Cleric
Base Class: Cleric

As a summoner you can create almost any creature, though one closer to you power level, so don't expect alligators at level 1 or you might get lizards instead.

Summon creature

As an action, and using a spell slot, you can pull a creature from the surrounding ground or living flora. This action takes 1 round but you don't need to be focused. The creature manifests in whatever shape you decide, with either flight or swimming speed of 15ft , a walk speed of 25 ft and either claws, (2d4 slashing + 2d4 for every 4 summoner levels) fangs, (1d4 piercing and 1d4 poison + 2d4 poison for every 4 summoner levels) or a curved horn (1d8 bludgeoning + 1d8 for every 4 summoner levels). (so 5, 9, 13, 17)

The attack rolls and damage are based on your strength or wisdom stat, whichever is higher, and the creature has a proficiency bonus of 2, which is applied to attacks and strength saves. Its AC for when it gets attacked is 13 + dexterity modifier, which increases to 15 + dexterity modifier at level 6.
The creature always has 1/3 of your hit point maximum, rounded down, temporary hit points are not included for this. It has half your modifiers in all stats, rounded down, including negative modifiers.
It follows your command exactly and executes it as soon as you are finished talking, even if it may hurt or potentially kill the summoned creature, though it will not have the knowledge to intercept attacks from enemies until you are level 2. 
You can give a command as a bonus action.
The creature can be dismissed as a command, or it will disappear after all hostile creatures are dead.

If given no command, it will attack the nearest hostile creature to it, provided it's clear you or your team is fighting it, unless something is preventing it from doing so. (can also be commanded with the, "be idle" command)

You must have your spellcasting focus and a patch of dirt or plants with direct connection to dirt that has sunlight on it.

Sacrificial creatures

If a creature is given the command to do so, it will use its reaction to intercept any attacks made against you.

If it does intercept it will use i's own armour class and hp for the attack instead of your own.

If it survives it will spend one turn tending to its wounds, during that time it can only accept commands that don't put it in combat, such as "hide or move back" before accepting commands as usual again.

Beak and call

Summoning a creature no longer take a full round and commands can be given on the first turn it is summoned.

Three's a crowd.

You can now summon 2 creatures. It uses the same calculations to determine its stats as the first creature, and their hp is counted separately. You can give the same command to both at once, though you can give a command to only 1 in which case it will follow the "idle" command status. Additionally, both creatures will now stay until you dismiss them, even after battle. They will disappear at midnight, unless there are hostile creatures nearby. Finally, the can now be summoned out of air, as well as dirt and plant life.

Scaly defence

Your summons now get a set of glittering scales, thick hide or other natural defences that raise its AC.

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