Base Class: Wizard
The School of Summoning focuses on calling forth the spirits of various creatures to aid you in battle.
Novice Summoner
At 2nd level, you lose the ability to cast all spells with the SUMMONING tag in exchange for one spell named Summon.
Summon: as an action, you summon a creature with a CR equal to the level spell slot used within 60 feet of yourself. If used as a cantrip, you may summon one creature that is below CR 1. The creature must be a creature you’ve seen, or a creature that you've extensively studied in a book for 1 + the creature's CR hours.
You may use Summon as a cantrip to summon one creature that is below CR 1. You may also expend a 1st level spell slot to apply the features of the spell Find Familiar to a summoned creature below CR 1. After applying Find Familiar to a summoned creature, you may summon additional creatures as normal.
Additionally, you may use a higher level spell slot to summon multiple low-level creatures. For instance, if using a 2nd level spell slot, you may summon two CR 1 creatures, or if using a 4th level spell slot, you can summon two CR 2 creatures.
The creature(s) is friendly towards you and your allies. It has its own initiative and acts on its own turn. The creature will follow your commands to the best of its abilities. Otherwise, it will defend you on its turns.
The creature will last until its hit points drop to 0, you lose concentration, you dispel the creature, or if you summon a different creature. You have advantage on maintaining concentration on the creature.
Intermediate Summoner
At 6th level, you can now maintain concentration on creatures from two Summon spells at once, and can use two spell slots at the same time to summon two sets of creatures from each summon.
Additionally, as a bonus action, you can now combine two creatures to form a single, more powerful creature out of each of the creature’s parts. This creature will use the highest stats from each creature, as well as the highest AC and hit points. The creature may also use the attack actions of each creature, as well as two abilities, one from each creature.
While two creatures are fused, they may not be summoned. Instead, the fused creature will take their place until you decide to separate them or it drops to 0 hit points.
The fused creature may have a name that you decide, and you may summon it by using that name.
Expert Summoner
At 10th level, you can now maintain concentration on creatures from three Summon spells at once, and can use three spell slots at the same time to summon three sets of creatures from each summon.
Additionally, as a bonus action, you can now fuse yourself with a summoned creature to gain the abilities of that creature. When you’ve fused with a creature, you will use the highest stats from each creature, and well as the highest AC. Your current hit points will be added onto the current hit points of the creature you've fused with. You can also use any of the attack actions and abilities of the creature you've fused with. You and the creature will separate if you drop to 0 hit points or if you dispel the fusion. You cannot summon any other creatures while fused, and creatures you’ve summoned before fusing will be immediately dispelled.
Master Summoner
At 14th level, you can now maintain concentration on creatures from four Summon spells at once and can use four spell slots at the same time to summon four sets of creatures from each summon.
Additionally, you may now summon creatures beyond CR 9. However, you suffer 1d10 necrotic damage for each CR level above 9. This damage does not break concentration unless you drop to 0 hit points as a result of it. When summoning a creature beyond CR 9, you use up a 9th level spell slot. You cannot use this method to summon a CR 30 creature.
Previous Versions
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