This is my first draft for a new 5e class, the Summoner! It’s a little rough around the edges, and I have never made a class before, so it might be quite unbalanced. I would like your opinion and any advice and constructive criticism to help me make this a better class. I also included the three subclasses: Anvilite Nexus, Fauna Nexus and Soul Nexus. Please read it and tell me what you think! (I don’t know if anyone has already done this or it existed in previous editions. Sorry if it does.)
Arcane Infusors
Those skilled enough to follow the path of the summoner are tinkerers, conjurers, and naturalists eager to make bonds with other creatures. A summoner uses magic in a way to reach out to other spirits and call to them, bonding with them and forming powerful connections. In any situation, a summoner knows who or what to invoke to help them with their task. Their deep connection with all living things makes summoners instantly welcome in any magical circle.
Spider in the Web
A summoner rarely does anything themselves - instead they know exactly how to exploit a system using their extensive knowledge of tricks and cheats. Instead of breaking down a door, for example, a summoner might choose to connect with a thievish spirit and briefly learn how to pick a lock. In combat, a summoner calls forth the power of a devastating monster to act in his stead as he rushes forth to attack the next enemy. The creatures a summoner calls are not mind-controlled by him, merely one of many that chose to accept the call for help.
SUMMONER FEATURES
Level
Proficiency Bonus
Feature
Cantrips Known
1st level spell slots
2nd level spell slots
3rd level spell slots
1
+2
Mystic Nexus, Spellcasting
2
1
-
-
2
+2
Invoke Spirits
2
1
-
-
3
+2
Minion Improvement
2
2
-
-
4
+2
Ability Score Improvement
3
2
-
-
5
+3
-
3
2
1
-
6
+3
Nexus feature
3
3
1
-
7
+3
Bond with Life
3
3
1
-
8
+3
Ability Score Improvement
3
3
1
-
9
+4
Minion Improvement
3
3
1
-
10
+4
Nexus feature
4
4
1
-
11
+4
-
4
4
2
1
12
+4
Ability Score Improvement
4
4
2
1
13
+5
Beguile
4
4
2
1
14
+5
Nexus feature
4
4
2
1
15
+5
-
4
5
2
2
16
+5
Ability Score Improvement
4
5
3
2
17
+6
Minion Improvement
4
5
3
2
18
+6
Superior Bond
4
5
3
2
19
+6
Ability Score Improvement
4
5
3
2
20
+6
Spirit Guardian
4
5
3
3
HIT POINTS
Hit Die: d8
Hit Points at 1st level: 8 + your Constitution modifier
Hit Points at higher levels: 1d8 (or 8) + your Constitution modifier per Summoner level after 1st
PROFICIENCIES
Armour: Light armour
Weapons: Simple and finesse weapons
Tools: None
Saving Throws: Charisma, Intelligence
Skills: Choose three from: Arcana, Deception, Insight, Investigation, Nature, Perception, Persuasion, or Sleight of Hand
EQUIPMENT
Studded leather armour and a dagger
(a) a shortsword or (b) any simple weapon
(a) an explorer’s pack or (b) a scholar’s pack
One set of artisan’s tools (related to your Mystic Nexus)
Mystic Nexus
At 1st level, choose a Mystic Nexus: Anvilite Nexus, Fauna Nexus or Soul Nexus. This nexus is the group or circle of summoners to which you belong. You studied under one of these nexi, and although they share the concept of invocation, their methods vary drastically. Your Mystic Nexus is detailed at the end of the class description.
Spellcasting
You have learnt how to cast basic spells from your learning in the Nexi. You know 2 cantrips and a number of spells equal to half your spell slots for that level rounded up. (A level 8 Summoner knows 3 cantrips, 2 1st level spells and 1 2nd level spell.) Choose from the Wizard spell list. The number of spells you know and the spell slots you have are detailed in the Summoner table.
Spell Save DC: 8 + your proficiency bonus + your Intelligence modifier
Spell Attack Bonus: Your proficiency bonus + your Intelligence modifier
Summoning
Also at 1st level, you gain the power of Summoning. You can summon beasts, fey, and plants. As an action, you can expend a spell slot to summon a creature of the types listed above. The CR of that creature cannot exceed the level of the spell slot you used. The creature of your choice appears within 30 feet of you and is friendly towards you and your companions. It takes no actions and only defends itself. You can, however, command it to complete an action listed on it’s stat block or a simple action (move over there, pick that item up etc), which you convey telepathically as a bonus action. The creature lasts for one hour or until dismissed, it dies, or you are reduced to 0 hit points.
You can have any number of minions up to half your proficiency bonus at once. You can only summon and control one per turn, however.
Invoke Spirits
At level 2, you have learnt how to call upon other spirits to aid you. As an action, you can briefly become proficient with any tool or weapon for 1 minute. You can do this a number of times equal to your Intelligence modifier per long or short rest.
Minion Improvement
Your minions become more powerful as you grow stronger. At level 3, each creature you summon gains one feature of your choice below:
Bolstered Resistance: Each minion has +1 bonus to AC
Vicious Attacks: Each minion has a +1 bonus to attack and damage rolls
Uncanny Resilience: Each minion has an extra number of hit points equal to your proficiency bonus
Bond with Life
At level 7, you have gained a mystical bond with all living things. Beasts and plants do not regard you (and only you) as hostile until you or your friends attack them. Additionally, when you summon a beast, plant, or fey, you gain temporary hit points equal to the CR of the creature you summoned.
Minion Improvement
Your minions become more powerful as you grow stronger. At level 9, each creature you summon gains one feature of your choice below:
Agile: Each minion’s walking speed increases by 10 feet
Empowered Strikes: Each minion’s attacks deal extra damage equal to their CR (rounded up)
Elemental Affinity: Each minion gains resistance to one damage type (excluding bludgeoning, piercing and slashing)
Beguile
At level 13, your knowledge of spirits allows you to influence a person to be partially under your control. As an action, you can charm or frighten a creature that can hear you. They must make a Wisdom saving throw against your spell save DC. On a successful save, they are immune to this effect for 24 hours. Alternatively, you can cast charm monster without consuming a spell slot and with only verbal components.
Minion Improvement
Your minions become more powerful as you grow stronger. At level 17, each creature you summon gains one feature of your choice below:
Sacrifice: You can use your reaction when you take damage to transfer damage to a minion. You can transfer up to twice your level’s worth of damage per long or short rest, and cannot transfer more damage than the minion’s current Hit Points.
Regenerative: Each minion regains hit points equal to twice it’s CR at the start of its turn.
Superior Bond
Your mystic bond with living things enhances. At 18th level, you are immune to poison and disease, and can communicate with any living being that speaks at least one language. (This does not include constructs and undead.) The amount of hit points gained from your Bond with Nature feature doubles.
Spirit Guardian
At 20th level, when you roll initiative and have no spell slots, you regain one of each level.
MYSTIC NEXUS SUBCLASS
ANVILITE NEXUS
The followers of this nexus are forgers, blacksmiths and tinkerers. They choose to breathe life into inanimate creations, crafting metallurgy as an art form and weapon of war. The minions created by Anvilites are efficient, unquestioning and mindless. Straightforward and to the point, the experimental curiosity of an Anvilite Summoner is a path of discovery and artifice.
Extra Proficiency
When you choose this subclass at 1st level, you gain proficiency with tinkers tools. You add them to your starting equipment as well.
Anvilite Summoning
You can summon constructs as well as the normal summoning types. Instead of summoning creatures, you can choose to summon an automaton instead. When you have your automaton summoned, you cannot summon any more creatures, and all other creatures under your control disappear. The automaton counts as a Large CR 1 creature and increases in power as you level up.
AUTOMATON
CR 1
20 HP / 16 AC
Speed 30 feet
Immunity to psychic and poison damage
Mechanical Mount - The automaton counts as a mount, but does not need to rest. When riding it, you have half-cover.
Actions: Slam: Melee weapon attack. Range 10 feet, one target. +6 to hit, 1d8 bludgeoning damage.
Magical Enhancements
Your automaton increases in strength. At level 6, it now counts as a CR 2 creature. It’s weapon attacks are magical, and it has the following stat block:
AUTOMATON
CR 2
55 HP / 17 AC
Speed 30 feet
Immunity to psychic and poison damage
Mechanical Mount -The automaton counts as a mount, but does not need to rest. When riding it, you have half-cover.
Actions:
Slam: Melee weapon attack. Range 10 feet, one target. +6 to hit, 3d8 bludgeoning damage.
Blade: Melee weapon attack. Range 10 feet, one target. +7 to hit, 2d8 slashing damage.
Forgemaster
At level 10, your knowledge of metallurgy empowers your attacks. Whenever you make a weapon attack with or without your automaton, you can infuse the weapon with the searing heat of the forge and deal an extra 2d6 fire damage. This damage bypasses resistance but not immunity.
Ultimaton
Your automaton has reached perfection. At level 14, it counts as a CR 3 creature.
AUTOMATON
CR 3
84 HP / 20 AC
Speed 35 feet
Immunity to psychic and poison damage
Mechanical Mount -The automaton counts as a mount, but does not need to rest. When riding it, you have half-cover. The automaton can lift twice it’s normal carrying capacity.
Actions:
Slam: Melee weapon attack. Range 15 feet, one target. +8 to hit, 3d8 bludgeoning damage.
Blade: Melee weapon attack. Range 15 feet, one target. +8 to hit, 3d8 slashing damage.
When the automaton is reduced to 0 hit points, it explodes, dealing 10d6 force damage to each creature apart from yourself within 30 feet of it.
FAUNA NEXUS
The Fauna nexus believes in harmony with nature and protection of the living world. Druids and rangers often frequent with those who walk the way of the Fauna nexus, as their tie with living creatures is extremely potent. Faunas seek not to conquer nature and understand it, but to exist in perfect balance with life. To follow this path is to work with the creatures you summon, not control them.
Extra Proficiency
When you choose this subclass at level 1, you gain proficiency with herbalism kits. You add them to your starting equipment as well.
Fauna Summoning
You can summon monstrosities as well as the normal summoning types. When you summon a creature, you can control multiple at once. When you use your bonus action to direct a creature, you can direct another creature at the same time with the same command.
One with the Beast
When you have a creature summoned, you can choose to enter it’s perspective. At level 6, you can see and hear as if you were that creature. When you do so, you see and hear with the traits that creature has (for example, you gain darkvision if you see through a creature that has darkvision). Additionally, your preternatural senses mean that you cannot be surprised.
Horde
Your summoning capabilities can unleash a destructive natural power, opening a gateway for a few seconds for an overwhelming horde to rush through. At level 10, you can open a gateway that unleashes a massive swarm of creatures of all sorts as an action. Each creature in a 10 x 50 line beginning from your space takes 8d10 bludgeoning damage, which counts as magical. The horde then disappears. You must take a long or short rest before you can use this feature again.
Nature’s Weave
At level 14, your connection with living creatures enhances drastically. When you command a creature you have summoned, all the creatures of that type complete the same directive as well. When you make a weapon attack and are within 10 feet of a creature you summoned, you score a critical hit on an 18-20.
SOUL NEXUS
A member of the Soul nexus draws out the life from living things to feed themselves and their minions. They toy with the powers of undeath and always hunger for the life force of the creatures they fight. A Soul nexi is not necessarily evil, for they fight evil, but their methods and bloodlust make most folk see no difference between them and their foes. This is a difficult path of sacrifice for the greater good.
Extra Proficiency
When you choose this subclass at level 1, you gain proficiency with medicine kits or alchemy kits. You add one of them to your starting equipment as well.
Soul Summoning
You can summon undead as well as the normal summoning types. Whenever you or one of your minions reduces a foe to 0 hit points, you gain temporary hit points equal to your Intelligence modifier + your Charisma modifier.
Phantom Grasp
At level 6, when you make a weapon attack, the souls of your past victims emanate from the weapon. You deal an extra 1d6 necrotic damage. At level 14, this damage increases to 2d6.
Revel In Death
At level 10, at any point when an ally, minion or yourself is reduced to 0 hit points, you enter a ghastly frenzy. If you were reduced to 0 hit points, you drop to 1 instead. You then make 1d4 - 1 weapon attacks and can move your speed (in any order), regardless of whose turn it was. You can use this feature once per dawn.
Dark Reaper
Your ghostly powers have grown tremendously. Your Phantom Grasp damage increases to 2d6. Additionally, whenever you summon an undead creature, it acts of its own accord (does not need to be commanded). It is friendly to you and hostile to your enemies, sharing your turn in the initiative order.
Rollback Post to RevisionRollBack
If at first you don’t succeed, then skydiving is not for you.
DM for: Wrath of Ashardalon, Aeterna, Fallen Angel’s Requiem
Characters: Eden Tealeaf, Human Fey Wanderer (retired), Charles Tristan Aurelius Esq., Half-Elf Profane Soul Blood Hunter (playing in Red Grave by Pag12)
Currently working on Kairon’s Cabinet of Curiosities, a homebrew compendium to simplify and spice up your game.
okay for the most part this is fine though 2 notes
.some creatures have features that are not meant for players though beasts and plants for the most part do not (fey and constructs have some undead quite a few and monstrositys have a endless flow of them)
.the capstone is very powerful even for a capstone
Thanks for the help - although I don’t understand what you mean by capstone. Do you mean on the CR of creatures or the amount, or something else?
Rollback Post to RevisionRollBack
If at first you don’t succeed, then skydiving is not for you.
DM for: Wrath of Ashardalon, Aeterna, Fallen Angel’s Requiem
Characters: Eden Tealeaf, Human Fey Wanderer (retired), Charles Tristan Aurelius Esq., Half-Elf Profane Soul Blood Hunter (playing in Red Grave by Pag12)
Currently working on Kairon’s Cabinet of Curiosities, a homebrew compendium to simplify and spice up your game.
I suppose the capstone is intended to be balanced around this being... a... 1/4 spellcaster. (Speaking of which- spellcasting should always be based off the fullcaster spellcasting table divided by a certain amount. See rangers, paladins, literally every spellcaster in the game.)
But yeah- gaining spell slots back every single time combat starts is very powerful. You on average never need to use a cantrip, since you gain 4 spell slots and most combats last ~3 rounds.
That's assuming I have that correctly cause I haven't read the class yet. Which I really should of. I'll put another comment if it turns out all of this is wrong or something.
.some creatures have features that are not meant for players though beasts and plants for the most part do not (fey and constructs have some undead quite a few and monstrositys have a endless flow of them)
Yeah just for a example, pixies are considered a 1/4 CR creature with Polymorph and the ability to turn invisible. They are considered 1/4 because despite Polymorph being a super powerful spell, it does not do any damage so it's perfectly fine to safely use against players and won't do anything but cause chaos.
Except if you give a player control over a pixie. Now said pixie can use polymorph on the party (then turn completely invisible so said pixie can't lose concentration), transforming them all into far more powerful monsters and cheese a ton of encounters
At level 1 that's transforming one person into a dire wolf for +37 hp, 10 damage with advantage, knocking a target prone granting all the other melee people advantage. Which is very insane for a level 1 player who normally has like 10 hp and does like 7 damage.
Pixies get worse the higher level you go cause then you can summon more of them to transform more party members, and the polymorphs get more powerful.
Edit: In conclusion, the CR system determines how deadly a monster is to the players. Pixies are thus a super low CR because it's not that deadly to the players, the worse Polymorph can do is transform someone to a toad (granting like +1 hp) and making it so they can't do anything. Not exactly deadly.
Also it's +hp because when your polymorphed hp runs out you transform back to normal with the same hp you had before- so basically polymorph just adds a second health bar.
I didn’t think about it like that...I had an idea that the monsters summoned could not cast any spells while under the control of players - would that fix the problem?
Also, I considered the use of spell slots merely to summon creatures, but I see how powerful regaining spell slots is. I’ll revise the class and change these things.
If at first you don’t succeed, then skydiving is not for you.
DM for: Wrath of Ashardalon, Aeterna, Fallen Angel’s Requiem
Characters: Eden Tealeaf, Human Fey Wanderer (retired), Charles Tristan Aurelius Esq., Half-Elf Profane Soul Blood Hunter (playing in Red Grave by Pag12)
Currently working on Kairon’s Cabinet of Curiosities, a homebrew compendium to simplify and spice up your game.
I didn’t think about it like that...I had an idea that the monsters summoned could not cast any spells while under the control of players - would that fix the problem?
Also, I considered the use of spell slots merely to summon creatures, but I see how powerful regaining spell slots is. I’ll revise the class and change these things.
yeah removing a summons power to cast spells will more or less remove the remove the proplem though maybe change out the nexus that adds mostrositys for something else because they have a lot problems you are not supposed to get as a player
This is my first draft for a new 5e class, the Summoner! It’s a little rough around the edges, and I have never made a class before, so it might be quite unbalanced. I would like your opinion and any advice and constructive criticism to help me make this a better class. I also included the three subclasses: Anvilite Nexus, Fauna Nexus and Soul Nexus. Please read it and tell me what you think! (I don’t know if anyone has already done this or it existed in previous editions. Sorry if it does.)
Arcane Infusors
Those skilled enough to follow the path of the summoner are tinkerers, conjurers, and naturalists eager to make bonds with other creatures. A summoner uses magic in a way to reach out to other spirits and call to them, bonding with them and forming powerful connections. In any situation, a summoner knows who or what to invoke to help them with their task. Their deep connection with all living things makes summoners instantly welcome in any magical circle.
Spider in the Web
A summoner rarely does anything themselves - instead they know exactly how to exploit a system using their extensive knowledge of tricks and cheats. Instead of breaking down a door, for example, a summoner might choose to connect with a thievish spirit and briefly learn how to pick a lock. In combat, a summoner calls forth the power of a devastating monster to act in his stead as he rushes forth to attack the next enemy. The creatures a summoner calls are not mind-controlled by him, merely one of many that chose to accept the call for help.
SUMMONER FEATURES
Level
Proficiency Bonus
Feature
Cantrips Known
1st level spell slots
2nd level spell slots
3rd level spell slots
1
+2
Mystic Nexus, Spellcasting
2
1
-
-
2
+2
Invoke Spirits
2
1
-
-
3
+2
Minion Improvement
2
2
-
-
4
+2
Ability Score Improvement
3
2
-
-
5
+3
-
3
2
1
-
6
+3
Nexus feature
3
3
1
-
7
+3
Bond with Life
3
3
1
-
8
+3
Ability Score Improvement
3
3
1
-
9
+4
Minion Improvement
3
3
1
-
10
+4
Nexus feature
4
4
1
-
11
+4
-
4
4
2
1
12
+4
Ability Score Improvement
4
4
2
1
13
+5
Beguile
4
4
2
1
14
+5
Nexus feature
4
4
2
1
15
+5
-
4
5
2
2
16
+5
Ability Score Improvement
4
5
3
2
17
+6
Minion Improvement
4
5
3
2
18
+6
Superior Bond
4
5
3
2
19
+6
Ability Score Improvement
4
5
3
2
20
+6
Spirit Guardian
4
5
3
3
HIT POINTS
Hit Die: d8
Hit Points at 1st level: 8 + your Constitution modifier
Hit Points at higher levels: 1d8 (or 8) + your Constitution modifier per Summoner level after 1st
PROFICIENCIES
Armour: Light armour
Weapons: Simple and finesse weapons
Tools: None
Saving Throws: Charisma, Intelligence
Skills: Choose three from: Arcana, Deception, Insight, Investigation, Nature, Perception, Persuasion, or Sleight of Hand
EQUIPMENT
Mystic Nexus
At 1st level, choose a Mystic Nexus: Anvilite Nexus, Fauna Nexus or Soul Nexus. This nexus is the group or circle of summoners to which you belong. You studied under one of these nexi, and although they share the concept of invocation, their methods vary drastically. Your Mystic Nexus is detailed at the end of the class description.
Spellcasting
You have learnt how to cast basic spells from your learning in the Nexi. You know 2 cantrips and a number of spells equal to half your spell slots for that level rounded up. (A level 8 Summoner knows 3 cantrips, 2 1st level spells and 1 2nd level spell.) Choose from the Wizard spell list. The number of spells you know and the spell slots you have are detailed in the Summoner table.
Spell Save DC: 8 + your proficiency bonus + your Intelligence modifier
Spell Attack Bonus: Your proficiency bonus + your Intelligence modifier
Summoning
Also at 1st level, you gain the power of Summoning. You can summon beasts, fey, and plants. As an action, you can expend a spell slot to summon a creature of the types listed above. The CR of that creature cannot exceed the level of the spell slot you used. The creature of your choice appears within 30 feet of you and is friendly towards you and your companions. It takes no actions and only defends itself. You can, however, command it to complete an action listed on it’s stat block or a simple action (move over there, pick that item up etc), which you convey telepathically as a bonus action. The creature lasts for one hour or until dismissed, it dies, or you are reduced to 0 hit points.
You can have any number of minions up to half your proficiency bonus at once. You can only summon and control one per turn, however.
Invoke Spirits
At level 2, you have learnt how to call upon other spirits to aid you. As an action, you can briefly become proficient with any tool or weapon for 1 minute. You can do this a number of times equal to your Intelligence modifier per long or short rest.
Minion Improvement
Your minions become more powerful as you grow stronger. At level 3, each creature you summon gains one feature of your choice below:
Bond with Life
At level 7, you have gained a mystical bond with all living things. Beasts and plants do not regard you (and only you) as hostile until you or your friends attack them. Additionally, when you summon a beast, plant, or fey, you gain temporary hit points equal to the CR of the creature you summoned.
Minion Improvement
Your minions become more powerful as you grow stronger. At level 9, each creature you summon gains one feature of your choice below:
Beguile
At level 13, your knowledge of spirits allows you to influence a person to be partially under your control. As an action, you can charm or frighten a creature that can hear you. They must make a Wisdom saving throw against your spell save DC. On a successful save, they are immune to this effect for 24 hours. Alternatively, you can cast charm monster without consuming a spell slot and with only verbal components.
Minion Improvement
Your minions become more powerful as you grow stronger. At level 17, each creature you summon gains one feature of your choice below:
Superior Bond
Your mystic bond with living things enhances. At 18th level, you are immune to poison and disease, and can communicate with any living being that speaks at least one language. (This does not include constructs and undead.) The amount of hit points gained from your Bond with Nature feature doubles.
Spirit Guardian
At 20th level, when you roll initiative and have no spell slots, you regain one of each level.
MYSTIC NEXUS SUBCLASS
ANVILITE NEXUS
The followers of this nexus are forgers, blacksmiths and tinkerers. They choose to breathe life into inanimate creations, crafting metallurgy as an art form and weapon of war. The minions created by Anvilites are efficient, unquestioning and mindless. Straightforward and to the point, the experimental curiosity of an Anvilite Summoner is a path of discovery and artifice.
Extra Proficiency
When you choose this subclass at 1st level, you gain proficiency with tinkers tools. You add them to your starting equipment as well.
Anvilite Summoning
You can summon constructs as well as the normal summoning types. Instead of summoning creatures, you can choose to summon an automaton instead. When you have your automaton summoned, you cannot summon any more creatures, and all other creatures under your control disappear. The automaton counts as a Large CR 1 creature and increases in power as you level up.
CR 1
20 HP / 16 AC
Speed 30 feet
Immunity to psychic and poison damage
Mechanical Mount - The automaton counts as a mount, but does not need to rest. When riding it, you have half-cover.
Actions: Slam: Melee weapon attack. Range 10 feet, one target. +6 to hit, 1d8 bludgeoning damage.
Magical Enhancements
Your automaton increases in strength. At level 6, it now counts as a CR 2 creature. It’s weapon attacks are magical, and it has the following stat block:
CR 2
55 HP / 17 AC
Speed 30 feet
Immunity to psychic and poison damage
Mechanical Mount - The automaton counts as a mount, but does not need to rest. When riding it, you have half-cover.
Actions:
Slam: Melee weapon attack. Range 10 feet, one target. +6 to hit, 3d8 bludgeoning damage.
Blade: Melee weapon attack. Range 10 feet, one target. +7 to hit, 2d8 slashing damage.
Forgemaster
At level 10, your knowledge of metallurgy empowers your attacks. Whenever you make a weapon attack with or without your automaton, you can infuse the weapon with the searing heat of the forge and deal an extra 2d6 fire damage. This damage bypasses resistance but not immunity.
Ultimaton
Your automaton has reached perfection. At level 14, it counts as a CR 3 creature.
CR 3
84 HP / 20 AC
Speed 35 feet
Immunity to psychic and poison damage
Mechanical Mount - The automaton counts as a mount, but does not need to rest. When riding it, you have half-cover. The automaton can lift twice it’s normal carrying capacity.
Actions:
Slam: Melee weapon attack. Range 15 feet, one target. +8 to hit, 3d8 bludgeoning damage.
Blade: Melee weapon attack. Range 15 feet, one target. +8 to hit, 3d8 slashing damage.
When the automaton is reduced to 0 hit points, it explodes, dealing 10d6 force damage to each creature apart from yourself within 30 feet of it.
FAUNA NEXUS
The Fauna nexus believes in harmony with nature and protection of the living world. Druids and rangers often frequent with those who walk the way of the Fauna nexus, as their tie with living creatures is extremely potent. Faunas seek not to conquer nature and understand it, but to exist in perfect balance with life. To follow this path is to work with the creatures you summon, not control them.
Extra Proficiency
When you choose this subclass at level 1, you gain proficiency with herbalism kits. You add them to your starting equipment as well.
Fauna Summoning
You can summon monstrosities as well as the normal summoning types. When you summon a creature, you can control multiple at once. When you use your bonus action to direct a creature, you can direct another creature at the same time with the same command.
One with the Beast
When you have a creature summoned, you can choose to enter it’s perspective. At level 6, you can see and hear as if you were that creature. When you do so, you see and hear with the traits that creature has (for example, you gain darkvision if you see through a creature that has darkvision). Additionally, your preternatural senses mean that you cannot be surprised.
Horde
Your summoning capabilities can unleash a destructive natural power, opening a gateway for a few seconds for an overwhelming horde to rush through. At level 10, you can open a gateway that unleashes a massive swarm of creatures of all sorts as an action. Each creature in a 10 x 50 line beginning from your space takes 8d10 bludgeoning damage, which counts as magical. The horde then disappears. You must take a long or short rest before you can use this feature again.
Nature’s Weave
At level 14, your connection with living creatures enhances drastically. When you command a creature you have summoned, all the creatures of that type complete the same directive as well. When you make a weapon attack and are within 10 feet of a creature you summoned, you score a critical hit on an 18-20.
SOUL NEXUS
A member of the Soul nexus draws out the life from living things to feed themselves and their minions. They toy with the powers of undeath and always hunger for the life force of the creatures they fight. A Soul nexi is not necessarily evil, for they fight evil, but their methods and bloodlust make most folk see no difference between them and their foes. This is a difficult path of sacrifice for the greater good.
Extra Proficiency
When you choose this subclass at level 1, you gain proficiency with medicine kits or alchemy kits. You add one of them to your starting equipment as well.
Soul Summoning
You can summon undead as well as the normal summoning types. Whenever you or one of your minions reduces a foe to 0 hit points, you gain temporary hit points equal to your Intelligence modifier + your Charisma modifier.
Phantom Grasp
At level 6, when you make a weapon attack, the souls of your past victims emanate from the weapon. You deal an extra 1d6 necrotic damage. At level 14, this damage increases to 2d6.
Revel In Death
At level 10, at any point when an ally, minion or yourself is reduced to 0 hit points, you enter a ghastly frenzy. If you were reduced to 0 hit points, you drop to 1 instead. You then make 1d4 - 1 weapon attacks and can move your speed (in any order), regardless of whose turn it was. You can use this feature once per dawn.
Dark Reaper
Your ghostly powers have grown tremendously. Your Phantom Grasp damage increases to 2d6. Additionally, whenever you summon an undead creature, it acts of its own accord (does not need to be commanded). It is friendly to you and hostile to your enemies, sharing your turn in the initiative order.
If at first you don’t succeed, then skydiving is not for you.
DM for: Wrath of Ashardalon, Aeterna, Fallen Angel’s Requiem
Characters: Eden Tealeaf, Human Fey Wanderer (retired), Charles Tristan Aurelius Esq., Half-Elf Profane Soul Blood Hunter (playing in Red Grave by Pag12)
Currently working on Kairon’s Cabinet of Curiosities, a homebrew compendium to simplify and spice up your game.
okay for the most part this is fine though 2 notes
.some creatures have features that are not meant for players though beasts and plants for the most part do not (fey and constructs have some undead quite a few and monstrositys have a endless flow of them)
.the capstone is very powerful even for a capstone
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Thanks for the help - although I don’t understand what you mean by capstone. Do you mean on the CR of creatures or the amount, or something else?
If at first you don’t succeed, then skydiving is not for you.
DM for: Wrath of Ashardalon, Aeterna, Fallen Angel’s Requiem
Characters: Eden Tealeaf, Human Fey Wanderer (retired), Charles Tristan Aurelius Esq., Half-Elf Profane Soul Blood Hunter (playing in Red Grave by Pag12)
Currently working on Kairon’s Cabinet of Curiosities, a homebrew compendium to simplify and spice up your game.
the capstone is a term for dnd content refering to last granted feature of a class or subclass
Check out my homebrew subclasses spells magic items feats monsters races
i am a sauce priest
help create a world here
I suppose the capstone is intended to be balanced around this being... a... 1/4 spellcaster. (Speaking of which- spellcasting should always be based off the fullcaster spellcasting table divided by a certain amount. See rangers, paladins, literally every spellcaster in the game.)
But yeah- gaining spell slots back every single time combat starts is very powerful. You on average never need to use a cantrip, since you gain 4 spell slots and most combats last ~3 rounds.
That's assuming I have that correctly cause I haven't read the class yet. Which I really should of. I'll put another comment if it turns out all of this is wrong or something.
Edit: fixed first () bit
if I edit a message, most of the time it's because of grammar. The rest of the time I'll put "Edit:" at the bottom.
Yeah just for a example, pixies are considered a 1/4 CR creature with Polymorph and the ability to turn invisible. They are considered 1/4 because despite Polymorph being a super powerful spell, it does not do any damage so it's perfectly fine to safely use against players and won't do anything but cause chaos.
Except if you give a player control over a pixie. Now said pixie can use polymorph on the party (then turn completely invisible so said pixie can't lose concentration), transforming them all into far more powerful monsters and cheese a ton of encounters
At level 1 that's transforming one person into a dire wolf for +37 hp, 10 damage with advantage, knocking a target prone granting all the other melee people advantage. Which is very insane for a level 1 player who normally has like 10 hp and does like 7 damage.
Pixies get worse the higher level you go cause then you can summon more of them to transform more party members, and the polymorphs get more powerful.
Edit: In conclusion, the CR system determines how deadly a monster is to the players. Pixies are thus a super low CR because it's not that deadly to the players, the worse Polymorph can do is transform someone to a toad (granting like +1 hp) and making it so they can't do anything. Not exactly deadly.
Also it's +hp because when your polymorphed hp runs out you transform back to normal with the same hp you had before- so basically polymorph just adds a second health bar.
if I edit a message, most of the time it's because of grammar. The rest of the time I'll put "Edit:" at the bottom.
I didn’t think about it like that...I had an idea that the monsters summoned could not cast any spells while under the control of players - would that fix the problem?
Also, I considered the use of spell slots merely to summon creatures, but I see how powerful regaining spell slots is. I’ll revise the class and change these things.
If at first you don’t succeed, then skydiving is not for you.
DM for: Wrath of Ashardalon, Aeterna, Fallen Angel’s Requiem
Characters: Eden Tealeaf, Human Fey Wanderer (retired), Charles Tristan Aurelius Esq., Half-Elf Profane Soul Blood Hunter (playing in Red Grave by Pag12)
Currently working on Kairon’s Cabinet of Curiosities, a homebrew compendium to simplify and spice up your game.
yeah removing a summons power to cast spells will more or less remove the remove the proplem though maybe change out the nexus that adds mostrositys for something else because they have a lot problems you are not supposed to get as a player
Check out my homebrew subclasses spells magic items feats monsters races
i am a sauce priest
help create a world here