Base Class: Bard
The College of Companions is dedicated to the art of summoning and commanding creatures to fight alongside them. Bards who follow this path are known as "Conjurers," and they forge strong bonds with their summoned allies.
Bonus Proficiencies
At 3rd level, when you join the College of Companions, you gain both proficiency and expertise in the Animal Handling skill.
Summoner's Chord
Also at 3rd level, you learn the Summoner's Chord, a special magical composition that allows you to summon and command creatures to assist you. You can use your Bardic Inspiration feature to summon creatures instead of granting inspiration to your allies. When you use your Bardic Inspiration, choose one creature from the following list to summon based on your Bard level:
- Level 3 Summons:
- Torchic: A fire-breathing bird that deals fire damage with its attacks.
- Croconaw: A water-elemental crocodile that can create water-based effects and vicious bite attacks.
- Phantump: A plant-based creature with ghostly abilities.
- Weavile: A mischievous creature with sharp claws and ice based abilities.
- Level 6 Summons:
- Galvantula: A web weaving spider with electric based abilities.
- Gliscor: A blue-purple vampire bat-like creature that controls both air and earth.
- Grapploct: A powerful land dwelling octopus that loves to grapple its opponents.
- Nidoking: Powerful and toxic creature.
- Level 14 Summons:
- Reuniclus: A soft and gooey creature with strong psychic abilities.
- Aggron: A armor clad creature with a body made of stone.
- Sylveon: A loving fey creature that supports its friends.
- Haxorus: A powerful draconic creature with a sharp bladed face.
Each summoned creature's statistics and abilities vary based on their type, and it acts on your turn. All Stat blocks should be linked, if not check my homebrew creations. Add your proficiency bonus to your summoned creatures, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals the hit point number in its stat block or four times your Bard level, whichever is higher. You can use a bonus action to command it to move, attack, or use one of its special abilities. The creature remains summoned for a number of minutes equal to your Charisma modifier (minimum of 1). Once you use this feature, you can't use it again until you finish a short or long rest. Lastly if a summoned creature's HP hits 0 it vanishes instantly instead of falling unconscious and making death saving throws.
Teamwork Tactics
At 6th level, you've honed your abilities as a Conjurer, and you can coordinate your actions with your summoned creatures with unparalleled precision. Whenever you or one of your summoned creatures makes an attack roll, saving throw, or ability check in combat, you can use your reaction to grant a bonus equal to your Charisma modifier to that roll. You also gain the ability to control your summoned creatures either before or after your turn in initiative instead of as a bonus action.
Master of Companions
Upon reaching 14th level, you become a true master of summoning and commanding creatures. When you use your Summoner's Chord feature, you can now summon two creatures at once instead of one. Additionally, the creatures you summon now last for a number of hours equal to your Charisma modifier.
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