Base Class: Druid
Druids of the Circle of Summoning have a deep connection with one type of creature. As such they are able to have that creature type manifest to fight with them for a short time.
Summoning
When you choose this circle at 2nd level, you gain the ability to manifest creatures to fight with you.
Choose a creature type when joining the circle: Aberration, Beast, Celestial, Elemental, Fey, Fiend, Giant, Monstrosity, Ooze, or Plant. A number of times per day equal to your proficiency bonus, as a bonus action you can summon these creatures to fight with you. The creatures appear, take their turn immediately after yours, then vanish. You can summon a number of creatures equal to your proficiency bonus. The creatures' total CR can be no higher than your druid level. You also learn the language of your chosen creature type if it has a language, a language of your choice that you think makes sense if it doesn't.
You regain all expended uses at the end of a long rest.
Aberration
Aberration
Beast
Beast
Celestial
Celestial
Elemental
Elemental
Fey
Fey
Fiend
Fiend
Giant
Giant
Monstrosity
Monstrosity
Ooze
Ooze
Plant
Plant
Greater Summoning
Starting at 6th level, attacks from your summoned creature count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Highly Attuned
At 10th level you become attuned to your summoned creature type. You gain the benefits of Protection, as the spell, against all creatures of that type. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against you. You also can’t be charmed, frightened, or possessed by them.
Superior Summoning
At 14th level your bond with your creature type is so strong that your summoned creature can fight with you longer. The summoned creature doesn't vanish until the start of your next turn. As such they can use their reactions and legendary actions.
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