Time for another homebrew subclass. This time a friend of mine (the same one that suggested me what is now the Dusk Warrior) challenged me to create a summoner class starting from the Sorcerer.
Let's see what you guys think of this.
Sorcerer Summoner Origin
You are part of a lineage of people extremely connected with energies that lord over the passage through planes of existence, and that have been somewhat changed by continuous exposure to creatures from specific planes. While unable to transport yourself or with means other than spells like Plane Shift or Gate, you are more versed into temporarily summon creatures from other planes to your aid with more ease than others.
Summoner Heritage
At 1st level when selecting this Origin, you get to choose one type of plane you are most connected to, which will dictate the kind of creatures you are able to summon, as well as other benefits connected to the selected plane:
Elemental Planes
You are especially connected to the Elemental Planes, residence of elementals of the 4 basic forces of nature (Fire, Water, Earth, Air); you gain access to the following spells, which do not count against the number of spells known to you:
Each day during a long rest you can decide to align yourself with a specific elemental plane, gaining the following benefits: Fire: you gain resistance to Fire damage and advantage on attack rolls when using fire-based spells; Water: you gain resistance to Ice damage and advantage to DEX saving throws; Air: you gain resistance to Lightning damage and advantage to your Initiative roll; Earth: you gain resistance to Poison damage and your AC becomes 13+DEX modifier when not wearing armor.
Lower Planes
Your family meddled with the affairs of Demons and Devils, and as a result you are familiar with these creatures; you gain the access to the following spells, which do not count against the number of spells known to you:
You gain advantage against all mind-altering and charm effects, additionally, each day during a long rest you can decide to align yourself with either the Devil or Demon part of the Lower planes, gaining the following benefits: Devils: you gain resistance to piercing damage and Fire damage; Demons: you gain resistance to slashing damage and Necrotic damage.
Summoning Initiate
At 6th level, you gain the following benefits, based on the choice made at 1st level:
Elemental Planes: when aligning yourself with a specific elemental plane, you add the following benefit on top of the ones granted by the 1st level feature:
Fire: you impose disadvantage to saving throws granted by your spells causing Fire damage;
Water: you impose disadvantage to saving throws granted by your Illusion spells;
Air: you impose disadvantage to saving throws granted by your spells forcing the target(s) to move;
Earth: you impose disadvantage to saving throws granted by your spells that would impose any condition on the target(s).
Lower Planes: when aligning yourself with either part of the Lower Planes, you gain the following benefit on top of the ones granted by the 1st level feature:
Devils: you impose disadvantage on the saving throws of your mind-altering and charm spells;
Demons: you impose disadvantage on the saving throws of your area of effect spells.
Summoning Adept
At 14th level, when casting your Conjure Minor Elementals or Summon Lesser Demons origin spell, you can decide to cast the spell conjuring creatures of double the CR listed in the spell description, but the spell will only have duration equal to your CHA modifier in turns; additionally, Conjure Minor Elementals will have casting time of one action, while Summon Lesser Demons will let you choose instead of rolling 1d6.
Summoning Master
At 18th level, you can decide to cast your Conjure Elemental or Summon Greater Demon and Infernal Calling having the spell conjure two creatures of appropriate CR instead of one, but the spell will only have duration equal to your CHA modifier in turns; additionally your Conjure Elemental and Infernal Calling will have casting time of one action, and you count as always knowing the true name of the Demons or Devils you summon.
You know the drill ;) Comments, suggestions, changes, corrections and everything in between are extremely welcome and always taken into consideration and replied to.
Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
I think that its an interesting concept. It seems pretty balanced. I'd choose this option over a Draconic Bloodline sorcerer.
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Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
I think that its an interesting concept. It seems pretty balanced. I'd choose this option over a Draconic Bloodline sorcerer.
Thank you DungeonLord58 :)
Aside from adjustments/correction comments, this kind of comments is important to me to know if I am going in the right direction with my subclasses ^^
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Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
It's merely because I wanted to give one per base element, and I had to choose between either mud or dust for Earth and between either smoke or steam for Air. I preferred to go for the earth+air and air+fire variants, instead of earth+water and water+fire.
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Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
For " Summoning Adept" at 14th level, how would one get around the 1 minute casting time and an expected duration of about 30 seconds ?
In the feature description I had included that "Conjure Minor Elementals will have casting time of one action", precisely to compensate for the shortened duration of the spell. Same goes for Conjure Elemental and Infernal Calling in the Summoning Master feature.
Question for everyone: I am considering adding to Summoning Adept the possibility of choosing to either summon double the normal amount of standard CR creatures OR summoning the standard amount of double CR creatures... Any opinion?
Didn't look too much into it but at first glance the bonuses granted to the Elemental summoner seems too great (especially at level 1). Maybe just grant the resistances and then at a higher level grant the other bonuses? Also, the demon summoner is now lacking. They only grant resistance.. Maybe a buff to add modifier damage of fire and necrotic (or even psychic) to spells, respectively.
If you REALLY want to expand the demon/fiend selection you can also add celestial to the list as it's the opposite side of the coin.. or just make it another sub subclass
Didn't look too much into it but at first glance the bonuses granted to the Elemental summoner seems too great (especially at level 1). Maybe just grant the resistances and then at a higher level grant the other bonuses? Also, the demon summoner is now lacking. They only grant resistance.. Maybe a buff to add modifier damage of fire and necrotic (or even psychic) to spells, respectively.
If you REALLY want to expand the demon/fiend selection you can also add celestial to the list as it's the opposite side of the coin.. or just make it another sub subclass
Hi Noxx89 o/
The idea behind Elemental and Infernal "specs" was full-on versatility vs more stable bonuses and less flexibility. It is true that the bonus of Elemental at 1st level can look much more powerful, but you only get tho choose one each long rest, while with the Infernal lineage you always get the advantage against charm and mind-altering (and I should add sleep in there) effects, plus another bonus depending on what your preferred style might be.
Also at higher levels, Elemental is more fragmented, in a way, and affects comparatively less spells than Infernal can, considering Elemental plays on a very specific part or effect of the spell, while Infernal lineage uses more broad categories of spells. I could probably change the Demonic feature at level 6 to be applied to an even broader category of "spells that target more than one creature", playing also into the possible combo with Twinned Spell.
I look forward to hear what you think :)
I might consider "coding" this into DDB in the near future, it's been a long time since I've introduced one of my subclasses...
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Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Time for another homebrew subclass. This time a friend of mine (the same one that suggested me what is now the Dusk Warrior) challenged me to create a summoner class starting from the Sorcerer.
Let's see what you guys think of this.
Sorcerer Summoner Origin
You are part of a lineage of people extremely connected with energies that lord over the passage through planes of existence, and that have been somewhat changed by continuous exposure to creatures from specific planes. While unable to transport yourself or with means other than spells like Plane Shift or Gate, you are more versed into temporarily summon creatures from other planes to your aid with more ease than others.
Summoner Heritage
At 1st level when selecting this Origin, you get to choose one type of plane you are most connected to, which will dictate the kind of creatures you are able to summon, as well as other benefits connected to the selected plane:
Elemental Planes
Spell Level
Additional Spells
1st
Find Familiar
4th
Conjure Minor Elementals
5th
Conjure Elemental
When casting Find Familiar you can choose a tiny version of a Dust Mephit, Ice Mephit, Magma Mephit or Smoke Mephit as your familiar;
Fire: you gain resistance to Fire damage and advantage on attack rolls when using fire-based spells;
Water: you gain resistance to Ice damage and advantage to DEX saving throws;
Air: you gain resistance to Lightning damage and advantage to your Initiative roll;
Earth: you gain resistance to Poison damage and your AC becomes 13+DEX modifier when not wearing armor.
Lower Planes
Spell Level
Additional Spells
1st
Find Familiar
3rd
Summon Lesser Demons
5th
Summon Greater Demon
Infernal Calling
When casting Find Familiar you can choose an Imp or a Quasit as your familiar;
Devils: you gain resistance to piercing damage and Fire damage;
Demons: you gain resistance to slashing damage and Necrotic damage.
Summoning Initiate
At 6th level, you gain the following benefits, based on the choice made at 1st level:
Elemental Planes: when aligning yourself with a specific elemental plane, you add the following benefit on top of the ones granted by the 1st level feature:
Lower Planes: when aligning yourself with either part of the Lower Planes, you gain the following benefit on top of the ones granted by the 1st level feature:
Summoning Adept
At 14th level, when casting your Conjure Minor Elementals or Summon Lesser Demons origin spell, you can decide to cast the spell conjuring creatures of double the CR listed in the spell description, but the spell will only have duration equal to your CHA modifier in turns; additionally, Conjure Minor Elementals will have casting time of one action, while Summon Lesser Demons will let you choose instead of rolling 1d6.
Summoning Master
At 18th level, you can decide to cast your Conjure Elemental or Summon Greater Demon and Infernal Calling having the spell conjure two creatures of appropriate CR instead of one, but the spell will only have duration equal to your CHA modifier in turns; additionally your Conjure Elemental and Infernal Calling will have casting time of one action, and you count as always knowing the true name of the Demons or Devils you summon.
You know the drill ;) Comments, suggestions, changes, corrections and everything in between are extremely welcome and always taken into consideration and replied to.
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Um... conjure minor elementals is a 4th level spell. In the additional spells column, it is listed as a 3rd level spell.
Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
I think that its an interesting concept. It seems pretty balanced. I'd choose this option over a Draconic Bloodline sorcerer.
Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
I have a question: Why are only four mephits available for the find familiar? What about mud mephits and steam mephits?
Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
I preferred to go for the earth+air and air+fire variants, instead of earth+water and water+fire.
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
For " Summoning Adept" at 14th level, how would one get around the 1 minute casting time and an expected duration of about 30 seconds ?
Grianne Wildpaw: Wood Elf Druid level 12 (8W-4L)- - Coliseum of Conquest: Master of Faerie Fire. Just don't ask her to spell it.
Grianne Wildpaw: Wood Elf Druid level 6 (2W-1L)- - Coliseum Reborn : Master of a Myriad of forms.
Runt, the Stormchosen: Half-Orc barbarian level 5 -- The Guild
Tomoe Gozen: Human Fighter Samurai level 5 -- Cronero (Solo Campaign)
Same goes for Conjure Elemental and Infernal Calling in the Summoning Master feature.
Any opinion?
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Must have missed that. Thank you.
Grianne Wildpaw: Wood Elf Druid level 12 (8W-4L)- - Coliseum of Conquest: Master of Faerie Fire. Just don't ask her to spell it.
Grianne Wildpaw: Wood Elf Druid level 6 (2W-1L)- - Coliseum Reborn : Master of a Myriad of forms.
Runt, the Stormchosen: Half-Orc barbarian level 5 -- The Guild
Tomoe Gozen: Human Fighter Samurai level 5 -- Cronero (Solo Campaign)
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Didn't look too much into it but at first glance the bonuses granted to the Elemental summoner seems too great (especially at level 1). Maybe just grant the resistances and then at a higher level grant the other bonuses? Also, the demon summoner is now lacking. They only grant resistance.. Maybe a buff to add modifier damage of fire and necrotic (or even psychic) to spells, respectively.
If you REALLY want to expand the demon/fiend selection you can also add celestial to the list as it's the opposite side of the coin.. or just make it another sub subclass
Hi Noxx89 o/
The idea behind Elemental and Infernal "specs" was full-on versatility vs more stable bonuses and less flexibility.
It is true that the bonus of Elemental at 1st level can look much more powerful, but you only get tho choose one each long rest, while with the Infernal lineage you always get the advantage against charm and mind-altering (and I should add sleep in there) effects, plus another bonus depending on what your preferred style might be.
Also at higher levels, Elemental is more fragmented, in a way, and affects comparatively less spells than Infernal can, considering Elemental plays on a very specific part or effect of the spell, while Infernal lineage uses more broad categories of spells.
I could probably change the Demonic feature at level 6 to be applied to an even broader category of "spells that target more than one creature", playing also into the possible combo with Twinned Spell.
I look forward to hear what you think :)
I might consider "coding" this into DDB in the near future, it's been a long time since I've introduced one of my subclasses...
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
YOU ARE MY SAVIOR I have been looking for an actual summoner based class for a very long time I am very happy thanks for this!!!