Pact Summoner, Variant (5e Class)

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Scales.png This page is of questionable balance. Reason: Pact binding is rather problematic, with a loose definition. For binding, it's not clear where creatures need to be, you can lock up low-Int creatures, you can recruit hostile creatures, the target is not afforded a saving throw, you can recruit an important NPC and "know what it is thinking", potentially breaking an adventure, you can bind creatures outside of the normal CR-to-level scaling. For summoning, the creature can't use its "features" - does this mean "traits"? Many traits are inherent to what the creature is.


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Pact Summoner[edit]

Pact Summoners are a unique type of magic user. This type of summoner often makes a pact with creatures from another plane. By forming a pact, the summoner gains a small benefit from the creature, and is possible to use the creature’s full power in the battle for short periods of time. A Pact Summoner can make a pact with multiple creatures, up to a certain limit. Few creatures, however, may demand compensation or the summoner to be within a certain alignment.

Pact and Friends[edit]

Pact Summoners are a unique type of magic user. This type of summoner often makes a pact with creatures. By forming a pact, the summoner gains a small benefit from the creature, and is possible to use the creature’s full power in the battle for short periods of time. A summoner can make a pact with multiple creatures, up to a certain limit. Few creatures, however, may demand compensation or the summoner to be within a certain alignment.

Creating a Pact Summoner[edit]

Quick Build

You can make a Pact Summoner quickly by following these suggestions. First, Charisma should be your highest ability score, followed by dex or Wisdom. You can choose any background.

Class Features

As a Pact Summoner you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light, Medium
Weapons: Simple Weapon, Longsword, Rapier, Shortsword, Longbow
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two skills from Acrobatics, Stealth, Arcana, History, Nature, Deception, Intimidation, Persuasion, Survival

Equipment

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

Table: The Pact Summoner

Level Proficiency
Bonus
Features Pact Limit Summon Per Day Spells known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Focused Mind, Pact Binding 1 2 -
2nd +2 Fighting Style, Spellcasting 1 2 2 2
3rd +2 Summoner Spirit, Empower Summon 2 2 2 3
4th +2 Ability Score Improvement 2 2 3 3
5th +3 3 2 3 4 2
6th +3 Summoner Spirit Feature 3 3 4 4 2
7th +3 Over Limit 4 3 4 4 3
8th +3 Ability Score Improvement 4 3 5 4 3
9th +4 5 3 5 4 3 2
10th +4 Summoner Spirit Feature 5 3 6 4 3 2
11th +4 Over Limit Feature 6 4 6 4 3 3
12th +4 Ability Score Improvement 6 4 7 4 3 3
13th +5 7 4 7 4 3 3 1
14th +5 Summoner Spirit Feature 7 4 8 4 3 3 1
15th +5 Over Limit Feature 8 4 8 4 3 3 2
16th +5 Ability Score Improvement 8 5 9 4 3 3 2
17th +6 9 5 9 4 3 3 3 1
18th +6 Summoner Spirit Feature 9 5 10 4 3 3 3 1
19th +6 Ability Score Improvement 10 5 10 4 3 3 3 2
20th +6 Legendary Pact 10 5 11 4 3 3 3 2

Focused Mind[edit]

Beginning at 1st level, you have the ability to gain an advantage on a single skill check per short or long rest.

You gain 1 additional use of this feature before short or long rest at 8th and 16th level.

Pact Binding[edit]

You are capable of creating a pact with another creature. The creature CR cannot be higher than half your summoner level. Legendary creatures cannot gain legendary action. You can use your action to summon one of your pact creature within 5 feet of you. However, any creature summoned will not be able to use its features, per day ability, or recharge ability. A summoned creature cannot use their action the turn they are summoned. The summon last for 10 minutes and you may dismiss it early with a bonus action. When the time limit is up or you dismiss it, it returns back to its original location before the summon.

At 1st level, you awaken your natural pact with one of the following: Flumph, Mud Mephit, Smoke Mephit, Steam Mephit, Pixie, Sprite, or Dretch.

You may cancel a pact with a creature at any time.

To form a pact with a new creature, you must use your action and succeed Animal Handling, Persuasion, or Intimidation 3 times against the creature to recruit them. The DC is 13+Creature CR. If you fail 3 times, the creature either leaves or becomes hostile. This process must be continuous and must not be interrupted. While doing so, if the target creatures has intelligence of 3 or lower, it cannot move or take action. This process is considered as a skill check. After you made the pact, you know what it is thinking by instinct and you con communicate even while it is not summoned.

When you form a new pact you can't do anything other in your turn

You can't use it on a PC

You can create a pact with: Fiend;Fey;Elemental;Celestial;Aberration;Beast;Dragon;Plant;Monstrosity;Ooze You can't create a pact with: Undead;Humanoid;Giant;Construct

Fighting Style[edit]

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

  • Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

  • Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

  • Defense

While you are wearing armor, you gain a +1 bonus to AC.

  • Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

  • Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

  • Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

  • Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

  • Superior Technique

You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.)

You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

  • Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll

  • Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

  • Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.

At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Spellcasting[edit]

By the time you reach 2nd level, you have learned to use the magical essence of each plane to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the Pact Summoner spell list.

Spell Slots The Pact Summoner table shows how many spell slots you have to cast your Pact 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.

For example, if you know the 1st-level spell magic missile and have a 1st-level and a 2nd-level spell slot available, you can cast magic missile using either slot.

Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the Pact Summoner spell list.

The Spells Known column of the Pact Summoner table shows when you learn more Pact Summoner spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the Pact Summoner spells you know and replace it with another spell from the Pact Summoner spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability Charisma is your spellcasting ability for your Pact Summoner spells, since your magic draws on your attunement to planes. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Charisma modifier

Summoner Spirit[edit]

At 3rd level, you learned enough to understand which direction to go for your summoning abilities. Each one grants powerful features that allow you to utilize the power of the creatures you made a pact with.

Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 18th level.

Spirit of Raid Spirit of raid focuses on becoming able to summon many creatures and gain number advantage

Spirit of Enlightenment Spirit of Enlightenment brings out the best out of the summoned creature. Let them perform to their full power or even hidden potential.

Spirit of Infusion Spirit Infusion allows you to use the pact creature’s power for yourself.

Empowered Summon[edit]

Also at 3rd level, you can unlock 1 single feature or ability that is not accessible normally by consuming a spell slot during the summon. The spell slot consumed must be at a certain level.

Vision Type Table
CR Slot Level CR Slot Level CR Slot Level CR Slot Level CR Slot Level
0 - 3 1 4 - 8 2 9 - 13 3 14 - 17 4 18+ 5

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.

Over Limit[edit]

Start at 7th level, you can use one bonus action and summon one of your pact creature for a split second and make one action. When you do, you lose hit points equal to the creature’s CR times 2. You can only use Over Limit once per long rest.

You may also use Over Limit with normal summon and allow it to take action immediately.

You gain 1 additional use of this feature before long rest at 11th and 15th level.

Legendary Pact[edit]

At level 20, you can make a pact with a single creature that their CR is higher than your level. Creature bound by Legendary pact can use all of their features and can take action immediately. However, per day and recharge abilities is still restricted. Those need to be removed by the Empowered Pact feature to use it.

You can only summon a creature with Legendary Pact once per day and it only stays around for a minute.

Summoner Spirit[edit]

You gain a special method to use your summons. Each type is capable of becoming overwhelmingly strong under specific situations.

Spirit of Raid[edit]

Pact Summoner with raid often chooses to have a swift advantage or overwhelm with numeric prowess. You gain unique features at 3rd, 6th, 10th, 14th, and 18th level.

Quick Summon

Starting at 3rd level, you can summon a creature with bonus action once per long rest.

Ambushing Summon

At 6th level, you can summon your pact creature 30 feats of you instead of within 5 feats.

Multi-Summon

At 10th level, you can have more than one pact creature summoned at once. The number of additional creatures that can be summoned is half of your Charisma modifier. Minimum 1 extra.

Double Summon

At 14th level, when you use your action to summon your pact creature, you can summon two at once.

If you use Empowered Summon or Over Limit feature during the summon, both creatures obtain the effect. However, this application can only happen once per long rest.

Summon Shield

At 18th level, when you are targeted by an attack. You can use your reaction to summon a pact creature to block the attack. The summoned creature can use its feature but gain vulnerability against all damage. This summoning does not count towards your total number of summoned creatures.

Spirit of Enlightenment[edit]

You love the ones you made a pact with. The desire to make them the best they possibly can. You gain unique features at 3rd, 6th, 10th, 14th, and 18th level.

Healthy Summon

At 3rd level, when you summon, you can spend a number of your hit die equal to half of your proficiency bonus, round down, to recover the summon’s hit point. If the summon is at full hit points, it gains temporary hit points equal to your Charisma modifier.

Enlighten Summon

At 6th level, when you use Empowered summon feature, you can unlock 1 additional feature, per day ability, or recharge ability.

At 14th level, you unlock 2 additional features instead.

Reaper’s Focus

Starting at 10th level, if you and your summoned creature attack the same target, the second attack gains advantage and it deals additional damage equal to your Charisma modifier. The damage type depends on the damage type the attack did. If more than one, you can choose.

Over Summon

At 18th level, you can spend a spell slot to apply Over Summon when you summons a creature. Each level of Overload gives your summoned creature the following benefit for 1 round.

  • Gain 1d6 temporary hit points per level, stacks with Healthy Summon
  • First attacks hit deals 1d4 force damage damage per level
  • First saving throw increases by 1. Increase to 2 if spend 3rd level, 3 at 5th level.

Spirit of Infusion[edit]

Summoners who prefer to become more engaged in combat by borrowing power from their pact creatures directly. You gain unique features at 3rd, 6th, 10th, 14th, and 18th level.

Take Over

Starting at 3rd level, you can transform a part of your body with a bonus action. The transformation allows you to copy one of your creature’s attack. The pact creature you choose cannot be summoned while you are transformed. The Takeover effect lasts for 1 minute and you can use this feature a number of times equal to your Constitution modifier. You may transform multiple times at once.

You recover half of the expended uses from short rest and all on long rest.

You cannot choose a recharge ability from this feature.

Extra Attack

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Soul Infusion

At 10th level, when you use Takeover feature, you can also copy two of that creature’s feature by using your action. You can only use this feature 2 times per long rest. You can only copy 1 feature at a time.

Planer Connection

At 14th level, you can choose one of your pact creatures to assist you in searching for another of their kind by spending a spell slot. When you do, you know all creatures of the same kind within half mile. This effect applies to planes such as the ethereal plane. When spending a 1st level spell slot, you know all creature of same CR as the creature you use and below. Each higher-level spell slot spend enables you to know creatures of 2 CR higher.

If you enter combat with a creature you found with this feature, the first hit you take within the first round of combat has its damage reduced by 1d4 per spell slot level spend.

Mixed Infusion

When you reach 18th level, once per long rest you can spend 1 hour to do Mixed Infusion. You take an attack ability from yourself or one pact creature but apply the element, save DC, hit modifiers, and/or range from another pact creature and use it at any time. Mix Infusion created ability can be used once. Once the ability is used, you must make a long rest and create a new one.

Example: If you have a creature with +7 to hit, reach 15 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. While another creature has +8 to hit, reach 5 ft., one creature. Hit: 8 (1d6 + 5) piercing damage, and save DC 13 con saving throw for additional effect, you can Mix Infusion into following: +8 to hit, reach 15 ft., one target, Hit: 13 (2d8+4) piercing, and DC 13 con save effect.

Pact Summoner Spell List[edit]

1st Level

Absorb Element, alarm, animal friendship, entangle, comprehend languages, create or destroy water, detect magic, Ensnaring Strike, fog cloud, jump, arms of hadar, shield, speak with animals, faerie fire, Zephyr Strike

2nd level

alter self, blindness/deafness, cordon of arrows, darkvision, darkness, detect thoughts, enlarge/reduce, flame blade, knock, misty step, see invisibility, shatter, spider climb, Warding Wind

3rd level

clairvoyance, dispel magic, Elemental Weapon, Flame Arrows, fly, haste, Lightinng Arrow, protection from energy, counterspell, slow, Tidal Wave, tongues, water breathing

4th level

banishment, blight, confusion, dimension door, Elemental Bane, freedom of movement, conjure minor elementals, locate creature, polymorph, stone shape, Stoneskin

5th level

Animate Object, cone of cold, contagion, geas, hold monster, Planar Binding, seeming, swift quiver, telekinesis, teleportation circle

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Pact Summoner class, you must meet these prerequisites: Wisdom, Charisma

Proficiencies. When you multiclass into the Pact Summoner class, you gain the following proficiencies: Light, Simple Weapon

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