Base Class: Wizard
Summoners forgo modifying spellcraft and being their own fonts of power, and in exchange, they call otherworldly creatures to do their bidding. Summoning magical beings has its own nuance, however, and summoners excel at controlling creatures under their command.
Mind of Control
Instead of only being able to summon one creature at a time, you may summon an amount equal to your proficiency bonus, and maintain concentration on both of them at once. When you would roll a concentration check to maintain the spells, you would roll two, one for each spell. Along with this, if it would take a bonus action to command each creature, you may instead use your bonus action to separately command each creature you control.
Commander of the Masses
At 6th level, when one of your minions drops to 0 hit points, you may use your reaction and expend a spell slot of equal level to instead reduce it to 1d8 plus your Intelligence Modifier hit points.
Along with this, you may spend your reaction to add 1d4 to a minion’s attack roll, skill check, or saving throw.
Soul Controller
At 10th level, When you or a minion reduce a creature to 0 hit points, they may use their reaction to have you or a friendly creature within 30 feet of them regain hit points equal to the amount of damage dealt that reduced the creature to 0.
Unbreakable Mind
Also at 10th level, you may add an additional bonus to concentration checks to maintain your summon spells equal to the number of minions you have.
Perfected Arcane Link
At 14th level, you may cast spells of 3rd level or lower through your minions, and when a spell is cast through a minion, that minion and all minions within 5 feet of it gain temporary hit points equal to 4 times the Spell’s level.
Subconscious Command
Also at 14th level, you no longer need to spend your bonus action to command your minions, you may just command them mentally at the end of each of your turns. However, you may still use your bonus action to command your minions, and if you do, they add an additional 1d4 to their first attack roll, skill check, or saving throw on their turn.
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