A master of planar manipulation and pact-binding, the Summoner calls forth loyal entities—ranging from a chaotic horde of lesser minions to a single, massive guardian—to dominate the battlefield. They act as a tactical commander, using magical energy to sustain and direct their summons.
Armor/Weapon Training: Light Armour and Simple Weapons
As a summoner, you gain the following features
Summon Minions (Level 1)
Through study of the multiverse, you have unlocked the ability to call forth loyal entities to the battlefield. Any creature created through your summoning abilities is considered a summon.
The Summoning Pool
You possess a reservoir of magical energy known as Summon Points.
Capacity: Your total points equal your Summoner Level + your Intelligence Modifier.
Recovery: You regain all expended Summon Points when you finish a Long Rest.
You cannot maintain summoned creatures while wearing heavy armor unless gained from this class
Summoning Mechanics
As an Action, you can expend Summon Points to manifest one or more creatures. The DM determines which creatures are available to be summoned based on the environment and campaign setting.
Max Challenge Rating (CR): The combined Challenge Rating of all summoned creatures cannot exceed 1/4 of your Summoner level (rounded down).For example, if you were a level 12 summoner, you would have 3 cr worth of creatures. You could have 1 creature at cr 3, 3 creatures at cr1, ect… You still must abide by the max summons table.
Cost: Each 1/4 CR costs 1 Summon Point.
Example: A CR 1/4 creature costs 1 point; a CR 1 creature costs 4 points.
Limits: The total number of creatures you can have summoned at once is restricted by your level (see the Max Summons column in your progression table).
If summoning a creature would cause you to exceed your maximum number of summons or total CR limit, the summon fails and the Summon Points are not spent.
Your summons are bound to you by a planar tether. A summoned creature cannot willingly move more than 500 feet away from you. If a summoned creature is ever more than 550 feet away from you, it immediately disappears and returns to its home plane. If a creature is forced beyond 500 feet, it must use its movement each turn to move closer to you if possible. This tether functions regardless of line of sight. If it cannot move closer, it disappears at the end of its turn.
A summoned creature uses the saving throws, ability modifiers, and skill bonuses listed in its stat block.
Duration & Control
Unstable Summons:
If you lose concentration, your summoned creatures do not disappear. Instead, they become unstable.
While unstable:
Each summoned creature immediately loses half of its remaining hit points. The creatures cannot take actions, reactions, or bonus actions. They may only move up to half their speed on their turn.
You may use a Bonus Action on your turn to reassert control over your summons. When you do, the creatures are no longer unstable and act normally again.
If you do not reassert control before the end of your next turn, the summons disappear.
Lifespan: Summons remain for 10 minutes or until they drop to 0 Hit Points.
Initiative: Summons act on your initiative count, taking their turns immediately after yours.
Commanding Your Minions
Your summons require active direction:
You can communicate telepathically with your summons, even if they can’t understand any languages.
Bonus Action Command: You must use your Bonus Action to command your summons to take any action other than the Dodge action. If you do not command your summon(s), they take the dodge action and can move up to half its speed. You can issue the same command to all of your summoned creatures with a single bonus action.
Small Groups (1 Summon):
Single Summon Behavior
If you have only one active summoned creature, it acts as an individual creature rather than forming a Horde and may use its full stat block, subject to the restrictions of your Summon Minions feature.
The creature can take the Attack action and use other actions listed in its stat block, including Multiattack if it has it.
The creature makes attack rolls using its own attack bonuses from its stat block.
If the creature forces a saving throw, the saving throw DC equals your Summon Save DC if the creature’s normal DC would be lower.
The creature may use innate spells of 2nd level or lower, following the normal limits in its stat block.
The creature cannot use Legendary Actions, Lair Actions, or abilities that instantly kill, permanently reduce ability scores, or create additional creatures.
The creature cannot use abilities that would incapacitate, dominate, or otherwise remove multiple creatures from combat at once; such abilities may instead target only one creature.
If the creature has an ability with Recharge, it may only be used once per combat unless the DM allows otherwise.
You must still issue commands to the creature as normal.
The Horde (2+ Summons):
If you control two or more creatures, they function as a single unit. If multiple creatures are summoned, they immediately revert to Horde rules. They must be the same creature if you summon them in this way. The horde acts as one creature. When outside of combat, they can act as a horde or as individual creatures. They will become a horde at the start of combat (no action required). If one is damaged outside of combat, the hordes hp takes the damage:
Horde Positioning: When you control two or more summoned creatures, they function as a single horde. The horde occupies a single space on the battlefield and moves as one entity. For the purpose of movement, positioning, and targeting, treat the horde as a single creature. The horde can occupy a 10-foot space (or another size determined by the DM).
Horde Abilities: When identical creatures form a horde, the horde retains any traits or abilities those creatures possess. These abilities are used as though the horde were a single creature. If an ability normally targets multiple creatures or would occur multiple times (such as saving throw effects), it may only affect a target once per turn. The rules for limited use abilities (see later in this section) the uses are still limited
Shared Movement: The entire group moves together.
Horde Strike: Instead of individual attacks, you use your Bonus Action to command a single "Horde Strike" against one target against a target within 5 feet of the horde
Uncommanded Creatures: If you do not issue a command to your summons using your Bonus Action, they automatically take the Dodge action and do not move.
Horde Damage: Make an attack roll. On a hit, the target takes damage equal to 1d4+Intelligence Modifier+(1 for every 1 minion beyond the first 2 to a maximum of +4).
The HP of the Horde is equal to HP = (5 × number of creatures) + (2 × your Summoner level). When they drop to 0 hit points, they disappear.
The horde cannot take reactions unless an ability or feature from your class allows them to do so.
Area effects (such as breath weapons or fireballs) affect the entire horde
Limitations: Your summons cannot use any of the following:
Legendary Actions
Lair Actions
Spellcasting features
Abilities that instantly kill, permanently reduce ability scores, or create additional creatures
Recharge Abilities
If a summoned creature has an ability that normally recharges on a roll (such as Recharge 5–6), the creature may use that ability A recharge ability can only be used once per summon. during the duration of the summon. After it is used, the ability cannot recharge.
Some recharge abilities may still be too powerful for summoning. The DM has final say on whether a specific creature’s ability can be used.
Innate Spellcasting: A summoned creature may use innate spells of 2nd level or lower, but:
The spell cannot summon creatures
The spell cannot transform creatures (such as polymorph effects)
The spell cannot charm or dominate creatures
The spell cannot create permanent magical effects
Spellcasting:
As a student of conjuration magic, you have learned to cast spells. See the Player’s Handbook for rules on spellcasting. The information below details how you use those rules as a Summoner.
At 2nd level, your bond with your summons allows you to manipulate their position on the battlefield instantaneously.
Bonus Action: You can teleport one creature summoned by your Summon Minions feature (or a summoning spell you cast) to an unoccupied space within 30 feet of you.
Alternative Use: As a bonus action, you can swap positions with one of your summoned minions within 30 feet.
Usage: You can use this feature a number of times equal to proficiency bonus. You regain all expended uses when you finish a long rest.
Summoner Subclass (Level 3):
You gain your subclass. The subclass options are listed at the subclass options section. This will give you abilities at higher levels.
Feat (Level 4, 8, 12, and 16):
You gain a feat of your choice that you meet the prerequisites for. You gain an additional feat at levels 8, 12, and 16.
Tactical Surge (Level 5):
As a bonus action, you can imbue your summons with raw energy. Until the start of your next turn, your summons gain 10 feet of movement speed and advantage on one attack roll each. You can use this feature once per long rest.
Arcane Reclamation (Level 5):
When you finish a Short Rest, you regain a number of Summon Points equal to your Proficiency Bonus. You can use this feature once per Long Rest.
Commanders Throne (Level 5):
You can summon a throne that inspires your summons and strikes fear into the hearts of your foes. As an action, you can summon your commander's throne. Choose a number of hostile creatures that you can see within 45 feet of you. They must succeed on a wisdom saving throw against your spell save dc, or have the frightened condition until the end of your next turn. Your summons gain temporary hit points equal to your Summoner level. They also have advantage on their next attack roll. This effect lasts for 10 minutes.
Reflective Shift (Level 7):
You have learned to use your summons as a living shield at a moment's notice. When you are hit by an attack, you can use your Reaction to perform a Tactical Shift.
As part of this reaction, you teleport, swapping places with one of your summons within 30 feet. You take only half of the damage from the triggering attack, and the summon you swapped with takes the other half.
Aura of Defensive Summons (Level 9:
As long as you are concentrating on a summoned creature, you and all summoned creatures within 30 feet of you gain a bonus to their Armor Class and saving throws equal to your Intelligence modifier (minimum +1). Furthermore, summons under this effect count as magical for the purpose of overcoming resistance.
Once you use this feature, you can’t use it again until you finish a Long Rest, unless you spend 2 Summon Points to use it again.
Summoned Scout (level 11):
You can now summon one challenge rating zero creature without using any summon points. It cannot attack or use the help action, but it can do anything else that it can normally do.
Planar Infusion (Level 13):
As a Bonus Action, you may empower one of your active summons or your horde with planar energy.
Choose one summon or one horde you control. That summon becomes infused with planar power for 1 minute. While infused, it gains the following benefits:
It gains temporary hit points equal to twice your Summoner level.
Its attacks deal an additional 1d6 damage.
Its attacks count as magical for the purpose of overcoming resistance and immunity.
You may use this feature once per Long Rest.
Summoned Interrogation (Level 15):
You can summon one creature that you know of that is of a plane of existence that is not the material plane. It must be an aberration, celestial, elemental, fey or fiend. Alternatively, you can summon a random creature with a challenge rating of less than or equal to your Summoner level +3 with a maximum challenge rating of 5. If you successfully summon it, it must answer 10 questions truthfully to the best of its ability. It can purposely fail the save if it so chooses. Each of it’s responses can be no more than 1 sentence long.
Casting Time: 10 minutes Range: 10 feet Components: V, S, M (a material from the creature’s home plane, consumed) Duration: Concentration, up to 10 minutes Uses: Once per Long Rest or expend 4 Summon Points to use again
You create a 10-foot radius summoning circle on the ground and call forth a creature from a non-Material plane (Aberration, Celestial, Elemental, Fey, or Fiend).
Target Selection: Choose a specific creature you know of or a random creature of CR ≤ your Summoner Level ÷ 3 (maximum CR 5).
Saving Throw: The creature must succeed on a Charisma saving throw against your Spell Save DC.
Success: The creature refuses the summon and the ability fails.
Failure: The creature manifests inside the circle as a spectral projection.
Restrictions on the Creature:
The creature is incapacitated.
Its speed becomes 0.
It cannot attack, cast spells, or use abilities that deal damage or impose conditions.
It cannot leave the summoning circle.
It cannot be damaged or targeted by effects.
Interrogation:
You may ask up to 10 questions during the duration.
The creature must answer truthfully if it failed the saving throw.
Answers are limited to one sentence per question.
Early End Conditions:
You lose concentration.
The duration ends.
You dismiss the creature as a bonus action.
See Summons (Level 17):
You have discovered the ability to see through the magic that summons creatures or illusions. As an action, you can give yourself true sight up to 60 feet for 10 minutes. You can do this once per long rest.
Planar Transposition (Level 18)
You gain mastery over the portals that bind your summons.
As a Bonus Action, choose one summon or horde you control and open a brief portal to its home plane. Choose one of the following effects:
Reposition. The summon disappears into its home plane and immediately reappears in an unoccupied space you can see within 60 feet.
Planar Shelter. The summon vanishes into its home plane until the start of your next turn. While there, it cannot be targeted or damaged. At the start of your next turn, it reappears in an unoccupied space within 30 feet of you.
Planar Step. You step through the same portal and teleport to an unoccupied space within 30 feet of the chosen summon.
You may use this feature a number of times equal to your Proficiency Bonus per Long Rest.
Epic Boon (Level 19):
You gain an epic boon. See the players handbook for epic boon options. Alternatively, you can take this special epic boon.
Boon of Perfect Binding:
You gain advantage on Constitution saving throws made to maintain concentration on your summoning abilities.
Additionally, when you fail a concentration check for a summoning ability, you may choose to succeed instead. Once you use this benefit, you cannot do so again until you finish a Long Rest.
Desperate Summon (Level 20):
When initiative is rolled and you have no Summon Points remaining, you regain Summon Points equal to your Proficiency Bonus + your Intelligence modifier.
In addition, the first time during that combat that you use your Summon Minions feature, it does not require concentration and lasts for its full duration.
Once you benefit from this feature, you cannot do so again until you finish a Long Rest.
Worldshaper’s Call (Level 20):
At 20th level, you reach the pinnacle of your summoning power. Once per long rest, you can summon up to a total of CR 20 worth of creatures, using any combination of creatures whose total CR does not exceed 20.
Rules:
Summon Point Cost:
Summoning creatures totaling CR 20 consumes all remaining summon points.
Exhaustion:
Immediately after this summoning, you gain 1 level of exhaustion.
You cannot regain summon points until after a long rest.
Summon Duration:
Creatures summoned this way last for 10 minutes, until they drop to 0 HP, or until you end the effect as a bonus action.
Tactical Notes:
Summoned creatures act on your initiative as normal.
The CR 20 cap is absolute; you may not summon any creatures exceeding this total.
When you summon creatures totaling CR 20, choose one of the following effects:
Tremor: All creatures within 10 ft must succeed on a Dex save or be knocked prone.
Awe: Enemies within 10 ft have disadvantage on attack rolls until the end of their next turn.
Intimidation: All creatures within 30 ft must succeed on a Wisdom save or be frightened until the end of their next turn.
Worldshaper’s Strain
While Worldshaper’s Call is active, your will pushes your body beyond its mortal limits.
At the start of each of your turns, you must make a Constitution saving throw against your own Spell Save DC.
On a success: You remain conscious until the start of your next turn.
On a failure: You immediately fall unconscious.
If you fall unconscious in this way, all creatures summoned by Worldshaper’s Call immediately disappear, ending the ability.
When Worldshaper’s Call ends (when the summoned creatures disappear), the immense strain overwhelms you. You gain 3 levels of exhaustion and fall into a magical slumber that cannot be ended early, awakening naturally after 12 hours.
Subclass Options:
Lord of the Horde:
As a Lord of the Horde, you focus on summoning hordes of less powerful creatures. Some summon 10 moderate monsters, while others summon a thousand fleas. Whatever your build, you excel at creating large amounts of minions. Lords of the Horde focus on battlefield control and having a commanding presence.
As a lord of the horde, you gain the following benefits:
Horde Master (Level 3):
You gain the following benefits:
Your Max summons is increased by 2, as shown on the Horde Master Table.
When you use Horde Strike, add your proficiency bonus to the damage.
Effective Commands (level 3):
Your commands are rendered more persistent. When you issue a command as a bonus action, your summons carry out the command for that turn and the next one. This only works when using a horde. If you issue another command in between the 2 times that they carry out the order, they only do one of them (you choose). The other command is wasted.
Lasting Legion (Level 6):
Your hordes will remain on this plane for much longer than usual. They will disappear if-
They drop to zero hit points
You take a long rest
You lose concentration
You dismiss them
They move more than 550 feet away from you
Additionally, whenever you finish a combat, your horde regains hit points equal to your intelligence modifier + 2 times your proficiency bonus (minimum of once). This cannot exceed their hit point maximum, and will not take effect if they are damaged outside of combat.
Horde Tactics (level 10):
Your horde now has the ability to use formations. They can defend an ally or surround a foe. You gain 4 formations at level 10, and 4 more at level 14. When you issue a command to your Horde, you may also choose a Formation for it to adopt. A Horde can only benefit from one Formation at a time.
A Formation represents the tactical arrangement of your summoned creatures and modifies how the Horde moves, attacks, and reacts, but it does not replace the Horde’s normal actions or movement. The Horde can still move, make Horde Strikes, and take reactions as normal while benefiting from a Formation.
The chosen Formation remains active until you issue another command that changes it, the Horde disappears, or your concentration ends.
If a Formation grants a reaction or special effect, the Horde can only use that effect once per round unless the Formation states otherwise. The Horde regains hit points from this feature only once per turn.
Level 10 formations:
Defend Formation
Legion Shieldwall
The horde focuses on protecting allies.
Allies within 5 feet of the horde gain +2 AC.
If a creature within 5 feet of the horde is hit by an attack, the horde can reduce the damage by an amount equal to your proficiency bonus.
While in this formation, the horde’s movement speed is halved.
Surround Formation
Encircling Legion
The horde spreads out to trap enemies.
Creatures within 5 feet of the horde treat the area as difficult terrain.
If a creature attempts to leave the horde’s reach, the horde can make one Horde Strike as a reaction.
The horde occupies extra space (10 ft radius instead of 5 ft) while in this formation.
Engulf Formation
Crushing Legion
The horde focuses on overwhelming a single target.
When the horde attacks a creature, it deals extra damage equal to your proficiency bonus.
The target’s speed is reduced by 10 feet until the start of its next turn.
While in this formation, the horde has –2 AC.
Sky / Tide Formation
(for creatures with fly or swim speeds)
Storm Legion (air) / Tide Legion (water)
The horde spreads through three-dimensional space.
The horde gains 10 feet of additional movement.
The horde can occupy the same vertical space as creatures above or below it.
Creatures the horde damages cannot benefit from flying/swimming movement to avoid opportunity attacks from the horde until the start of their next turn.
Level 14 formations:
Intercept Formation
Legion Interdiction
The horde positions itself to block enemy movement.
When a creature moves within 10 feet of the horde, the horde can use its reaction to make a Horde Strike against that creature.
If the attack hits, the creature’s speed becomes 0 until the end of the current turn.
Intercept Formation
Legion Interdiction
The horde positions itself to block enemy movement.
When a creature moves within 10 feet of the horde, the horde can use its reaction to make a Horde Strike against that creature.
If the attack hits, the creature’s speed becomes 0 until the end of the current turn.
Advance Formation
March of the Legion
The horde advances in disciplined ranks.
The horde gains +10 feet movement speed.
Difficult terrain does not reduce the horde’s movement.
If the horde moves at least 10 feet toward a creature before making a Horde Strike, that attack deals extra damage equal to your proficiency bonus.
Endless Reinforcements (Level 14):
Your legion constantly replaces its losses.
When your Horde deals damage to a creature with a Horde Strike, it regains hit points equal to your proficiency bonus.
If the Horde reduces a creature to 0 hit points, it instead regains hit points equal to twice your proficiency bonus.
The Horde cannot regain hit points from this feature more than once per turn.
Horde Master Table:
Level
Max Summons
Max Horde Damage Bonus
3rd
4
+2
5th
5
+3
9th
7
+5
13th
8
+6
17th
10
+8
1d4+Intelligence Modifier+(1 for every 1 minion beyond the first 2 to a maximum of +4).
Behemoth Binder:
Behemoth Binders choose to summon colossal beings. The most powerful can summon the most powerful creatures, like a colossus or tarasque. Whatever their power, Behemoth Binders focus on summoning one or two very powerful summons. They create extremely powerful minions to crush their foes.
As a Behemoth Binder, you gain the following features:
Behemoth Empowerment (Level 3):
When you have only one active summoned creature and it does not form a Horde, it is empowered by your binding magic.
The creature gains the following benefits:
It gains bonus hit points equal to three times your Summoner level.
Its attacks deal additional damage equal to your proficiency bonus.
It gains a +1 bonus to AC.
These benefits last while the creature remains your only active summon. If another creature is summoned and a Horde forms, these benefits immediately end.
At level 10, the effects of this increase.
It gains bonus hit points equal to four times your Summoner level.
Its attacks deal additional damage equal to two times your proficiency bonus.
It gains a +2 bonus to AC.
Focused Command (Level 3):
Your control over your empowered summon becomes more efficient.
When you issue a command to a summoned creature affected by your Behemoth Empowerment feature, that command persists until the end of your next turn. The creature continues following that command without requiring another Bonus Action.
Issuing a new command replaces the previous one.
Ride the Titan (level 6):
Your bond with your empowered summon allows you to command it from atop its massive form.
While you have only one active summoned creature benefiting from Behemoth Empowerment, you can mount it as a bonus action if it is Large or larger.
While mounted on your summon, you gain the following benefits:
Titanic Saddle
You cannot be forcibly dismounted unless you are incapacitated.
You have half cover (+2 AC and Dexterity saves) against attacks originating more than 5 feet away.
Shared Movement
Your movement becomes 0, and you move whenever the summon moves.
The summon’s speed increases by 10 feet while you are riding it.
Commanding Height
While mounted, your connection to the titan strengthens your control.
When you issue a command to the summon, it gains advantage on the first attack roll it makes before the start of your next turn.
Titan’s Guard
If you take damage while mounted, you can use your Reaction to have the summon take half the damage instead.
You can use this reaction a number of times equal to your Intelligence modifier (minimum 1) per long rest.
You are immediately dismounted if the summon disappears or falls unconscious.
At level 10, your titan has become adept at carrying you: While riding your empowered summon, enemies have disadvantage on attack rolls against you.
(This stacks with all the previous benefits: half cover, shared movement, advantage on first attack, and the Reaction damage split.)
Titanic Sweep (Level 10):
While a creature is empowered by your Behemoth Empowerment feature:
Colossal Reach
Its melee attacks gain +5 feet of reach.
Crushing Momentum
If the summon moves at least 15 feet in a straight line before hitting a creature with a melee attack, the target must succeed on a Strength saving throw against your Summon Save DC or be pushed 10 feet or knocked prone (your choice).
Limit:
This effect can occur once per round.
Titanic Ascension (Level 14)
As a bonus action, you channel immense planar power into your empowered summon, causing it to become a colossal titan for 1 minute.
Colossal Growth. The summon’s size increases by one category (to a maximum of Gargantuan). If the summon is already Gargantuan, its physical dimensions double, and its reach increases by 5 feet.
Crushing Power. The summon’s melee attacks deal +1d8 damage.
Terrifying Presence. When the transformation begins, you can choose creatures of your choice within 30 feet. Each must succeed on a Wisdom saving throw against your Summon Save DC or be frightened until the end of their next turn.
Optional Flavor: The ground within 10 feet of the summon becomes difficult terrain while it moves, emphasizing its immense size.
Limit: Once per long rest.
The Sovereign Soul:
Soul bound summoners form a bond with one of their summons. The summon stays with them until death, and when one flourishes, the other does the same. When one dies, the other may die alongside it. You can only bind with 1 summon at a time, and it can’t be a horde.
Bound Soul (level 3):
Your bond with your Soulbound deepens, allowing you to share not only senses and magic, but also the flow of life itself.
Merged Senses and Spellcasting: While within 120 feet of your Soulbound, you can perceive through its senses and cast touch-range spells through it, including spells that target yourself. The Soulbound can also perceive through your senses if you choose.
Shared Vitality: You and your Soulbound share a linked HP pool for the purpose of damage and healing, split equally.
When either you or your Soulbound takes damage, half of that damage is also applied to the other.
When either you or your Soulbound is healed, half of that healing is also applied to the other.
Example: Your Soulbound has 30 HP, you have 50 HP. It takes 10 damage → you also take 5 damage. You heal 10 HP → Soulbound heals 5 HP.
Personality and Speech: Your Soulbound gains the ability to speak and express a distinct personality, guided by the DM.
Soul Switch (Optional, Short/Long Rest): On a short or long rest, you may change the form of your Soulbound while retaining most of its personality, memories, and quirks.
Arcane Conduit (level 3):
Shared Senses & Spellcasting
While your summon is active, you can perceive through its senses and cast spells as if you were standing in its space, similar to familiar mechanics but scaled for larger creatures.
Your summon can be used as a conduit for spells. Spell effects originating from it use your spellcasting ability.
You can cast range touch and self spells on your summon as if you were it or were next to it if you are within 120 feet. You could cast cure wounds or blade ward on your summon, for example.
Shared Vitality
You and your summon share a linked vitality pool:
Damage to either is split evenly (on odd numbers, the extra point goes to whichever has more hp).
Healing applied to either applies to both.
Bonded Reflexes (Level 6):
Your connection with your Bound Soul deepens, allowing you to move and react as one. While your Bound Soul is within 60 feet of you:
You have advantage on saving throws against effects that target both you and your Bound Soul simultaneously.
You can use your reaction to let your Bound Soul halve damage from one attack.
When your Bound Soul hits a creature, you can add half your proficiency bonus to its attack or damage once per round.
Tactical Shift: Once per combat, you can use Tactical Shift on yourself and your Bound Soul without expending a use, allowing coordinated movement and positioning.
Bonded Fortitude (level 10):
When you reach 10th level, your connection with your Soulbound deepens.
Choose a bond focus: At the start of each long rest, choose either yourself or your Soulbound.
Defensive boost: The chosen creature gains +2 to AC.
Resilient bond: The chosen creature also gains temporary hit points equal to twice your Summoner level.
Soulmeld Ascendant (level 14):
Your split souls can finally merge together once again. At 14th level, you can fuse with your bound summon to become a single, awe-inspiring entity.
Any prior limitations or features that conflict with merging are replaced by the merge mechanics.
Merge Action: As an action, you merge with your summon. You can remain merged for up to 1 minute, or until your merged HP drops to 0, or until you dismiss the merge as a bonus action.
Hit Points: When merged, your current hit points become the higher of your HP or your summon’s HP. You also gain temporary hit points equal to the other’s HP. These temporary hit points absorb damage before affecting your merged HP. If your merged HP drops to 0, you revert to your unmerged form with 1 HP, and your summon returns to its normal form.
Size and Presence: Your merged form becomes one size category larger than the larger participant. If either participant is already Gargantuan, your merged form doubles in size.
Armor Class: Your merged form gains a +3 bonus to AC.
Ability Scores: When merging, for each stat, you take the higher value from either you or your summon, and the lower is ignored, except for three chosen stats that remain unchanged
Damage: Your attacks deal your highest relevant modifier × 2 in additional damage (usually Strength or Intelligence).
Fear or Charm Effect: When you merge, enemies of your choice within 30 feet must make a spell save (DC = your Spell Save DC) or be frightened or charmed until the end of their next turn. Creatures that succeed are immune to this effect for 24 hours.
Exhaustion: After the merge ends, whether due to duration, dismissal, or HP drop, you gain 1 level of exhaustion.
Duration and Usage: The merge lasts for 1 minute, or until your merged HP drops to 0, or you dismiss it as a bonus action. When you unmerge or your merged hp drops to zero, you revert to your unmerged forms in the space you were occupying or the closest unoccupied space. You can merge once per long rest.
Consequence on end: 3 levels of exhaustion and fall unconscious when your merged HP hits 0.
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Summoner
An arcane commander who summons monsters
A master of planar manipulation and pact-binding, the Summoner calls forth loyal entities—ranging from a chaotic horde of lesser minions to a single, massive guardian—to dominate the battlefield. They act as a tactical commander, using magical energy to sustain and direct their summons.
Core Summoner Traits
Hit points/dice: 1d8
Primary Ability: Intelligence
Save Proficiencies: Constitution, Intelligence
Skill Proficiencies: Choose 2 from- Arcana, Animal Handling, Insight, Investigation, Nature, Perception, and Religion
Armor/Weapon Training: Light Armour and Simple Weapons
As a summoner, you gain the following features
Summon Minions (Level 1)
Through study of the multiverse, you have unlocked the ability to call forth loyal entities to the battlefield. Any creature created through your summoning abilities is considered a summon.
The Summoning Pool
You possess a reservoir of magical energy known as Summon Points.
Summoning Mechanics
As an Action, you can expend Summon Points to manifest one or more creatures. The DM determines which creatures are available to be summoned based on the environment and campaign setting.
Duration & Control
Unstable Summons:
If you lose concentration, your summoned creatures do not disappear. Instead, they become unstable.
While unstable:
Each summoned creature immediately loses half of its remaining hit points. The creatures cannot take actions, reactions, or bonus actions. They may only move up to half their speed on their turn.
You may use a Bonus Action on your turn to reassert control over your summons. When you do, the creatures are no longer unstable and act normally again.
If you do not reassert control before the end of your next turn, the summons disappear.
Commanding Your Minions
Your summons require active direction:
You can communicate telepathically with your summons, even if they can’t understand any languages.
Small Groups (1 Summon):
Single Summon Behavior
If you have only one active summoned creature, it acts as an individual creature rather than forming a Horde and may use its full stat block, subject to the restrictions of your Summon Minions feature.
The Horde (2+ Summons):
If you control two or more creatures, they function as a single unit. If multiple creatures are summoned, they immediately revert to Horde rules. They must be the same creature if you summon them in this way. The horde acts as one creature. When outside of combat, they can act as a horde or as individual creatures. They will become a horde at the start of combat (no action required). If one is damaged outside of combat, the hordes hp takes the damage:
Limitations:
Your summons cannot use any of the following:
Recharge Abilities
If a summoned creature has an ability that normally recharges on a roll (such as Recharge 5–6), the creature may use that ability A recharge ability can only be used once per summon. during the duration of the summon. After it is used, the ability cannot recharge.
Some recharge abilities may still be too powerful for summoning. The DM has final say on whether a specific creature’s ability can be used.
Innate Spellcasting:
A summoned creature may use innate spells of 2nd level or lower, but:
Spellcasting:
As a student of conjuration magic, you have learned to cast spells. See the Player’s Handbook for rules on spellcasting. The information below details how you use those rules as a Summoner.
Summoner Base Class Table:
Level
PB
Features
Summon Points*
Max CR
Max Summons
1st
2nd
3rd
4th
5th
1st
+2
Summon Minions, Horde Strike
1 + Int
1/4
2
—
—
—
—
—
2nd
+2
Spellcasting, Tactical Shift
2 + Int
1/2
2
2
—
—
—
—
3rd
+2
Summoner Subclass, Subclass Feature
3 + Int
1/2
2
2
—
—
—
—
4th
+2
Feat
4 + Int
1
2
3
—
—
—
—
5th
+3
Tactical Surge, Commanders Throne, Arcane Reclaimation
5 + Int
1
3
4
2
—
—
—
6th
+3
Subclass Feature
6 + Int
1
3
4
2
—
—
—
7th
+3
Reflexive Shift
7 + Int
1
3
4
3
—
—
—
8th
+3
Feat
8 + Int
2
3
4
3
—
—
—
9th
+4
Aura of the Loyal Legion
9 + Int
2
4
4
3
2
—
—
10th
+4
Subclass Feature
10 + Int
2
4
4
3
2
—
—
11th
+4
Summoned Scout
11 + Int
3
4
4
3
3
—
—
12th
+4
Feat
12 + Int
3
4
4
3
3
—
—
13th
+5
Planar Infusion
13 + Int
3
5
4
3
3
1
—
14th
+5
Subclass Feature
14 + Int
4
5
4
3
3
1
—
15th
+5
Summoned Interrogation
15 + Int
4
5
4
3
3
2
—
16th
+5
Feat
16 + Int
4
5
4
3
3
2
—
17th
+6
See Summons
17 + Int
5
6
4
3
3
3
1
18th
+6
Planar Transportation
18 + Int
5
6
4
3
3
3
1
19th
+6
Epic boon
19 + Int
5
6
4
3
3
3
2
20th
+6
Desperate Summon, Worldshaper’s Call
20 + Int
6
6
4
3
3
3
2
*Summon points=Summoner Level+Intelligence Modifier
The Summoner Spell List
Prepared Spells: Intelligence Modifier + half Summoner Level.
Cantrips (0 Level):
Acid Splash
Chill Touch
Guidance
Mage Hand
Message
Produce Flame
Thorn Whip
1st Level:
Find Familiar
Grease
Shield
Absorb Elements
Animal Friendship/Speak with Animals
Detect Magic
Fog Cloud
2nd Level:
Summon Beast (Tasha's)
Spike Growth
Aid
Blindness/Deafness
Enhance Ability
3rd Level:
Summon Fey (Tasha's)
Summon Undead (Tasha's)
Conjure Animals (2024 revised)
Dispel Magic
Haste
Spirit Shroud
4th Level:
Summon Construct (Tasha's)
Summon Aberration (Tasha's)
Dominate Beast
Stoneskin
5th Level:
Summon Celestial (2024) (
Summon Elemental (Tasha's)
Conjure Woodland Beings (2024)
Planar Binding
Greater Restoration
Tactical Shift (Level 2):
At 2nd level, your bond with your summons allows you to manipulate their position on the battlefield instantaneously.
Bonus Action: You can teleport one creature summoned by your Summon Minions feature (or a summoning spell you cast) to an unoccupied space within 30 feet of you.
Alternative Use: As a bonus action, you can swap positions with one of your summoned minions within 30 feet.
Usage: You can use this feature a number of times equal to proficiency bonus. You regain all expended uses when you finish a long rest.
Summoner Subclass (Level 3):
You gain your subclass. The subclass options are listed at the subclass options section. This will give you abilities at higher levels.
Feat (Level 4, 8, 12, and 16):
You gain a feat of your choice that you meet the prerequisites for. You gain an additional feat at levels 8, 12, and 16.
Tactical Surge (Level 5):
As a bonus action, you can imbue your summons with raw energy. Until the start of your next turn, your summons gain 10 feet of movement speed and advantage on one attack roll each. You can use this feature once per long rest.
Arcane Reclamation (Level 5):
When you finish a Short Rest, you regain a number of Summon Points equal to your Proficiency Bonus. You can use this feature once per Long Rest.
Commanders Throne (Level 5):
You can summon a throne that inspires your summons and strikes fear into the hearts of your foes. As an action, you can summon your commander's throne. Choose a number of hostile creatures that you can see within 45 feet of you. They must succeed on a wisdom saving throw against your spell save dc, or have the frightened condition until the end of your next turn. Your summons gain temporary hit points equal to your Summoner level. They also have advantage on their next attack roll. This effect lasts for 10 minutes.
Reflective Shift (Level 7):
You have learned to use your summons as a living shield at a moment's notice. When you are hit by an attack, you can use your Reaction to perform a Tactical Shift.
As part of this reaction, you teleport, swapping places with one of your summons within 30 feet. You take only half of the damage from the triggering attack, and the summon you swapped with takes the other half.
Aura of Defensive Summons (Level 9:
As long as you are concentrating on a summoned creature, you and all summoned creatures within 30 feet of you gain a bonus to their Armor Class and saving throws equal to your Intelligence modifier (minimum +1). Furthermore, summons under this effect count as magical for the purpose of overcoming resistance.
Once you use this feature, you can’t use it again until you finish a Long Rest, unless you spend 2 Summon Points to use it again.
Summoned Scout (level 11):
You can now summon one challenge rating zero creature without using any summon points. It cannot attack or use the help action, but it can do anything else that it can normally do.
Planar Infusion (Level 13):
As a Bonus Action, you may empower one of your active summons or your horde with planar energy.
Choose one summon or one horde you control. That summon becomes infused with planar power for 1 minute. While infused, it gains the following benefits:
You may use this feature once per Long Rest.
Summoned Interrogation (Level 15):
You can summon one creature that you know of that is of a plane of existence that is not the material plane. It must be an aberration, celestial, elemental, fey or fiend. Alternatively, you can summon a random creature with a challenge rating of less than or equal to your Summoner level +3 with a maximum challenge rating of 5. If you successfully summon it, it must answer 10 questions truthfully to the best of its ability. It can purposely fail the save if it so chooses. Each of it’s responses can be no more than 1 sentence long.
Casting Time: 10 minutes
Range: 10 feet
Components: V, S, M (a material from the creature’s home plane, consumed)
Duration: Concentration, up to 10 minutes
Uses: Once per Long Rest or expend 4 Summon Points to use again
You create a 10-foot radius summoning circle on the ground and call forth a creature from a non-Material plane (Aberration, Celestial, Elemental, Fey, or Fiend).
Target Selection:
Choose a specific creature you know of or a random creature of CR ≤ your Summoner Level ÷ 3 (maximum CR 5).
Saving Throw:
The creature must succeed on a Charisma saving throw against your Spell Save DC.
Restrictions on the Creature:
Interrogation:
Early End Conditions:
See Summons (Level 17):
You have discovered the ability to see through the magic that summons creatures or illusions. As an action, you can give yourself true sight up to 60 feet for 10 minutes. You can do this once per long rest.
Planar Transposition (Level 18)
You gain mastery over the portals that bind your summons.
As a Bonus Action, choose one summon or horde you control and open a brief portal to its home plane. Choose one of the following effects:
Reposition.
The summon disappears into its home plane and immediately reappears in an unoccupied space you can see within 60 feet.
Planar Shelter.
The summon vanishes into its home plane until the start of your next turn. While there, it cannot be targeted or damaged. At the start of your next turn, it reappears in an unoccupied space within 30 feet of you.
Planar Step.
You step through the same portal and teleport to an unoccupied space within 30 feet of the chosen summon.
You may use this feature a number of times equal to your Proficiency Bonus per Long Rest.
Epic Boon (Level 19):
You gain an epic boon. See the players handbook for epic boon options. Alternatively, you can take this special epic boon.
Boon of Perfect Binding:
You gain advantage on Constitution saving throws made to maintain concentration on your summoning abilities.
Additionally, when you fail a concentration check for a summoning ability, you may choose to succeed instead. Once you use this benefit, you cannot do so again until you finish a Long Rest.
Desperate Summon (Level 20):
When initiative is rolled and you have no Summon Points remaining, you regain Summon Points equal to your Proficiency Bonus + your Intelligence modifier.
In addition, the first time during that combat that you use your Summon Minions feature, it does not require concentration and lasts for its full duration.
Once you benefit from this feature, you cannot do so again until you finish a Long Rest.
Worldshaper’s Call (Level 20):
At 20th level, you reach the pinnacle of your summoning power. Once per long rest, you can summon up to a total of CR 20 worth of creatures, using any combination of creatures whose total CR does not exceed 20.
Rules:
When you summon creatures totaling CR 20, choose one of the following effects:
Worldshaper’s Strain
While Worldshaper’s Call is active, your will pushes your body beyond its mortal limits.
At the start of each of your turns, you must make a Constitution saving throw against your own Spell Save DC.
If you fall unconscious in this way, all creatures summoned by Worldshaper’s Call immediately disappear, ending the ability.
When Worldshaper’s Call ends (when the summoned creatures disappear), the immense strain overwhelms you. You gain 3 levels of exhaustion and fall into a magical slumber that cannot be ended early, awakening naturally after 12 hours.
Subclass Options:
Lord of the Horde:
As a Lord of the Horde, you focus on summoning hordes of less powerful creatures. Some summon 10 moderate monsters, while others summon a thousand fleas. Whatever your build, you excel at creating large amounts of minions. Lords of the Horde focus on battlefield control and having a commanding presence.
As a lord of the horde, you gain the following benefits:
Horde Master (Level 3):
You gain the following benefits:
Effective Commands (level 3):
Your commands are rendered more persistent. When you issue a command as a bonus action, your summons carry out the command for that turn and the next one. This only works when using a horde. If you issue another command in between the 2 times that they carry out the order, they only do one of them (you choose). The other command is wasted.
Lasting Legion (Level 6):
Your hordes will remain on this plane for much longer than usual. They will disappear if-
Additionally, whenever you finish a combat, your horde regains hit points equal to your intelligence modifier + 2 times your proficiency bonus (minimum of once). This cannot exceed their hit point maximum, and will not take effect if they are damaged outside of combat.
Horde Tactics (level 10):
Your horde now has the ability to use formations. They can defend an ally or surround a foe. You gain 4 formations at level 10, and 4 more at level 14. When you issue a command to your Horde, you may also choose a Formation for it to adopt. A Horde can only benefit from one Formation at a time.
A Formation represents the tactical arrangement of your summoned creatures and modifies how the Horde moves, attacks, and reacts, but it does not replace the Horde’s normal actions or movement. The Horde can still move, make Horde Strikes, and take reactions as normal while benefiting from a Formation.
The chosen Formation remains active until you issue another command that changes it, the Horde disappears, or your concentration ends.
If a Formation grants a reaction or special effect, the Horde can only use that effect once per round unless the Formation states otherwise. The Horde regains hit points from this feature only once per turn.
Level 10 formations:
Defend Formation
Legion Shieldwall
Surround Formation
Encircling Legion
Engulf Formation
Crushing Legion
Sky / Tide Formation
(for creatures with fly or swim speeds)
Storm Legion (air) / Tide Legion (water)
Level 14 formations:
Intercept Formation
Legion Interdiction
The horde positions itself to block enemy movement.
Intercept Formation
Legion Interdiction
The horde positions itself to block enemy movement.
Advance Formation
March of the Legion
The horde advances in disciplined ranks.
Endless Reinforcements (Level 14):
Your legion constantly replaces its losses.
When your Horde deals damage to a creature with a Horde Strike, it regains hit points equal to your proficiency bonus.
If the Horde reduces a creature to 0 hit points, it instead regains hit points equal to twice your proficiency bonus.
The Horde cannot regain hit points from this feature more than once per turn.
Horde Master Table:
Level
Max Summons
Max Horde Damage Bonus
3rd
4
+2
5th
5
+3
9th
7
+5
13th
8
+6
17th
10
+8
1d4+Intelligence Modifier+(1 for every 1 minion beyond the first 2 to a maximum of +4).
Behemoth Binder:
Behemoth Binders choose to summon colossal beings. The most powerful can summon the most powerful creatures, like a colossus or tarasque. Whatever their power, Behemoth Binders focus on summoning one or two very powerful summons. They create extremely powerful minions to crush their foes.
As a Behemoth Binder, you gain the following features:
Behemoth Empowerment (Level 3):
When you have only one active summoned creature and it does not form a Horde, it is empowered by your binding magic.
The creature gains the following benefits:
These benefits last while the creature remains your only active summon. If another creature is summoned and a Horde forms, these benefits immediately end.
At level 10, the effects of this increase.
Focused Command (Level 3):
Your control over your empowered summon becomes more efficient.
When you issue a command to a summoned creature affected by your Behemoth Empowerment feature, that command persists until the end of your next turn. The creature continues following that command without requiring another Bonus Action.
Issuing a new command replaces the previous one.
Ride the Titan (level 6):
Your bond with your empowered summon allows you to command it from atop its massive form.
While you have only one active summoned creature benefiting from Behemoth Empowerment, you can mount it as a bonus action if it is Large or larger.
While mounted on your summon, you gain the following benefits:
Titanic Saddle
Shared Movement
Commanding Height
While mounted, your connection to the titan strengthens your control.
Titan’s Guard
If you take damage while mounted, you can use your Reaction to have the summon take half the damage instead.
You can use this reaction a number of times equal to your Intelligence modifier (minimum 1) per long rest.
You are immediately dismounted if the summon disappears or falls unconscious.
At level 10, your titan has become adept at carrying you: While riding your empowered summon, enemies have disadvantage on attack rolls against you.
(This stacks with all the previous benefits: half cover, shared movement, advantage on first attack, and the Reaction damage split.)
Titanic Sweep (Level 10):
While a creature is empowered by your Behemoth Empowerment feature:
Colossal Reach
Its melee attacks gain +5 feet of reach.
Crushing Momentum
If the summon moves at least 15 feet in a straight line before hitting a creature with a melee attack, the target must succeed on a Strength saving throw against your Summon Save DC or be pushed 10 feet or knocked prone (your choice).
Limit:
This effect can occur once per round.
Titanic Ascension (Level 14)
As a bonus action, you channel immense planar power into your empowered summon, causing it to become a colossal titan for 1 minute.
Colossal Growth. The summon’s size increases by one category (to a maximum of Gargantuan). If the summon is already Gargantuan, its physical dimensions double, and its reach increases by 5 feet.
Crushing Power. The summon’s melee attacks deal +1d8 damage.
Terrifying Presence. When the transformation begins, you can choose creatures of your choice within 30 feet. Each must succeed on a Wisdom saving throw against your Summon Save DC or be frightened until the end of their next turn.
Optional Flavor: The ground within 10 feet of the summon becomes difficult terrain while it moves, emphasizing its immense size.
Limit: Once per long rest.
The Sovereign Soul:
Soul bound summoners form a bond with one of their summons. The summon stays with them until death, and when one flourishes, the other does the same. When one dies, the other may die alongside it. You can only bind with 1 summon at a time, and it can’t be a horde.
Bound Soul (level 3):
Your bond with your Soulbound deepens, allowing you to share not only senses and magic, but also the flow of life itself.
Arcane Conduit (level 3):
Shared Senses & Spellcasting
Shared Vitality
Bonded Reflexes (Level 6):
Your connection with your Bound Soul deepens, allowing you to move and react as one. While your Bound Soul is within 60 feet of you:
Bonded Fortitude (level 10):
When you reach 10th level, your connection with your Soulbound deepens.
Soulmeld Ascendant (level 14):
Your split souls can finally merge together once again. At 14th level, you can fuse with your bound summon to become a single, awe-inspiring entity.