at least 10 hit points. Each new creature has hit points equal to half the original Mucilagent Aberration's, rounded down. New creatures are one size smaller than the split summon, and otherwise share the same traits and features.

All conditions, effects, expenditures and requirements such as recharge checks required persist through Split, and apply to both of the new creatures.

A creature you summon that has Split no longer gains its benefits and is instead replaced with this effect.

Inspissation and Deliquescence

Your summon can use its bonus action to either congeal its body into a hardened state, or to deliquesce into a softened one, maintaining that form until it uses a bonus action to end the effect, or swap between states.

Inspissation

While under the effect of Inspissation, your summon gains a bonus to its AC equal to your Intelligence modifier, but its movement speed is reduced by half.

When Inspissation is first used, or as a bonus action while under the effects of Inspissation, your summon can forcibly jut sharp spines out from all over its body until the start of its next turn. Creatures within reach of your summon, as well as creatures that come into contact with your summon, or land a melee attack against it, take 1d6 piercing damage and suffer any additional effects caused by coming into contact with your summon, such as Aberrant Form.

Deliquescence

While under the effect of Deliquescence, your summon loses an amount of AC equal to your Intelligence modifier, but its movement speed is increased by half.

While under the effects of Deliquescence, your summon leaves behind an acidic, translucent mucal trail on all solid surfaces it touches or moves along that lasts for 1 minute. A creature that touches this trail suffers the effects of Aberrant Form, and is Poisoned until the start of their next turn.

Entropic Evocation - Emaculation

As an action starting at 18th level, you can magically purify your Mucilagent Aberration, cleansing it of all conditions and making it immune to new ones for 1 minute.

At this time, your Mucilagent Aberration maintains an immaculate composition, granting it resistance to all damage types, and both of the effects of Inspissation and Deliquescence. Additionally, your Mucilagent Aberration can use its action to manually Split, to the same effect as listed.

While it has an immaculate composition, your summon can change shape as a bonus action, changing into any other creature you can summon, as if by Aberrant Summon. Additionally, it can use its action to hide in plain sight, flattening itself to coat thinly over a surface within reach, take on the appearance of a clear puddle or water source, or other similar effect.

Impure Aberrance[edit]

You can take Aberrance as a result of having Pursued Knowledge of Aberrations.

Upon chosing this Aberrant Pursuit, your Aberrant Summon is summoned as an Impure Aberration, and takes the form of a Small or Medium creature you choose of the three creature types you have Pursued Knowledge of, with a CR equal to or less than your Summoner level + your Aberrant Capacity (minimum of 0).

Additionally, this summon is henceforth considered an Aberration variant of whatever creature it is summoned as.

  • At 8th summoner level, your Impure Aberration can become a Large creature within the chosen creature types.
  • At 16th summoner level, your Impure Aberration can become a Huge or larger creature within the chosen creature types.

The Impure Aberration has Hit Points at summon levels higher than 1st equal to your spellcasting ability modifier + your Aberrant Capacity. Whenever your summon is required to roll hit dice, or to otherwise use its hit dice for any reason such as to regain hit points during a rest, it uses a value equal to your spellcasting ability modifier + your Aberrant Capacity instead. The Impure Aberration also gains the following traits.

Impure Creation

Your summon is an impure creature of unchecked matter and energy; an unnatural entity born purely of your own power and means, maleable to your desires. As a bonus action, you can warp your summon to a small degree, granting it one of the following effects;

  • Its current and maximum hit points are doubled.
  • Its current AC is increased by an amount equal to your spellcasting ability modifier (minimum of 1), and its size increases by one category.
  • It gains one additional action during its turn. This action cannot be used for a multiattack.
  • It regains a number of hit points equal to your spellcasting ability modifier (minimum of 1). It then regains the same number of hit points at the start of its turn.
  • It gains a bonus +1 to one ability score modifier of your choice, and proficiency in all skills that use that ability score modifier.

This effect persists until you use your bonus action to choose a new effect. While you have more than one Impure Aberration summoned, you choose an effect for each summon.

Mutant

After taking damage, your Impure Aberration can use its reaction to Mutate, granting it resistance to the triggering damage type if it doesn't already. If there were multiple damage types, it chooses one. This effect lasts until your Impure Aberration Mutates again, or it is resummoned.

Metamorphosis

Whenever you summon your Impure Aberration, it is granted one feature listed under any other Aberrant Pursuit. This feature lasts until it is resummoned.

Additionally, whenever you gain Aberrant Capacity, you can permanently improve one factor of your Impure Aberration, choosing to grant a permanent bonus to one of the following;

  • Power: +1 bonus to all attack and damage rolls
  • Skill: +1 bonus to all ability checks, saving throws and save DCs
  • Vitality: +1 bonus to AC, current maximum hit points, and maximum hit points at higher levels

A factor can only be improved a maximum of 3 times.

Entropic Evocation - Anarchy

As an action starting at 18th level, you can violently warp your Impure Aberration, changing and manipulating it on a fundamental level.

At this time, you can change the creature your Impure Aberration is currently summoned as, change the Aberrant Pursuit feature it has gained as per Metamorphosis, and forcibly Mutate your Impure Aberration to become resistant to one damage type of your choice.

Additionally, for 1 minute, you instead choose two effects to grant your Impure Aberration whenever you use the Impure Creation feature, rather than one. At the end of this duration, one of the chosen effects are lost at random.


Aberrant Summoner Spell List[edit]

Cantrips
  • Acid Splash
  • Blade Ward
  • Frostbite
  • Guidance
  • Light
  • Mage Hand
  • Mending
  • Message
  • Minor Illusion
  • Prestidigitation
  • Spare the Dying
  • Toll the Dead


1st Level
  • Bless
  • Color Spray
  • Comprehend Languages
  • Cure Wounds
  • Detect Magic
  • Detect Poison and Disease
  • Disguise Self
  • Expeditious Retreat
  • False Life
  • Find Familiar
  • Healing Word
  • Hellish Rebuke
  • Identify
  • Magic Missile
  • Sanctuary
  • Sleep
  • Speak with Animals
  • Thunderwave
  • Unseen Servant


2nd Level
  • Alter Self
  • Blindness/Deafness
  • Blur
  • Continual Flame
  • Darkness
  • Darkvision
  • Enhance Ability
  • Enlarge/Reduce
  • Flaming Sphere
  • Flock of Familiars
  • Gentle Repose
  • Gust of Wind
  • Hold Person
  • Invisibility
  • Knock
  • Lesser Restoration
  • Locate Object
  • Mirror Image
  • Misty Step
  • Rope Trick
  • Shatter
  • Spider Climb
  • Suggestion


3rd Level
  • Blink
  • Bestow Curse
  • Clairvoyance
  • Conjure Animals
  • Conjure Barrage
  • Counterspell
  • Dispel Magic
  • Fear
  • Fly
  • Gaseous Form
  • Haste
  • Magic Circle
  • Major Image
  • Life Transference
  • Lightning Bolt
  • Protection from Energy
  • Revivify
  • Speak with Dead
  • Speak with Plants
  • Summon Lesser Demons
  • Tiny Hut
  • Tongues
  • Vampiric Touch


4th Level
  • Arcane Eye
  • Banishment
  • Black Tentactles
  • Blight
  • Conjure Minor Elementals
  • Conjure Woodland Beings
  • Control Water
  • Dimension Door
  • Dominate Beast
  • Fire Shield
  • Hallucinatory Terrain
  • Ice Storm
  • Otiluke's Resilient Sphere
  • Phantasmal Killer
  • Polymorph
  • Summon Greater Demon


5th Level
  • Animate Objects
  • Creation
  • Contact Other Plane
  • Dream
  • Far Step
  • Geas
  • Greater Restoration
  • Hold Monster
  • Legend Lore
  • Modify Memory
  • Raise Dead
  • Seeming
  • Scrying
  • Skill Empowerment


6th Level
  • Chain Lightning
  • Conjure Fey
  • Eyebite
  • Guards and Wards
  • Instant Summons
  • Magic Jar
  • Mass Suggestion
  • Sunbeam
  • True Seeing


7th Level
  • Etherealness
  • Finger of Death
  • Plane Shift
  • Prismatic Spray
  • Resurrection
  • Reverse Gravity
  • Teleport


8th Level
  • Antipathy/Sympathy
  • Demiplane
  • Dominate Monster
  • Feeblemind
  • Incendiary Cloud
  • Power Word Stun
  • Sunburst


9th Level
  • Astral Projection
  • Foresight
  • Gate
  • Imprisonment
  • Power Word Heal
  • Power Word Kill
  • True Polymorph
  • True Resurrection

Multiclassing[edit]

In the process of gaining 1st level in this class, a character must make a sacrifice, as described under Aberrant Summon.

Prerequisites. To qualify for multiclassing into the Aberrant Summoner class, you must meet these prerequisites: 13 Intelligence.

Proficiencies. When you multiclass into the Aberrant Summoner class, you gain the following proficiencies: Nature.


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