Arcane Summoner (5e Class)

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Arcane Summoner[edit]

Why be limited to your own abilities when you could call upon the vast creatures of the world? Adventures who ask themself this question often walk this path. They very path that allows you to conjure and control your pawns in this game of chess we call life. Summoners aren’t weak from relying on the arcane abilities of their allies. They’re smart, tactful, and diligent for knowing what strengths to take advantage of.

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The saying goes that two heads are better then one. The summoners of this world take that saying to heart as if it’s a philosophy. Secondly, after walking the path of the summoner you must determine what your field of expertise is. Many Summoners choose to have hoards at their side as they maul their enemies like a pack of wolves. Others traverse the route of summoning a singular effective ally to deal with their foes. There are even summoners who instead of doing either, summon small components of a creature such as their wings or limbs to mildly assist them in combat.

Creating a Arcane Summoner[edit]


Quick Build

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Class Features

As a Arcane Summoners you gain the following class features.

Hit Points

Hit Dice: 1d8 per Arcane Summoners level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Arcane Summoners level after 1st

Proficiencies

Armor: Light Armor
Weapons: Simple Weapons, Firearms
Tools: One set of artisans tools of your choice.
Saving Throws: Charisma, Intelligence
Skills: Pick 2 between Arcana, Nature, Animal Handling, Survival, Intimidation, Deception and Persuasion.

Equipment

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

  • If you are using starting wealth, you have 5d4 * 10 in funds.

Table: The Arcane Summoners

Level Proficiency
Bonus
Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Spellcasting
2nd +2 Tailored Summons, Summoner’s Domain 2
3rd +2 <!-Class Feature3-> 3
4th +2 Ability Score Improvement 3
5th +3 Superior Familiar 4 2
6th +3 Summoner’s Domain Feature 4 2
7th +3 4 3
8th +3 Ability Score Improvement, Summoner’s Domain Feature 4 3
9th +4 Greater Tailored Summons 4 3 2
10th +4 4 3 2
11th +4 4 3 3
12th +4 Ability Score Improvement 4 3 3
13th +5 4 3 3 1
14th +5 4 3 3 1
15th +5 4 3 3 2
16th +5 Ability Score Improvement 4 3 3 2
17th +6 Summoner’s Domain Feature 4 3 3 3 1
18th +6 Bountiful Allies 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Expert Amongst Experts 4 3 3 3 2

<!-Class Feature->[edit]

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Spellcasting[edit]

As a magic user that puts your arcane powers towards conjuring allies. You've learned to cast spells that benefit you both in and out of battle.

Familiar Focus

At 1st level, you learn the spell Find Familiar and you can cast it at will without using components or a spell slot. As an action, you can choose to have your familiar morph into a small magic item that takes the visage of a ring or piece of jewelry. Its shape, color, and quality depict your familiar's form. While in this form you can use your familiar as an arcane focus. Your familiar is unable to move or make actions while in this state. Your familiar can revert back to its original form upon spending an action.

Preparing and Casting Spells

The Arcane Summoner table shows how many spell slots you have to cast your AS spells of 1st level or 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. You have no need to prepare your spells as they are engraved into your familiar. If your familiar isn't within 100 feet of you then you are unable to cast a spell from your spell list. You automatically know a number of AS spells equal to your Intelligence or Charisma modifier + Your Arcane Summoner level(minimum of one spell). You are able to change your AS spells during a long rest upon spending 25 GP or 25 GP worth of equipment.

Spellcasting Ability

Intelligence or Charisma is your spellcasting ability for your Arcane Summoner spells, since you learn your spells through studying the weave with your familiar companion. You use your Intelligence or Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence or Charisma modifier when setting the saving throw DC for an Arcane Summoner spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier or Charisma modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier or Charisma modifier


<!-Class feature game rule information->

Summoner’s Domain[edit]

At 2nd level, you choose a domain. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at level 2 and at 6th, 8th, and 17th level.

Tailored Studies[edit]

At Level 3 summoning a creature via a spell in the Arcane Summonee Spell list you start to favor one type over the other. Choose one creature type. (Example: Fey, Fiend, Beast) Whenever you use a conjugation spell that includes a creature of that type you can add your spellcasting modifier to their damage rolls. Rather then favoring a certain creature you can forgo this class feature. Upon doing so any creature you summon via a conjugation spell adds your proficiency bonus to their damage rolls.


Ability Score Improvement[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.

Superior Familiar[edit]

Through the many pawns you conjure your familiar will always be your signature. Your familiar can now take the form of a creature with a CR equal to your proficiency bonus. If you chose a creature type at Level 3 via the Tailored Studies class feature your Familiar's form has to be from the creature type chosen earlier.

<!-Class Feature->[edit]

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Bountiful Allies[edit]

At level 18, summoning a creature is but second nature to you. When you cast a spell on the Arcane Summoner Spell List, you can choose to cast it for its duration without concentration. Once you use this feature, you must finish a long rest before you can use it again.

Expert Amongst Experts[edit]

At 20th Level, any creature is at your disposal to summon. Once per day you can conjure a creature that you have previously slain in battle. Your familiar morphs into the creature you choose with said creature's abilities. Your familiar can assume this form for 10 minutes before your familiar is dispelled. This creature must be of a type chosen earlier from the Tailored Studies class feature.


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Arcane Summoner Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

Animal Friendship, Beast Bond, Charm Person, Command, Find Familiar, Puppet, Unseen Servant

2nd Level

Animal Messenger, Dust Devil, Find Steed, Flock Of Familiars, Summon Beast

3rd Level

Animate Dead, Conjure Animals, Conjure Lesser Demon, Phantom Steed, Spirit Guardians, Spirit Shroud, Summon Fey, Summon Shadowspawn, Summon Undead, Tiny Servant

4th Level

Conjure Barlgura, Conjure Knowbot, Conjure Minor Elementals, Conjure Shadow Demon, Conjure Woodland Beings, Dominate Beast, Evard's Black Tentacles, Find Greater Steed, Mordenkainen's Faithful Hound, Summon Aberration, Summon Construct, Summon Elemental, Summon Greater Demon

5th Level

Conjure Elemental, Dominate Person, Insect Plague, Summon Celestial, Summon Draconic Spirit'

Multiclassing[edit]

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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