Perhaps your were born at a nexus point between the planes, or came into contact or made a deal with an extraplanar entity, or else the blood of such a being runs through your veins.
However it happened you can use your connection to the other planes to summon powerful creatures, bind them to your will and unleash them with a strength and stability that other few other casters can ever hope to master.
Summoner Spells
1st-level Summoner feature
You learn additional spells when you reach certain levels in this class, as shown in the Prepared column of the Summoner Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. You can cast a Summoner Spell as a ritual if that spell has the ritual tag.
In addition, a number of summoning spells are added to your sorcerer spell list as shown in the Available column of the Summoner Spells table.
Whenever you a cast a summoning spell, the creature summoned by the spell increases its hit-point maximum by an amount equal to twice your level in this class and gains hit-points equal to that amount. If the spell summons multiple creatures, you may divide the hit-points as you wish among any number of the summoned creatures.
A summoning spell is any sorcerer spell that you cast which magically summons one or more creature(s).
Stability
6th-level Summoner feature
Your growing skill at summoning enables you to maintain your concentration even in difficult circumstances. If you fail a saving throw to maintain concentration upon a summoning spell, you may use your reaction and spend two Sorcery Points to succeed on the saving throw instead.
Mental Discipline
6th-level Summoner feature
The mental discipline required as a summoner enables you to maintain concentration upon a summoning spell while casting another spell that has a casting time of 1 minute or longer. Whenever you must take a saving throw to maintain concentration, you must roll a separate saving throw for each spell that you are currently concentrating upon.
Mutual Binding
9th-level Summoner feature
When casting planar binding upon one of your summoned creatures, the summoning spell's duration is extended until the binding has been cast (or is interrupted), and the creature may choose to willingly fail the saving throw. Your DM will decide whether a summoned creature is willing to be bound for longer, however most will be willing so long as they are treated fairly, while some such as undead may simply have no will to resist.
Hit-Dice
Your summoning spells have a number of d8's equal to the level at which they are cast. When any of your summoned creatures completes a short rest it may spend one or more of these if it does not have any hit-dice listed on its stat-block.
Improved Mental Discipline
14th-level Summoner feature
As an expert summoner, you can now maintain concentration upon up to two active spells at once. To do so, one must be a summoning spell, and the other must be a spell that affects a single target that is either yourself, or your summoned creature.
Master Summoner
18th-level Summoner feature
Your Mental Discipline can now be used to maintain concentration upon two summoning spells at the same time. While you are concentrating upon two summoned creatures, any spell you cast upon one of them may also affect the other.
Notes
Basically with this homebrew I wanted to have a go at making a sorcerer sub-class built around summoning. Some of the features are a little fiddly, and the wording could probably be improved, but overall it's a relatively simple sub-class:
Spell List: Grants access to most summoning spells so the player can choose from the ones they want. I omitted some of the "Conjure X" spells as well as anything that conjures creature(s) that are always hostile (main exception is summon greater demon which isn't immediately hostile). This feature also allows its ritual spells to be cast as rituals, so find familiar, augury and phantom steed don't require a spell slot.
Summoner: Tougher summons. At 1st-level it really just means a couple extra hp for find familiar, but since a familiar on a sorcerer means potential for casting Metamagic through it (e.g- twinned shocking grasp) I figure it's not too weak for a 1st-level feature, it also scales fairly quickly, making your summons a fair bit more durable.
Stability: Basically legendary resistance for concentration on summoning spells, though it does cost a reaction and two Sorcery Points.
Mental Discipline: Lets you cast a spell with long casting time while concentrating upon a summoned creature (as longer castings also occupy concentration so would normally end a summon).
Mutual Binding: This is the main reason for Mental Discipline, enabling you to use planar binding on your own summons so that they last up to 24 hours. This also allows summons without hit dice to short rest (since they now have the time to do so).
Improved Mental Discipline: Two full concentration spells with caveats (one must be a summoning spell, the other must target you or your summoned creature). Basically lets you maintain a summon plus some personal defence, or a buff to the summon etc.
Master Summoner: Two full summoning spells at once, casting one one can cast on the other. This means that it's possible to summon two creatures then planar bind both at the same time at the start of an adventuring day, giving you two extra durable allies for up to 24 hours for only three spell slots.
Overall the features are mainly focused on concentration juggling, while the spells allow a few extra summons, some extraplanar defence, and warding/buffs. I think it ought to allow for creating a sorcerer who can feel like a powerful (but not too powerful) summoner, while still being distinct from a Conjuration or Necromancy Wizard.
I haven't had time to do much testing on this sub-class yet, but I'd be interested in any feedback on the mechanics!
Perhaps your were born at a nexus point between the planes, or came into contact or made a deal with an extraplanar entity, or else the blood of such a being runs through your veins.
However it happened you can use your connection to the other planes to summon powerful creatures, bind them to your will and unleash them with a strength and stability that other few other casters can ever hope to master.
Summoner Spells
1st-level Summoner feature
You learn additional spells when you reach certain levels in this class, as shown in the Prepared column of the Summoner Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. You can cast a Summoner Spell as a ritual if that spell has the ritual tag.
In addition, a number of summoning spells are added to your sorcerer spell list as shown in the Available column of the Summoner Spells table.
Summoner Spells
(ALWAYS PREPARED)
(ADDED TO SORCERER SPELL LIST)
Summoner
1st-level Summoner feature
Whenever you a cast a summoning spell, the creature summoned by the spell increases its hit-point maximum by an amount equal to twice your level in this class and gains hit-points equal to that amount. If the spell summons multiple creatures, you may divide the hit-points as you wish among any number of the summoned creatures.
A summoning spell is any sorcerer spell that you cast which magically summons one or more creature(s).
Stability
6th-level Summoner feature
Your growing skill at summoning enables you to maintain your concentration even in difficult circumstances. If you fail a saving throw to maintain concentration upon a summoning spell, you may use your reaction and spend two Sorcery Points to succeed on the saving throw instead.
Mental Discipline
6th-level Summoner feature
The mental discipline required as a summoner enables you to maintain concentration upon a summoning spell while casting another spell that has a casting time of 1 minute or longer. Whenever you must take a saving throw to maintain concentration, you must roll a separate saving throw for each spell that you are currently concentrating upon.
Mutual Binding
9th-level Summoner feature
When casting planar binding upon one of your summoned creatures, the summoning spell's duration is extended until the binding has been cast (or is interrupted), and the creature may choose to willingly fail the saving throw. Your DM will decide whether a summoned creature is willing to be bound for longer, however most will be willing so long as they are treated fairly, while some such as undead may simply have no will to resist.
Improved Mental Discipline
14th-level Summoner feature
As an expert summoner, you can now maintain concentration upon up to two active spells at once. To do so, one must be a summoning spell, and the other must be a spell that affects a single target that is either yourself, or your summoned creature.
Master Summoner
18th-level Summoner feature
Your Mental Discipline can now be used to maintain concentration upon two summoning spells at the same time. While you are concentrating upon two summoned creatures, any spell you cast upon one of them may also affect the other.
Characters: Bullette, Chortle, Dracarys Noir, Edward Merryspell, Habard Ashery, Legion, Peregrine
My Homebrew: Feats | Items | Monsters | Spells | Subclasses | Races
Guides: Creating Sub-Races Using Trait Options
WIP (feedback needed): Blood Mage, Chromatic Sorcerers, Summoner, Trickster Domain, Unlucky, Way of the Daoist (Drunken Master), Weapon Smith
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