Base Class: Wizard
You specialize in summoning various creatures
Manifestation of Will
Starting at second level, you gain the ability to summon creatures to aid you. In order to summon a creature, you must have defeated it naturally in 1v1 combat and must meet the requirements as shown in the Materialisation section. You may summon one creature at a time and it remains indefinitely until dismissed, destroyed or replaced. If destroyed, you take damage equal to twice its CR. If your summon remains with you for long periods of time, it starts developing personality traits like yours.
Materialisation
2nd level
Starting at second level you can summon Elementals; Constructs at fourth level and Fiends at sixth level. You must meet the minimum requirements to summon the creature as shown below, and use an action to expend your Spell Points and Hit Dice equal to the CR of the creature to summon it. You can dismiss a summon using a bonus action, regaining half the hit dice and spell points you spent summoning. You must collect/create/earn/harvest all the sacrificed materials yourself. Summoned creatures halve their HP until you reach level 6 in this class, and have three-quarters the HP until you reach level 10. Their HP pool is normal starting Level 11.
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Creature |
Requirement (consult DM for cost if not shown in table) |
|
Fire Elemental |
An open flame of the same size as the elemental. If the elemental is CR6 or greater, sacrifice Essence of combined CR equal to the elementals’ and spend a Phoenix Coin. |
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Air Elemental |
Place Thunder Shards equal to the elemental’s Size x CR and Essence of combined CR equal to the elementals’, or multiply the Thunder Shards by 500 and forgo the Essence requirements. Cause your sacrifice to be hit by lightning in a thunder storm. |
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Water Elemental |
Find a natural body of water to summon the elemental. If it’s CR is 6 or greater, add Moon Coins equal to 1000 x CR or sacrifice Essence of combined CR equal to the creatures’ |
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Earth Elemental |
Collect minerals or precious gemstones worth 100gp. Sacrifice a number of gemstones equal to CR x Size of the elemental. If it is CR4 or higher, multiply the cost by 10 and if CR8 or higher, by 100 |
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Construct |
Collect refined materials worth 1,000 gold. Sacrifice a number of materials equal to CR × Size Level of the Construct. Additionally, the summoning only succeeds if you have already spent time studying the construct after your 1v1. Spend 4 hours a day for a number of days equal to the construct’s CR. |
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Fiend |
Sacrifice a vial of your blood. If the Fiend is CR5 or higher, sacrifice Essence equal to or greater than its CR. All of the essence must be harvested as part of the summoning. |
Master of the Bound
You can now sustain up to two created beings at once, provided that their combined Challenge Rating (CR) does not exceed your Wizard level. While within 120 feet of you, the summoned creatures use your Spell Save DC. While within 60 feet of them, you receive resistance to damage they are immune to. When summoning a creature, if you do not have hit dice, you may substitute your maximum hit points equal to the maximum roll of your hit dice + the summoned creature’s Constitution Modifier (minimum 1) for each hit dice. The reduction lasts while the summon lasts. This reduction cannot take your maximum hit points below 1.
You also learn the spells Call Lightning, Planar Binding and Awaken. They count as Wizard spells for you and you always have them prepared. These spells do not count towards your number of prepared spells.
Convergence of Creation
Starting at 10th level, you can cast spells through your summons, delivering them using the summon’s reaction. If the spell requires concentration, the summon may concentrate on the spell instead of you. You or your summons cannot cast concentration spells while any one of you is concentrating. If your summon concentrates on a spell during its turn, it takes damage equal to the spell’s level at the end of its turn. If this damage reduces the summon to 1 or 0 hit points, the spell ends.
Additionally, once per long rest, you may merge two of your summons into one creation (still counting as two for the sake of the abilities granted by this subclass). The ritual takes one minute and requires both your summons to be within 10 feet of you. The fused creation gain the following benefits:
- Sum and halve the HP of the two summons. This is your fusion’s HP. Similarly average the CR and ability scores. Creature type is determined by the DM.
- The creation inherits the attacks, traits, and movement types of both summons. If both share similar abilities (such as Spellcasting, Multiattack/Extra Attack or a Breath Weapon), choose which to keep. Mutually exclusive abilities cannot be kept.
This fusion remains indefinitely until it is destroyed or you choose to separate it as an action, restoring both creatures at half of their original hit points.
Overchannel
Starting at 14th Level, your summons add your Intelligence modifier to their attack rolls, damage rolls. Additionally, when one of your Summons deals damage with an attack or spell, you regain 1 Spell Point or 2hp (once per turn for each summon). You can benefit from this gain a number of times per long rest equal to your proficiency bonus. Finally, creatures you have bound with spells like Planar Binding can be summoned and at half the cost.
Previous Versions
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8/8/2026 11:31:49 AM
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