Summoner, 4th Variant (5e Class)
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- 1 Summoner
- 2 Class Features
- 3 Class Features
- 3.1 Summon Monster:
- 3.2 Spellcasting:
- 3.3 Summoner's Bond:
- 3.4 Archetype
- 3.5 Favoured Monsters:
- 3.6 Ability Score Improvement
- 3.7 Mounted Monster:
- 3.8 Trusting Monster
- 3.9 Maker's Call
- 3.10 True Summoner
- 4 Archetypes
You took a different approach when it came to mastering the arcane. Instead of casting various spells, you instead morph your magic into powerful summons.
As a Summoner you gain the following class features.
- Hit Points
Armor: Light and Medium
Weapons: Simple Weapons
Saving Throws: Wisdom and Constitution
Skills: Choose 2 from Animal Handling, Arcana, History, Nature, Religion, or Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) one simple weapon or (b) A shortbow and 20 arrows
- (a) Leather armor or (b) Hide armor
- (a) A component pouch or (b) An arcane focus
- (a) An explorer's pack or (b) A diplomat's pack
|Monsters Known CR 1/2||Monsters Known CR 1-9||Features||—Spell Slots per Spell Level—|
|1st||+2||2||4||Spellcasting, Summon Monster, Summoners Bond||2||—||—||—||—||—||—||—||—|
|4th||+2||2||7||Ability Score Improvement||4||3||—||—||—||—||—||—||—|
|8th||+3||3||10||Ability Score Improvement||4||3||3||2||—||—||—||—||—|
|12th||+4||4||13||Ability Score Improvement||4||3||3||3||2||1||—||—||—|
|16th||+5||5||16||Ability Score Improvement||4||3||3||3||2||1||1||1||—|
|19th||+6||5||19||Ability Score Improvement||4||3||3||3||3||2||1||1||1|
At 1st level, you gain access to the Summon Monster spell, which allows you to summon the different monsters from your known monsters on the summoner table.
|Casting time:||1 Action|
|Duration:||A number of minutes equal to your profiencey modifier, until dismissed, or the monster dies.|
You summon a monster of challenge rating 1. It appears in an unoccupied space that you can see within range. The monster disappears when it drops to 0 hit points or when the summoner dismisses it. The monster is friendly to you and your companions for the duration. Roll initiative for the monster, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the monster, it defends itself from hostiles but otherwise takes no actions. You may only have one active summoned monster. Cantrip. You may cast this spell as a cantrip. If you do, it consumes no spell slots and summons a monster of challenge rating 1/2. At Higher Levels. When you cast this spell using souls harvested, for every 3 souls used, the challenge rating increases by 1.
Starting at 1st level, you took a different approach when it came to mastering the arcane. Instead of casting various spells, you instead morph your magic into powerful summons. See chapter 10 for the general rules of spellcasting.
Monsters Known of CR 1/2:
At 1st level, you know two monsters of CR 1/2 of your choice from the monster manual. You learn additional summoner monsters CR 1/2 of your choice at higher levels, as shown in the CR 1/2 column of the Summoner table. Spell Slots The Summoner table shows how many Souls you have to use to Summon Monster of 1st level and higher.
Monsters Known of CR 1 and Higher:
You know four 1st-level monsters of your choice from the monster manual. The Monsters Known column of the Summoner table shows when you learn more summoner monsters of your choice. Each of these monsters must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new monster of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the summoner monsters you know and replace it with another monster, which also must be of a level for which you have spell slots.
Wisdom is your spellcasting ability for your summoner spells, since the power of your magic relies on the monsters from this world or another. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom 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 Wisdom modifier:
Spell attack modifier = your proficiency bonus + your Wisdom modifier:
At 1st level your active summoned monsters are magically attuned to you. If the active monster has the Spellcasting ability, you may cast its spells by spending your spell slots. You use your Spell save DC and attack bonus for these actions.
At 2nd level, you choose an archetype, which describes the way you interact with your summons: Shackler or Inner Monster, both detailed at the end of the class description. Your choice grants you features when you choose it at 2nd level and again at 6th, 10th, 14th and 18th level.
At 3rd level, choose a monster type. Monsters you summon of that type last up to a number of minutes equal to your proficiency bonus. Every time you gain an ability score improvement, you may change your favoured monster type.
Ability Score Improvement
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.
At 7th level, you may summon your favoured monsters as a mount as long as they are at least one size category larger than you. When you summon the monster, you may extend its duration by up to 8 hours by having it lose all actions other than move actions.
At 11th level, you may transfer your will to your summoned monsters. As an action, you may give your summoned monster a bonus to its attacks equal to your Wisdom modifier until the end of its turn. If you do, until your next turn you have disadvantage on all saving throws.
At 15th level, as an action, you may teleport your summoned monster to your side. If no space is available within 15 feet, the ability fails and the summoned monster is instead dismissed.
At 20th level, you may summon a monster you can see within 30 feet by spending spell slots until the total equals the monsters CR, as long as it’s less than or equal to your Summoner level. You must spend your highest level spell slots first if able.
As a master of summoning, you always look at your monsters for what they are: monsters. As such, you keep a tight leash on them, and can control them to do your bidding with ease.
At 2nd level, whenever you are within 5 feet of your summoned monster, you add your Wisdom Modifier to your AC.
At 6th level, once per day, you may swap positions with your summoned monster. If no space is available within 15 feet for you or your monster, the ability fails and the summoned monster is instead dismissed.
At 10th level, choose one of your known favoured monsters of CR equal to your Wisdom modifier, with a minimum of 1. You may summon such monster as a companion that lasts until dismissed or dies. Whenever it is dismissed or dies, you may choose another favoured monster as a Masters Pet. This monster does not count towards your Summon Monster spell’s active summoned monster.
At 14th level, your life is protected from harm as long as you have a favoured monster out. As a reaction, when damage that would reduce you below 1 hit point, you may instead transfer it to your favoured monster. If the monster would die due to this, all excess damage is returned to you and you cannot use this ability again until after a long rest. Example, if you have 7 hit points, your monster has 15 and you took 10 points of damage, you are reduced to 1 hit point and your summoned monster is reduced to 11 hit points. However, if you took 30 points of damage, you are reduced to -8 hit points and your summoned monster is destroyed.
At 18th level, whenever you would summon a favoured monster, you may have your Masters Pet transform into a copy of it. You roll initiative for both and they each have their own turns and actions. When the summoned monster disappears, your Masters Pet reverts to normal.
Although you summon monsters to fight for you, you seem to grow certain connections with them, gaining some of their abilities and features.
At 2nd level you are able to share your life force with your summoned monster. Whenever your summoned monster would die, as a reaction you can sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 points of damage dealt to the monster.
At 6th level you become attuned with your monsters and can share its senses of hearing, seeing, smelling, tasting, and touching everything the monster does.
At 10th level, you have all damage and condition immunities that your active favoured monster processes.
At 14th level, as an action, once per day you temporary mutate your body into one of your active favoured monsters, gaining all of its stats and abilities for as long as the monster is active. You may revert back to normal as a bonus action before the ability ends.
At 18th level, as an action, you can touch your favoured monster to merge forms. While merged in this way, you are protected from harm and cannot be the target of spells or effects, although the monster can still be targeted as normal. Although you now share its turn, you can direct all of the monster’s actions while merged and can speak through its voice. Also, you add your Wisdom modifier to all of the monster’s stats, and the duration of the Summon Monster spell increases to 1 hour. When the monster disappears, you emerge from it in any space the monster occupied.
Wisdom Ability Score Minimum 13 Constitution Ability Score Minimum 14 Skill Proficiency Required,at least 2-Arcana, Animal Handling, Nature, History, Religion, or Survival.