Wizard
Base Class: Wizard

Trained in the art of summoning and binding creatures to their will, summoners can be extremely useful at turning the tide of battle with well placed summons. Summoners can have contracts with creatures as weak as flumphs and as strong as dragons. These contracts are a double edged sword however; for every contract exacts a constant price on the power of the summoner, sacrificing magic for allies.

Summoners Bond

Starting at 2nd level, the summoner can telepathically communicate and share senses with any creature they summoned from a spell or feature, while both are on the same plane.

Summoning Contract

Starting at 2nd level when you select this school, you can choose to attempt to make a contract with a willing creature. The summoner and the targeted creature then enter a battle of wills in order to determine the worthiness of the summoner. This contest of wills is handled as a best 3 out of 5 Charisma checks. Should the summoner succeed 3 checks the targeted creature submits, and should the summoner fail 3 the creature determines the summoner to be an unworthy master and abandons the contracting. Some creatures may however only find a summoner a worthy master should they completely dominate the mental contest, such creatures are typically among the most powerful, such as dragons, giants, celestials, fiends, or powerful elementals and undead.

After the summoner succeeds in subduing a creature in the battle of wills, both parties can lay down terms as part of the contract. The standard set up being that the summoner is made the master of the contracted creature and can call upon them, in return the creature receives some good or service. Once the terms are agreed upon the summoner performs a ritual that seals away a part of their own power in order to maintain this contract. This power is in the form of spell slot levels/points equal to the CR of the creature. For example a creature with a CR of 10 would require either 10 spell points or 10 cumulative spell slot levels to be sacrificed. Either party can end the contract at any time should they choose to do so.

The creature can from this point on be summoned as an action to appear in an unoccupied space of your choice within 30 feet, and will remain by your side until you dismiss the creature to its previous location as a bonus action, or until it drops to 0 hit points. Creatures that drop to 0 hit points can still die should they be mortal entities. For instance, if you summon a contracted wolf and it drops to zero hit points it will die, but if a summoned hezrou drops to 0 hit points it will return to its plane of existence and regenerate like it normally would, except it will be available to re-summon again after 24 hours. Should a summon permanently die or a contract end, the spell slot levels/points reserved for this contract will be returned as the contract will become null and void.

Meat Shield

Starting at 6th level, you can use your reaction to teleport a summon you can see within 30 ft. to your space when you are targeted by an attack that only targets you, the attack then targets the summon instead. You can then move half your movement speed without opportunity attacks.

 You can use this feature a number of times equal to your proficiency bonus per long rest.

Spontanteous Summoning

Beginning at 10th level, you can use your action to summon a creature or group of creatures to your aid. When you do so you sacrifice a number of hit dice equal to the combined CR of the creatures you summon due the abrupt physical tax this has on your body. For instance, if you summon 4 skeletons which are only 1/4 CR then you sacrifice 1 hit die. If you summon a CR 10 young red dragon you sacrifice 10 hit die. Once these creatures are summoned by you they remain for 1 hour, and in order to maintain control over them you must maintain concentration as if on a spell.

Veteran Contractor

Starting at 10th level, the summoner has become quite proficient in making contracts and has learned to communicate with many strange and exotic creatures. You gain the ability to cast the tongues spell once per day, while under the effects of this spell the summoner can communicate with any creature and can add their intelligence bonus to any charisma checks they make.

Superior Summons

Starting at 14th level, any creature that you summon or create with a conjuration spell or from a contract has max HP. In addition they use your ability scores if any of theirs are inferior to any of your scores.

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