Here I am today, presenting you this new wizard subclass. The goal s to have something between necromancy and conjuration, where you summon allies with otherworldly power and empower those allies to better serve you. I ain't the most used to brewing wizard subclass, this probably requires plenty of adjustment, but I'll be glad to read the input and update the class accordingly.
Mages within the school of summons are experts of calling outerplanar forces to their presence. When any wizard might conjure a lesser creature, you seek to summon much more powerful forces. Reaching out with your sense, straining to hear some answer to your spell's call, Wizard of the school of summons can conjure unspeakable horror to their side. As a summoner you are more adept at controlling such entities, why would you fight when you can force other creatures to do so in your place.
Scorches mark the high ceiling of the chamber. The air feels heavy with magic. The floor under the scorches bears an etching of a hexagon in which clorful flowers have grown. Other lines of some white powder trace a complex shape around the hexagon, but one of the outer lines has clearly been scuffed and broken. It always pays to plan ahead, yet you can’t plan for everything. The wizards of the schol of conjuration at Megima learned that the hard way, when during an experimentation I had the chance to assist to went horribly wrong, a rift between the feywild and the school sputting nekkers in the whole area.
-Mordenkainen, Mordenkainen's travelling notes
Summoning Savant
2nd-level School of Summons feature
The gold and time you must spend to copy a spell with the summoning tag into your spellbook is halved.
Wizard with a Steed
2nd-level School of Summons feature
You gain the ability to pull a steed of your choosing into creation. Over the course of a 10 minute ritual you can cast the spell Find Steed without expending a spell slot.
Once you have cast it in this way you cannot do so again until you have finished a long rest.
Additionaly, when you take the Attack action, you can forgo one of your own attacks to allow a summoned creature under your command to make one attack with its reaction.
Powerful Summons
6th-level School of Summons feature
You learn the Find Familiar spell. If you already know this spell, you learn a different 1st level wizard spell of your choice. The spell doesn’t count against your number of spells prepared.
When you cast Find Familiar, the summoned familiar has double the maximum hit points.
In Addition, when you cast a spell that summons a creature, You can distribute a number of temporary hit points equal to your wizard level among the summoned creatures, and the duration for all summoned creatures is doubled.
At Beck and Call
10th-level School of Summons feature
You learn to summon extraplanar influence to your vicinity, when summoning a creature, As a bonus action, you create an aura to surround the summoned creature in a 30-foot radius for 1 minute, you choose the effect of this aura between the following:
Abjuration Aura. Every creature of your choice that enters the aura on their turn or starts their turn there gains a +1 bonus to their armor class until the end of their next turn.
Evocation Aura. When you activate this aura choose Acid, Cold, Fire, Lightning, or Thunder damage. Every creature of your choice that enters the aura on their turn or starts their turn there takes 1d6 damage of the type you chose.
Illusion Aura. Every creature of your choice within the aura when it appears or that enters the aura on their turn must make a Wisdom saving throw against your spell save DC or become frightened of the summoned creature until they are no longer within the aura.
Once you have used this feature you cannot do so again until you have finished a short or long rest.
Death Comes in Pairs
14th-level School of Summons feature
The tears you carve in the multiverse widen enough for you to summon more being to your command. When you cast a summoning spell, you can choose to summon one additional creature at no additional cost. The creature appears in separate places of your choice within range. The creature act in an order of your choosing.
Once you have used this feature you cannot do so again until you have finished a short or long rest.
- Find Mount seems to be a very weak feature in my opinion. You don't even learn the spell you just get a 10 minutes once a long rest version of it. I get that find steed is a 2nd level spell which you usually won't get 2nd levels until level 3, but overall I still think the ability is just weak.
- Powerful summons looks good on the find familiar buffs. The extra temporary hit points on summons is confusing. Like does that apply to all summoned creatures from a spell, or only one? I'd recommend having the extra temporary hit points only apply with one creature you summon from a spell.
- At beck and call looks great! Evocation aura makes sense but "suffers 1d6 points of damage" should be changed into "takes 1d6 damage of the type you chose" as it's easier to read.
- Death Comes in pairs looks like a good high level feature!
Overall I like this as it's more designed around the Tasha's summoning spells which are 10x better than the nightmare of the player's handbook summoning spells.
I totally love the idea of a summoning wizard subclass!
Mostly it's great, but I agree with _Nano that find mount seems a bit weak. I personally think that the first ability of a subclass should really change the way you play, not just a small buff you might use once or twice. Maybe you could change it to something kinda like pact of the chain for warlocks?
Find Mount. Only getting find mount is indeed rather weak, I really love the suggestion of taking inspiration from the pact of the chain feature. SO potentially adding a feature at 2nd level that says:
"Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its reaction."
Powerful Summon. It was intended to also work with older summoning spells, like those from the player's handbook, even if I highly prefer Tasha's summoning spell, and had mostly those in mind. So the feature current aim to provide the temp hp to all creature summoned, but is it too powerful that way?
At Beck and call. Changed the wording as suggested.
Thank you again for the suggestion and feedback, if you have any idea to improve or add to the 2nd lvl feature to make it better it will greatly help!
I just realized I didn't copy pasted the correct one, I meant to modify it to work with summoned creatures.
"Additionally, when you take the Attack action, you can forgo one of your own attacks to allow a summoned creature under your command to make one attack with its reaction"
I just realized I didn't copy pasted the correct one, I meant to modify it to work with summoned creatures.
"Additionally, when you take the Attack action, you can forgo one of your own attacks to allow a summoned creature under your command to make one attack with its reaction"
Abjuration Aura. Every creature of your choice that enters the aura on their turn or starts their turn there gains a +1 bonus to their armor class
--This aura should specify how long the bonus lasts (until the start/end of their next turn perhaps). Or if you want it to be based more around the aura always being on, maybe change it to "Creatures of your choice gain a +1 bonus to their armor class while within the aura" so that they do not retain the benefit if they exit the aura.
Frightening Aura. Every creature of your choice within the aura when it appears or that enters the aura on their turn must make a Wisdom saving throw against your spell save DC or become frightened of you until they are no longer within the aura
--This one can work as is, but would it make more sense for them to frightened of the summoned creature rather than you since it is the one exuding the aura?
Overall I like it. I think Tashas did alot to improve the aspect of "pet" classes, but we still lack a good dedicated summoner subclass in my opinion
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Three-time Judge of the Competition of the Finest Brews!Come join us in making fun, unique homebrew and voting for your favorite entries!
Very nice overall. I'm not sure if Powerful Summon is too strong exactly, but it definitely encourages summoning 8 things over summoning 1 thing, which does not result in a fun time when it happens every combat. Maybe you could have X temp hp that you could distribute among the summoned creatures as you see fit? One summon gets them all, multiples have it divided up. Single summons should get an edge, because they lack the incredible action economy of 8 wolves or whatever.
Also, doubling a familiar's hp is such a small increase (1-2 hp) that I'm not sure it's worth including. Might be neat to have a few other options for familiars the way Pact of the Chain does, offering some slightly higher CR creatures as potential familiars. Or maybe you just make it immortal, and when it's hit it just vanishes to its demiplane until the next long rest.
How about Illusion Aura as an alternate name for Frightening Aura? It's a little weird that two of them are schools of magic and the third one isn't. Also feels a bit more descriptive in how it's being unusually frightening.
Well, now I regret already posting it. But thanks for the feedback. a few points I want to address tho, I don't want to take too many features from the pact of chain, as I don't want this subclass to be a sort of warlock pact of chain but for wizard. Similarly, the buff to find familiar was supposed to be just a nice little thing cause I had no idea for lower-level features, but I don't want the familiar to be the center of this subclass, but rather summoned creature overall.
But I agree doubling the familiar hp is not that useful, tho ùaking them immortal but vanish at first hit wouldn't bring much more either, so I ain't sure what to do, any other suggestion ?
Powerful Summon
In Addition, when you cast a spell that summons a creature, You can distribute a number of temporary hit points equal to your wizard level among the summoned creatures, and the duration for all summoned creatures is doubled.
At Beck and Call
Abjuration Aura. Every creature of your choice that enters the aura on their turn or starts their turn there gains a +1 bonus to their armor class until the end of their next turn.
Illusion Aura. Every creature of your choice within the aura when it appears or that enters the aura on their turn must make a Wisdom saving throw against your spell save DC or become frightened of the summoned creature until they are no longer within the aura.
Hello dear brewers!
Here I am today, presenting you this new wizard subclass. The goal s to have something between necromancy and conjuration, where you summon allies with otherworldly power and empower those allies to better serve you. I ain't the most used to brewing wizard subclass, this probably requires plenty of adjustment, but I'll be glad to read the input and update the class accordingly.
Mages within the school of summons are experts of calling outerplanar forces to their presence. When any wizard might conjure a lesser creature, you seek to summon much more powerful forces. Reaching out with your sense, straining to hear some answer to your spell's call, Wizard of the school of summons can conjure unspeakable horror to their side. As a summoner you are more adept at controlling such entities, why would you fight when you can force other creatures to do so in your place.
Summoning Savant
2nd-level School of Summons feature
The gold and time you must spend to copy a spell with the summoning tag into your spellbook is halved.
Wizard with a Steed
2nd-level School of Summons feature
You gain the ability to pull a steed of your choosing into creation. Over the course of a 10 minute ritual you can cast the spell Find Steed without expending a spell slot.
Once you have cast it in this way you cannot do so again until you have finished a long rest.
Additionaly, when you take the Attack action, you can forgo one of your own attacks to allow a summoned creature under your command to make one attack with its reaction.
Powerful Summons
6th-level School of Summons feature
You learn the Find Familiar spell. If you already know this spell, you learn a different 1st level wizard spell of your choice. The spell doesn’t count against your number of spells prepared.
When you cast Find Familiar, the summoned familiar has double the maximum hit points.
In Addition, when you cast a spell that summons a creature, You can distribute a number of temporary hit points equal to your wizard level among the summoned creatures, and the duration for all summoned creatures is doubled.
At Beck and Call
10th-level School of Summons feature
You learn to summon extraplanar influence to your vicinity, when summoning a creature, As a bonus action, you create an aura to surround the summoned creature in a 30-foot radius for 1 minute, you choose the effect of this aura between the following:
Abjuration Aura. Every creature of your choice that enters the aura on their turn or starts their turn there gains a +1 bonus to their armor class until the end of their next turn.
Evocation Aura. When you activate this aura choose Acid, Cold, Fire, Lightning, or Thunder damage. Every creature of your choice that enters the aura on their turn or starts their turn there takes 1d6 damage of the type you chose.
Illusion Aura. Every creature of your choice within the aura when it appears or that enters the aura on their turn must make a Wisdom saving throw against your spell save DC or become frightened of the summoned creature until they are no longer within the aura.
Once you have used this feature you cannot do so again until you have finished a short or long rest.
Death Comes in Pairs
14th-level School of Summons feature
The tears you carve in the multiverse widen enough for you to summon more being to your command. When you cast a summoning spell, you can choose to summon one additional creature at no additional cost. The creature appears in separate places of your choice within range. The creature act in an order of your choosing.
Once you have used this feature you cannot do so again until you have finished a short or long rest.
Feel free to check out my hombrew: Magic Items, Spells, Monsters, Species, Feats, Subclassses, and Backgrounds. More detail in my Homebrew Compendium.
If you have any comments, suggestions, or ways to improve my homebrew, tell me, I'm always looking to improve!
Map commission Here.
Alright, here is my thoughts:
- Find Mount seems to be a very weak feature in my opinion. You don't even learn the spell you just get a 10 minutes once a long rest version of it. I get that find steed is a 2nd level spell which you usually won't get 2nd levels until level 3, but overall I still think the ability is just weak.
- Powerful summons looks good on the find familiar buffs. The extra temporary hit points on summons is confusing. Like does that apply to all summoned creatures from a spell, or only one? I'd recommend having the extra temporary hit points only apply with one creature you summon from a spell.
- At beck and call looks great! Evocation aura makes sense but "suffers 1d6 points of damage" should be changed into "takes 1d6 damage of the type you chose" as it's easier to read.
- Death Comes in pairs looks like a good high level feature!
Overall I like this as it's more designed around the Tasha's summoning spells which are 10x better than the nightmare of the player's handbook summoning spells.
I totally love the idea of a summoning wizard subclass!
Mostly it's great, but I agree with _Nano that find mount seems a bit weak. I personally think that the first ability of a subclass should really change the way you play, not just a small buff you might use once or twice. Maybe you could change it to something kinda like pact of the chain for warlocks?
I am an average mathematics enjoyer.
>Extended Signature<
Thanks for the feedback!
Find Mount. Only getting find mount is indeed rather weak, I really love the suggestion of taking inspiration from the pact of the chain feature. SO potentially adding a feature at 2nd level that says:
"Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its reaction."
Powerful Summon. It was intended to also work with older summoning spells, like those from the player's handbook, even if I highly prefer Tasha's summoning spell, and had mostly those in mind. So the feature current aim to provide the temp hp to all creature summoned, but is it too powerful that way?
At Beck and call. Changed the wording as suggested.
Thank you again for the suggestion and feedback, if you have any idea to improve or add to the 2nd lvl feature to make it better it will greatly help!
Feel free to check out my hombrew: Magic Items, Spells, Monsters, Species, Feats, Subclassses, and Backgrounds. More detail in my Homebrew Compendium.
If you have any comments, suggestions, or ways to improve my homebrew, tell me, I'm always looking to improve!
Map commission Here.
I just realized I didn't copy pasted the correct one, I meant to modify it to work with summoned creatures.
"Additionally, when you take the Attack action, you can forgo one of your own attacks to allow a summoned creature under your command to make one attack with its reaction"
Feel free to check out my hombrew: Magic Items, Spells, Monsters, Species, Feats, Subclassses, and Backgrounds. More detail in my Homebrew Compendium.
If you have any comments, suggestions, or ways to improve my homebrew, tell me, I'm always looking to improve!
Map commission Here.
That would wok even better! Awesome.
I am an average mathematics enjoyer.
>Extended Signature<
Thank you again for the help and feedback. I have now published the subclass; you may find it here: The School of Summons
Feel free to check out my hombrew: Magic Items, Spells, Monsters, Species, Feats, Subclassses, and Backgrounds. More detail in my Homebrew Compendium.
If you have any comments, suggestions, or ways to improve my homebrew, tell me, I'm always looking to improve!
Map commission Here.
Abjuration Aura. Every creature of your choice that enters the aura on their turn or starts their turn there gains a +1 bonus to their armor class
--This aura should specify how long the bonus lasts (until the start/end of their next turn perhaps). Or if you want it to be based more around the aura always being on, maybe change it to "Creatures of your choice gain a +1 bonus to their armor class while within the aura" so that they do not retain the benefit if they exit the aura.
Frightening Aura. Every creature of your choice within the aura when it appears or that enters the aura on their turn must make a Wisdom saving throw against your spell save DC or become frightened of you until they are no longer within the aura
--This one can work as is, but would it make more sense for them to frightened of the summoned creature rather than you since it is the one exuding the aura?
Overall I like it. I think Tashas did alot to improve the aspect of "pet" classes, but we still lack a good dedicated summoner subclass in my opinion
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Very nice overall. I'm not sure if Powerful Summon is too strong exactly, but it definitely encourages summoning 8 things over summoning 1 thing, which does not result in a fun time when it happens every combat. Maybe you could have X temp hp that you could distribute among the summoned creatures as you see fit? One summon gets them all, multiples have it divided up. Single summons should get an edge, because they lack the incredible action economy of 8 wolves or whatever.
Also, doubling a familiar's hp is such a small increase (1-2 hp) that I'm not sure it's worth including. Might be neat to have a few other options for familiars the way Pact of the Chain does, offering some slightly higher CR creatures as potential familiars. Or maybe you just make it immortal, and when it's hit it just vanishes to its demiplane until the next long rest.
How about Illusion Aura as an alternate name for Frightening Aura? It's a little weird that two of them are schools of magic and the third one isn't. Also feels a bit more descriptive in how it's being unusually frightening.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
Well, now I regret already posting it. But thanks for the feedback. a few points I want to address tho, I don't want to take too many features from the pact of chain, as I don't want this subclass to be a sort of warlock pact of chain but for wizard. Similarly, the buff to find familiar was supposed to be just a nice little thing cause I had no idea for lower-level features, but I don't want the familiar to be the center of this subclass, but rather summoned creature overall.
But I agree doubling the familiar hp is not that useful, tho ùaking them immortal but vanish at first hit wouldn't bring much more either, so I ain't sure what to do, any other suggestion ?
In Addition, when you cast a spell that summons a creature, You can distribute a number of temporary hit points equal to your wizard level among the summoned creatures, and the duration for all summoned creatures is doubled.
Abjuration Aura. Every creature of your choice that enters the aura on their turn or starts their turn there gains a +1 bonus to their armor class until the end of their next turn.
Illusion Aura. Every creature of your choice within the aura when it appears or that enters the aura on their turn must make a Wisdom saving throw against your spell save DC or become frightened of the summoned creature until they are no longer within the aura.
Feel free to check out my hombrew: Magic Items, Spells, Monsters, Species, Feats, Subclassses, and Backgrounds. More detail in my Homebrew Compendium.
If you have any comments, suggestions, or ways to improve my homebrew, tell me, I'm always looking to improve!
Map commission Here.