The Summoner class is an original work made by me, it’s main inspirations draw from summoner's from Final Fantasy X(10), such as Yuna.
I know that in this day and age many people will say “Is that a JoJo reference!”. While I do enjoy JoJo’s Bizzare Adventure myself, not just the anime but the manga too, it is not a JoJo reference, although I did play around with trying to make a Stand user class, but this is not that.
This class’s primary basis is being able to summon a monster that does battle by outright fighting for you, with you or supporting you and your party in combat.
I’ve played with the idea of a summoner class before. The first version of the summoner idea I had for D&D was somewhat different, and was more about summoning pre existing creatures, such as beasts and demons, and each subclass focusing on specialization on one monster type. However I found it might be too complicated and instead tried to simplify it. If you want me to post the V.1 Summoner please ask me to.
So in this version you pick a subclass at first level which gives you access to your summoning. All subclasses summon a different monster than the other.
For the spellcasting I made it similar to the Warlock where the Summoner only has one kind of spell slot, which increases as you level up. At first the spell slot progression is pretty basic, but as soon as you gain access to 3rd level spells you are stuck at 3rd level for a while until level 10.
The spells list, which is at the end, is somewhat limited since I wanted to make sure that the Summoner doesn’t tread on any other classes spellcasting niches, specifically the Cleric class.
Summons have their own healthpool, so if they’re hit the summoner takes no damage. However if the summoner takes damage the summon’s take an equivelant amount of damage. As you progress your summon will get more abilities and it’s hit points will increase.
Currently this class has had no playtesting as of now, but hopefully will soon. I realize that this class is most likely overpowered, but I’m thinking it will be easier to tone it down than to increase its power if it’s power level isn’t suitable, or I may be completely wrong and it’s weak.
Please give me all the feedback you can, such as issues with the class at certain levels, features, powerlevel, spellcasting and more.
Also I was not able to copy paste the table I made for the Summoner Class since it kinda got messed up when I pasted it. But what you need to know for the spell casting is that it progresses spell slot levels like normal, 1 1 2 2 33, and then stays at level 3 for a while till 10th level when they become 4th level spells. You start knowing one spell, and you gain spells every level until you max out at 10. The starting number of cantrips is 2 and ends at 6, nothing special there.
So to clarify you have only one kind of spell slot level, and you have many of those spell slots. In order to balance this the Summoner's spell list is very small and the Summoner doesn't have an option to any very powerful spells such as fireball.
Class Features
Hit Dice: 1d6 per summoner level
Hit Points at 1st Level: 6 + your constitution modifier
Hit Points at Higher Levels: 1d6(4) + your constitution modifier
Proficiencies
Armor: None
Weapons: None
Tools: None
Saving Throws: Constitution, Wisdom
Skills: Choose two from Arcana, History, Insight, Medicine, Performance and Religion
Equipment
(a) any simple weapon or (b) two daggers
(a) a component pouch or (b) an arcane focus
(a) a dungeoneer’s pack or (b) a priest’s pack
Spellcasting
Wisdom is your spellcasting ability for your summoner spells. You use your wisdom whenever a spell refers to your spellcasting ability. In addition, you use your intelligence modifier when setting a saving throw DC for a summoner spell you can cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your intelligence modifier
Spell attack modifier = your proficiency bonus + your intelligence modifier
Ritual Casting
You can cast a summoner spell as a ritual if that spell has a ritual tag.
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your summoner spells.
Summoning
Starting at 1st level, you have the power to manifest a certain summoning depending one which summoning Channel you choose. Your choice grants you access to a summoning with unique features and abilities.
A summoning is like a creature that is linked to you.
Summoning takes one action. You may only summon when there is sufficient space for the summoning. The range of the summon is five feet.
When you take damage the summoning takes damage equivalent to the damage you took.
If you fall unconscious or are dead the summoning dissipates.
You don't need to see yourself or your surroundings to summon your summoning, however it must be summoned within 5 feet of you. Summonings have different requirements for summoning them, such as verbal or somatic, if you don’t have access to the required components you cannot summon.
Once your summoning is defeated it dissipates, this means you cannot use it again. The summoning regains 1d6 + (your spellcasting modifier) hit points every minute, this means that after a minute it can be summoned again. If you are targeted by a healing spell it does not heal your summoning, the summoning must be healed directly, this can only happen if the summoning is summoned.
Controlling a Summoning
The summoning tries to do your bidding to the best of it’s ability, but will refuse to harm you without a good reason.
Summoning statistics
Summoning only have their own unique statistics. The summoning does your bidding to the best of its ability.
Summoning are immune to the following conditions; charm, fatigue, frightened, exhaustion, poisoned, unconsciousness.
Channel
Starting at 1st level you choose which channel you can open as a Summoner. Your choice grants you access to a unique being you can control. (these are subclasses)
Summoning Vitality
At 3rd level your summoning’s vitality increases. The summonings max HP increases by an amount equal to half of your maximum HP.
They gain this health buff again at 5th level, 14th level and 18th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal you can’t increase an ability score above 20 using this feature.
If you want you can choose to increase the ability scores of your summoning instead of your own.
Summoning Feature
Starting at 6th level you gain access to one summoning feature of your choice, you may choose an additional feature at 10th and 18th level.
Protect: While your summoning is within 10 feet of you or an ally when you or your ally is hit you may choose to have your summoning take the hit instead.
Hastened Summon: you may summon for a bonus action
Extra Attack: your summoning gains an additional normal attack
Seeing Eye: your summonings intelligence and wisdom checks and saving throws gain a +2 bonus. Additionally it gains true darkvision.
Speed: your summonings movement speed increases by 15 feet, it gains a +5 bonus to all dexterity based rolls. Additionally while your summoning is is summoned your initiative increases by 5.
Resilient: your summonings AC increases by 1, all damage taken is reduced by 1.
Summon’s Essence
At 15th level all of your ability scores increase to your summoning ability scores if they are lower than them. Your unarmored defense increases to equal your summonings AC if they are below them.
You may also attack with your summoning Basic Attack as if it were your own.
Recall
At 18th level when your summoning is defeated, you may instead make a constitution saving throw, the DC is equal to a quarter of the damage that defeated your summoning. On a success your summoning stays alive with a quarter of their maximum hit points instead. After a success you can’t use this feature again until you complete a long rest.
Channels
These are the subclasses for Summoners. Each Subclass gives you the ability to summon a special monster. (Feel free to tell me about your ideas for summons.)
Channel too Koi
Koi is a medium slender creature. It has long clawed fingers and it’s head is covered in a bony exoskull. It has long blue feathers on its neck ending at it’ color bones.
Medium Summoning, verbal
HP: (your hit point maximum) + (your spellcasting modifier) + (Koi constitution modifier)
Koi’s basic attack is a claw attack; add (dexterity modifier) + (your proficiency modifier) to hit, on hit deals 1d8 + (dexterity modifier) slashing damage.
Wave Force
At 3rd level, when attacking a target, but before the you roll, you can use this ability as a bonus action, roll 1d4. If the attack misses add the 1d6 to the attack roll, this might make it hit. If the attack hits add deal an additional 1d4 force damage.
The die class change to 1d6 at 5th level, 1d8 at 8th level, 1d10 at 10th level and 1d12 at 14th level.
You may use this ability once a round.
Shore Slash
At 3rd level, when attacking you may choose to attack all creatures within 5 feet of you at disadvantage, on a hit you do deal 1d4 + (dexterity modifier) slashing damage.
This becomes 1d6 at 5th level, 1d8 at 10th level, and 1d10 at 14th level.
Extra Attack
At 5th level your summoning may attack a second time.
Water Body
Starting at 10th level Koi’s body can becomes somewhat amorphous and it excels the most when in water.
Water Defense: +1 AC, when in water +2 AC
Water Offense: +20 movement speed when in water, +2 to hit when in water.
Water Range: When in water summonings range is increased by 5 miles.
Furthermore Koi’s size can change freely between small and medium size.
Aqua Lazer
At 14th level Koi can shoots out a beam of pressurized water.
Range: 120 feet
Duration: instantaneous
Koi makes attack rolls against all creatures within the beams area of effect, (your proficiency modifier) + ( your spellcasting modifier). The beam has has several levels of charging
1 charge: 1d4 + (your summoner level)
2 charges: 2d6
3 charges: 3d8
4 charges: 4d12
5 charges: 10d6
You have 10 charges, you get 1d4+3 charges every short rest.
Channel too Galfor
Galfor is akin in appearance too a large armored paladin, with a large club blade. It’s eyes glow with radiant light.
Galfor's basic attack is a bash with its giant blade like club; add (strength modifier) + (your proficiency modifier) to hit, on hit deals 1d12 + (strength modifier) bludgeoning damage
Judgement
Starting at 1st level, Galfor’s gaze emits radiant light from its eyes in a 30 foot cone.
At 3rd level when striking an enemy it can see it can choose to add it’s wisdom modifier to the damage instead of its strength modifier, the additional damage deal by it’s wisdom is turned into radiant damage.
Burning Smite
At 3rd level, as a reaction when a lawful good creature hits another creature within 50 feet of Glafor, Galfor can imbue that attack with extra damage using it’s smite dice + (Galfor’s wisdom modifier)
Galfor has an amount of smite dice equal to your summoner level divided by two.
Each smite dice does 1d12 radiant damage.
Galfor regains all smite dice at dawn.
Galfor Spellcasting
At 5th level, Galfor learns one 1st-level paladin spell of your choice. Galfor may use this spell without expending any spell slots.
At 14th level Galfor may use this spell at will.
Galfor’s spellcasting ability is wisdom.
Piercing Sight
At 10th level Galfor gains true sight for 30 feet.
At 18th level this increases to 120 feet.
Slash and Burn
At 14th level when Galfor hits an enemy it may use it’s smite dice to deal damage equal to one smite dice rolled to all enemies within 30 feet of the target, including the target itself.
Channel too Trenchent
A huge summoning whose skin is like gnarled wood. It has 10 arms with no waist or legs. It’s appearance is feminine and it radiates a pleasant aura to its allies.
Large Summoning, verbal
HP: (your hit point maximum) + (your spellcasting modifier) + (Trenchent constitution modifier)
Trenchent makes 10 separate attacks with its arms; add (your spellcasting modifier) + (your proficiency modifier) to hit, on a hit deal 1 bludgeoning damage
At 5th level deal 1d4 bludgeoning damage.
At 14th level, on a miss deal half damage.
Resplendent Aura
Beginning at 1st level, all creatures within a 30 foot radius of your choice including Trenchent heal 1d4 hp at the start of your turn.
At 5th level Trenchent adds it’s wisdom modifier to the amount healed.
Barrier Aura
At 3rd level, as a reaction if a creature within 5 feet of Trenchent would take damage, reduce the damage taken by an amount equal to Trenchent’s wisdom modifier.
Blessed Aura
Beginning at 5th level all allies within 30 feet gain a bonus to all attack rolls, ability checks and saving throws equal to half of (Trenchent wisdom modifier) + 1.
Trenchent Spellcasting
At 5th level Trenchent learns 3 druid spells of your choice, one 1st-level, one 2nd-level and one 3rd-level. Trenchent has an amount of equal to your summoner level to cast spells, the higher level the spell the higher the cost.
1st-level: 1 charges
2nd-level: 2 charges
3rd-level: 4 charges
1d4 charges are regained after a short rest.
Trenchent’s spellcasting ability for it’s spells is wisdom.
Extended Aura
At 10th level all of your aura ranges are doubled.
Harvesting Aura
At 14th level, when a creature is killed within 60 feet of Trenchent, regain 1d4 + (Trenchent wisdom modifier) charges.
Channel too Nasma
A creature wrapped up in bandage like scarves, while it moves a creature with a strong enough hearing will hear the feint sounds of chains clanking together. The creature exudes a dark aura that will send chills up your spine.
Medium Summoning, somatic
HP: (your hit point maximum) + (your spellcasting modifier) + (Nasma constitution modifier)
Nasma launches an a small sphere that explodes on impact dealing damage. You choose the damage type from acid, cold, fire, force, lightning, poison, psychic and thunder damage.
Creatures must make a saving throw 8 + (your spellcasting modifier) + (Nasma intelligence modifier). On a fail creatures take 1d8 damage and on a success half as much.
At 5th level Nasma launches an additional sphere, and again at 10th, 14th and 18th level.
Nasma Hex
At 3rd level, Nasma can target an opponent with a hex, whenever the target creature takes damage they make a contested charisma check against Nasma, on a fail they take additional damage equivalent to half of the damage they had taken in psychic damage.
Chains Strike
At 5th level Nasma can chain enemies together with invisible links. Nasma makes a spell attack as an action against a target; add (Nasma intelligence modifier) + half of ( your spell casting modifier).
Once Nasma hit’s a target it can cast Chain Strike from that target instead of itself. Furthermore if Chain Strike hit’s when cast from another creature the two are linked and whenever one suffers damage the other suffers an equivalent amount of damage. However if Chain Strike misses when cast from another creature it cannot be cast again and the creature is free of its effect.
At 10th level, Chain Strike can stack within one target up to two times, and three times at 14th level and 5 times at 18th level.
A creature with Chain Strike does not show any signs of being affected and cannot even tell itself. However a detect magic spell will reveal it.
Nasma Cloak
At 10th level Nasma enshrouded you like a cloak and cast’s a polymorph spell on you, you can turn into any creature of an equal or less CR, it’s duration is 1 hour x (your spell casting ability).
While in this form you AC equals Nasma’s AC and you may use Nasma’s abilities as well as the creatures abilities.
Nasma may use this ability once per day, at 14th level you gain one extra use, and another at 18th level.
Chain Demon
At 14th level, for every creature chained by Chain Strike Nasma gains a +2 bonus to all attack rolls, ability checks, saving throws, damage dice, AC and initiative. Your speed and range also increase by 5 feet for every creature chained.
Channel too Anima
A summoning that takes the form of a suit of armor that protects its user.
Summoning, somatic
HP: (your hit point maximum) + (your spellcasting modifier) + (Animus constitution modifier)
When summoned Anima takes the form of a suit of armor that encases it’s summoner. Because of this it serves to empower the summoner directly.
All summoner ability scores modifiers are increased by an amount equal to the same ability score modifier of Anima.
Example: If your strength modifier is +1 and Anima’s strength modifier is +2, than your total modifier is +3.
Furthermore while wearing Anima your AC equals Anima’s AC, and any damage taken is dealt to Anima.
When Anima is defeated your abilities are reverted to normal, and you lose any bonuses granted by Anima.
Proficiencies
Beginning at 1st level, while wearing Anima you gain proficiency in all weapons and shields. If you already have proficiency in a weapon or shield you gain expertise with it while wearing Anima.
Basic Attack
At 1st level when you can make weapon attacks while wearing Anima you add your own proficiency modifier as normal as well as Anima’s strength modifier to the attack rolls. For damage rolls you add Anima’s strength modifier.
When making a second attack with two-weapon fighting you do not add any modifiers, unless they are negative.
Fighting Style
While wearing Anima you are proficient in a particular fighting style. Choose one of the following options. You cannot pick one more than once.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Dueling
When you are wielding a melee weapon with one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have a 2 handed or versatile property for you to gain this benefit
Protection
When a creature you can see attack a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-weapon Fighting
When you engage in two-weapon fighting you can add your Basic Attack modifiers.
Hard or True
At 3rd level you may either take an attack roll penalty or a damage penalty whenever you attack. Before rolling for an attack you may decide to add your spell casting modifier to the attack roll, or after hitting a target and not having used this ability you can add your spell casting modifier to the damage.
At 10th level, you can decide to add the attack bonus after finding out whether or not the attack missed or hit.
Strengthen Bond
Starting at 5th level you learn how to increase the effectiveness of your summoned armor by sacrificing your own hitpoints. Once per round you may choose to sacrifice hit points at will up to your summoner level and give them to Anima instead.
At 10th level, a willing creature you touch may give hit points up to your summoner level instead of you.
After doing this your next attack while wearing Anima is at advantage.
Anima Archetype
At 10th level your Anima armor morphs into a more unique summoning with new abilities. Remember these abilities only apply while wearing Anima.
Archon: This Anima archetype focuses on magic. You gain a hovering speed equal to your walking speed + 5.
You learn 5 spells of your choice from any spells list up to 4th level. You cast these spells using charges. You have 10 charges starting at 10th level.
1st: 12nd: 23rd: 34th: 4
Every time you level up you may choose to gain 2 maximum charges, or learn a new spell.
You regain half of your maximum charge per short rest and all of them after a long rest.
When you make a saving throw against a spell gain advantage.
Chariot: Anima’s lower torso turns into one resembling a pegasus, this grants you a flying speed of 70 and a +20 feet bonus to your base walking speed.
When you charge at an enemy straight on for at least 20 feet you gain advantage on the attack and you do not provoke opportunity attacks from the creature.
You gain a +1 bonus to AC
Spearade: Any weapon Anima is using gains a long, if not longer hilt. Any weapon Anima is using gains a +5 feet bonus to their range. When using Anima’s Basic Attack you gain a +1 bonus to attack and damage rolls for every 5 feet away the target creature is.
After using your Basic attack you may attack again for half damage, you may use this feature once a round.
When creatures hits you with an opportunity attack take half of the damage.
Your gain a +2 bonus to your AC
Anima Transfer
At 14th level you may discard Anima as an action and have it encase a willing creature within 60 feet instead, this creature gains all the benefits of wearing Anima that you do. You transfer Anima as an action from this creature back to yourself or to another willing creature within 30 feet of the current wearer.
Any creatures Anima passes while transferring may make an opportunity attack against it at disadvantage.
Summoner Spells List
Cantrips
Control Flames
Create Bonfire
Guidance
Light
Mending
Mold Earth
Shape Water
Spare the Dying
1st-level
Alarm
Beast Bond
Bless
Ceremony
Cure Wounds
Create or Destroy Water
Detect Evil and Good
Detect Magic
Detect Poison or Disease
Goodberry
Protections from Evil and Good
Purify Food and Drink
Speak with Animals
2nd-level
Animal Messenger
Catnap
Gentle Repose
Knock
Levitate
Lesser Restoration
Locate Animals or Plants
Locate Object
See Invisibility
Skywrite
Zone of Truth
3rd-level
Clairvoyance
Dispel Magic
Feign Death
Remove Curse
Sending
Speak with Dead
Speak with Plants
Tongues
Water Breathing
Water Walk
4th-level
Arcane Eye
Charm Monster
Control Water
Divination
Dominate Beast
Freedom of Movement
Locate Creature
Stone Skin
I would like to say sorry for any mistakes I made while transferring this article and any spelling mistakes or any confusing things I might've said. Feel free to ask anything and give feedback and suggestions.
Holy shit this is so damn cool, the Nasma and Anima are my favorites. I like the idea of using the anima transfer, too bost an allies AC, imagine a massive attack from a dreadnought-like enemy, and you and an ally or person of deep imortance to you, are both within range, you use the anima transfer to shield them from the blast, and sacrifice yourself to save someone you care for. CHAIN LINK GO BRRRRR. Oh also seeing V1 would be cool if you wanna.
I skimmed it, looks good! Something I would add though (unless I missed it) is the ability to commune with spirits of monsters from DnD and then summon them later. It would just be bigger more important monsters like Chimeras or Beholders.
this is really cool, but i have some negative feedback: 1) i think that the treshent is really overpowered, and i mean REALLY. the healing factor is broken because it make the characters almost immortal and scheduling conflict really hard. i don't know how to fix it so i straight up ban it. 2) i love the koi, but i think it's almost underpowered at low levels, you should add that it's ridable and some 1rst lvl power, i propose this one: chill zone: at 1rst level as an action the koi can create an area of 10m2, every creature in this area has to make a cd10 wisdom saving throw, if failed, the creature is frightened until it escape from the area and takes 1d4 psychic damage. it need concentration (con saving throw cd=10+1\4 damage). 3) i think that galfor's spellcasting ability is a bit op, having the ability of casting a spell with infinite spell slot is to much, even for 1st lvl spell, but it's not a great problem. 4) anima has a problem, his ability of taking damage for the user mixed with its hitpoint is absolutly broken, it has more hp than the user, that means that the user has more than the double of his hitpoints. this ability is not a problem, but you should make anima's hitpoints equal to (half user's hitpoints)+(anima's constitution bonus). also the ability itself should be something like: Sentinel: you can choose to let the armor take the damage for you as a reaction.
theese were my feedbacks, you made a great work and i will certainly use this class in my next game
Summoner V.2
The Summoner class is an original work made by me, it’s main inspirations draw from summoner's from Final Fantasy X(10), such as Yuna.
I know that in this day and age many people will say “Is that a JoJo reference!”. While I do enjoy JoJo’s Bizzare Adventure myself, not just the anime but the manga too, it is not a JoJo reference, although I did play around with trying to make a Stand user class, but this is not that.
This class’s primary basis is being able to summon a monster that does battle by outright fighting for you, with you or supporting you and your party in combat.
I’ve played with the idea of a summoner class before. The first version of the summoner idea I had for D&D was somewhat different, and was more about summoning pre existing creatures, such as beasts and demons, and each subclass focusing on specialization on one monster type. However I found it might be too complicated and instead tried to simplify it. If you want me to post the V.1 Summoner please ask me to.
So in this version you pick a subclass at first level which gives you access to your summoning. All subclasses summon a different monster than the other.
For the spellcasting I made it similar to the Warlock where the Summoner only has one kind of spell slot, which increases as you level up. At first the spell slot progression is pretty basic, but as soon as you gain access to 3rd level spells you are stuck at 3rd level for a while until level 10.
The spells list, which is at the end, is somewhat limited since I wanted to make sure that the Summoner doesn’t tread on any other classes spellcasting niches, specifically the Cleric class.
Summons have their own healthpool, so if they’re hit the summoner takes no damage. However if the summoner takes damage the summon’s take an equivelant amount of damage. As you progress your summon will get more abilities and it’s hit points will increase.
Currently this class has had no playtesting as of now, but hopefully will soon. I realize that this class is most likely overpowered, but I’m thinking it will be easier to tone it down than to increase its power if it’s power level isn’t suitable, or I may be completely wrong and it’s weak.
Please give me all the feedback you can, such as issues with the class at certain levels, features, powerlevel, spellcasting and more.
Also I was not able to copy paste the table I made for the Summoner Class since it kinda got messed up when I pasted it. But what you need to know for the spell casting is that it progresses spell slot levels like normal, 1 1 2 2 33, and then stays at level 3 for a while till 10th level when they become 4th level spells. You start knowing one spell, and you gain spells every level until you max out at 10. The starting number of cantrips is 2 and ends at 6, nothing special there.
So to clarify you have only one kind of spell slot level, and you have many of those spell slots. In order to balance this the Summoner's spell list is very small and the Summoner doesn't have an option to any very powerful spells such as fireball.
Class Features
Hit Dice: 1d6 per summoner level
Hit Points at 1st Level: 6 + your constitution modifier
Hit Points at Higher Levels: 1d6(4) + your constitution modifier
Proficiencies
Armor: None
Weapons: None
Tools: None
Saving Throws: Constitution, Wisdom
Skills: Choose two from Arcana, History, Insight, Medicine, Performance and Religion
Equipment
Spellcasting
Wisdom is your spellcasting ability for your summoner spells. You use your wisdom whenever a spell refers to your spellcasting ability. In addition, you use your intelligence modifier when setting a saving throw DC for a summoner spell you can cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your intelligence modifier
Spell attack modifier = your proficiency bonus + your intelligence modifier
Ritual Casting
You can cast a summoner spell as a ritual if that spell has a ritual tag.
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your summoner spells.
Summoning
Starting at 1st level, you have the power to manifest a certain summoning depending one which summoning Channel you choose. Your choice grants you access to a summoning with unique features and abilities.
A summoning is like a creature that is linked to you.
You don't need to see yourself or your surroundings to summon your summoning, however it must be summoned within 5 feet of you. Summonings have different requirements for summoning them, such as verbal or somatic, if you don’t have access to the required components you cannot summon.
Once your summoning is defeated it dissipates, this means you cannot use it again. The summoning regains 1d6 + (your spellcasting modifier) hit points every minute, this means that after a minute it can be summoned again. If you are targeted by a healing spell it does not heal your summoning, the summoning must be healed directly, this can only happen if the summoning is summoned.
Controlling a Summoning
The summoning tries to do your bidding to the best of it’s ability, but will refuse to harm you without a good reason.
Summoning statistics
Summoning only have their own unique statistics. The summoning does your bidding to the best of its ability.
Summoning are immune to the following conditions; charm, fatigue, frightened, exhaustion, poisoned, unconsciousness.
Channel
Starting at 1st level you choose which channel you can open as a Summoner. Your choice grants you access to a unique being you can control. (these are subclasses)
Summoning Vitality
At 3rd level your summoning’s vitality increases. The summonings max HP increases by an amount equal to half of your maximum HP.
They gain this health buff again at 5th level, 14th level and 18th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal you can’t increase an ability score above 20 using this feature.
If you want you can choose to increase the ability scores of your summoning instead of your own.
Summoning Feature
Starting at 6th level you gain access to one summoning feature of your choice, you may choose an additional feature at 10th and 18th level.
Summon’s Essence
At 15th level all of your ability scores increase to your summoning ability scores if they are lower than them. Your unarmored defense increases to equal your summonings AC if they are below them.
You may also attack with your summoning Basic Attack as if it were your own.
Recall
At 18th level when your summoning is defeated, you may instead make a constitution saving throw, the DC is equal to a quarter of the damage that defeated your summoning. On a success your summoning stays alive with a quarter of their maximum hit points instead. After a success you can’t use this feature again until you complete a long rest.
Channels
These are the subclasses for Summoners. Each Subclass gives you the ability to summon a special monster. (Feel free to tell me about your ideas for summons.)
Channel too Koi
Koi is a medium slender creature. It has long clawed fingers and it’s head is covered in a bony exoskull. It has long blue feathers on its neck ending at it’ color bones.
Medium Summoning, verbal
HP: (your hit point maximum) + (your spellcasting modifier) + (Koi constitution modifier)
AC: 10 + (dexterity modifier)
Speed: 40 feet, swim speed 80 feet
Range: 200 feet
STR:15 (+2) DEX:18 (+4) CON:14 (+2) INT:15 (+2) WIS:15 (+2) CHA:15 (+2)
These stats if increased may exceed 20.
Basic Attack
Koi’s basic attack is a claw attack; add (dexterity modifier) + (your proficiency modifier) to hit, on hit deals 1d8 + (dexterity modifier) slashing damage.
Wave Force
At 3rd level, when attacking a target, but before the you roll, you can use this ability as a bonus action, roll 1d4. If the attack misses add the 1d6 to the attack roll, this might make it hit. If the attack hits add deal an additional 1d4 force damage.
The die class change to 1d6 at 5th level, 1d8 at 8th level, 1d10 at 10th level and 1d12 at 14th level.
You may use this ability once a round.
Shore Slash
At 3rd level, when attacking you may choose to attack all creatures within 5 feet of you at disadvantage, on a hit you do deal 1d4 + (dexterity modifier) slashing damage.
This becomes 1d6 at 5th level, 1d8 at 10th level, and 1d10 at 14th level.
Extra Attack
At 5th level your summoning may attack a second time.
Water Body
Starting at 10th level Koi’s body can becomes somewhat amorphous and it excels the most when in water.
Furthermore Koi’s size can change freely between small and medium size.
Aqua Lazer
At 14th level Koi can shoots out a beam of pressurized water.
Range: 120 feet
Duration: instantaneous
Koi makes attack rolls against all creatures within the beams area of effect, (your proficiency modifier) + ( your spellcasting modifier). The beam has has several levels of charging
1 charge: 1d4 + (your summoner level)
2 charges: 2d6
3 charges: 3d8
4 charges: 4d12
5 charges: 10d6
You have 10 charges, you get 1d4+3 charges every short rest.
Channel too Galfor
Galfor is akin in appearance too a large armored paladin, with a large club blade. It’s eyes glow with radiant light.
Large Summoning, somatic
HP: 10 + (your hit points maximum) + (your spell casting modifier) + (Galfor constitution modifier)
AC: 18
Speed: 25 feet
Range: 30 feet
STR: 20 (+5) DEX: 8 (-1) CON: 17 (+3) INT: 8 (-1) WIS: 15 (+2) CHA: 10 (+0)
These ability scores may exceed 20.
Basic Attack
Galfor's basic attack is a bash with its giant blade like club; add (strength modifier) + (your proficiency modifier) to hit, on hit deals 1d12 + (strength modifier) bludgeoning damage
Judgement
Starting at 1st level, Galfor’s gaze emits radiant light from its eyes in a 30 foot cone.
At 3rd level when striking an enemy it can see it can choose to add it’s wisdom modifier to the damage instead of its strength modifier, the additional damage deal by it’s wisdom is turned into radiant damage.
Burning Smite
At 3rd level, as a reaction when a lawful good creature hits another creature within 50 feet of Glafor, Galfor can imbue that attack with extra damage using it’s smite dice + (Galfor’s wisdom modifier)
Galfor has an amount of smite dice equal to your summoner level divided by two.
Each smite dice does 1d12 radiant damage.
Galfor regains all smite dice at dawn.
Galfor Spellcasting
At 5th level, Galfor learns one 1st-level paladin spell of your choice. Galfor may use this spell without expending any spell slots.
At 14th level Galfor may use this spell at will.
Galfor’s spellcasting ability is wisdom.
Piercing Sight
At 10th level Galfor gains true sight for 30 feet.
At 18th level this increases to 120 feet.
Slash and Burn
At 14th level when Galfor hits an enemy it may use it’s smite dice to deal damage equal to one smite dice rolled to all enemies within 30 feet of the target, including the target itself.
Channel too Trenchent
A huge summoning whose skin is like gnarled wood. It has 10 arms with no waist or legs. It’s appearance is feminine and it radiates a pleasant aura to its allies.
Large Summoning, verbal
HP: (your hit point maximum) + (your spellcasting modifier) + (Trenchent constitution modifier)
AC: 5 + (your spell casting modifier) + (Trenchent wisdom modifier)
Speed: flying 10 feet
Range: 30 feet
STR: 11 (+0) DEX: 4 (-3) CON: 20 (+5) INT: 15 (+2) WIS: 20 (+5) CHA: 7 (-1)
These ability scores if increased may exceed 20.
Basic Attack
Trenchent makes 10 separate attacks with its arms; add (your spellcasting modifier) + (your proficiency modifier) to hit, on a hit deal 1 bludgeoning damage
At 5th level deal 1d4 bludgeoning damage.
At 14th level, on a miss deal half damage.
Resplendent Aura
Beginning at 1st level, all creatures within a 30 foot radius of your choice including Trenchent heal 1d4 hp at the start of your turn.
At 5th level Trenchent adds it’s wisdom modifier to the amount healed.
Barrier Aura
At 3rd level, as a reaction if a creature within 5 feet of Trenchent would take damage, reduce the damage taken by an amount equal to Trenchent’s wisdom modifier.
Blessed Aura
Beginning at 5th level all allies within 30 feet gain a bonus to all attack rolls, ability checks and saving throws equal to half of (Trenchent wisdom modifier) + 1.
Trenchent Spellcasting
At 5th level Trenchent learns 3 druid spells of your choice, one 1st-level, one 2nd-level and one 3rd-level. Trenchent has an amount of equal to your summoner level to cast spells, the higher level the spell the higher the cost.
1st-level: 1 charges
2nd-level: 2 charges
3rd-level: 4 charges
1d4 charges are regained after a short rest.
Trenchent’s spellcasting ability for it’s spells is wisdom.
Extended Aura
At 10th level all of your aura ranges are doubled.
Harvesting Aura
At 14th level, when a creature is killed within 60 feet of Trenchent, regain 1d4 + (Trenchent wisdom modifier) charges.
Channel too Nasma
A creature wrapped up in bandage like scarves, while it moves a creature with a strong enough hearing will hear the feint sounds of chains clanking together. The creature exudes a dark aura that will send chills up your spine.
Medium Summoning, somatic
HP: (your hit point maximum) + (your spellcasting modifier) + (Nasma constitution modifier)
AC: 8 + (your spellcasting modifier) + (your proficiency modifier)
Speed: Hover 25 feet
Range: 30 feet
STR: 8 (-1) DEX: 15 (+2) CON: 9 (-1) INT: 20 (+5) WIS: 16 (+3) CHA: 19 (+4)
These ability scores may exceed 20.
Basic Attack
Nasma launches an a small sphere that explodes on impact dealing damage. You choose the damage type from acid, cold, fire, force, lightning, poison, psychic and thunder damage.
Creatures must make a saving throw 8 + (your spellcasting modifier) + (Nasma intelligence modifier). On a fail creatures take 1d8 damage and on a success half as much.
At 5th level Nasma launches an additional sphere, and again at 10th, 14th and 18th level.
Nasma Hex
At 3rd level, Nasma can target an opponent with a hex, whenever the target creature takes damage they make a contested charisma check against Nasma, on a fail they take additional damage equivalent to half of the damage they had taken in psychic damage.
Chains Strike
At 5th level Nasma can chain enemies together with invisible links. Nasma makes a spell attack as an action against a target; add (Nasma intelligence modifier) + half of ( your spell casting modifier).
Once Nasma hit’s a target it can cast Chain Strike from that target instead of itself. Furthermore if Chain Strike hit’s when cast from another creature the two are linked and whenever one suffers damage the other suffers an equivalent amount of damage. However if Chain Strike misses when cast from another creature it cannot be cast again and the creature is free of its effect.
At 10th level, Chain Strike can stack within one target up to two times, and three times at 14th level and 5 times at 18th level.
A creature with Chain Strike does not show any signs of being affected and cannot even tell itself. However a detect magic spell will reveal it.
Nasma Cloak
At 10th level Nasma enshrouded you like a cloak and cast’s a polymorph spell on you, you can turn into any creature of an equal or less CR, it’s duration is 1 hour x (your spell casting ability).
While in this form you AC equals Nasma’s AC and you may use Nasma’s abilities as well as the creatures abilities.
Nasma may use this ability once per day, at 14th level you gain one extra use, and another at 18th level.
Chain Demon
At 14th level, for every creature chained by Chain Strike Nasma gains a +2 bonus to all attack rolls, ability checks, saving throws, damage dice, AC and initiative. Your speed and range also increase by 5 feet for every creature chained.
Channel too Anima
A summoning that takes the form of a suit of armor that protects its user.
Summoning, somatic
HP: (your hit point maximum) + (your spellcasting modifier) + (Animus constitution modifier)
AC: 12 + (Anima dexterity modifier)
Speed: NA
Range: NA
STR: 15 (+2)
DEX: 14 (+2) CON: 15 (+2) INT: 11 (+0) WIS: 15 (+2) CHA: 11 (+0)
Sentient Armor
When summoned Anima takes the form of a suit of armor that encases it’s summoner. Because of this it serves to empower the summoner directly.
All summoner ability scores modifiers are increased by an amount equal to the same ability score modifier of Anima.
Example: If your strength modifier is +1 and Anima’s strength modifier is +2, than your total modifier is +3.
Furthermore while wearing Anima your AC equals Anima’s AC, and any damage taken is dealt to Anima.
When Anima is defeated your abilities are reverted to normal, and you lose any bonuses granted by Anima.
Proficiencies
Beginning at 1st level, while wearing Anima you gain proficiency in all weapons and shields. If you already have proficiency in a weapon or shield you gain expertise with it while wearing Anima.
Basic Attack
At 1st level when you can make weapon attacks while wearing Anima you add your own proficiency modifier as normal as well as Anima’s strength modifier to the attack rolls. For damage rolls you add Anima’s strength modifier.
When making a second attack with two-weapon fighting you do not add any modifiers, unless they are negative.
Fighting Style
While wearing Anima you are proficient in a particular fighting style. Choose one of the following options. You cannot pick one more than once.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Dueling
When you are wielding a melee weapon with one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have a 2 handed or versatile property for you to gain this benefit
Protection
When a creature you can see attack a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-weapon Fighting
When you engage in two-weapon fighting you can add your Basic Attack modifiers.
Hard or True
At 3rd level you may either take an attack roll penalty or a damage penalty whenever you attack. Before rolling for an attack you may decide to add your spell casting modifier to the attack roll, or after hitting a target and not having used this ability you can add your spell casting modifier to the damage.
At 10th level, you can decide to add the attack bonus after finding out whether or not the attack missed or hit.
Strengthen Bond
Starting at 5th level you learn how to increase the effectiveness of your summoned armor by sacrificing your own hitpoints. Once per round you may choose to sacrifice hit points at will up to your summoner level and give them to Anima instead.
At 10th level, a willing creature you touch may give hit points up to your summoner level instead of you.
After doing this your next attack while wearing Anima is at advantage.
Anima Archetype
At 10th level your Anima armor morphs into a more unique summoning with new abilities. Remember these abilities only apply while wearing Anima.
Archon: This Anima archetype focuses on magic. You gain a hovering speed equal to your walking speed + 5.
You learn 5 spells of your choice from any spells list up to 4th level. You cast these spells using charges. You have 10 charges starting at 10th level.
1st: 1 2nd: 2 3rd: 3 4th: 4
Every time you level up you may choose to gain 2 maximum charges, or learn a new spell.
You regain half of your maximum charge per short rest and all of them after a long rest.
When you make a saving throw against a spell gain advantage.
Chariot: Anima’s lower torso turns into one resembling a pegasus, this grants you a flying speed of 70 and a +20 feet bonus to your base walking speed.
When you charge at an enemy straight on for at least 20 feet you gain advantage on the attack and you do not provoke opportunity attacks from the creature.
You gain a +1 bonus to AC
Spearade: Any weapon Anima is using gains a long, if not longer hilt. Any weapon Anima is using gains a +5 feet bonus to their range. When using Anima’s Basic Attack you gain a +1 bonus to attack and damage rolls for every 5 feet away the target creature is.
After using your Basic attack you may attack again for half damage, you may use this feature once a round.
When creatures hits you with an opportunity attack take half of the damage.
Your gain a +2 bonus to your AC
Anima Transfer
At 14th level you may discard Anima as an action and have it encase a willing creature within 60 feet instead, this creature gains all the benefits of wearing Anima that you do. You transfer Anima as an action from this creature back to yourself or to another willing creature within 30 feet of the current wearer.
Any creatures Anima passes while transferring may make an opportunity attack against it at disadvantage.
Summoner Spells List
Cantrips
Control Flames
Create Bonfire
Guidance
Light
Mending
Mold Earth
Shape Water
Spare the Dying
1st-level
Alarm
Beast Bond
Bless
Ceremony
Cure Wounds
Create or Destroy Water
Detect Evil and Good
Detect Magic
Detect Poison or Disease
Goodberry
Protections from Evil and Good
Purify Food and Drink
Speak with Animals
2nd-level
Animal Messenger
Catnap
Gentle Repose
Knock
Levitate
Lesser Restoration
Locate Animals or Plants
Locate Object
See Invisibility
Skywrite
Zone of Truth
3rd-level
Clairvoyance
Dispel Magic
Feign Death
Remove Curse
Sending
Speak with Dead
Speak with Plants
Tongues
Water Breathing
Water Walk
4th-level
Arcane Eye
Charm Monster
Control Water
Divination
Dominate Beast
Freedom of Movement
Locate Creature
Stone Skin
I would like to say sorry for any mistakes I made while transferring this article and any spelling mistakes or any confusing things I might've said. Feel free to ask anything and give feedback and suggestions.
Thx for reading :)
Holy shit this is so damn cool, the Nasma and Anima are my favorites. I like the idea of using the anima transfer, too bost an allies AC, imagine a massive attack from a dreadnought-like enemy, and you and an ally or person of deep imortance to you, are both within range, you use the anima transfer to shield them from the blast, and sacrifice yourself to save someone you care for. CHAIN LINK GO BRRRRR. Oh also seeing V1 would be cool if you wanna.
I skimmed it, looks good! Something I would add though (unless I missed it) is the ability to commune with spirits of monsters from DnD and then summon them later. It would just be bigger more important monsters like Chimeras or Beholders.
this is really cool, but i have some negative feedback: 1) i think that the treshent is really overpowered, and i mean REALLY. the healing factor is broken because it make the characters almost immortal and scheduling conflict really hard. i don't know how to fix it so i straight up ban it. 2) i love the koi, but i think it's almost underpowered at low levels, you should add that it's ridable and some 1rst lvl power, i propose this one: chill zone: at 1rst level as an action the koi can create an area of 10m2, every creature in this area has to make a cd10 wisdom saving throw, if failed, the creature is frightened until it escape from the area and takes 1d4 psychic damage. it need concentration (con saving throw cd=10+1\4 damage). 3) i think that galfor's spellcasting ability is a bit op, having the ability of casting a spell with infinite spell slot is to much, even for 1st lvl spell, but it's not a great problem. 4) anima has a problem, his ability of taking damage for the user mixed with its hitpoint is absolutly broken, it has more hp than the user, that means that the user has more than the double of his hitpoints. this ability is not a problem, but you should make anima's hitpoints equal to (half user's hitpoints)+(anima's constitution bonus). also the ability itself should be something like: Sentinel: you can choose to let the armor take the damage for you as a reaction.
theese were my feedbacks, you made a great work and i will certainly use this class in my next game
It look very fun to play. Great work !
My Homebrew: Spells Subclasses