Base Class: Cleric
Optional DM Discretion
In this subclass there are three core summons known as:
- Celestial Spirit: A small celestial creature that heals and aids allies from the divine ruby embedded somewhere in its body.
- Fiendish Entity: A creature born from the nether realms, this creature overwhelms enemies from afar.
- Forceful Gugnir: A divine knight, the gugnir is a lance wielding bulwark that protects its Summoner by slaying enemies on the field.
These are the core Summons that the subclass is built on. At the DM's discretion, a character may come into contact with other Summons that they can bond with and form contracts to help aid their exploits. Additional Summons should operate similar to how the three core summons act and should scale off of the character's Proficiency Bonus.
A Companion for Life
When Summoners bind themselves to their Summons, they do so for life. They will stand against the world, together as one. They will always look out for each other, because in the end, they need each other. Whether they like it or not. The Summon will often be the stronger of the pair, but without the Summoner to guide it, the Summon is nowhere near its full potential.
Split Soul
The process of binding your soul with another creature can be quite taxing, especially if the creature isn't willing at first. Some people disappear into the wild to find a forest animal willing to bind, and return months later with a beast by their side willing to do anything for them, while others would rather summon a creature of untold horror, force it into submission, then bind the creature to follow their command. Some come across a friendly spirit and together their friendship fills a powerful bond. However, having your soul bound to another creature means that your soul will never be full again. There is always something missing. It gets even more apparent for the Summoner when their Summon is far away from them, and can sometimes be physically painful for them to be a great distance from their Summon.
Creating a Summoner
When making your Summoner you must consider how you got your Summons. Did you travel the world to seek a companion, was it easy for you, or was it a life goal, was it even your choice to bind your soul? Maybe you were captured by cultist, that forced you to bind with a creature against yours and the creatures will.
What kind of relationship do you have with your companion? Are you two inseparable friends? Or is it more of a master and servant relationship. Sometimes a Summoner might regret the act of soul binding and want to undo it, though it is a hard and lengthy process.
Summoners are in contact with their Summon like no other two beings will ever be, and when you play as a Summoner you can describe how you and your companion act.
Conjure Summon
At 1st level as an action, you can magically conjure a summon from the below list that is bound to you. It appears in an unoccupied space of your choice within 30 feet of you.
You have a choice between:
- Carbuncle: a celestial creature that aids you and your allies.
- Diabolos: a fiendish entity from the nether realms that overwhelms enemies from a distance
- Gugnir: the penultimate knight wielding a lance imbued with divine force.
The summon is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying stat blocks, which uses your proficiency bonus (PB) in several places. You can determine the cosmetic characteristics of the creature, such as its color, its scale texture, or any visible effect, your choice has no effect on its game statistics.
In combat, the summon shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the summon can take any action of its choice, not just Dodge.
You can only have one summon active at a time. Conjuring another summon using a spell slot immediately dismisses the first summon.
The summon remains until it is reduced to 0 hit points, until you use this feature to summon again, or until you die. Anything the summon was wearing or carrying is left behind when the summon vanishes.
You can Conjure Summon an amount of times equal to your Proficiency Bonus, and you gain all uses back after a Long Rest.
Divine Spirit

Fiendish Entity

Forceful Gugnir

Channel Divinity: Surpass Limits
At 2nd level, you can use your Channel Divinity to augment your Summon's abilities.
As an Action, you can allow your Summon access to a special Action they can take on their turn. When using this Channel Divinity on your turn, you do not need to use your Bonus Action to command your Summon.
Extraplanar Connection
At level 6, your connection to your Summons becomes stronger and more pronounced. Your Summons recognize you as their master and in turn, their strength grows as well. When your Summon is active, you gain the same damage resistances as it. Additionally, you roll an additional damage die for your Summons' abilities.
Guardian Force
At level 8, your Summons exist to enact your will, and to protect your spirit. When you have an active Summon that is within 10ft of you, all attacks against you have disadvantage.
High Summoner
At 17th level, your connection to your Summons is unparalleled. You gain the following benefits:
- Instinctive Safeguard. When either you or your Summon takes damage while you’re within 30 feet of each other, you can use your reaction to give yourself or the Summon resistance to that instance of damage. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
- Empowered Summon. Your Summons roll an additional damage die for their abilities.
- Limit Break. Once per Long Rest, you can command your Summon to use their special action without a use of your Channel Divinity.
Previous Versions
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7/6/2022 5:35:48 PM
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