Druid
Base Class: Druid

Perhaps you were attempting to cheat death and return a loved one to this plane, or maybe you simply wanted an exotic pet from the Feywild, no matter what the reason for your interest in summoning creatures, you’ve taken to learning the ways of the Circle of Summoners and pledged yourself to the path of the truly neutral path in life.  

The Summoner subclass is built around the idea that the right tool for the job at hand is out there somewhere. Each Summoner is unique in how they intend to approach a problem, what Circle of Summoner learn is to bring forth the very spirits of Fey and morph them into powerful creatures, and how they view their charges. Will they be akin to your pets, or will they be your allies close to your heart, or are they your slaves? It's up to you! With in this will be a new uses for your wyld shape, and suggestions in how to approach certain aspects. 

 

Druid Level 

Spells 

3rd 

Cloud of Daggers, Crown of Madness 

5th 

Enemies Abound, Major Image 

7th 

Charm Monster, Dimension Door 

9th 

Animate Objects, Planar Binding 

 

You must be a Neutral Alignment, the ideals of the circle is all must be kept balanced.  

Wyld Connection

Starting at 2nd level, the summoner druid is the master of bringing the fey spirits into creatures that they bring into exsistance.

Add your Wisdom Modifier per a day in wyld shape, Although these wyld shape can't be used for your wyld sahpes but can be used for summoning.  

You may summon your creatures by using your wyld shapes

Secondary Summons: Cost 1 Wyld Shape uses 

Primary Summons: Cost 2 Wyld Shapes Used

Specialty Summons: Cost 3  Wyld Shapes Used 

Unlike the standard wyld shapes the only come back after a Long rest. 

Summoning

Starting at 3rd level, you can now summon creatures into the prime material realm by Fey Spirits to take their form. When summoning your creatures it takes a full round action in which you can do nothing else convincing. While bringing these spirits into form, your summon creatures are immune to all damage and can not be interrupted, or countered by any attempt short of a Wish. You as the caster can potentially be interrupted, when casting the summons and taking damage you may use your reaction to ignore the difficulty of keeping the summoning up. Otherwise you must make a Wisdom saving throw DC 10. On failure you do not lose the Wyld shape uses, but must spend an additional round summoning. All summoned creatures vanish if the druid losses consciousness, except the Specialty Summons. The specialized summon walks over to the the unconscious Druid taking the defensive action absorbing any attack until they lose all hit points or fail the Wisdom Saving throw DC 10 + 1 for every round beyond the 1st round of unconsciousness. 

Starting at 3rd Level you gain accesses to your primary creatures you summon. 

You must pick the type of creature you choose to summon, after which you may summon up to 3 primary different type of your select type of creature. Starting at 7th level, you can now summon a secondary and you can summon up to 4 different creatures. Starting at 12th Level, you can now summon your specialty type creature, in which you can summon up to 2 different creatures. 

Type of Summons 

How many 

Distance 

Time  

Secondary 

4 

½ Druid Level 1 Mile 

10 Minutes 

Primary 

3 

Druid Level 1 Mile 

1 Hour 

Specialty 

2 

Druid Level 2 Miles 

4 hours 

 

On Secondary Summons, they can go up to 1 mile equal to half your druid Level. They can only be summoned up to 10 minutes, after which they disperse into thin air. 
On Primary summons, they can go up to 1 Mile equal to your druid Level. The can be summoned up to 1 hour, after which they disperse into thin air. 
On Specialty Summon, they can go up to 2 miles equal to your druid levels. The can be summoned up to 4 hours, after which they disperse into thin air 

When you command your summoned creatures you must use your Action to do so. You may command them to do one of four actions, Attack, Move, Defensive, Withdraw. Alternatively you can use your Bonus Action to split your action among the summoned creatures. Each of your Summoned creatures can only do once action per a round. The bonus action allows you to move x amount of your summoned creatures and then still allow you to use your action to command the other part to attack. 

Additionally, you gain upgrade points equal to half your druid level. You can use these points to upgrade your summoned creatures as you summon them. 

Amount  

Benefits  

1 

Gain a +2 AC and gain a Multiattack ( you may make two natural Attacks)  

2 

Gain +4 AC and gain Multi Attack, +10 Movement and add a speed type to creature 

3 

Gain +4 AC and gain Advantage so long as another summoned creatures is in melee with his target. You may also give a damage modifier to your summoned such as (Cold, Fire, Acid, Poison, Lightning, Thunder, Radiant, Necrotic, Psychic, Force) 

 

Base stat buffs to your Summons

Type 

CR 

Bonus  

Secondary 

¼ Your druid Level 

+1 to Attack and Damage, Your Proficiency, Druid Level  to your Hit Points, Add one Saving throws to creature  regardless of base creatures saving throw, 1 Skill of your choice. 

Primary 

½ Your druid Level 

+2 to Attack and Damage, Your Proficiency, Druid Level  to your Hit Points, Add two Saving throws to creature regardless of base creatures saving throw, 2 Skill of your choice. 

 

Specialty 

½ your druid Level + 3  

+3 to Attack and Damage, Your Proficiency, Druid Level  to your Hit Points, Add three Saving throws to creature regardless of base creatures saving throw, 3 Skill of your choice. 

 

 

HINT: Picking your creatures and writing them down on some flash cards with the creatures stats and one for each point you would put into it, this way you can have any and all of your summons ready with out taking time out of the game at the table to do the math. I would sit down with your DM to make sure the creatures you pick are ok in their world, and that all the stats are correct. 

When you pick this ability up you mist choose a type of creature your summons are. 

Pick one of the following for your Primary, Secondary, Specialty summons 
Aberration, Beast, Celestial, Construct, Dragons, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead, Oblivion 

Once you choose you can not change it, You may at every new level change the creature you summon but it has to stay with in the type. 

All your summons Speak read and write Any languages your read write and speak if they are able to do so, regardless of what form they take. 

Aberration

This is the type of creatures you can summon for your primary Summons 

Aberrations are utterly alien beings. Many of them have innate magical abilities drawn from the creature's alien mind rather than the mystical forces of the world.

Beast

You Primary summon type is beast

Beast: Are creatures that are beast in nature such as Wolves and other natural creatures. 

Celestial

Your Primary summons are Celestial creatures 

Celestial: Powerful Outsiders typically of good alignment, and the cosmological counterpart to Fiends. Just as fiends, celestial came from many different origins.

Constructs

Your Primary Summons is Constructs

Constructs: are either animated objects or any type of artificially constructed creatures. Most constructs are non-intelligent automatons with neither a soul nor a purpose beyond service to their creator.

Dragons

Your Primary Summons are Dragons

Dragons: were very powerful and magical creatures. There were several types of dragons, the most common of which were Chromatic and Metallic which were evil and good respectively.

Elementals

Your Primary Summons are Elementals

Elementals: were the purest living forms of the four basic elements Fire, Cold, Earth, Air as well as several other, less common elements. They were intelligent, self-aware entities that were made up of the matter of their home plane.

Fey

Your Primary Summons are Fey

Fey: Were creatures from the Feywyld, a parallel plane to the prime material realm. Many were typified as having supernatural abilities and a connection to nature or to some other force or place.

Fiends

Your Primary Summons Type is Fiends

Fiends: Is an evil creature from one of the Fiendish Planes also called the Lower Planes in some cosmology Theologies. 

Giants

Your Primary summons is Giants 

Giants; Ancient empires once cast tall shadows over a world that quaked beneath the giants’ feet.

Humanoid

Your Primary Summons type is Humanoids 

Humanoids: are any creature shaped generally like a human (two arms, two legs, one head, or a humanlike torso, arms, and head), of Small or Medium size.

Monstrosity

Your primary summons is Monstrosities 

Monstrosity: are monsters in the strictest sense—frightening creatures that are not ordinary, not truly natural, and almost never benign. ... They defy categorization, and in some sense serve as a catch-all category for creatures that don't fit into any other type.

Oblivion

Your Primary Summons are Oblivion creatures

Oblivion: Oblivion creatures come from a realm of Darkness and cold necrotic vile energy. Creatures from this realm are vile and evil and will stop at nothing to destroy the world of the living and good. 

Ooze

Your Primary Summons are Oozes 

Oozes: Is a category of creatures that generally resembled amorphous blobs and mostly dwelt underground. 

Plant

Your Primary Summons are Plants

Plants: Vegetation or floral type creatures 

Undead

Your Primary Summons are Undead

Undead: Were once-living creatures that had been animated by spiritual or supernatural forces. Undead were extremely resilient to a number of effects and substances that were extremely harmful to the living.

Divine Bulwark

Starting at 6th Level, as a reaction you may sacrifice a spell slot, in reaction to one of your summoned creatures being attack, to give all your summoned creatures a + to AC equal to the Slot sacrificed. This bonus Last to the beginning of your next turn.  Your summoned creatures are bathed in a wreath of green magical energy 

Shared Regeneration

Starting at 10th Level, when you use your bonus action you can extend any healing done to you to all your summoned creatures. 

1st - 4th Heals transfer 100% of healed points to Summoned creatures

All Special abilities or class features that heal are 100% transferable to summoned Creatures

5th - 9th Heals Transfer 50% of healed points to Summoned Creatures

Rampage of the Ancients

Starting at 14th Level, by evoking the Ancient powers of the Wylds you summon forth the primal Rages of those before. As an Action use a 7th level spell slot, all your summoned creatures gain the following ability. 

  • When making on a successful attack on a target, one additional target with in 5 ft. of the original target of the attack also becomes the target of the attack using the same attack result from the first target. 
  • All attacks are made at Advantage, likewise all attacks made against the summoned creatures are also made with advantage and gain a +10 to the damage of their attacks, additionally all attacks made are considered Magical for the purpose of over coming resistances
  • All summoned Creatures can both move and attack
  • When ever your summoned creature rolls a critical hit on the die,  any of your summoned creatures with in 10 ft. of the summoned creature that rolled the critical, gain an extra attack that can be taken immediately. 
  • Gain Resistance to Slashing, Piercing, Bludgeoning Damage additionally you may give all your summoned creatures a Damage type of your choice (Cold, Fire, Lightning, Thunder, Poison, Acid, Psychic, Radiant, Necrotic, Force)

The effects of Rampage of the ancients last for one round. 

When Cast at Higher Level: When using an 8th Level spell Slot the duration extends to two rounds. When using a 9th Level spell slot Extend the Duration to three rounds. 

Circle Of Summoners Image

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