Base Class: Wizard
Summoning Circles (Core Mechanic)
As a Fiendbinder, you gain the ability to create Summoning Circles, which enhance your ability to summon and control fiends. These circles are optional but provide significant benefits when used.
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Optional Use of Circles: You can summon fiends with or without a Summoning Circle. If you choose not to use a circle, fiends are summoned without any additional enhancements. However, using a Summoning Circle can provide various bonuses depending on the type of circle you create.
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Concentration: You must concentrate to maintain a Summoning Circle (as if concentrating on a spell), but this does not prevent you from casting cantrips on your turn. Summoning a fiend into the circle requires your full attention, preventing you from casting spells (except cantrips) while doing so.
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Radius and Duration: The Summoning Circle has a 10-foot radius and lasts for 1 minute after being created. You can summon fiends into the circle during this duration to benefit from its effects.
Summoner’s Circle
Level 2: Summoner’s Circle
At 2nd level, you gain the ability to conjure Summoning Circles to enhance your control over fiends.
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Circle of Ruin (Offensive Stance):
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As a bonus action, you can create a Summoning Circle of Ruin within 30 feet of you. Creatures you summon within this circle gain a bonus to their attack rolls and damage rolls equal to your Intelligence modifier (minimum of +1).
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Circle of Binding (Defensive Stance):
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Alternatively, you can create a Summoning Circle of Binding. Creatures you summon within this circle gain temporary hit points equal to your Wizard level + your Intelligence modifier and have advantage on saving throws against spells and magical effects.
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Limitations and Drawbacks:
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You can only use this feature a number of times equal to your proficiency bonus per long rest.
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You must concentrate (as if concentrating on a spell) to maintain the circle. Summoning creatures into the circle requires your full attention, preventing you from casting other spells during your turn (except cantrips).
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You may summon fiends without needing a Summoning Circle. When summoning fiends without a circle, they do not receive the additional enhancements provided by the circle.
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Whispers of the Infernal Veil
Level 2: Whispers of the Infernal Veil
At 2nd level, you can summon small fiendish entities to aid you.
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Infernal Fiend Summoning:
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As an action, you can summon a Minor Fiend (CR 1/4 or lower), such as an imp, quasit, or similar creature. The fiend lasts for 1 hour or until dismissed as an action.
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Abilities:
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Infiltration: The fiend has proficiency in Stealth and Deception. It can pass through spaces as small as 1 inch wide, ideal for espionage.
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Reconnaissance: The fiend telepathically communicates basic information to you within 300 feet, such as "a locked door lies ahead" or "two guards are patrolling."
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Combat Aid: The fiend can use the Help action to distract enemies and aid allies in combat.
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Limitations:
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You can only have one Minor Fiend summoned at a time.
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The fiend is mischievous and may act out of self-interest (25% chance). If this happens, you must succeed on a DC 14 Charisma (Persuasion) check to reassert control.
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Infernal Legion
Level 6: Infernal Legion
At 6th level, you can summon multiple fiends to fight on your behalf.
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Infernal Legion Summoning:
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As an action, you can summon up to three fiendish creatures with a combined Challenge Rating (CR) of no more than 3. The fiends appear within 30 feet of you and remain for 1 minute. You can choose whether or not to summon them within a Summoning Circle.
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Enhancements:
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With a Circle: If summoned within a Summoning Circle, the fiends gain additional enhancements based on the circle’s stance (Offensive or Defensive).
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Without a Circle: The fiends are summoned without any bonuses but will still obey your commands and fight on your behalf.
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Drawback: Life Force Drain
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After using this feature, you must make a DC 15 Wisdom saving throw. On a failure, you suffer 1 level of exhaustion.
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Circle of the True Summoner
Level 10: Circle of the True Summoner
At 10th level, you gain mastery over Summoning Circles, unlocking their full potential.
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Infernal Legion Mastery:
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You can summon up to 3 creatures of CR 1 or lower or 1 creature of CR 4 or lower. These creatures remain for 1 hour and act on your command. You can choose whether or not to summon them within a Summoning Circle.
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Empowered Circle:
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If you summon fiends within a Summoning Circle, they gain resistance to fire and necrotic damage and deal an additional 1d6 fire or necrotic damage on their attacks.
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Drawback:
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After using Infernal Legion, you must roll a DC 15 Wisdom saving throw. On a failure, you suffer 1 level of exhaustion.
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The Arch-Summoner’s Dominion
Level 14: The Arch-Summoner’s Dominion
At 14th level, your control over summoning reaches its peak, and you can call forth fiends of great power.
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Summon the Greater Fiend:
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Once per long rest, you can summon a Greater Fiend of CR 5 (such as a Vrock or Barbed Devil) to fight alongside you for 1 minute. You can summon the fiend with or without a Summoning Circle.
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Enhancements:
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With a Circle: The fiend gains enhancements based on the Summoning Circle used (such as bonuses to attack, damage, or temporary hit points).
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Without a Circle: The fiend still obeys your commands but lacks any enhancements from the circle.
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Circle of Eternal Flame:
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Your Summoning Circles become permanent until dispelled. Creatures summoned within them cannot be banished or dispelled by others, even by abilities or spells that normally counteract summoned creatures.
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Drawback:
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When you summon a Greater Fiend, you must make a DC 18 Charisma saving throw. On a failure, the fiend attempts to break free of your control and may act against you for 1 minute. Additionally, after using this ability, you take 4d10 psychic damage due to the strain of controlling such a powerful entity.
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