Arcana Wild Summoner (5e Class)

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Arcana Wild Summoner[edit]

An uncontrollable magic between three creations, a magic so powerful that an archmage next to you would have serious problems to be able to fight against your creations. Two hands and one to control each of the creatures that you love and want to control in one way or another. When they said that "man's best friend was the dog" you took it to the extreme. As an arcana wild summoner the magic has come to you through these creatures that today follow your path. You have the power concentrated at all times in these creatures of immeasurable power and of great affection to your way of acting. You have to bear in mind that each one is a different mind and you are about to suffer from multiple personality disorder because the more levels you win, the more difficult things are for you.

The hordes of enemies face your creatures together, with the power of their own experiences and the magic that runs through your hands, you are not an OMA but you are a TMA powerful enough to challenge the most intrepid competitor

Creating an Arcana Wild Summoner[edit]


Class Features

As a arcana wild summoner you gain the following class features.

Hit Points

Hit Dice: 1d8 per arcana wild summoner level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per arcana wild summoner level after 1st


Armor: Light armor, medium armor, shields
Weapons: Simple weapons, any sword
Tools: Blacksmith Tools
Saving Throws: Charisma, Constitution
Skills: Choose any two and Arcana


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

  • (a) Shortsword or (b) Longsword or (c) Greatsword
  • any musical instrument
  • (a) a Scholar's Pack or (b) an Explorer's Pack
  • a card
  • If you are using starting wealth, you have 5d4 x 10 gp in funds.

Table: The arcana wild summoner

Level Proficiency
Features Spells Known Summons LVL —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Wild Surge, Familiar Creatures, Familiar Companion 0 1/2
2nd +2 Spellcasting, Shared Senses 4 1 2
3rd +2 Dedicated Conjuration, Survival Conduit 5 1 3
4th +2 Ability Score Improvement 5 2 3
5th +3 One as Three 6 2 4 2
6th +3 As One 6 3 4 2
7th +3 Herd Tactic, Dedicated Conjuration Improvement 6 3 4 3
8th +3 Ability Score Improvement 6 4 4 3
9th +4 7 4 4 3 2
10th +4 Leader Inspiration 7 5 4 3 2
11th +4 Feed and evolve, Dedicated Conjuration Improvement 7 5 4 3 3
12th +4 Ability Score Improvement 7 6 4 3 3
13th +5 Chimerism 7 6 4 3 3 1
14th +5 7 7 4 3 3 1
15th +5 Adept Control, Dedicated Conjuration Improvement 8 7 4 3 3 2
16th +5 Ability Score Improvement 8 8 4 3 3 2
17th +6 Elemental Creature 8 8 4 3 3 3 1
18th +6 8 9 4 3 3 3 1
19th +6 Ability Score Improvement 8 9 4 3 3 3 2
20th +6 Complete Control 8 10 4 3 3 3 2

Wild Surge[edit]


Your magic flows in strange ways, making it unstable. At 1st level, every time you or one of your creatures ends its attack it will suffer an effect from the subsequent table. It can be good or bad, you will never know, and it will be the fun of playing this class. Every time you roll an even number you will get a paradox point, whereas every time you roll an odd number you will lose one. If you reach 20 paradox points, the DM chooses an effect from the table (they may instead choose for you to roll on the table). If you reach 0 paradox points you can choose one yourself. When you roll initiative, the number of paradox points you have accrued becomes 10.

1) If the roll is 12, the DM can choose your race if they wish or they can make you roll.

2) This table does not spend Spells slot

3) Sorcery points are treated as paradox points

Familiar Creatures[edit]

You always have two summons by your side. These are limited by the CR seen in the "Summons LVL" table. These summons act on your turn and you may spend your bonus action to issue commands. If they don't change their action (e.g. attacking the same creature they were already fighting) you won't have to give orders again. The distance for issuing orders is 60 feet (this limit is removed at level 6) and the commands are telepathic so they don't need to be spoken aloud.

Summons are always treated as a creature of their type for stats, abilities, and attacks, and do not grow as the Summoner does.

Your summons have the same feats as you, in cases like the "Lucky" feat the three will share points, in cases such as the "Great Weapon Master" feat it is your discretion to use it or not in your summon's attack.

If a summon drops to 0 hit points they will roll death saving throws. To revive your summon you must perform a ritual over the course of a short rest.

You can create a summon by creating a copy of a defeated creature (if it is within the "Summons LVL" limit) if you have meat from it, as well as spending 10 gold and doing a ritual over the course of a long rest.

Your summons will suffer from the same prejudices that you have, but you will not suffer the same ones as them. They cannot be controlled by any other being, however, if you are controlled your summons are also controlled.

You can always keep your summons in a "magic pocket" that does not take up space. You may use an action to put them in or take them out. When you take them out, they will appear on your left and right side respectively.

You can only have three total summons at one time. If you create a fourth summon you must dismiss one of the summons you already control. An erased summon disappears instantly, leaving no remains.

Only two summons can be summoned at one time.

Familiar Companion[edit]

At 1st level, you can use the find familiar spell without using a spell slot. You must finish a long rest before you may use this feature again. This does not generate paradox points.


You have learned to master the School of Conjuration, but you can also cast spells from the other schools of magic. You can see all spells you are able to learn from the arcana wild summoner spell list, available at the bottom of this page.

Spells Known

At 2nd level, you know four 1st-level spells of your choice from the arcana wild summoner spell list. The Spells Known column of the arcana wild summoner table shows how many you know at each level. 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 any summoner spell you know and replace it with another one from the arcana wild summoner spell list.

Spell Slots

The Spell Slots per Spell Level column of the arcana wild summoner table shows how many you have at each level. To cast a spell you know, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spellcasting Ability

Charisma is your spellcasting ability for your spells, since the power of your magic relies on your ability to project your will into the world.

Spell save DC = 8 + your proficiency bonus + your charisma modifier

Spell attack modifier = your proficiency bonus + your charisma modifier

Ritual Casting

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

Spellcasting Focus

You can use an arcane focus or a component pouch as a spellcasting focus for your spells.

Shared Senses[edit]

Your summons' thoughts and yours are linked at all times. When you reach 2nd level, you can use this link to perceive through all the senses of either summon, replacing your own senses while you do so. You may switch between the senses of your summons as a bonus action, but if you are attacked while in this trance you are considered flat footed and if damaged, you take disadvantage on all rolls until the beginning of your next turn.

Survival Conduit[edit]

When you reach 3rd level, you can use a bonus action switch places with one of your summons within 15 feet (the range increases every 3 levels by 15ft up to 90 feet at 18th level) This causes attacks of opportunity for the summon and for you if used during combat. This feature may be used a number of times equal to your proficiency bonus. You regain all expended uses of this feature after finishing a long rest.

One as Three[edit]

At this point, your soul begins to divide into 3. Every time you or they are healed one of the three you can redirect the damage healed to another of the three (if it is an area heal like mass healing word it cannot be redirected). You can also use your own hit points to heal your summons but this does not work the other way.

Dedicated Conjuration[edit]

At 3rd level each arcana wild summoner has their specialization. The conjurations are listed here: Conjurations.

As One[edit]

Starting at 6th level, when your summon sees you use your action to cast a spell or make an attack, it can use its reaction to make an attack against the same creature if it is in range. This effect is limited to only one summon per round. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses of this feature after finishing a long rest.

Herd Tactic[edit]

The three of you have learned to play as one ... which is why you fight so well as one pack. Now as part of their attacks if your summons and you all attack the same creature all have advantage on the attack.

Leader Inspiration[edit]

As the leader of your summons you can now give them much more accurate help. Every time you heal your creatures you can add 5 extra hit points. You can impose advantage on a saving throw if you are not affected by the same spell. You add 10 feet to your movement speed and to that of your creatures. (20 feet at level 15, and 30 feet at level 20)

Feed and evolve[edit]

When your summon kills an enemy they can spend a hit die to regain hit points. If each summon kills a different enemy in the same turn, they do not have to spend the hit dice but still gain hit points as if they had. Any additional hit points gained that would put them above their hit point maximum become temporary hit points. When you take a short rest you can take any temporary hit points your summons gained during the fight and recover hit points to the arcana wild summoner.


You can join in a chimeric creature with your summons. The resulting creature has the total ability modifiers, total hit points, all attacks, and total actions of the three. When you are in this form you will receive half damage as if you were a barbarian in rage and you can use a Reckless Attack. This lasts a number of rounds equal to your proficiency bonus. When Chimerism wears off, you and your summons all suffer one level of exhaustion. You must finish a long rest before you use this feature again.

Adept Control[edit]

You can use three creatures at once from this moment. You must make a concentration check each round to maintain the third summon. The third summon can be used in Chimerism but if the concentration check fails the summon returns to the pocket space and Chimerism ends still leaving you and all summons involved with one level of exhaustion.

Elemental Creature[edit]

Now that you've become so fused with your creatures, you can change their damage type in favor of elemental forms. This does not affect the damage of the weapon, it only affects the type of damage. You can choose more than one element at a time, and these attacks ignore any resistances or immunities the target may have.

Complete Control[edit]

You can use three summons at once without maintaining a concentration check.



When you specialize in the undead, your creatures only want one thing, death and destruction. Choosing this specialization I hope that knowledge is on your part as it will be your main one, because with this you can put states to the enemies.

First deaths

For each attack you can try to put a state on the enemy. Starting at 3rd level, if you are poisoned / exhausted / frightened / paralyzed. This save check is done when making the attack and is 8 + your proficiency bonus + your Wisdom modifier. You can use this feature a number of times equal to your Wisdom modifier. You regain all expended uses of this feature after finishing a long rest.

New Life

Every time you start a fight the dead are still dead, every time you kill an enemy you can raise their corpse like a zombie acting under your control. You can use this feature three times. You regain all expended uses of this feature after finishing a long rest.

Corpse that explodes

When one of your pets falls, it tries to kill others. So every one of them falls it deals 1d12 + damage efficiency within 10 feet of it. The save of this is 8 + your proficiency bonus + your Wisdom modifier

We are zombies

At this level your undeath acquires advantageous powers. Causing each controlled creature to have a survival cast before falling.

The check is constitution + 50% of the damage received. If a creature has a similar check, it gains an advantage on it and chooses which of the two to use.


Your summons begin to take on Draconic qualities. You strive to protect any creature near you and your companions.

Baby Wings

Each summoned creature can always have extra help. Your summons now have wings and gain a flying speed of 20 feet.

Wing Buffet

Your summons can impose disadvantage on an attack that is made toward you by a target adjacent to you as long as they are within 10 feet of both you and the target. This feature can be used a number of times equal to your Charisma modifier. You regain all expended uses of this feature after finishing a long rest.


Your summons, like dragons, are protective of their companions. If an ally is at one-third or lower of their hit point maximum, you can use your bonus action to swap the position of the ally and one of your summons. This feature can be used a number of times equal to your Charisma modifier. You regain all expended uses of this feature after finishing a long rest.

Drake Constitution

Your summons are now covered in dragon-like scales. You can add your proficiency bonus to your summons' armor class.


Beasts are powerful, untamed creatures, for your sense of the same is best at the time. I hope you can control its power.

Bestial Rush

Your summons can make one Barbarian Reckless attack, (only one of the two) per round.

Targeted Rage

Your summons' next attack deals an additional 1d12 damage. This can be used by each summon once every minute.

Size Control

You can raise or lower the size of a beast by one tier, from small to large, as an action. The size changes give the following changes to stats:

1) Large: add 1d4 damage

2) Medium:

3) Small: dexterity +2

Spell List[edit]

1st-Level Spells

Arms of Hadar

Beast bond

Charm person

Cure wounds


Find familiar

Fog cloud

Hail of thorns

Ice knife

Mage armor


Unseen servant

Warding bond

2nd-Level Spells

Animal messenger

Cloud of daggers

Dust devil

Find steed

Healing spirit


Maximilian's earthen grasp

Misty step

Shadow blade

Spiritual weapon

Summon beast

3rd-Level Spells

Animate dead

Call lightning

Conjure animals

Conjure barrage


Hunger of Hadar

Intellect Fortress

Sleet storm

Spirit guardians

Summon fey

Summon lesser demons

Summon shadowspawn


4th-Level Spells


Charm monster

Conjure minor elementals

Conjure woodland beings

Dominate beast

Dimension door

Evard's black tentacles

Find greater steed

Mordenkainen's faithful hound

Giant insect

Grasping vine


Summon aberration

Summon greater demon

5th-Level Spells


Conjure elemental

Conjure volley

Dominate person

Hold monster

Infernal calling

Insect plague

Mass cure wounds

Raise dead


Summon celestial

Teleportation circle

Wall of force

Wall of stone


Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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