Base Class: Wizard
As a summoner, you favor spells that pull creatures from across the planes. You can summon elementals of air to fly scouting for the group or summon fiends from the abyss to fight on your behalf. As your mastery grows, so does the power of the creatures and spirits you are able to summon. You can summon a helpful spirit to assist you with your studies and rituals, who's form you can choose.
Summoning Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a spell with the summoning tag into your spellbook is halved.
Single Minded Focus
Upon choosing this path at level 2, you gain access to additional spells, but this comes at a cost. You must forgo the usage of certain spells. By choosing this subclass, you gain the ability to learn any summoning spell (listed below) but you lose the ability to learn any creation spell (except Wish, rest are listed below). For all spells gained through this feature, they count as Wizard spells for you. This means you can use your intelligence for casting ability.
You also learn the find familiar spell if you do not have it learned already. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite. Additionally, you are able to infuse your familiar with greater power than normal, granting the creature the following benefits:
- The familiar gains either a flying speed or a swimming speed (your choice) of 40 feet.
- As a bonus action, you can command the familiar to take the Attack action.
- The familiar’s weapon attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.
- If the familiar forces a creature to make a saving throw, it uses your spell save DC.
- When the familiar takes damage, you can use your reaction to grant it resistance against that damage.
Summoning Spells
- Infestation
- Find Familiar
- Flock of Familiars
- Find Steed
- Healing Spirit
- Summon Beast
- Conjure Animals
- Summon Fey
- Summon Lesser Demons
- Summon Shadowspawn
- Summon Undead
- Conjure Minor Elementals
- Conjure Woodland Beings
- Find Greater Steed
- Giant Insect
- Guardian of Faith
- Summon Aberration
- Summon Construct
- Summon Elemental
- Summon Greater Demon
- Conjure Elemental
- Infernal Calling
- Summon Celestial
- Summon Draconic Spirit (UA)
- Conjure Fey
- Druid Grove
- Planar Ally
- Summon Fiend
- Conjure Celestial
Creation Spells
- Encode Thoughts
- Light
- Produce Flame
- Create or Destroy Water
- Continual Flame
- Shadow Blade
- Animate Dead
- Create Food and Water
- Fabricate
- Animate Objects
- Awaken
- Creation
- Danse Macabre
- Negative Energy Flood
- Create Homunculus
- Create Undead
- Finger of Death
- Temple of the Gods
- Illusory Dragon
Empowered Summons
Starting at 6th level, when you cast a spell that summons a creature, it appears with extra HP equal to your level times 2. Also, the duration for all your summoning spells are doubled.
In addition, you can communicate telepathically with your familiar and perceive through your familiar’s senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar’s senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.
Focused Summoning
Beginning at 10th level, while you are concentrating on a summoning spell, your concentration can’t be broken as a result of taking damage.
Also, whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.
Master Summoner
Starting at 14th level, any creature that you summon has 30 temporary hit points, and you treat any parameters of the spell as if the spell was cast with one spell slot higher.
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