Base Class: Wizard
Iconic among wizards, summoners seek mastery over the conjuration and creation of other beings, bound into service by pacts, mystical covenants, ritual bindings, great magic, or even the practitioners own immutable will. Though often accused of laziness for their propensity to act through others by those who lack a true understanding of the tradition, the path of a summoner is fraught with adversity and danger, one necessarily steeped in exhaustive discipline and study, lest the servant victimizes the supposed master. Ultimately a summoner walks a dangerous albeit rewarding path, ever striving to balance power with risk, honing will and craft alike to a tempered edge.
Conjuration Savant
When you select this school at 2nd level, the gold and time it takes for you to copy a spell into your spellbook is halved. Additionally, you are well versed in the processes it takes to conjure beings, when you observe a summoning circle, or a conjuration spell being cast for at least 1 minute, you can record the process in your spellbook by expending the necessary gold (Determined by the spells level). A spell or summoning circle observed for less than 1 minute requires a DC 20 - your intelligence modifier. Once recorded, the time it takes for you to learn it is doubled. Even if you don't have spell slots for the required level, you can record it for when you do.
Creature Speciality
You know the importance of understanding your target. If you speak their native language, choose one from either undead, fey, fiend, devil, celestial, or elemental, you are considered to have expertise in all interactions with that type, and proficient in interactions with others on the list. Additionally, if you spend 30 minutes with a summoned creature of your targeted type, you can familiarize yourself with the individual you have called. Next time you summon the same type of creature, you can choose to summon the same individual you have familiarized yourself with, provided the spell allows it.
Runic Summons
You learn the ancient runes of Summoning. When you reach lvl 6 choose a Rune, when you summon a creature of your speciality type you can use the Rune in it's casting, applying the appropriate effect. You can switch out a rune during a long rest.
Binding Rune: Extends the duration of a summons to an amount of hours equal to your intelligence modifier.
Anchoring Rune: Anchors your summons to the point where you wrote the rune for an amount of days equal to your intelligence modifier. The rune's effect has a radius of 120ft, the summons is barred from moving any farther. Once the duration runs out the summons returns to its native plane.
Resistance Rune: Your summons gains resistance to piercing, slashing, and bludgeoning damage from non-magical attacks.
Moontouched Rune: Your summons weapon attacks are considered magical for the purpose of overcoming resistances.
Immutable Will
You've honed your mind into an impenetrable fortress. No summons can escape your control, you cannot lose concentration on a spell used to conjure a creature or construct, and you have advantage against any effect that would peer into your mind.
Twinned Summons
At 14 level you master a technique to spit your mind in two. You are able to concentrate on two summons at a time.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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2/8/2022 10:00:54 PM
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13
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1
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5e
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Coming Soon
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