Summoner (no eidolon)
From D&D Wiki
- 2 Class Features
- 2.1 Summon Monster:
- 2.2 Spellcasting:
- 2.3 Summoner's Bond:
- 2.4 Archetype
- 2.5 Favoured Monsters:
- 2.6 Ability Score Improvement
- 2.7 Mounted Monster:
- 2.8 Trusting Monster
- 2.9 Adept Summoner
- 2.10 Maker's Call
- 2.11 True Summoner
- 3 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 1/4||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:||Until dismissed, up to a number of rounds equal to your proficiency bonus|
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 spell ends. 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 hostile monsters 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 ¼. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the challenge rating increases by 1 for each slot level above 1st.
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 1/4:
At 1st level, you know monsters of CR 1/4 of your choice from the monster manual equal to your wisdom modifier. You learn additional summoner monsters CR 1/4 of your choice at higher levels, adding an amount of monsters until the number reaches your wisdom modifier + your proficiency at your current level. (Ex. At level 2, with a wisdom score of 13 and a proficiency of +2, the summoner would be able to know how to summon 3 CR 1/4 monsters. At level 9 with a wisdom score of 16 and a proficiency of +4, the summoner would be able to know how to summon 7 CR 1/4 monters.) Spell Slots The Summoner table shows how many spell slots you have to cast your Summon Monster of 1st level and higher. To cast this spell, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
Monsters Known of CR 1 and Higher:
You know a number of CR 1 and higher monsters of your choice from the monster manual equal to your wisdom modifier. 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 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. You can summon up to a number of monsters equal to half of your level, rounded up. Your summoned monsters last up to a number of minutes equal to your wisdom modifier. If an 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 an extra 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, unless your DM says otherwise.
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 monsters a bonus to their attacks equal to your Wisdom modifier until the end of their turn. If you do, until your next turn you have disadvantage on all saving throws.
At 13th level, As you increase your skill as a Summoner, so does the CR of monsters you can summon. When summoning a monster, you can expend as many spell slots needed to match or surpass the monster's CR. Monsters you summon this way can not have a CR higher than your level. For instance, a level 13 Summoner using this feat to summon monsters can only summon a monster of CR 13 or lower. You must expend your highest level spell slot first, if able. Example. A level 13 Summoner using this feat to summon higher CR monsters must expend his highest available spell slot first. At 13th level, the Summoner would first expend his 7th level spell slot and then would continue counting down his spell slots until he reaches or surpasses the summon monster's CR.
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.
You have reached the pennacle of your summoning ability. At 20th level, you may summon a monster you know of within 30 feet by spending spell slots until the total equals the monsters CR. The monster's CR can now surpass your level. You may summon any CR monster this way, as long as your have the necessary spell slots. If the monster is from another plane of existence, you must have physically encountered it before. If you have not encountered a monster from another plane and attempt to summon it, roll a DC equal to your wisdom score plus your proficiency. If you pass, you successfully summon the monster under your control, if you fail, it appears, but it has its own will and will act how a monster of that type would normally act. You can still dismiss the monster by choice. You must spend your highest level spell slots first if able when summoning, just like in the Adept Summoner feat.
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 one of your summoned monsters, you add your Wisdom Modifier to your AC. This ability does not stack if you are near more than one of your summoned monsters. (Ex. You are a level 3 summoner with a wisdom score of 16. You are 3 feet away from 2 of your summons. Your AC is still only increased by 3, not by 6.)
At 6th level, once per day, you may swap positions with any of your summoned monsters. If no space is available within 15 feet for your 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 until it 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 monsters.
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 monsters. You may only target one of your summoned monsters at a time with this skill. Whenever you or your summoned monster would take damage, as a reaction you can have you or your selected monster sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage dealt to you or your 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. While you have at least one summon monster currently summoned, you and your monster(s) have advantage on perception checks involving the five senses.
At 10th level, you have all damage and condition immunities that your current favoured monster processes.
At 14th level, as an action, once per day you temporarily 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 one of your favoured monsters 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.