Base Class: Wizard
Tribal Summoner Class Details
With the power of tattoos and symbols on your body you can summon and control magical beasts and monsters at your will. You have a special bond with the nature and to simplify the way you learn and remember spells, you use the power of it like earth. Tribal Summoners are often alone and use their incantations to get the feeling of a friend or even a community. There are just a few Tribal Summoners out there because it's a path often choosen from those, who like the live of an explorer or adventurer.
Class Features
As a tribal summoner, you gain the following class features.
Additional Spell Slots
Beginning when you select this path at 2nd level, you gain additionel spell slots for each 5th level you reach.
|
Level |
Features |
—Additional Spell Slots per Spell Level— |
||||||||
|---|---|---|---|---|---|---|---|---|---|---|
|
1st |
2nd |
3rd |
4th |
5th |
6th |
7th |
8th |
9th |
||
|
1st |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
|
2nd |
— |
— |
— |
— |
— |
— |
— |
— |
— |
|
|
3rd |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
|
4th |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
|
5th |
— |
1 |
— |
— |
— |
— |
— |
— |
— |
— |
|
6th |
1 |
— |
— |
— |
— |
— |
— |
— |
— |
|
|
7th |
— |
1 |
— |
— |
— |
— |
— |
— |
— |
— |
|
8th |
— |
1 |
— |
— |
— |
— |
— |
— |
— |
— |
|
9th |
— |
1 |
— |
— |
— |
— |
— |
— |
— |
— |
|
10th |
1 |
1 |
— |
— |
— |
— |
— |
— |
— |
|
|
11th |
— |
1 |
1 |
— |
— |
— |
— |
— |
— |
— |
|
12th |
— |
1 |
1 |
— |
— |
— |
— |
— |
— |
— |
|
13th |
— |
1 |
1 |
— |
— |
— |
— |
— |
— |
— |
|
14th |
1 |
1 |
— |
— |
— |
— |
— |
— |
— |
|
|
15th |
— |
1 |
1 |
1 |
— |
— |
— |
— |
— |
— |
|
16th |
— |
1 |
1 |
1 |
— |
— |
— |
— |
— |
— |
|
17th |
— |
1 |
1 |
1 |
— |
— |
— |
— |
— |
— |
|
18th |
— |
1 |
1 |
1 |
— |
— |
— |
— |
— |
— |
|
19th |
— |
1 |
1 |
1 |
— |
— |
— |
— |
— |
— |
|
20th |
— |
2 |
1 |
1 |
1 |
— |
— |
— |
— |
— |
Nature Elements
Beginning at 2nd level, with the force of the elements you can control earth and nature.
You no longer need to write down all your spells into a spellbook, with tattoos and body painting you can prepare, equal to the wizard class itself, spells (equal to your wizard level + intelligence modifier). Each body painting / tattoo is standing for a specific spell category (the different schools). The more spells you got from a category the more powerful they are.
|
Number of Spells of the School |
Additional Damage |
|---|---|
|
5 |
+1 |
|
6 |
+1 |
|
7 |
+2 |
|
8 |
+2 |
|
9 |
+3 |
|
10 |
+3 |
|
11 |
+4 |
|
12 |
+4 |
|
13 |
+5 |
|
14 |
+5 |
|
15 |
+6 |
|
16 |
+6 |
|
17 |
+7 |
|
18 |
+7 |
|
19 |
+8 |
|
20 |
+8 |
|
21 |
+9 |
|
22 |
+9 |
|
23 |
+10 |
|
24 |
+10 |
Without a Spellbook
You now don't need any longer your spellbook to remember spells, you now have 8 Giant Tattoos spread across your body and each one stands for one school. The Tattoos start to "grow" with every new spell you learn, you still can copy spells from spellbooks, tough it still costs the same amount of time and GP to do so and you still need to prepare them.
Without your Spellbook you can't any longer copy Spells from your own book to another.
Now you can teach anybody your spells, if they have the right spell level for it, but you have to use all of your spell slots at the spells level you teach and have to invest 8 hours to teach somebody another spell. (This works for every Spell level)
One with Nature
Starting at 6th level, you get one with Nature, You take the power of plants, roots and other Nature elements to strengthen your vital abilities. your maximum HP increases by 1 additional d4 from now on. (After each level)
You can now, talk with Beasts and it's easier for you to act with them, you get a Bonus in Animal Handling, equal to your Dexterity Modifier and you can tame them temporarily (DC 15 + CR) for 8 hours or until you travel to the next town (One chance per Beast). Your DM has to balance and determine which attacks of your new familiar you can use.
Natures Friend
Beginning at 10th level, you concentrate all the Natures Power you gained so far and summon a "Giant Scorpion". He has his own stats and acts like a PC that you control, except for attacks.
Giant Scorpion
Large beast, unalignedArmor Class 15 (Natural Armor)
Hit Points 7d10 + 14
Speed 40 ft.STR 15 (+2)
DEX 13 (+1)
CON 15 (+2)
INT 1 (-5)
WIS 9 (-1)
CHA 3 (-4)Senses Blindsight 60 ft., Passive Perception 9
Languages Can only talk with his master
Actions
To determine, which Action the scorpion takes, you have to roll 1d6
Multiattack. The scorpion makes three attacks: two with its claws and one with its sting. (If you have rolled a 6)
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d8 + 2 bludgeoning damage, and the target is grappled (escape DC 12). The scorpion has two claws, each of which can grapple only one target. (If you have rolled a 2 or 3)
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1d10 + 2 piercing damage, and the target must make a DC 12 Constitution saving throw, taking 4d10 poison damage on a failed save, or half as much damage on a successful one. (If you have rolled a 4 or 5)
Nothing. He stays there and does nothing. (If you have rolled a 1)
Power Up
Starting at 14th level, the power of your familiar is increasing.
Giant Scorpion
Huge beast, unalignedArmor Class 16 (Natural Armor)
Hit Points + (3d10 + 15)
Speed 30 ft.STR 18 (+4)
DEX 16 (+3)
CON 18 (+4)
INT 4 (-3)
WIS 12 (+1)
CHA 6 (-2)Senses Blindsight 60 ft., Passive Perception 13
Languages Can only talk with his master
Actions
To determine, which Action the scorpion takes, you have to roll 1d6
Multiattack. The scorpion makes three attacks: two with its claws and one with its sting. (If you have rolled a 6)
Claw. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16). The scorpion has two claws, each of which can grapple only one target. (If you have rolled a 2 or 3)
Sting. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: (2d10 + 4) piercing damage, and the target must make a DC 16 Constitution saving throw, taking (6d10) poison damage on a failed save, or half as much damage on a successful one. (If you have rolled a 4 or 5)
Nothing. He stays there and does nothing. (If you have rolled a 1)
Mounting
You can now mount the Scorpion for a faster travel, it's the same as you would mount a horse. He can carry up to 500 lb. (Also more than one person)
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