Sorcerer
Base Class: Sorcerer

The Summoner bloodline has been lost to time for eons, a forgotten art thought to be unnecessary, now starting to rise once more. There are many spells that can call upon 'summons' but none compare to the specialization a Summoner has. Where other casters are limited based on the spell they cast a Summoner takes the essence of a recently slain foe and, through a timely ritual, weaves them back into being under their control under the terms of an unbreakable pact. The stronger the Summoner, the stronger the 'Summon' they can enlist into their pact. It is rumored that the strongest Summoners can even enlist allies as their own summons to empower them.  

Summoner Pact

Whenever you come across a fallen target you can attempt to evoke a ritual over the course of a long rest to resurrect the target as a 'Summon'. This consumes gold equal to 20 times the CR of the target and you must pass a CHA save, DC equal to 10+(CR x2). Success resurrects the target but does not yet bind it to you, a resurrected 'Summon' may reject the pact if its CR is at least half or more than your levels in Sorcerer, if it rejects your pact it dissipates leaving nothing behind. An Essence Summoner can attempt to 'persuade' a summon to join into their pact if the initial summoning ritual is not rejected. A summon can always understand what the Essence Summoner says and vice versa, if the Summon does not speak any language 'Animal Handling' or 'Religion' is used instead as DM sees fit. Resources are spent on Success or Failure.

After any Summoning Pact, successful or not,  an Essence Summoner is under the effects of two levels of exhaustion without actually gaining the levels. This effect is removed after 24 hours. If the player gains another level of exhaustion within that time it does not bring them to the third level of exhaustion and is still treated as gaining one level of exhaustion. 

A 'Summon' that becomes enlisted under your pact is under your control and cannot willingly kill itself nor you as a base rule. You use its original stat block to determine actions it has and rolls it makes as well as its Health. If a Summon drops to 0 HP it dissipates, however, over the course of a long rest you may perform a ritual and spend gold equal to 20xCR of the 'Summon' to re-summon it. A player then only suffers the effects of one level of exhaustion and only for the next twelve hours. (Gaining another level of exhaustion does not bring the player to two levels, and is still treated as normal.) 

At Level 10 you may have One additional Summon enlisted into your pact, and another additional Summon at Level 18.

Summoner Empowerment

You empower your summons with extra vitality, making them heartier than they normally would be. 

Summons in your pact gain an extra Maximum HP equal to 2x Charisma Modifier. 

This bonus increases to 5x Charisma Modifier at level 6, then 10x Charisma modifier at level 14, and 15x Charisma modifier at level 18.

This only counts a modifier up to +5, anything past that is still only up to 75 extra maximum Health. (Meaning the most extra health a summon can receive from this is +75)

Summoner Affinity

Constantly emit an empowering Aura that amplifies the strength of your Summons. Summons within 35' get +5 to attack rolls and Advantage on saving throws. 

At level 14 your summons within 35' also get +2AC and Resistance to Non-Magical damage types. 

At level 18 your summons within 35' also gain Immunity to One magic damage type of your choice. (Acid, Radiant, Necrotic, Psychic, Force, Thunder, Lightning, Fire, Cold, or Poison)

Summon Reflexive Insight

Your bond with summons increases allowing you to share communication with your summon telepathically up to 300'.

As a reaction you can teleport any one of your summons up to 5' near you OR swap places with one summon as long as it is within 60' of your location.

Summoner's Overpower

At 18th level your connection to your summons is so strong that you can share an explosive burst of energy with them. By spending 5 Sorcery points, as an Action, you emit a 60' Aura that empowers all your summons within your aura. This aura lasts 1 minute and can be extended to another minute by spending 5 more sorcery points without needing to use an action if it is already active.

Empowerment: You & Summons gain Temporary HP equal to 10xSorcerer Level. Both also get +1 and advantage to all attack, damage, skill, & saving rolls. 

IF YOU HAVE NO SUMMONS when you activate this you may Re-Summon up to a single enlisted Summon in your pact for free and suffer the effects of one level of exhaustion for 24 hours. If a 'Unique Summon' is re-summoned this way you instead suffer the effects of two levels of exhaustion. (If you gain a level of exhaustion this does not bring you to an additional level of exhaustion and is still treated as one level.)

'Under My Protection'

At Level 18 an ally can enter your pact as an 'Unique Summon', willingly, over the course of a long rest and performing a ritual that spends gold equal to 100x the combined level of each  'Unique Summon' under your control. After performing a ritual you suffer the effects of 3 levels of exhaustion for 24 hours. (Unique Summons, like Normal Summons, no longer need to eat, sleep, or breath to survive and instead spend 4 hours in a meditative state still aware of their surroundings. Gaining a level of exhaustion does not count as a fourth level and is still treated as normal.)

When this pact is made it follows the same rules as other pacts, thus most allies are hesitant to enter a pact knowing they are permanently under the control of their summoner. You may make a unique pact that allows more freedoms when the ritual is performed. If a pact is broken the 'Unique Summon' does not disappear and instead the pact is broken and can never be reformed by the same Summoner. 'Unique Summons' benefit from all traits that affect summons but are not restricted by distance to communicate telepathically and as an action either party can see/feel through the other. 

'Unique Summons' , upon death, can be re-summoned over the course of a long rest performing a ritual and spending 1000 gold, 2000 if they are above level 15, after which the Essence Summoner suffers the effects of 4 levels of exhaustion for 24 hours. (A 'Unique Summon' that has died lives on in an empty extra-dimensional plane until they are re-summoned. If an Essence Summoner dies all Summons under their control are released and those that are dead are lost. A wish spell can bring those lost back to life.)

You can still only have up to 3 Summons, Unique Summons take up one Summon spot like normal. 

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Essence Summoner Image

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