Sorcerer
Base Class: Sorcerer

The Primal Summoner is a manifestation of the Sorcerer’s innate magical prowess, a conduit for the wild and unpredictable forces that fuel their power. This subclass is for those who wish to harness the primal energies of the universe, summoning creatures and manipulating the environment with a raw, untamed magic that is as unpredictable as it is powerful. The Primal Summoner is a full caster, focusing primarily on conjuration spells with summoning effects, but also capable of casting any conjuration spells. They exclusively learn and cast spells from the conjuration school and can't cast or learn any spells from any other schools of magic. They are generally physically weak, relying on their summoned creatures and conjured effects to protect them and control the battlefield.

Primal Conjuration

At 1st level, your innate magical power allows you to tap into the primal forces of the universe, granting you access to conjuration spells from any class. These spells are considered sorcerer spells for you, reflecting your unique connection to the primal energies they channel. You exclusively learn and cast spells from the conjuration school and can't cast or learn any spells from any other schools of magic.

Summoning Savant

Also at 1st level, your natural affinity for summoning reduces the time you must spend to learn a conjuration spell with a summoning effect by half. This represents your intuitive understanding of the primal forces you are calling upon.

Summoner’s Charm

At 6th level, when you cast a conjuration spell with a summoning effect, your summoned creatures gain temporary hit points equal to your Charisma modifier plus half your Sorcerer level, rounded down. In addition, you can expend spell points up to the spell’s level. For each spell point you expend, the summoned creature gains additional temporary hit points equal to your Charisma modifier. This represents the raw, untamed energy that infuses your summoned creatures, making them more resilient in battle. However, this requires a greater expenditure of your own magical energy (spell points).

Durable Summons

At 14th level, you can use your spell points to enhance your summoned creatures. When you cast a conjuration spell with a summoning effect, you can expend additional spell points up to the spell’s level. For each spell point you expend, choose one of the following effects:

  • The summoned creature gains a bonus to attack rolls and damage equal to the number of spell points expended.
  • The summoned creature gains additional hit points equal to five times the number of spell points expended.
  • The summoned creature gains a bonus to its Armor Class equal to the number of spell points expended.

You can choose the same effect multiple times, but you must expend spell points for each instance. The enhancements last for the duration of the summoning spell. This feature represents your ability to infuse your summoned creatures with additional primal energy, enhancing their abilities in various ways. However, this requires a greater expenditure of your own magical energy, as represented by the spell points.

Focused Caster

Also at 14th level, your connection to the primal forces of magic allows you to maintain your focus even when under duress. When you fail a Constitution saving throw to maintain concentration on a spell, you can choose to reroll the dice. Once you use this feature, you can’t use it again until you finish a short or long rest.

Master Summoner

At 18th level, you can use your action to regain expended spell slots with a combined level that is equal to or less than half your sorcerer level (rounded up). However, none of the slots can be 6th level or higher. For example, if you’re an 18th level sorcerer, you could recover up to nine levels worth of spell slots. You could recover one 5th-level spell slot and two 2nd-level spell slots, or any other combination that does not exceed nine levels in total and does not include spell slots of 6th level or higher. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.

Master of Concentration

Also at 18th level, your mastery of primal magic allows you to maintain concentration on two spells at once. However, each time you cast a second spell that requires concentration, you must expend additional spell points equal to the spell’s level. If you do not have enough spell points, or if you cast a third spell that requires concentration, you must choose one of the other two spells on which to end concentration. This represents the increased mental strain of maintaining multiple concentrations of energy at once, which is offset by the expenditure of additional magical energy (spell points).

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