Summoner (3.5e Class)

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Making a Summoner[edit]

Races: Summoners appear in every race. Halflings in particular are very likely to adopt the way of the Summoner.

Alignment: Any

Starting Gold: 2d6x10 gp (70 gp average).

Languages: Common

Starting Age: Moderate

Table: The Summoner

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Rapid Summoning, Summoned Cohort, Armored Casting, Aura? Augment Summoning?, Bonus Feat 3 2
2nd +1 +0 +0 +3 Sudden Extend 4 3
3rd +1 +1 +1 +3 Advanced Learning, Advanced Aid, Bonus Feat 4 3 1
4th +2 +1 +1 +4 Extended Summoning: 1st level 5 4 2
5th +2 +1 +1 +4 Advanced Learning, Bonus Feat 5 4 3 1
6th +3 +2 +2 +5 Master Tactician 5 4 3 1
7th +3 +2 +2 +5 Advanced Learning, Summon, Bonus Feat 6 5 4 2 1
8th +4 +2 +2 +6 6 5 4 2 1
9th +4 +3 +3 +6 Advanced Learning, Extended Summoning: 2nd level, Bonus Feat 6 6 5 3 1 1
10th +5 +3 +3 +7 Medium Armor Proficiency 6 6 5 4 2 1
11th +5 +3 +3 +7 Advanced Learning, Improved Summoning, Bonus Feat 6 6 6 5 3 1 1
12th +6/+1 +4 +4 +8 Master Teleportation 6 6 6 5 3 2 1
13th +6/+1 +4 +4 +8 Advanced Learning, Bonus Feat 6 6 6 6 4 3 1 1
14th +7/+2 +4 +4 +9 Extended Summoning: 3rd level 6 6 6 6 5 4 3 1
15th +7/+2 +5 +5 +9 Advanced Learning, Improved Summoning, Bonus Feat 6 6 6 6 6 5 4 2 1
16th +8/+3 +5 +5 +10 Shield Proficiency 6 6 6 6 6 6 5 4 2
17th +8/+3 +5 +5 +10 Advanced Learning, Bonus Feat 6 6 6 6 6 6 6 5 3 2
18th +9/+4 +6 +6 +11 6 6 6 6 6 6 6 6 5 4
19th +9/+4 +6 +6 +11 Advanced Learning, Extended Summoning: 4th level, Bonus Feat 6 6 6 6 6 6 6 6 6 5
20th +10/+5 +6 +6 +12 Perfect Summon 6 6 6 6 6 6 6 6 6 6

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Bluff(Cha), Concentration(Con), Craft(Int), Decipher Script(Int), Diplomacy(Cha), Handle Animal(Cha), Knowledge(Arcana, Nature, Planes)(Int), Profession(Wis), Ride(Dex), Spellcraft(Int), and Use Magic Device(Cha).

Class Features[edit]

Weapon and Armor Proficiency: Summoners are proficient with all simple weapons, as well as the bola, the whip, the net, and the harpoon. Summoners are proficient with light armor but not with shields of any kind. At 10th level, a Summoner gains proficiency with Medium Armor. At 16th level, the Summoner gains proficiency with shields.

Spells: The Summoner is an Arcane Spellcaster with the same spells per day progression as a Sorcerer. A Summoner casts spells from the Summoner Spell List (below). A Summoner automatically knows every spell on her spell list. She can cast any spell she knows without preparing them ahead of time, provided that spell slots of an appropriate level are still available. To cast a Summoner spell, she must have a Charisma at least equal to 10 plus the spell's level. The DC and bonus spells of the Summoner's spells is Charisma based. A Summoner uses Charisma, for casting spells, need Intelligence for the Summoners knowledge of languages, need Constitution for being able to take a hit. A Summoner needs a good wisdom to avoid all magical status effects and resist spell damage.

0—caltrops, darkness, detect magic, detect poison, light, protection from alignment, read magic, resist planar alignment, open and close, sleep

1st—avoid planar effects, comprehend languages, grease, portal beacon, summon frost beast i, summon monster i, summon nature's ally i, summon undead i, wall of smoke, Permanent summon,

2nd—analyze portal, baleful transposition, dimension hop, daylight, deeper darkness, entangle, phantom steed, planar tolerance, portal alarm, regroup, sleet storm, summon frost beast ii, summon monster ii, summon nature's ally ii, summon undead ii, tongues, web, wind wall, teleport object, Dispell Magic, Deep Slumber

3rd—clairaudience/clairvoyance, dimension step, dimensional anchor, greater anticipate teleportation, magic circle against alignment, plant growth, stinking cloud, summon frost beast iii, summon monster iii, summon nature's ally iii, summon undead iii, vipergout, wall of ice, teleportation circle

4th—dimension door, dismissal, instant summons, lesser planar ally, lesser planar binding, summon frost beast iv, summon monster iv, summon nature's ally iv, summon undead iv, wall of fire

5th—dimension shuffle,anticipate teleportation, dimensional lock, black tentacles, greater dimension door, plane shift, summon frost beast v, summon monster v, summon nature's ally v, summon undead v, teleport, wall of iron, wall of stone, word of recall

6th—antipathy, greater plane shift, planar ally, planar binding, planar bubble, summon frost beast vi, summon monster vi, summon nature's ally vi, sympathy, wall of thorns, Permanency

7th—binding, forcecage, greater teleport, maze, shadow walk, summon frost beast vii, summon monster vii, summon nature's ally vii

8th—freedom, greater planar ally, greater planar binding, shades, summon frost beast viii, summon golem, summon monster viii, summon nature's ally viii, gate

9th—elemental swarm, imprisonment, refuge, summon elemental monolith, summon frost beast ix, summon monster ix, summon nature's ally ix, unbinding, Wish

Rapid Summoning: A Summoner can cast summoning spells in less time than most other casters. Any Conjuration spell of the [Summoning] subschool that a Summoner casts that would have a casting time of one full round have a casting time of 1 standard action instead.

Summoned Cohort: Once per day when a Summoner casts a Conjuration spell of the [Summoning] subschool, she may extend its duration to 24 hours. A summoner may only have 1 summoned cohort at a time.

Armored Casting: A Summoner casts arcane spells, unlike many arcane spell casters, however, a Summoner ignores the Arcane Spell Failure chance from armor and shields she is proficient with when casting Conjuration spells of the [Summoning] subschool.

Aura: A Summoner's strong connection to the outer planes causes them to be detected very strongly of whatever alignment she has. For purposes of spells like detect chaos. Summons can be called regardless of environment unless it is essential to it's survival.

Augment Summoning: Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.

Sudden Extend: At 2nd level, the Summoner gains Sudden Extend as a bonus feat. If she already has Sudden Extend, she may gain any metamagic feat that she qualifies for instead.

Advanced Learning: At 3rd level and every two levels afterwards, the Summoner may permanently add two spell to her spell list. This spell must be of a level she can already cast, and it must be of the Conjuration school. Only spells from the Cleric, Druid, or Wizard spell list may be added in this way.

Extend Summoning: Conjuration spells of the [Summoning] subschool that the Summoner casts can be affected by the Extend Spell metamagic for free. At 4th level, the Summoner may apply this free spell extending to spells of 1st level or lower. At 9th level, she may apply it to 2nd level spells, at 14th level she may apply it to 3rd level spells, and at 19th level she may apply Extend Spell for free to 4th level spells.

Master Tactician: A Summoner learns to fight with many allies. At 6th level, any ally Summoned by her, within 60 feet of her may gain a +5 bonus for flanking instead of the normal +2 bonus as long as they can perceive the Summoner.

Master Teleportation: A Summoner has a 100% control over teleporting any object or person or even many people at once without failing or making a mistake on the spell cast.

Summon (Sp): At 7th level, a Summoner can attempt to summon outsiders with an alignment identical to her own. Summoning another creature with the same CR as the Summoner possesses levels in the Summoner class has a 50% chance of success, and summoning a creature of a lower level increases the chances of success by 5% for every level the level of the Summoner class exceeds the CR of the target; summoning a creature of a higher level reduces the chance of success by 10% for every Summoner level below the target's CR. This ability can be used once per day.

Advanced Aid (Ex): A Summoner of 3rd level may take the Aid Another action as a free action once per round.

Improved Summoning: At 11th level, the Summoner's chances to summon an outsider increase by 40%. This chance increases by another 40% at 15th level.

Perfect Summon: At 20th level, the Summoner's summon power has a 100% chance of success, even when summoning a creature of a higher level to herself.



Epic Summoner[edit]

Table: The Epic

Hit Die: d

Level Special
+ Int modifier skill points per level.



Bonus Feats: The epic gains a bonus feat (selected from the list of epic bonus feats) every levels after 20th.

Epic Bonus Feat List: .

Summoner Starting Package[edit]

Weapons: .

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor

Feat: .

Bonus Feats: .

Gear: .

Gold: .

Campaign Information[edit]

Playing a Summoner[edit]

Religion: .

Other Classes: .

Combat: .

Advancement: .

Summoners in the World[edit]


Daily Life: .

Notables: .

Organizations: .

NPC Reactions: .

Summoner Lore[edit]

Characters with ranks in can research to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

DC Result
5 .
10 .
15 .
20 .

Summoners in the Game[edit]

Adaptation: .

Sample Encounter: .

EL : .

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