Wizard
Base Class: Wizard

Across the planes, there are a great many powerful beings, each one unique in their mentality, goals, and abilities. Few mortals know of them, and even less have seen them. But only a choice few not only know them but can command them. These are the summoners.

Many wizards have dabbled in the magic of summoning extraplanar beings. Few, however, have dedicated their lives to it. They train to manipulate powers beyond that which many others can even fathom. This does not come without risks, however. If a summoner falters even for a moment they risk not only their own lives but those of the people around them.

Summoning Spells List

The following spells function differently for you, as explained in the other features of this archetype. These spells are all also added to the wizard spell list if they are not already, and you can choose to learn them when you level up.

 Spells marked with an asterisk(*) are homebrew spells that can be found in the D&D Beyond homebrew section.

Please note that the Find Greater Steed spell is considered licensed content, and as such, cannot officially be granted to a homebrew subclass. If you wish to take the Find Greater Steed spell, you need to have access to Xanathar's Guide to Everything, and then grant your character access to the spell via a personal homebrew feat, magic item,etc. This spell does still gain any benefits granted by this wizard tradition.

 

1st Level

  Find familiar, Raise corpse*
 

2nd Level

  Conjure lesser fey*, Conjure lesser fiend*, Find steed
 

3rd Level

  Animate dead, Conjure animals, Conjure lesser aberrations*, Summon lesser demons
 

4th Level

  Conjure minor elementals, Conjure woodland beings, Find greater steed, Summon greater demon
 

5th Level

 Conjure aberration*, Conjure elemental, Infernal calling
 

6th Level

 Conjure fey, Create undead
 

7th Level

 Conjure celestial
 

9th Level

 Planar summons*

Supported Summons

Starting when you choose this tradition at 2nd level, any creatures that you summon using any of the spells on the Summoning Spells list are summoned with an amount of temporary hit points equal to 5 times your proficiency bonus. You also gain access to any spells on the Summoning Spells list.

Extraplanar Mind

Starting when you choose this tradition at 2nd level, whenever you make a Charisma check while interacting with an aberration, celestial, fey, fiend, or undead, you are considered proficient in the skill and may add double your proficiency bonus to the check.

Astral Summon

Starting at level 6, you gain the ability to summon a being from the Astral Plane. This being takes any form you wish but is clearly a magical extraplanar creature and uses any of the three Astral Summon stat blocks. Once per long rest, you can summon this creature without expending a spell slot. Beyond this, you must expend a 2nd level spell slot to summon it again. As an action, you can expend a 1st level spell slot to change its stat block to one of the other Astral Summon stat blocks. When this occurs, any damage that it has taken carries over. It regains all lost HP on a long rest. If the Astral Summon is reduced to 0 hit points, it returns to the Astral Plane and must be summoned again, returning at its maximum hit points. As an action, you can temporarily dismiss your Astral Summon. It disappears into a pocket dimension where it awaits your summons. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Your Astral Summon acts independently of you, but it always obeys any commands that you issue to it (no action required by you). Your Astral Summon also gains the benefits of your Supported Summons feature.

The statistics for the three forms of this summon are additional homebrew creatures that can be found in the homebrew section of D&D Beyond under the names "Astral Summon (Type A)", "Astral Summon (Type B)", and "Astral Summon (Type C)".

Prepared Summoner

Beginning at 10th level, you are always under the effects of a protection from evil and good spell. You also add the spell to your spellbook if it is not there already. You can also cast the spell once per long rest without expending a spell slot.

Double Summons

Starting at 14th level, you learn to mentally handle summoning multiple powerful entities at the same time. While you are concentrating on a spell on the Summoning Spells list, you can also concentrate on a second spell that is also on the Summoning Spells list. While concentrating on two spells in this way, you have disadvantage on Concentration checks.

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