Wizard
Base Class: Wizard

Summoners are mages, mages that dedicate their lives to studying the other planes of existence. They study and interact with it in their secluded lairs or command their denizens to fight for them and flaunt them as a sign of power. Many Summoners are looked at as evil, depending on what plane they summon their power from, while others hold strong positions of power, they live a life of extremes. The Summoner uses their talents and knowledge to summon spirits, demons, fey, and other creatures from the other planes to assist them in combat, or to just have someone to talk to. Their summons are permanent until dismissed and will often become more powerful with their master the longer they have them (level-up). Beyond their summonings a Summoner commands more primordial abilities in combat, fire, ice, lightning, etc while also commanding a vast amount of support spells used with their summoning and allies. They are a versatile support role, where if used correctly can become a very high damage dealer.

 

Easily Influenced

The Summoner can be easily tempted, dealing with demonic creatures, as well as fanatically religious, towards their chosen holy spirit. Due to the nature of their magic Summoners are often tempted and influenced by the creatures they summon to aid them. Some high priests are the holiest and most fanatic in belief because of their attachment towards their spirit. While a Summoner who controls a demonic minion may be tempted into deals or their minds corrupted, changing them into cultists preforming dark rituals. Of course this isn't always the case, but there is always some influence on the minds of the Summoner from their summoned minion. 

 

Creating a Summoner

A Summoner is akin to cultists. Their practice is frowned upon, almost equal and sometimes more than Necromancers. People fear what they might bring into the world. A Summoner is usually a holy man, practicing forbidden arts, or some vagabond power-seeker. Mage guilds sometimes practice these arts, but usually don't encourage the learning as many of the Summoner's secrets that can be discovered can quickly lead a spellcaster to corruption. One must be careful when using these forbidden Summoning arts, a weak mind can quickly make you fall prey to corruption and sometimes possession. There is a fine line between good and evil for a Summoner, knowing when something is too far is an important part of practicing these arts.

 

The Uncommon Practice

The Summoner is not a common practice of magic. Of course most magic isn't common, but even among mages and spell casters summoning can be too easily abused and it can too easily influence someone's mind. Depending on what a Summoner decides to use people may be afraid of them, or even refuse to talk to them, sometimes even attacked on sight. While others might flock to them for holy guidance and give them a pleasant reception. The normal populace is easily influenced by looks, no matter how good hearted your demon friend might be, a person will fear what they don't know.

 

Summoner Abilities and Proficiency

Level

Proficiency
Bonus

Features

 
 

1st

+2

Spellcasting, Arcane Recovery

 

2nd

+2

Minor Summon, Empower

 

3rd

+2

School of Study

 

4th

+2

Ability Score Improvement

 

5th

+3

School Feature

 

6th

+3

 Summoning Feature, Double Minor Summoning

 

7th

+3

—

 

8th

+3

Ability Score Improvement, School Feature

 

9th

+4

—

 

10th

+4

Major Summoning, Double Summoning

 

11th

+4

—

 

12th

+4

Ability Score Improvement

 

13th

+5

—

 

14th

+5

 Legendary Summon, Double Major Summon, School Feature

 

15th

+5

_

 

16th

+5

Ability Score Improvement

 

17th

+6

—

 

18th

+6

Spell Mastery

 

19th

+6

Ability Score Improvement

 

20th

+6

Signature Spells, School Feature

 

 

Pact Creation

At either the start of the 1st level, or upon the character's creation, the Summoner makes their first attempts at summoning creatures from another plane. The DM rolls 1d4 , whatever the number is will be the challenge rating of the Summoner's first summon (1d4 = CR: 1/8th, 1/4th, 1/2, or 1). The player can only summon something they would likely know of (aka: an imp, quasit, etc), or the DM can randomly choose a creature for them.

This will either take place before the game starts, on character creation, or during the level-up process when the Summoner does their first ritual, the Summoner will summon their first planar being to learn of the inter-workings of the planes. After this summon takes place the Summoner will converse with the being to create a pact with them, in aims of keeping them as a follower to learn more of the planes. The outcome of this conversation varies from Summoner to Summoner and depending on what is brought though the ritual, some may attack the player while others may try to interact with them, but only after this ritual has taken place will the Summoner be able to progress.

Healing Summons (Optional)

As an optional rules set, enforced or ignored by the DM, summoned creatures do not heal during short or long rests. They may only heal if they possess natural healing abilities, healing spells are cast on them, or they are given healing potions to use. If a School of Study, such as Necrotic Summoner, already has rules for healing/repairing their minions default to the rules as written.

This is an optional rules set, that may or may not be enforced by the DM. If it is not enforced by the DM, a summoned minion may use their hit dice on short rests and heal as is intended during long rests.

Empower

Starting at the 3rd level the Summoner has made a mystical bond with their Summoned and/or created minion. Defined by the school of study the Summoner chooses at the 2nd level, the Summoner learns ways to magically or physically empower their minion. The Summoner is able to use this twice per day, recharging after a long rest.

You gain one of the following Empower abilities based on what School of Study you choose to follow as a Summoner.

Demonic Empower

Starting at the 3rd level the Summoner learns to use their Empower ability. Twice per day, as a bonus action, the Summoner can choose to put their minion into a frenzied rage (using the Barbarian's Frenzied Rage rules), if the minion is a fiend/demon (chaotic evil). In addition all creatures, of the Summoner's choice, within 30 feet of the Summoner's minion must pass a wisdom saving throw (using the Summoner's spell save DC) or be forced to attack the frenzied summon on their turn until they pass the wisdom saving throw (rolled at the end of their turn).

Devilish Empower

Starting at the 3rd level the Summoner learns how to use their Empower ability. Twice per day, as a bonus action, the Summoner may empower their minion, having them cast a ability dealing 1d6 (+1d6 for every 2 additional levels of Summoner) Necrotic damage to all enemies within 20 feet of the minion.

Divine Empower

Starting at the 3rd level the Summoner has learned how to use their Empower ability. Twice per day, as a bonus action, the Summoner may empower a celestial minion, healing them and all allies within 30 feet for 5 x Wizard level.

Enigmatic Empower

Starting at the 3rd level the Summoner learns how to use their Empower ability. Twice per day, as a bonus action and when used on an elemental, the Summoner causes an explosion of their elemental minion's element, dealing 2d8 (increasing to 3d8 at 5th level, 4d8 at 8th level, 5d8 at 14th level, and 6d8 at 20th level) of their magical damage type within 15 feet.

Twice per day, as a reaction and when used on a construct, upon the construct's death instead of dying the construct instead splits into two smaller constructs with 1/4 of the original construct's max hp.

Necrotic Empower

Starting at the 3rd level the Summoner learns to use their Empower ability. Twice per day, as a reaction and if an undead minion is to die, the Summoner may choose to instead bring them back to undeath at half hp. A minion that is resurrected in this way cannot be saved again until one week has passed from the time it was resurrected.

Summoning Beyond Ability (Optional)

The Summoner is an ambitious vocation, so many who follow it often grasp beyond their means. Those who would risk their body, mind, and wealth have much to gain if their ambition doesn't destroy them.

The Summoner may, as an optional rule deniable by the DM, attempt to summon creatures beyond their current level's limits. As a part of the "Minor Summoning", "Summoning", or "Major Summoning" the Summoner may choose to double the ritual duration and monetary cost, in exchange they may double the related ritual's CR threshold. Doing this requires the Summoner to participate in an Arcana challenge, wherein the Summoner must succeed an Arcana check for every hour of the related ritual. The Arcana check's DC is equal to 10 + CR of desired summon. For example, a Divine Summoner might attempt to use the "Summoning" ritual to summon a Battleforge Angel, a CR 5 celestial; this would require 3 DC 20 Arcana checks over 3 hours and 1000g worth of materials. If any one of the Arcana checks fails, the entire ritual fails; resulting in lost time and money.

This optional rule is impossible to employ during the "Legendary Summoning" ritual.

Minor Summoning

The Summoner has learned enough about the planes that they can summon and permanently bind an extra-planar creature to their will. Starting at 2nd level the Summoner can perform a one hour ritual that allows them to summon and bind a creature from another plane, with a challenge rating of 1 or lower, permanently or until the Summoner unsummons them (cost 100g). The Summoner may only have one of these summons at a time.

Beginning at the 6th level the Summoner may perform a three hour ritual summon two minor summons (CR 1 or lower) instead of only one (cost 300g).

If this ritual is performed, any already summoned creatures will be unsummoned and dismissed to their previous plane of existence.

Summoning

The Summoner has studied and spoken to many creatures from other planes, allowing them to understand more about the many realms. The Summoner has learned how to summon and bind more moderately powerful creatures from other planes. Starting at 6th level the Summoner can perform a three hour ritual that allows them to summon and bind a creature from another plane, with a challenge rating of 3 or lower, permanently or until the Summoner unsummons them (cost 1000g). The Summoner may only have one of these summons at a time.

Beginning at the10th level the Summoner may perform a six hour ritual summon two summons (CR 3 or lower) instead of only one (cost 2200g).

If this ritual is performed, any already summoned creatures will be unsummoned and dismissed to their previous plane of existence.

Major Summoning

 The Summoner has learnt more about the planes than some extra-planar creatures know themselves. The Summoner has learned how to summon and bind strong extra-planar creatures to their will. Starting at 10th level the Summoner can perform a six hour ritual that allows them to summon and bind a creature from another plane, with a challenge rating of 6 or lower, permanently or until the Summoner unsummons them (cost 3500g). The Summoner may only have one of these summons at a time. 

The Summoner is now a target of some denizens of the planes, seeking to steal away their power. The DM may choose to interpret this as they wish.

Beginning at the 14th level the Summoner may perform a ten hour ritual summon two major summons (CR 6 or lower) instead of only one (cost 5500g).

If this ritual is performed, any already summoned creatures will be unsummoned and dismissed to their previous plane of existence.

Legendary Summoning

The Summoner now understands the very fabric of reality that extra-planar creatures live on; through studying and interacting with it intimately. The Summoner may now summon a very powerful extra-planar and bind them to their will. At the beginning of the 20th level the Summoner may perform a 24 hour ritual to summon and bind an extra-planar with a challenge rating of 12 or below (cost 25,000g). The Summoner may only have one summon out at a time. The Summoner also now is a target of the higher denizens of the planes, seeking to take their power. If the Summoner is to take their summon to its own plane of existence they are able to break their binding at will, and depending on their relationship, or personality, the summon may attack their master.

If this ritual is performed, any already summoned creatures will be unsummoned and dismissed to their previous plane of existence.

School of Study

The Summoner is as versatile as the creatures they can command. Holding power over the divine, demonic, fiendish, death, and more. But the Summoner isn't complete without their specialized school of study. Each school of study offers a different bias of combat style. From healing, to long ranged support, to never leaving the front line the Summoner's school defines who they are as a person, often changing the way that person acts and behaves over the time. The Summoner gains a Empower ability, at 3rd level, that changes dependent on their specific school of study. The Summoner also gains feature bonuses at 5th, 8th, 14th, and 20th that benefit their natural Summoning abilities as well as their combat styles.


 

School of Study; Demonic Summoner

The Summoner delves into the depths of the Abyss. The Summoner learns how to control and harness the anger of demonic beasts (chaotic evil). After adopting this school of study at the 2nd level the cost and time required to summon a fiend/demon (chaotic evil) is halved.

 

Demonic Empower

Starting at the 3rd level the Summoner learns to use their Empower ability. Twice per day, as a bonus action, the Summoner can choose to put their minion into a frenzied rage (using the Barbarian's Frenzied Rage rules), if the minion is a fiend/demon (chaotic evil). In addition all creatures, of the Summoner's choice, within 30 feet of the Summoner's minion must pass a wisdom saving throw (using the Summoner's spell save DC) or be forced to attack the frenzied summon on their turn until they pass the wisdom saving throw (rolled at the end of their turn).

 

Infectious Rage

Starting at the 5th level the Summoner learns to harness the rage of their minion. While a fiend/demon (chaotic evil) is being controlled the Summoner may enter a frenzied rage with their minion as a bonus action (using the Barbarian Frenzied Rage rules). While doing this, the Summoner gains 1d4 (+1d4 for every 2 additional levels in Summoner) temporary hit points.

The Summoner also becomes proficient in unarmed combat.

 

Demonic Training

Starting at the 8th level the Summoner learns how to fight like their demonic minion. While the Summoner has a fiend/demon (chaotic evil) minion controlled the Summoner has advantage on melee attacks. The Summoner also gains proficiency in one melee weapon of their choice.

 

Sealed in Blood

Starting at the 14th level the Summoner learns how to control stronger demons. When Summoning a fiend/demon (chaotic evil) increase the challenge rating threshold by 2.

 

Bringer of Death

Starting at the 20th level the Summoner is more akin to their summoned demonic minions than their humanoid fellows. The Summoner gains expertise in the intimidation skill. While the Summoner controls a fiend/demon (chaotic evil) the Summoner and their minions gain +10 Necrotic damage to all spells and attacks. The Summoner may also make an intimidation check with their minion's intimidation to fear (using the fear spell rules) enemies within 60 feet as a bonus action, if the fear succeeds on anyone both the Summoner and their minions go into a frenzied rage. The Summoner also clings to life in the heat of battle, they can only die if double their hp is dealt to them in a single attack, if this happens they must make death saving throws instead of dying instantly.


 

School of Study; Devilish Summoner

The Summoner worships, studies, and makes pacts with fiends and devils (lawful evil), favoring fiends over other creatures. After adopting this school of study at the 2nd level the cost and time required to summon a fiend is halved.

 

Devilish Empower

Starting at the 3rd level the Summoner learns how to use their Empower ability. Twice per day, as a bonus action, the Summoner may empower their minion, having them cast a ability dealing 1d6 (+1d6 for every 3 additional levels of Wizard) Necrotic damage to all enemies within 20 feet of the minion.

 

Devil's Voice

Starting at the 5th level the Summoner has learned many new things about Devils and their pacts. While the Summoner has control over a fiend (lawful evil) they gain proficiency in persuasion, deception, and insight. If the Summoner is already proficient in any of those skills they instead gain expertise in the skill. In addition if the Summoner speaks to any fiend (lawful evil) they can demand they speak true, which will evoke the fiend to pass a wisdom saving throw (using the Summoner's spell save DC).

 

Empowered Champion

Starting at the 8th level the Summoner learns the value of having one strong ally rather than many weak ones. If the Summoner maintains only one fiend (lawful evil) as a minion, rather than multiple, that one minion has the Summoner's proficiency bonus added to any check they make (including attack and damage).

 

Powerful Contract

Starting at the 14th level the Summoner learns to summon stronger fiends. When summoning a fiend (lawful evil) increase the challenge rating threshold by 2.

 

Sway the Masses

Starting at the 20th level the Summoner has spent so much time with fiends and devils they start to become like one. Once per day the Summoner may choose to attempt to pacify a crowd, with all targets within 80 feet making a WIS saving throw against DC 18. If they fail they are all subject to the suggestion spell for 24 hours. The Summoner may also choose to pacify just one target instead of multiple, that single target must make a WIS saving throw against DC 30. If they fail they are subject to the Dominate person/monster spell for 24 hours.

The 20th level Summoner is also a master of contracts. To sign any contract, magical, menial, or mythically binding, the Summoner has advantage on all related INT checks and can make an attempt to negotiate exactly what they want from a deal with a Deception check (against the target's total WIS score + proficiency).


 

School of Study; Divine Summoner

The Summoner practices with priests, clerics, and paladins, favoring summonings of celestial nature to the lower beings of the other planes. After adopting this school of study at the 2nd level the cost and time to summon celestial creatures is halved.

 

Divine Empower

Starting at the 3rd level the Summoner has learned how to use their Empower ability. Twice per day, as a bonus action, the Summoner may empower a celestial minion, healing them and all allies within 30 feet for 5 x Wizard level.

 

Divine Protection

Starting at the 5th level the Summoner has formed a divine bond with the gods. Whenever the Summoner has a celestial minion they and their allies, within 40 feet, are blessed with 10 temporary hit points. These temporary hit points last for 1 hour if a blessed individual leaves the Divine Protection's range.

The Summoner also now has advantage on CHA checks with celestial beings, but disadvantage with fiendish or demonic beings.

 

Eternal Companions

Starting at the 8th level the Summoner may summon one additional celestial (of 2 challenge rating lower) with their original summon as that minion's companion/servant. This extra summon is bound to the original summoned minion and if said original is killed, or dismissed, the extra summon disappears with them. This extra minion also follows the orders of the original summoned minion, rather than the Summoner's, but can never be ordered to harm or hinder the Summoner.

In addition, the 8th level Summoner can now telepathically communicate with their summon at any distance (unless they are on a different plane).

 

Empowering Light

Starting at the 14th level the Summoner has learned to summon more powerful celestials. When summoning celestials increase the challenge rating threshold by 2.

 

God's Favoured

Starting at the 20th level the Summoner's soul is now bound to their favored god's realm. If they are to fall in battle there is a 50% (roll an 11 or higher on a d20) chance they would instead be transported to their god's side until it is safe to return. In addition to their soul being maintained in their god's holy realm, their bodies are thus immortal and cannot die of natural causes (age, non-magical diseases, etc).

The 20th level Summoner may also evoke the spell Divine Intervention once per day, recharged at dawn each day with the same rules of the spell.


 

School of Study; Enigmatic Engineer

The Summoner delves into the depths of science and engineering  as well as magic. When adopting this school of study at the 2nd level the Summoner gains the ability to summon elementals at half the normal cost and time, but constructs are created at double the listed summoning time. The Summoner also gains the ability to create constructs. The Summoner is also now only able to summon/conjure elementals or create constructs, even restricting learned spells such as Summon Lesser Demons, Animate Dead, etc. Yet their base challenge rating threshold is increased by 1.

 

Constructor of Golems

The Summoner's spellbook becomes a Manual Of Golems for those who might steal or use it. The Summoner can use their spellbook as a normal spellbook or as a Manual Of Golems.  Beyond what the Manual Of Golems states any outside readers, that are not Enigmatic Engineers, cannot comprehend any of the spells or notes placed inside their spellbook.

 

Enigmatic Empower

Starting at the 3rd level the Summoner learns how to use their Empower ability. Twice per day, as a bonus action and when used on an elemental, the Summoner causes an explosion of their elemental minion's element, dealing 2d8 (increasing to 3d8 at 5th level, 4d8 at 8th level, 5d8 at 14th level, and 6d8 at 20th level) of their magical damage type within 15 feet.

Twice per day, as a reaction and when used on a construct, upon the construct's death instead of dying the construct instead splits into two smaller constructs with 1/4 of the original construct's max hp.

 

Tinker

Starting at the 5th level the Summoner gains the skill "Intelligence: Engineering" with proficiency. They can now use the "tinker" ability, allowing them to experiment with tech and their constructs (as allowed by the DM) with proportional time and cost dependent on what they try to do.

This ability could be used to create devices such as firearms, construct equipment, or mechanical equipment. The crafting time required equals 1 day's work (8 hours) per 50gp cost of the item. An Engineering skill check can be made on such crafting attempts, and if passed a DC 16 1 day's crafting time is removed. If the Summoner wishes to risk their device, they can attempt to make a "breakthrough" and challenge a DC of 24, if successful they reduce the crafting time and cost by half but if they fail all progress/materials are destroyed.

 

Overclocking

Starting at the 8th level the Summoner can now overpower their constructs. Doubling their damage for 10 minutes, but they shut down at the end of the duration. The Summoner may reactivate them for 1/4th of the original time and cost.

 

Expert Crafter

Starting at the 14th level the Summoner can now summon more powerful elements and create more powerful constructs. When summoning/creating something increase the challenge rating thresholds of elementals and constructs by 2.

The 14th level Summoner is now considered Expertise in their "Engineering" skill, and the time/cost required to create items is halved.

 

Creator of Wonders

Starting at the 20th level you have become a master engineer, gaining the ability to make any non-enchanted item, with random jerry-rigged materials, in 1 hour (but after 8 hours it crumbles and breaks apart). 

When the 20th level Summoner is creating constructs it takes 1/4th the normal cost and time. You have also learned enough to give yourself and others near perfect replacement limbs and modifications. The Summoner may also choose to give simple AI to any of their creations thereafter, which increases all the construct's attributes by 4 and boosts their minimum INT to 14, WIS to 12, and CHA to 10.


 

School of Study; Necrotic Summoner

The Summoner delves into the secrets of Necromancy, able to summon and create armies of the undead. After adopting this school of study at the 2nd level whenever summoning undead the cost and time required is halved.

 

Armies and Generals

Due to the undead having no sense of self, the Summoner may, when summoning, bestow sentience into their minions; pulling the creature's soul from their rest and forcing it to obey the Summoner's command. The Summoner may do this a number of times equal to half their Wizard level, when the Summoner does this it increases the target undead's INT, WIS, CHA, by 5; these undead may act and think semi-independently from the Summoner while still obeying their wishes and goals. These undead also do not cost any maintenance, unlike their mindless siblings. Due to the lack of consciousness any undead not gifted with sentience is effectively mindless, requiring direct orders (a bonus action) to initiate and stop tasks and often requiring throughout step-by-step instructions.

The Summoner may create any number of mindless undead, but every undead has a maintenance. Every mindless undead created must have either 5 gold paid per CR rating per day, or maintained with 1 spell slot consumed (every spell slot consumed in this way can maintain up to 5 undead. 1st lvl spells only sustain CR 1 or lower, 2nd lvl spells only sustain CR 2 or lower, 3rd lvl spells only sustain CR 3 or lower, 4th lvl spells only sustain CR 4 or lower, etc... If undead aren't maintained in this way the undead become feral and attack any living creature they see until killed or the maintenance is paid.

 

Reduced Threshold

When summoning undead the Challenge Rating threshold is decreased by 2 (to a minimum of 1/2 CR). To summon to an undead at the CR value listed on abilities such as "Minor Summon" requires an Arcana check for every summon beyond the reduced base, equaling 15 + CR above reduced base = Arcana DC (if you're summoning a CR 3 undead as a lvl 2 wizard the Arcana DC = 15 + 2).

 

Undead Repair

Undead don't heal like normal creatures, an undead minion cannot regenerate or heal over time. The Necrotic Summoner must repair them with body parts from a similar race or creature. The cost of repairing a creature is calculated via: the minion's CR x5 = gold cost to repair, every repair action will heal 25% of the minion's max HP. If you don't have the proper parts to repair the undead minion, the cost is doubled.

 

Necrotic Empower

Starting at the 3rd level the Summoner learns to use their Empower ability. Twice per day, as a reaction and if an undead minion is to die, the Summoner may choose to instead bring them back to undeath at half hp. A minion that is resurrected in this way cannot be saved again until one week has passed from the time it was resurrected.

 

Shambling Hordes

Starting at the 5th level the Summoner learns how to control hordes of the undead. The Summoner may choose to halve the challenge rating threshold during a summoning thus summoning 3 of the lesser undead. Any undead summoned in this way use horde tactics, always staying within 10ft of each other, the undead always attack the same target, and prioritize the safety of their Summoner over attacking of following orders if needed.

 

Dead-Man's Eyes

Starting at the 8th level the Summoner can now cast the spell Speak With The Dead at will. Now whenever the Summoner has a summoned undead controlled the Summoner may speak and see through their undead minions, regardless of distance (unless either are on a different plane). While seeing through the eyes of their undead minions the spell Detect Life is cast on the undead, and subsequently the Summoner.

 

Empowered Creations

Starting at the 14th level the Summoner learns to control more powerful undead. When summoning undead increase the challenge rating threshold by 2, even after halving the threshold with the 5th level feature.

Starting at 14th level Summoner also decreases the maintenance cost of mindless undead by 1 gold per day (for a total of 4 gp per CR), or their spell slots can maintain 8 undead per spell slot consumed instead of 5.

 

Pinnacle of Undeath

Starting at the 20th level the Summoner has unlocked most of the secrets of death. The Summoner has also gained the at will ability "Pacify Undead" where all undead able to hear the Summoner with a wisdom score of 18 or lower do not harm or hinder the Summoner or their designated allies. If an undead's wisdom is higher than 18 they must succeed a DC 24 wisdom saving throw or also become pacified. During pacification the undead retain whatever intelligence or personalities they had before, but see the Summoner and their allies as friends and allies until they take damage from the Summoner or their allies or the pacification is dismissed. In addition the Summoner has learned a three week long ritual, costing 250,000 gold, the Summoner may choose to become an Archlich, however the Summoner can avoid pledging themselves to a god's service, with a 5 week long ritual costing 500,000 gold, instead of the normal process.

The level 20 Summoner can also control true hordes of undead. Any mindless undead that is CR 6 or lower no longer has a maintenance cost, and reduce the maintenance cost of mindless undead by 2 gold, or their spell slots can maintain 14 undead per spell slot consumed instead of 8.


 

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