Base Class: Wizard
Mages within the school of summons are experts of calling outerplanar forces to their presence. When any wizard might conjure a lesser creature, you seek to summon much more powerful forces. Reaching out with your sense, straining to hear some answer to your spell's call, Wizard of the school of summons can conjure unspeakable horror to their side. As a summoner you are more adept at controlling such entities, why would you fight when you can force other creatures to do so in your place.
Scorches mark the high ceiling of the chamber. The air feels heavy with magic. The floor under the scorches bears an etching of a hexagon in which clorful flowers have grown. Other lines of some white powder trace a complex shape around the hexagon, but one of the outer lines has clearly been scuffed and broken. It always pays to plan ahead, yet you can’t plan for everything. The wizards of the schol of conjuration at Megima learned that the hard way, when during an experimentation I had the chance to assist to went horribly wrong, a rift between the feywild and the school sputting nekkers in the whole area.
-Mordenkainen, Mordenkainen's travelling notes
Summoning Savant
2nd-level School of Summons feature
The gold and time you must spend to copy a spell with the summoning tag into your spellbook is halved.
Find Mount
2nd-level School of Summons feature
You gain the ability to pull a steed of your choosing into creation. Over the course of a 10 minute ritual you can cast the spell Find Steed without expending a spell slot.
Once you have cast it in this way you cannot do so again until you have finished a long rest.
Powerful Summons
6th-level School of Summons feature
You learn the Find Familiar spell. If you already know this spell, you learn a different 1st level wizard spell of your choice. The spell doesn’t count against your number of spells prepared.
When you cast Find Familiar, the summoned familiar has double the maximum hit points.
In Addition, when you cast a spell that summons a creature, the summoned creatures are summoned with additional temporary hit points equal to your wizard level, and the duration for all summoned creatures is doubled.
At Beck and Call
10th-level School of Summons feature
You learn to summon extraplanar influence to your vicinity, when summoning a creature, As a bonus action, you create an aura to surround the summoned creature in a 30-foot radius for 1 minute, you choose the effect of this aura between the following:
Abjuration Aura. Every creature of your choice that enters the aura on their turn or starts their turn there gains a +1 bonus to their armor class.
Evocation Aura. When you activate this aura choose Acid, Cold, Fire, Lightning, or Thunder damage. Every creature of your choice that enters the aura on their turn or starts their turn there takes 1d6 damage of the type you chose.
Frightening Aura. Every creature of your choice within the aura when it appears or that enters the aura on their turn must make a Wisdom saving throw against your spell save DC or become frightened of you until they are no longer within the aura.
Once you have used this feature you cannot do so again until you have finished a short or long rest.
Death Comes in Pairs
14th-level School of Summons feature
The tears you carve in the multiverse widen enough for you to summon more being to your command. When you cast a summoning spell, you can choose to summon one additional creature at no additional cost. The creature appears in separate places of your choice within range. The creature act in an order of your choosing.
Once you have used this feature you cannot do so again until you have finished a short or long rest.

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