Master Summoner (3.5e Prestige Class)

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Master Summoner[edit]

This power... i still cannot control it
—Adelle, Elf Master Summoner

Master Summoners are those who want to understand more about magic and deities power. They gather into cults to study more about it and they are guided by a Strong summoner that is the most important person in the cult. For now they discovered how to empower different kind of magic with the power of deities. They only practice with evocation and forbid all other magic schol exept for Transmutation and Abjuration (but not always)

Becoming a Master Summoner[edit]

Master summoners are strong mages focussed in damage, they use the power of deities to empower their spells making them unique, they even have to know how to cast cleric spells too. In order to become a Master summoner a ritual is needed (See Below)

Entry Requirements
Alignment: Any.
Base Attack Bonus: +3.
Race: Any.
Skills: Knowledge(Arcana) 5 ranks , Knowledge(Religion) 5 ranks.
Feats: Empower Spell, Energy Substitution(fire or cold or electricity).
Spellcasting: Able to cast 2rd level divine spells, LvL 3 Wizard.
Special: Must complete the "Ritual of the Fordbiden Magic".

Ritual of the Forbidden Magic[edit]

This ritual is used for gaining the power of : Ifrit the deity of Fire, Shiva the deity of Cold, Ramuh the deity of electricity, Unicorn the deity of Life, Carbuncle, the deity of Protection, Phoenix the deity of Reborn, Madein the deity of light. This ritual cost 7000g and can only be done by a Strong summoner that is the highest tier of a Master Summoner's cult, it takes 2 hours to complete and if it is interrupted nobody knows what will happen .

Table: The Master Summoner

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +0 +1 +0 +2 Lesser invocation, Divine Wizard, +1 level of existing arcane spellcaster
2nd +1 +1 +1 +3 +1 level of existing arcane spellcaster
3rd +1 +2 +1 +3 Energy Substitution +1 level of existing arcane spellcaster
4th +2 +2 +2 +4 Unicorne Blessing +1 level of existing arcane spellcaster
5th +2 +3 +2 +4 Invocation, Specialization +1 level of existing arcane spellcaster
6th +3 +3 +3 +5 Carbuncle Blessing, Energy Substitution +1 level of existing arcane spellcaster
7th +3 +4 +3 +5 +1 level of existing arcane spellcaster
8th +4 +4 +4 +6 Phoenix Blessing +1 level of existing arcane spellcaster
9th +4 +5 +4 +6 Greater Invocation, +1 level of existing arcane spellcaster
10th +5 +5 +5 +7 Specialization II +1 level of existing arcane spellcaster

Class Skills (4 + Int modifier per level)
Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Spellcraft (Int).

.


Class Features[edit]

All of the following are class features of the Master Summoner.

Spellcasting: A Master Summoner casts arcane spells which are drawn from the sorcerer/wizard spell list. A Master Summoner must choose and prepare her spells ahead of time. To learn, prepare, or cast a spell, the Master Summoner must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Master Summoner’s spell is 10 + the spell level + the Master Summoner's Intelligence modifier. Master Summoner has the same number of spells per day as the Wizard, for calculating the number of spell per day you have to sum Wizard level+cleric level+Master Summoner level. In addition, you bonus spells per day if she has a high Intelligence score.

Divine Wizard : As you become a Master summoner you have to choose 2 school of Magic and one has to be Evocation and then you have ti pick one from Abjuration and Transumatiotn. You lose every spell that belong to other schools of magic. You can still cast Divine spells but only the bonus ones that u get from your domain (they are still treated as divine spells and ).

Lesser invocation: At 1st Level a Master summoner is able to ifuse spells with the power of a Deity:

Ifrit : If the spell has the Fire subtype you can infuse it by losing another spell slot of the same level or 2 of a lower lever to increase the damage of the spell by 1d6 per spell level.

Shiva : If the spell has the Cold subtype you can infuse it by losing another spell slot of the same level or 2 of a lower lever to increase the damage of the spell by 1d6 per spell level

Ramuh : If the spell has the Electricity subtype you can infuse it by losing another spell slot of the same level or 2 of a lower lever to increase the damage of the spell by 1d6 per spell level

Madein : If the spell has the Light subtype you can infuse it by losing another spell slot of the same level or 2 of a lower lever to increase the damage of the spell by 1d6 per spell level


Specialization I : at 2nd level a Master Summoner have to choose the path to undertakeM

Path of the Crazy Hand When the caster infuse a spell with the power of his/her Deity, the die to roll Become D8 and not D6 (only for infusion bonus)

Path of the Balance The caster gain Miser with Magic as a free bonus feat


Energy Substitution : A Master Summoner gain this feat at level 3 and 6

Unicorne Blessing : At 4th level a Master Summoner as a standard action is able to call Unicorne in order to aid everyone near the caster. By losing a spell slot you heal every creature near the caster in 90 feet (enemies too) by 1d6 per slot level used.

Invocation : At 5th Level a Master summoner is able to ifuse spells with even greater power:

Ifrit : If the spell has the Fire subtype you can infuse it by losing another spell slot of the same level or 2 of a lower lever to increase the damage of the spell by 2d6 per spell level lost, plus ignore 10 Damage Reduction (Fire).

Shiva : If the spell has the Cold subtype you can infuse it by losing another spell slot of the same level or 2 of a lower lever to increase the damage of the spell by 2d6 per spell level, plus ignore 10 Damage Reduction (Cold)

Ramuh : If the spell has the Electricity subtype you can infuse it by losing another spell slot of the same level or 2 of a lower lever to increase the damage of the spell by 2d6 per spell level, plus ignore 10 Damage Reduction (Electricity)

Madein : If the spell has the Light subtype you can infuse it by losing another spell slot of the same level or 2 of a lower lever to increase the damage of the spell by 2d6 per spell level, plus ignore 10 Damage Reduction (Light)


Madein Blessing : At 5th level a Master summoner gain the benefits of the strongest deity, Madein. When the caster use energy substitution you can choose Light (The spell's descriptor changes to the new energy type—for example, a fireball composed of light energy is an evocation [light] spell, plus once a week the caster can call the power of Madein in order to remove disease and curses in a 30 feet around the caster (it takes 1 min to cast).

Specialization : At 6th level a Master Summoner gain more powerful abilities:

Path of The Crazy Hand : Upon using an invocation a Master Summoner loses 2slot of the same level instead of 1 or 4 slot of the lower level instead of 2 in order to infuse his spells, but infused spells u cast are already Empowered for free

Path of the Balance : Upon using an invocation a Master Summoner loses 2 slot of a lower level instead of 1 of the same level or 4 slot of two lower level instead of 2 of a lower level in order to infuse his spells


Carbuncle Blessing : At 6th level a Master Summoner as a standard action is able to call Carbuncle in order to protect everyone near the caster. By losing a spell slot you protect every creature near the caster in 90 feet (enemies too) from spells casted against them with the same level or lower the slot u lost, the effect last 10min per slot lost.

Greater Invocation : At 9th Level a Master summoner is able to ifuse spells with maximum power:

Ifrit : If the spell has the Fire subtype you can infuse it by losing another spell slot of the same level or 2 of a lower lever to increase the damage of the spell by 3d6 per spell level lost, plus ignore Damage Reduction (Fire), creature immune to fire takes 1/2 damage.

Shiva : If the spell has the Cold subtype you can infuse it by losing another spell slot of the same level or 2 of a lower lever to increase the damage of the spell by 3d6 per spell level, plus ignore Damage Reduction (Cold), creature immune to Cold takes 1/2 damage

Ramuh : If the spell has the Electricity subtype you can infuse it by losing another spell slot of the same level or 2 of a lower lever to increase the damage of the spell by 3d6 per spell level, plus ignore Damage Reduction (Electricity), creature immune to Electricity takes 1/2 damage

Madein : If the spell has the Light subtype you can infuse it by losing another spell slot of the same level or 2 of a lower lever to increase the damage of the spell by 3d6 per spell level, plus ignore Damage Reduction (Light), creature immune to Light takes 1/2 damage

Phoenix Blessing : At 8th level a Master Summoner as a standard action is able to call Phoenix in order to help everyone near the caster. By losing a spell slot you every creature near the caster in 90 feet (enemies too) gain Regeneration X where X is the level of the slot lost the effect last for 1 round per slot lost,

Specialization II : At 10th level A Master Summoner understood everything between the Deities and his magic, the caster gain the unlimited power of the deity.Based on the previous specialization the Master Summoner gain more benefit

Path of The Crazy Hand: Once per day a master Summoner can use every spell he have to cast a massive and powerful Spell after that the caster fall unconcious for 2 hours, he have to make a fortitude saving throw equal to the number of spells used (not level) if he fails he dies, if succed he will have +10 on next saving throw rolled for this effect and will need 3 days to recover the ability to cast spell if he survive

Glacial Death : Create a Huge explosion (330 feets that wont affect the caster)that deal XD6/2 where X is the total level of slot lost whoever survive have to make a saving throw on fortitude of 35 or dies

Inferno : Create an immense burning flame that destroy everything (330 feets that wont affect the caster) that deal XD6/2 where X is the total level of slot lost plus every round creature in the fire takes 2d6 damage, flames lasts for 3 Days even with rain they wont stop

True Spiral Of Lightning : Create a Giant ball of lightning (90feet long that wont affect the caster) that start throwing randomly X lightnings each lightning deal 1D6 dmg X is equal to the number of spell slot lost, the ball finish to throw lightnings after 4 rounds and then will explode dealing 20 d6 in a 200feet area

Path of the Balance : Three times per day a Master Summoner can use the power of the Deities to gain extreme powerful abilities;

Ifrit : The caster gain 60HP bonus, +8 AC, +8 Cos, the benefit of Elemental Body(Fire) (Spell Compendium - 79), 10DR/Magic, and Fire shield spell for the rest of the duration

Shiva : The caster gain 100Hp bonus, +10 AC, +6 Cos, the benefit of Elemental Body(Cold), 20DR /Magic, and every cold spell you infuse no longer lose extra spells.


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