Wizard
Base Class: Wizard

A summoner focuses their studies on similar topics to conjuration wizards, but they focus their abilities on the summoning of creatures rather than objects or magical effects. A summoner creates creatures to follow and assist them with relative ease, being able to command such creatures significantly easier than most. A wizard could choose to focus on summoning for a variety of reasons, such as the yearning for control, the inability to fight like other adventurers due to some physical impairment or disability, or general laziness. Either way, these wizards are very powerful if they are allowed to gain control of the battlefield.

Level 3: Conjuration Savant

Choose two Wizard spells from the Conjuration school, each of which must be no higher than level 2, and add them to your spellbook for free.

In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Conjuration school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.

Level 3: Summon Greater Familiar

You have honed the ability to summon exceptionally strong creatures. You can summon these creatures using Summoner's Tokens.

Number of Tokens: You have 2 Summoner's Tokens at level 3, and gain 1 more at level 9 and level 15. You regain these tokens every short or long rest.

Using the Tokens: You can use one Summoner's Token as an action on your turn to summon a beast of CR 1 or lower anywhere within 5 feet of you. The maximum CR of the beast increases by 1 at level 7, 11, 15, and 19. The creature you summon using this ability disappears after a long rest, if it reaches 0 hp, or you use this ability to summon another creature. 

Summons Prepared: You can only have 4 creatures prepared to summon at any point in time. This number of prepared summons increases by 2 at level 8 and again at level 13. You can exchange one of your prepared summons every long rest. 

Telepathic Connection: When within 100 feet of a creature summoned with this feature,  you can communicate with it telepathically. Additionally, as a Bonus Action, you can see through its eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has.

Combat: The creature is an ally to you and your allies. The creature takes a bonus action to command. It moves directly after you in initiative, taking its action and bonus action according to commands you give. If you do not give commands either verbally or telepathically it will focus on dodging. 

Level 6: Soliliquent Summons

When you summon any creature, their Intelligence, Wisdom, and Charisma scores increase by a number equal to your proficiency bonus. They also gain the ability to speak and understand any language the summoner knows.

Level 10: Collective Command

The telepathic bond between you and your familiars has greatly strengthened, allowing you to telepathically command them from up to 150 feet away. As well, you can use your bonus action to command all creatures you have summoned rather than just one. 

Level 14: Superior Summons

Expand the pool of what you can summon from just beasts to include aberrations and monstrosities, so long as they aren't humanoid.

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