Base Class: Druid
Druids of the Circle of the Summoner combine their knowledge of the wilds and beasts with their boundless imagination to bring to life a variety of creatures. While other druids prefer to don the form of the beasts they have encountered, the druids of the Circle of the Summoner instead prefer to call upon the forms of these beasts as companions. Such druids, often referred to simply as summoners, will create physical mediums called 'manifests' through which they can summon their beasts in corporeal form. A summoner may summon a dire wolf through a specially carved totem, another may call upon a great eagle through a carefully crafted whistle, and yet others will channel their summons through tattoos on their own body. In this way, summoners are often considered the most artistic and expressive of the druidic circles, often showing off their summons' manifests. However, while they like to boast of their creations, they will also go to painstaking lengths of effort and detail to make sure their creations are perfect.
Many of these druids become adventurers who explore the wilds in search of beasts with which they can bond and add to their collection of summons, continuously expanding their knowledge and art.
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This is just a placeholder to placate the dumb dndbeyond subclass requirements. (Lvl 3 is not a real druid subclass feature level last I checked)
Tireless Artist
At 2nd level, your effort in creating manifests for your summons has granted you great artistic ability and vision.
You gain proficiency in one type of Artisan's tools and any checks made with your chosen artisan's tool may be rolled with advantage.
Manifest Summon
At 2nd level, after countless hours observing various beasts and practicing your combination of art and natural magic, you have learned to imbue a manifest of your choice (totem, whistle, painting, tattoo, etc...) with the form of a beast you have sufficiently studied. For your summon, you may choose a beast with a challenge rating of 1/3 your druid level, rounded up. Additionally, when you gain a level in this class, you can choose one of your manifests and replace it with a new manifest imbued with a different summon (following the same rules listed above).
As an action, you can expend one use of your Wild Shape feature to summon the creature imbued in one of your manifests, rather than assuming a beast form. Your summon appears in an unoccupied space of your choice you can see within 30 feet of you. Your summon is friendly to you and your companions and obeys your commands. While summoned, you and your summon share a telepathic bond, allowing you to give and receive information telepathically while within 100ft. of one another. You can only maintain a summon for 1 of your manifests at any point in time. If you summon a creature from another of your manifests, the current summon will revert back to its manifest form.
In combat, your summon shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or to take the Dash, Disengage, Help, or Hide action.
You are able to maintain your summon for 1 minute, until it is reduced to 0 hit points, or until you use your Manifest Summon again.
Enhanced Bond
Beginning at 6th level, your time together with your summon along with your adventures has granted you and your summons enhanced capabilities. You may now create and hold up to 2 manifests, each imbued with a creature following the rules of the Manifest Summon feature.
As an action, you and any creature you have summoned and is friendly within 60 ft., may magically swap locations. You may use this feature a number of times equal to your Wisdom modifier (minimum of 1). You regain all expended uses of this feature upon completing a short or long rest.
In addition, when you cast a spell with a range other than self, the spell can originate from you or any creature summoned from one of your manifests.
Expert Zoologist
Beginning at 10th level, your time adventuring has given you keen insight into the behavior and form of many non-beast creatures.
Choose a favored creature type from the following list: aberrations, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants. You may now imbue your manifests with the form of a creature whose type is either beast or your favored creature type, following the same restrictions on challenge rating from your Manifest Summon feature.
Additionally, you may now create and hold up to 3 manifests, each imbued with a creature following the rules of the Manifest Summon feature.
Master Summoner
Upon reaching 14th level, your expertise in creating and controlling your summons is maximized.
The duration you are able to maintain your summon is extended to 10 minutes. Additionally, once per round, you may switch your current summon with another summon from one of your other manifests as a free action. When switching summons, the lower remaining HP of the 2 creatures is used as the new summon's current HP.
Additionally, you may now create and hold up to 4 manifests, each imbued with a creature following the rules of the Manifest Summon feature.







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