Base Class: Artificer
Amanteca Summoners have taken the art of crafting magical items and storing magical effects to a whole new level. Amanteca Summoners of the Quetzal race have created and mastered a whole new form of sealing creatures defeated in battle and storing them in Astral Pocket Dimensions. Thus becoming Amenteca Summoner's own Summonoids which they can then use to battle along side with.
Quetzal Aura
3rd-level Amanteca Summoner feature
Starting at 3rd level, as a Bonus Action you can activate your Quetzal Aura and each instance of Quetzal Aura lasts for 10 minutes. Your Quetzal Aura extends into a 30ft sphere and cannot be dispelled and you can choose whether or not it can be seen and detected. It ends early Your Quetzal Aura ends early if you are knocked unconscious or you can end your Quetzal Aura on your turn as a Bonus Action. Once you have used Quetzal Aura the number of times equal to twice your proficiency bonus, you must finish a long rest to regain them. You will automatically know the CR of any creature that you are able to create into a Summonoid within the range of your Aura. While your Quetzal Aura is active you are immune to being Charmed. If you become Charmed and then your Quetzal Aura is activated the charmed effect will be lifted.
When you reach certain levels in this class, the capabilities of your Quetzal Aura will expand. At 5th level each Summonoid gains the ability to equip and attune to 1 magical item, 9th level your Quetzal Aura extends to 60ft, and 15th level you gain a +1 to your Armor Class and Saving Throws for every Summonoid that is within 5ft of you.
Amanteca Summoner Spells
3rd-level Amanteca Summoner feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Amanteca Summoner Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Amanteca Summoner Spells
| ARTIFICER LEVEL | SPELL |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Summoniods
3rd-level Amanteca Summoner feature
The Amanteca Summoner go into battle with creatures they have created and stored into personalized Astral pocket dimensions. When a creature falls to 0 hit points you can touch the creature and you create a replica of the creature with all of its stats and features and is completely obedient to you and doesn't require food or drink or sleep and can speak with you telepathically. While in battle the Summonoid will fight along side you. Summonoids cannot heal HP in any way other than using your Summonoid Healing ability. Summonoids are immune to any spells or effects that will make it alter its form like polymorph.
Create Summonoid. As an Action, while your Quetzal Aura is active and you kill a Creature that is not Human/Humanoid, NPC or player character you can activate your Create Summonoid ability on it by touching it within the first minute of it falling to 0 hit points. You are able to use this ability a number of times equal to your proficiency bonus per long rest. When you use this feature, you create a replica of the creature with all of its stats and features and is completely obedient to you. The Summonoid is not able to retain any of its original memories and doesn't require food or drink or sleep and is able to communicate telepathically to you within 60ft and it becomes immune to being charmed. The Summonoid is stored in an Astral pocket dimension. You are not allowed to create a Summonoid from a creature that has Legendary Actions or Lair Actions(A DM can choose to allow those creatures as Summonoids as long as Legendary Actions and Lair Actions cannot be used) and you cannot create a Summonoid that has a CR that is less than 1/2.
Total Stored Summoniods. You are able to Store a number of Summonoids equal to your proficiency bonus. The CR of all the Creatures you have created into Summonoids and stored in their Astral pocket dimensions must be less than or equal to your current Artificer level. For example a level 1 Artificer can have a total of 2 Summonoids but the CR of those creatures combined cannot exceed 1 meanwhile a level 4 Artificer can have 2 Summonoids also but the CR of those creatures combined cannot exceed 4. When you create a Summonoid you automatically know the stat block of that creature and you can choose to keep it or replace one or more of your existing Summonoids in order to keep it. For example if you are a level 4 Artificer and you have two Summonoids each with CR2 creatures and then you create a new Summonoid of a CR3 creature you would need to make an immediate decision to either keep the two existing CR2 Summonoids and destroy the CR3 Summonoid or Destroy the two CR2 Summonoid and keep the CR3 Summonoid.
Conjure Summonoid. Starting at 3rd level while your Quetzal Aura is active you can use your Action to Conjure 1 of your Summonoids within the range of your Quetzal Aura. You are only able to have a number of Summonoids simultaneously active equal to half of your proficiency bonus rounded up. You need to add the CR of all the active Summonoids and it must be equal to or less than your Artificer level. If you are able to Conjure another Summonoid you must use another Action to Conjure it. While summoned in battle each Summonoid will have its own initiative and actions and will fight along side you in battle. When your Quetzal Aura drops, all of your Summonoids will return to their Astral pocket dimension. When your Summonoids are returned to their Astral pocket dimension you must wait 1 minute before you are able to Conjure it again. Your Summonoids can leave your Quetzal Aura range but if they are outside of the range of your Quetzal Aura for 1 minute they will disappear and you lose it from your collected Summonoids. If your Summonoid falls to 0 hit points it disappears without leaving a physical form and you lose it from your collected Summonoids and any items held by the Summonoid will fall nearby where it was. Summonoids are immune to any spells or effects that will make it alter its form like polymorph.
Return Summonoid. You can use your Bonus Action to return one of your Summonoids back into its Astral pocket dimension as long as they are within your Quetzal Aura range.
Summonoid Healing
3rd-level Amanteca Summoner feature
Starting at 3rd level, as a Bonus Action, Summonoid Healing can only be used on your Summonoids while they are stored in the Astral pocket dimension. Each use of Summonoid Healing can only be applied to 1 Summonoid at a time and it regains hit points equal to 3d8 + your Proficiency Bonus. You can use Summonoid Healing a number of times equal to your Proficiency Bonus and will regain all uses of them after a long rest.
Shared Concentration
5th-level Amanteca Summoner feature
Starting at 5th level, You can cast a second spell that requires concentration by selecting one of your active Summonoids to keep the concentration for you. If that creature drops to 0 hit points, returned to its Astral pocket dimension, if your Quetzal Aura is dropped or if your Summonoid leaves the area within your Quetzal Aura you will lose concentration on that spell. The Creature needs to have at least a 13 in their Intelligence ability score. If that creature takes damage you will need to make a concentration check on the spell using your stats. You can use this feature once per long rest.
Arial Assault
9th-level Amanteca Summoner feature
As an Action you can summon Couatl wings that cannot be dispelled, counterspelled, or prevented from activating due to anti-magic fields. They are summoned from your back with a wingspan that equal to your height up to twice your height in length once per long rest. Your flying speed is equal to your walking speed for 1 hour (if your race is Quetzal your flying speed is twice your walking speed for 1 hour). If you want to activate Arial Assault again before a long rest or want to extend your current hour for an additional hour you can use a level 3 Spell Slot for each additional hour. If you already have wings because of your race, they will transform into Couatl wings and gain the benefits as long as this feature is active.
Quintessential Intellectual
15th-level Amanteca Summoner feature
Starting at 15th level, you gain advantage on all D20 tests(ability checks, attack rolls, and saving throws) that involve using your Intelligence ability score.
Previous Versions
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9/26/2022 7:37:31 AM
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9/28/2022 9:54:10 PM
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5/19/2023 11:10:23 PM
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Posted Sep 25, 2024Admitt it, u actually just wanted to play pokemon