Cleric
Base Class: Cleric

Primals, also known as Espers, are godlike manifestations created from the world's magical energy, focused into being by the belief of living, sentient creatures. Clerics of the Summoner's Domain often travel to temples of these Espers to gain their assistance in life, and sometimes even in the tide of battle. Whereas a normal cleric would let the power of gods flow through them to wield their power you derive power from the bonds you make with each Esper, in some cases akin to that of a Warlock and their patron's.

A cleric of the Summoner's Domain will summon "fragments" of a primal's power to do battle with; these fragments, called "Espers", are incomplete enough for a Summoner to bend them to their will.

Summoner's Proficiency

When you choose this domain at 1st level, you lose proficiency in medium armor, but gain the ability to channel your abilities through creatures you have summoned (A.e. through the find familiar, conjure minor elemental, and conjure elemental spells).

Summoner's Bond

Also starting at 1st level, you can gain the benefit of any eldritch invocation from the warlock list that has the prerequisite of pact of the chain, and you meet the level requirement. When you use the spell find familiar your familiar comes in the form of a carbuncle

Channel Divinity: Summon Esper

Starting at 2nd level, you can use your Channel Divinity to Summon an Esper. You may use your action to command an Esper to preform actions in battle.

As an action, you preform a ritual and evoke the essence of an Esper to come to your aid. Choose any Esper you have visited a temple, and obtained a blessing of to summon along side you.

Summoner's Guile

Starting at 6th level, you have learned to open the channels between you and your summons granting any boons upon yourself to be used by your summon. A summon can gain the benefit of any feat or class feature that you have obtained. Also starting at 6th level, you can improve the stats of summons you control, (each Esper has different conditions to meet for improvement) by completing unique rituals.  You also get one more Eldritch Invocation that has the pact of the chain prerequisite 

Divine Summoner's Strike

At 8th level, you gain the ability to infuse your summons with divine energy. Once on each of your turns when you hit a creature with a summon's attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Supreme Healing

Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.

Comments

Posts Quoted:
Reply
Clear All Quotes