Sorcerer
Base Class: Sorcerer

A subclass meant to encourage the user to use summon spells by empowering both the summons and the summoner when a summoning spell is cast

Empowered Bond

At 1st level you gain the ability to empower both the summoner and summoned creature.

When you cast spell from the "Summoner" spell list both the caster and the summoned creature gain temporary hit point equal to 2 x your sorcerer level. this is a shared pool, meaning when one party loses temporary hit point the other loses an equal amount. If the summoned creature loses temporary hit points this will not count as damage towards the summoner and therefore will not incur a concentration check.

When you gain Temporary hit points in this way, and for as long as you have temporary hit points remaining, you gain a bonus to concentration checks equal to half your sorcerer level (Rounded down, Minimum +1)

Summoning Spells

At 1st level when you take this subclass you gain access to a list of spells that interact with your summoner features:

  • Summon Aberration
  • Summon Beast
  • Summon Celestial
  • Summon Construct
  • Summon Draconic Spirit
  • Summon Elemental
  • Summon Fey
  • Summon Fiend
  • Summon Shadowspawn
  • Summon Undead
  • Spirit of Death
  • Find Familiar

These spells count as Sorcerer spells for you but do not count towards your total number of spells known

Seeing Double

At 6th level, when you cast a spell from the "Summoners Spells" list you can spend a number of sorcerer points equal to 1 + The Spells Level to summon 2 creatures instead of one.

When you use this feature to summon 2 creatures the temporary hit points you gain from the "Empowered Summons" feature are split equally between the two creatures. Both creatures are mechanically identical (Base stats and Type) but may differ in appearance at the caster discretion.

While you have 2 creatures summoned your maximum number of sorcery points are reduced by the amount you spend using this feature. 

Additionally while you have 2 creatures summoned the DC for you concentration checks is 15 or half the damage you took, whichever is higher.

 

Summoners Trance

At 14th level you gain the ability to use the power of the space between spaces to empower your summons:

As a bonus action you can cause all your summoned creatures to enter the Summoners Trance for 1 minute. While under the effect of the Summoners Trance your summoned creatures gain the following benefits:

  • Gain a bonus to their AC, attack and damage rolls equal to your proficiency bonus
  • Increase their maximum hit points by an amount equal to 2 x your sorcerer level
  • All movement speeds increase by 10ft
  • Whenever they take the attack or multi attack actions, attack 1 additional times

While in this trance you have disadvantage on concentration checks. If you would have advantage on concentration checks, lose advantage and then gain disadvantage.

You can use this feature a number of times equal to you proficiency bonus. 

Gifted Summoner

At 6th level, when you cast any spell of 1st level or higher from your Summoner Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell’s level. If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.

Ascendant Summons

At 18th level summoning comes as naturally to you as breathing

Whenever you use sorcery points to cast a spell from the "Summoners Spells" list you may treat the spell as 2 levels higher then the level you cast it at (Maximum 9th Level)

Summoner Image

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