Base Class: Wizard
Summoners are arcane invokers. They are able to bring forth creatures that serve their wishes. Whether in combat or in downtime these summons are faithful servants to their masters.
In addition to the abilities below you add Conjure Animals, Conjure Celestial, Conjure Fey, and Conjure Woodland Beings to your spell list.
Summoning Savant
2nd-level Summoning feature
The gold and time you must spend to copy a conjuration spell into your spellbook is halved.
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a spell with the conjuration tag into your spellbook is halved.
Faithful Summon
2nd-level Summoning feature
The Find Familiar spell is added to your spellbook and it has a ritual casting time of 10 minutes.
You can cast Find Familiar in this way a number of times equal to your Intelligence modifier (a minimum of once), and you regain all expended uses when you finish a long rest.
Infusion
6th-level Summoning feature
You learn to infuse your summons which allow you to tailor their innate abilities.
Infusions Known. When you gain this feature, you learn two Infusions of your choice, which are detailed in the “Infusion Options” section. Each time you gain a level in this class, you can replace one Infusion you know with a different one.
Using an Infusion. You can use one Infusion when you cast a summoning spell with a spell slot and must target the summoned creature(s). Infusion is part of casting the spell.
You can use Infusions a number of times equal to half of your wizard level (round down), and you regain all expended uses when you finish a long rest.
Infusion Options
Here are your options when choosing an Infusion:
Infusion - Might
Melee attacks from this creature deal one extra die of damage. This is increased to an extra two damage dice at 10th level and three extra damage dice at 14th level.
Infusion - Elemental
Melee and Ranged attacks from your summon deal elemental damage (caster must choose when Infusion occurs).
Infusion - Stealth
The summoned creature is under the effect of the Invisibility spell. At 10th level this changes to Greater Invisibility
Infusion - Warp
As an action the summoned creature and caster may switch places provided they are on the same plane of existence.
Infusion - Flight
The summoned creature gains a flight speed of 60 ft for the duration.
Infusion - Mass
The summoned creature is under the effect of the Enlarge/Reduce spell.
Enhanced Infusions
10th-level Summoning feature
You learn two new Infusions of your choice from your Infusion feature and can apply a second infusion when summoning a creature.
Soul bound Summons
14th-level Summoning feature
Summons are bound to you and their life force is tied to yours
Starting at 14th level, your summoned creatures become vessels for your life force. If you are reduced to 0 hit points or are incapacitated against your will, you stay at 1 hit point and your summons receive all incoming damage.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
1/10/2020 5:10:55 AM
|
13
|
0
|
1.0
|
Coming Soon
|
|
|
1/10/2020 3:24:58 PM
|
3
|
0
|
--
|
Coming Soon
|
|
|
1/10/2020 3:28:08 PM
|
4
|
0
|
2.5
|
Coming Soon
|
|
|
1/10/2020 3:52:26 PM
|
4
|
0
|
2.75
|
Coming Soon
|
Comments