Base Class: Rogue
Like the Arcane Trickster, Primal Summoners aim to enhance their many skills by learning to use a type of magic. Unlike Arcane Tricksters, these rogues learn to command the natural magic of druids, summoning and influencing lesser creatures to aid them in and out of battle.
Primal Summoner Spellcasting Table
Spellcasting
When you reach 3rd level, you gain the ability to cast spells.
Cantrips
You learn two cantrip of your choice from the druid spell list. You learn another druid cantrip of your choice at 10th level.
Spell Slots
The Primal Summoner Spellcasting table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
Spells Known of 1st-Level and Higher
You know three 1st-level druid spells of your choice, two of which you must choose from the transmutation, conjuration, or divination spells on the druid spell list.
The Spells Known column of the Primal Summoner Spellcasting table shows when you learn more druid spells of 1st level or higher. Each of these spells must be a transmutation, conjuration, or divination spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
One spell you learn at 3rd level, as well as the spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the druid spells you know with another spell of your choice from the druid spell list. The new spell must abide by previously mentioned restrictions.
Spellcasting Ability
Wisdom is your spellcasting ability for your druid spells, since you learn your spells through dedication to nature and primal magic. 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 druid 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
Primal Novice
Starting at 3rd level, your fledgling primal magic allows you to surpass the summoning capabilities of the average druid.
You can cast the Find Familiar spell as an Action, without requiring material components.
- When you cast the spell in this way, the familiar you summon is always a fey.
- Also, this familiar acts during your turn instead of rolling its own initiative.
- In addition, you can use the bonus action granted by your Cunning Action to summon or dismiss your familiar, or share your familiar's senses.
You must finish a long rest before you can cast the spell in this way again, or you can expend a spell slot of 1st level or higher.
Summoner Adept
Starting at 9th level, your primal magic begins to suffuse any familiars you summon, granting them the following benefits:
- They gain a bonus to their maximum hit points equal to your rogue level
- They gain a bonus to their saving throws equal to your proficiency bonus + your Wisdom modifier
- As a bonus action on their turn, your familiars can take the Help or Dodge action
As your skills in summoning have increased, the commands you give your summons can be more complex. As a bonus action, you can command your familiar to use their action to attack. Their attack is suffused with primal power and has the following benefits:
- The familiar can use its own plus to hit, or it can add your spell attack modifier to its attack roll
- On a hit, the attack deals extra damage equal to 1d4 + your Wisdom modifier
- Your familiar's attacks are considered magical for the purpose of overcoming immunity or resistance to nonmagical damage
Primal Master
Starting at 13th level, the primal magic inside of you has grown in strength, empowering your power to summon. As an Action, you can cast the Flock of Familiars spell as a 4th level spell. The familiars you summon with this spell benefit from your abilities as a Primal Novice and Summoner Adept.
Once you cast the spell in this way, you must complete a long rest before you can cast it again. You can also cast the Flock of Familiar spell as an Action, using any of your available spell slots, casting the spell at the appropriate level.
Summoner Expert
Starting at 17th level, the primal magic suffusing your familiars blooms, granting them the following ultimate combat benefits:
- When a familiar is subjected to an effect that allows them to make a saving throw to take only half damage, they instead take no damage if they succeed on the saving throw, and only half damage if they fail
- The familiar's AC equals 10 + your proficiency bonus + your Wisdom modifier
- If you are reduced to 0 hit points, you can cause one of your summoned familiars to disappear, and you drop to 1 hit point instead.
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ROGUE
LEVEL
CANTRIPS
KNOWN
SPELLS
KNOWN
— SPELL SLOTS PER SPELL LEVEL —
1ST
2ND
3RD
4TH
3rd
2
3
2
—
—
—
4th
2
4
3
—
—
—
5th
2
4
3
—
—
—
6th
2
4
3
—
—
—
7th
2
5
4
2
—
—
8th
2
6
4
2
—
—
9th
2
6
4
2
—
—
10th
3
7
4
3
—
—
11th
3
8
4
3
—
—
12th
3
8
4
3
—
—
13th
3
9
4
3
2
—
14th
3
10
4
3
2
—
15th
3
10
4
3
2
—
16th
3
11
4
3
3
—
17th
3
11
4
3
3
—
18th
3
11
4
3
3
—
19th
3
12
4
3
3
1
20th
3
13
4
3
3
1