Base Class: Sorcerer
Your innate magic comes from a connection to powerful ancient Summoner who formed numerous summoning bonds with various types of creatures. Perhaps you share this Summoner’s blood, or you may have acquired their powers from a magical artifact they once used. Whatever their origins, you can use these powers to call on the same creatures the Summoner bonded with, and enhance their abilities through the bond you share.
Level 3: Summoner Spells
When you reach a Sorcerer level specified in the Summoner Spells table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Spells |
|---|---|
| 3 | Unseen Servant, Find Familiar, Summon Beast, Find Steed |
| 5 | Summon Fey, Summon Undead |
| 7 | Summon Construct, Summon Elemental |
| 9 | Planar Binding, Summon Dragon |
Level 3: Strategic Summoner
Your mastery of summoning magic gives you a tactical perspective while in battle. As a Bonus Action you can choose a creature summoned by you within 30 feet and teleport it to a location you can see within 30 feet of you. When you do this you can also change the creature’s type if different options were available when the spell was cast. You can use this feature a number of times equal to 1 plus your Charisma modifier. You regain all expended uses when you finish a Long Rest.
Level 6: Fortified Bonds
The summoning bonds you have can be fortified, allowing for greater flexibility. When you cast a spell that summons a creature like Summon Fey you can spend an amount of Sorcery Points equal to 1 plus the level of the spell to modify it to not require Concentration, but its duration becomes 1 minute. Once you have used this benefit on a spell, you cannot use it again until that spell ends.
In addition, when you cast Find Familiar the summoned creature’s Hit Points increase by an amount equal to three times your Sorcerer level and its Armor Class increases by an amount equal to 1 plus your Charisma modifier.
Level 14: Enhanced Summoning
Your innate magic has grown stronger, unlocking more summoning bonds you can utilize and new ways to leverage the strength of your summons in battle. You learn the Summon Aberration, Summon Celestial, and Summon Fiend spells and always have them prepared.
In addition, when you use Strategic Summoner to reposition a summoned creature you can also spend 2 Sorcery Points to command it to use one of the actions in its stat block using its Reaction. This action cannot be the Multiattack action.
Level 18: Enkindle Summon
You have learned to empower your summons with your own innate magic, allowing them to temporarily reach their true potential. As a Magic action you can empower a creature summoned by you. The creature gains Temporary Hit Points equal to your Sorcerer level, all conditions on it are removed, its movement speed is doubled, and it has Advantage on all D20 tests until the start of your next turn.
Once you have used this feature, you cannot do so again until you finish a Long Rest, unless you expend a spell slot of level 5 or higher to regain your use of it (no action required).
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Posted Feb 7, 2026If you like summoning and always wanted to play a true Summoner in D&D, this is the Subclass for you.
NOTE: Because D&D Beyond does not allow sharing Homebrew that has spells attached that are not free like Summon Fey I could not include those spells when implementing the features to work with D&D Beyond Character Sheets. You'll need to remember that you have the spells from this Subclass prepared. All other features should be properly implemented.