Base Class: Sorcerer
Summoners have the innate ability to sense the weave of magic, and have become adept at tearing the weave to acess to extrademensional space that many summoners refer to fondly as "the magic space freezer". Summoners tend to have truamatic pasts that gave them access to the weave, and many are well-versed in multiversal travel. They tend to stray to the insane side, but that's hardly their fault.
Summoning
Starting when you choose this origin at 1st level, you can form a mystical bond with some creatures, tucking them into a magical space to release later. When you are in combat against an abberation, beast, celestial, fiend, monstrosity, ooze, or plant, you can take an action to tuck it into the folds of reality. If the creature's challenge rating that you are trying to capture is equal to or less than half your level, you can tuck it inside space-time folds with no ability check required. If it has a challenge rating greater than half your level, make a DC 17 Constitution check, with +2 added to the DC for every challenge rating above half your level. For example, if you are a 20th level Summoner trying to capture a challenge 12 monster, the DC would be 21. You can have a number of creatures stored equal to your proficiency bonus, and if you try to capture any more, you fail automatically. When you have a creature stored, you can expend one spell slot or one sorcery point to release a creature from your folds, causing it to act normally as if it was never captured and summoned. You cannot recall summoned creatures.
Shapeshifting Stance
Starting at first level, you can form a small magical link with some creatures you have summoned or captured, making it so that you can temporarily transform into them. If no ability check was required to capture a creature that you have stored, you can make a DC 11 Wisdom check, transforming into the monster for 2d4 hours. All equipment you are wearing or carrying is transformed with you into your new form. You do not retain any of your old statistics except your ability scores and any languages you know. Using this trait lets your stored creatures go free without expending a spell slot, and they are friendly to you for 3d6 minutes. You can use this trait again after a long rest, or spend two sorcery points.
Controlled Summon
Starting at 6th level, you have gained a moderate amount of control over the creatures you summon. After releasing a creature, if it did not require an ability check to capture, you can expend one sorcery point to control it as if using the [suggestion] spell for 2d6 days, or make it friendly to you for 2d6 months. If it did require an ability check to capture, you must expend 3 sorcery points for the same effect. All creatures you affect in this way can understand all languages that you can. You can end the effect early whenever you want as a bonus action.
Empathy Lens
Starting at 14th level, you can create a special lens that lets you see the feelings of your stored creatures, as well as any languages they know. You gain a telepathy range 200 GP, some goggles of night, a blade of emotion, and 3 hours of uninterrupted working time are required to create one. With the empathy lens on, you can immediately sense your stored creature's feelings as if they were your own. You can only have one lens made at a time, as all other attempts to make one fail. You are the only one who can benefit from the lens's magic. The goggles of night lose their magic after the crafting process is over, as the new magic of the empathy lens now suffices them. The blade of emotion loses its regular properties and turns into a +1 Longsword at the end of the process.
Master Summoning
Starting at 18th level, you can expend 5 sorcery points to magically bond with one creature you have stored that required no ability check to capture. This process makes it completely loyal to you until it dies, although it still might not want to work with you. The bonded creature understands all languages you do and listens to your commands with unwavering loyalty. You can only have one bonded creature at time, and the only way to change bonded creatures is for your current bonded one to die. When your bonded creature takes damage that would kill it, you can choose to take that damage instead. You do not have to expend a spell slot (although you still have to use your action) to release your bonded creature, and you can recall it as a bonus action. Additionally, whenever you capture a creature, its hit points are restored to maximum.
Previous Versions
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3/31/2023 11:59:32 PM
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Coming Soon
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