Wizard
Base Class: Wizard

Summoners are mages, mages that dedicate their lives to studying the other planes of existence. They study and interact with it in their secluded lairs or command their denizens to fight for them and flaunt them as a sign of power. Many Summoners are looked at as evil, depending on what plane they summon their power from, while others hold strong positions of power, they live a life of extremes.

The Summoner uses their talents and knowledge to summon spirits, demons, fey, and other creatures from the other planes to assist them in combat, or to just have someone to talk to ( summoned creatures lose any legendary actions if they have them). Their summons are permanent until they reach 0 hits points or dismissed, they act on their own initiative, and obey any verbal/telepathic commands that their summoner issues them (no action required). 

Beyond their summonings a Summoner commands more primordial abilities in combat, fire, ice, lightning, etc while also commanding a vast amount of support spells used with their summoning and allies. They are a versatile support role, where if used correctly can become a very high damage dealer.

Summoner Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a conjuration spell into your spellbook is halved.

 

Summoner Table

Level

Proficiency
Bonus

Features

Cantrips
Known

—Spell Slots per Spell Level—

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

1st

+2

Spellcasting, Arcane Recovery

3

2

2nd

+2

Basic Summoning

3

3

3rd

+2

3

4

2

4th

+2

Ability Score Improvement

4

4

3

5th

+3

4

4

3

2

6th

+3

Transposition

4

4

3

3

7th

+3

4

4

3

3

1

8th

+3

Ability Score Improvement

4

4

3

3

2

9th

+4

4

4

3

3

3

1

10th

+4

Expert Summoner

5

4

3

3

3

2

11th

+4

5

4

3

3

3

2

1

12th

+4

Ability Score Improvement

5

4

3

3

3

2

1

13th

+5

5

4

3

3

3

2

1

1

14th

+5

Master Summoner

5

4

3

3

3

2

1

1

15th

+5

5

4

3

3

3

2

1

1

1

16th

+5

Ability Score Improvement

5

4

3

3

3

2

1

1

1

17th

+6

5

4

3

3

3

2

1

1

1

1

18th

+6

Spell Mastery

5

4

3

3

3

3

1

1

1

1

19th

+6

Ability Score Improvement

5

4

3

3

3

3

2

1

1

1

20th

+6

Signature Spells

5

4

3

3

3

3

2

2

1

1

Summoner Spells

Starting at 3rd level, you always have certain conjuration spells prepared after you reach particular levels in this class, as shown in the Summoner Spells table. These spells count as Wizard spells for you, but they don’t count against the number of Wizard spells you prepare. 

 

WIZARD

LEVEL

SPELL

3rd

Misty Step

5th

Conjure Animals

7th

Dimension Door

9th

Conjure Elemental

11

Wall of Thorns

13

Teleport

Basic Summoning

Starting at 2nd level the Summoner has learns enough about the planes that they can summon and permanently bind a planar to their will.

Once per long rest, the Summoner can perform a one hour ritual and expending a wizard spell slot to summon a beast, celestial, dragon, elemental, fey, or fiend with a challenge rating equal to or less than half the level of the spell slot expended. The summoned creatures lasts until the it reaches 0 hit points,  or at until the Summoner unsummons them using a bonus action. Each summoned creatures gets temporary hits points equal to the summoner's level + intelligence modifier.

Transposition

Starting at 6th level, when you are hit by an attack or forced to make a saving throw, you can use your reaction to teleport up to 60 feet to one of your summoned creatures, swapping places with that creature.

Expert Summoner

Starting at the 10th level  the Summoner has learnt more about the planes than some planar creatures know themselves. He has learned how to summon and bind strong planar creatures to their will.

Once per long rest, the Summoner can perform a one hour ritual and expending a wizard spell slot to summon a beast, celestial, dragon, elemental, fey, or fiend with a challenge rating equal to or less than the level of the spell slot expended. The summoned creatures lasts until the it reaches 0 hit points,  or at until the Summoner unsummons them using a bonus action. Each summoned creatures gets temporary hits points equal to the summoner's level + intelligence modifier.

Master Summoner

Starting at the 14th level, the Summoner understands the very fabric of reality that the planars live on through studying and interacting with it. He may now summon up to two powerful planars and bind them to their will.

Twice per long rest, the Summoner may perform an hour long ritual and expending a wizard spell slot to summon up to two beast, celestial, dragon, elemental, fey, or fiend with a combined challenge rating equal to or less than the level of the spell slot expended. The summoned creature(s) lasts until the it reaches 0 hit points,  or at until the Summoner unsummons them using a bonus action. Each summoned creatures gets temporary hits points equal to the summoner's level + intelligence modifier.

In addition, while you are concentrating on a conjuration spell, your concentration can’t be broken as a result of taking damage.

 

Focused Summoner

While you are concentrating on a conjuration spell, your concentration can’t be broken as a result of taking damage.

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