Arcana Wild Summoner (5e Class)

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Arcana Wild Summoner[edit]

An uncontrollable magic between three creations, a magic so powerful that an archmage next to you would have serious problems to be able to fight against your creations. Two hands and one to control each of the creatures that you love and want to control in one way or another. When they said that "man's best friend was the dog" you took it to the extreme. As an Arcana Wild Summoner the magic has come to you through these creatures that today follow your path. You have the power concentrated at all times in these creatures of immeasurable power and of great affection to your way of acting. You have to bear in mind that each one is a different mind and you are about to suffer from multiple personality disorder because the more levels you win, the more difficult things are for you.

The hordes of enemies face your creatures together, with the power of their own experiences and the magic that runs through your hands, you are not an OMA but you are a TMA powerful enough to challenge the most intrepid competitor

Creating a Arcana Wild Summoner[edit]


Class Features

As a Arcana Wild Summoner you gain the following class features.

Hit Points

Hit Dice: 1d8 per Arcana Wild Summoner level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Arcana Wild Summoner level after 1st


Armor: Light Armor, Medium Armor, Shield
Weapons: Simple Weapons, all kind of swords
Tools: Blacksmith Tools
Saving Throws: Charisma, Constitution
Skills: Choose any two and Arcana


You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Shortsword or (b) Longsword or (c) Greatsword
  • an Instrument
  • (a) a Scholar's Pack or (b) an Explorer's Pack
  • a card
  • If you are using starting wealth, you have 5d4 x 10 gp in funds.

Table: The Arcana Wild Summoner

Level Proficiency
Features Spells Known Summons LVL —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Wild Surge, Familiar Creatures, Familiar Companion 0 1/2
2nd +2 Survival Conduit 4 1 2
3rd +2 Dedicated Conjuration 5 1 3
4th +2 Ability Score Improvement 5 2 3
5th +3 Over Three 6 2 4 2
6th +3 As One 6 3 4 2
7th +3 Herd Tactic 6 3 4 3
8th +3 Ability Score Improvement 6 4 4 3
9th +4 Dedicated Conjuration Improvement 7 4 4 3 2
10th +4 Leader Inspiration 7 5 4 3 2
11th +4 Feed and evolve 7 5 4 3 3
12th +4 Ability Score Improvement 7 6 4 3 3
13th +5 Quimerism 7 6 4 3 3 1
14th +5 Dedicated Conjuration Improvement 7 7 4 3 3 1
15th +5 Thirth Mind Hand 8 7 4 3 3 2
16th +5 Ability Score Improvement 8 8 4 3 3 2
17th +6 Elemental Creature 8 8 4 3 3 3 1
18th +6 Dedicated Conjuration Improvement 8 9 4 3 3 3 1
19th +6 Ability Score Improvement 8 9 4 3 3 3 2
20th +6 Dedicated Conjuration Improvement 8 10 4 3 3 3 2

Wild Surge[edit]


Magic flows in strange ways in you, making it unstable. At 1st level, every time one of your creatures ends its attacks they will suffer an effect from the subsequent table and after that you will also have to suffer one if you made an attack. It can be good or bad that you do not know … you will never know and it will be the fun of playing this class. Every time you throw an even number you will get a paradox point, every time you throw an odd number you will lose one. If you reach 20 paradox points, an effect that the DM chooses can pass (it can also make you simply roll the dice) if you reach 0 you can choose one yourself. You always start a fight with 10 paradox points

1) I f the roll is 12, you can choose your extra racial stats, and the DM can choose your race if they wish, changing all traits for the same.

2) This table does not spend Spells slot

3) Sorcery points are treated as paradox points

Familiar Creatures[edit]

You always have two creatures attached to you. These are given by the CR seen in the "Summons LVL" table. These creatures play on your turn and you spend the bonnus action for this, as long as they don't change their action (the attack is specifically on a creature) you won't have to give orders again. These creatures are treated as intelligent, so they will not risk their lives to carry out their action; which means in game terms that they are at the total discretion of the player. The lame is 60 feet (this limit is removed to level 6) in order to give telepathic commands.

These creatures will always have their base stats and won't be reducible at that point.

The average life of the creatures and all their abilities will be taken, these count as if they had a complete turn; movement, action and bonus action.

These creatures when controlled by you will have the same feats as you, in cases like Lucky the three will share points, in case as a great weapon master, it is your discretion to use it or not in the attack.

To revive these creatures you will take a ritual that is a short rest, if they fall to the ground they will roll dearth saves and they will be able to get up like any common player.

You can copy a creature (if it is inside "Summons LVL") if you have meat from it. Spending 10 gold and doing a ritual of a long rest

Your creatures will suffer from the same prejudices that you have, but you will not suffer the same ones as them. They cannot be controlled by any other being, if they control you, they will control all three.

You can always keep your creatures in a "magic pocket that does not take up space" this will count as your action, put them in or take them out. When you take them out, they will appear on your left and right side respectively.

You can only have one free hand summoned creature

Familiar Companion[edit]

At 1st level, you can add a family member to your list of companions at no cost or by spending a Spell slot. This does not generate paradox, and could be taken as a companion of the pact of chains.

Survival Conduit[edit]

When you reach 2nd level, you can as a bonus action switch places with one of your creatures, lvl 3-15ft, lvl 6-30ft, lvl 9-45ft ... (every 3 levels the range increases 15ft) This causes attacks of opportunity for the creature and for you if used during combat. alternatively, you can use your link to perceive through all of the summons Senses, which replaces and suppresses your own for the time being. You may switch back to your senses as a reaction or bonus action.

Over Three[edit]

At this point, your soul begins to divide into 3. From this moment on, you and your creatures share abilities, and every time you or they are healed one of the three you can redirect the damage healed to another of the three (if it is an area heal like Mass healing word it cannot be redirected). You can also use your own life to heal your summons but this does not work the other way.

Dedicated Conjuration[edit]

At 3rd level each Arcane Wild Summoner has their specialization. Well, you can choose between the ones listed here: Conjurations.

As One[edit]

Starting at 6th summoner level, when your summon sees you use your action to cast a spell or make an attack, it can use its reaction to make an attack against a creature that is in range. This effect is limited to only one summon if you have more than one. You can use this feature a number of times equal to your proficiency bonus before taking a long rest.

Herd Tactic[edit]

The three of you have learned to play as one ... which not only has implements in the roll where a triple personality has already been noticed depending on the summoned creatures which will maintain their nature when it comes to role-playing. Now as part of their attacks if they all attack the same creature they can have an advantage in the attack.

Leader Inspiration[edit]

As the leader of the other two creatures you can now give them much more accurate help. Every time you heal your creatures you can add 5 extra points. You can impose advantage on a saving trow if you are not affected by the same spell. You add 10 basic movement points to yourself and your creatures. (at 15-20ft level at 20-30ft level)

Feed and evolve[edit]

Now each creature that kills an enemy can land a dice hit (spending the same) to regain life points. If the two creatures kill different creatures in the same turn, they do not spend the dice hit. Now every time you rest eating meat in the last 24 hours you can regenerate an extra hit dice as temporary life points, along with your team companions.


Now that your soul is three parts, do role-playing as if it were the same, being aggressive if another voice enters your head be it by curse or history. Outside of roll themes now once per long rest you can join in a chimeric creature of your summons, putting in the total statistics the sum of the life of the three (total) the summed attacks of the three and actions of the three. When you are in this form you will receive half damage as if you were a barbarian in rage and you can use a Reckless Attack.

Third Mind Hand[edit]

Since you have seen a third personality rise in you ... now you have a new voice ... a new creature is added to your collection, you can use three creatures at once from this moment. This last creature needs concentration .

Elemental Creature[edit]

Now that you've become so fused with your creatures, you can change their damage type in favor of elemental forms. This does not affect the damage of the weapon. it only affects the type of damage. You can choose more than one element at a time and it has resistance penetration. no immunities



When you specialize in the undead, your creatures only want one thing, death and destruction. Choosing this specialization I hope that knowledge is on your part as it will be your main one, because with this you can put states to the enemies.

First deaths

For each attack you can try to put a state on the enemy. Starting at 3rd level, if you are poisoned / exhausted / frightened / paralyzed. This save chek is done when making the attack and is 8 + proef + Wis. You can use this to bring the number of times you have per Wis modifier, recharges with long rest

New Life

Every time you start a fight the dead are still dead, every time you kill an enemy you can raise their corpse like a zombie acting under your control. You can do this three times per long rest.

Corpse that explodes

When one of your pets falls, it tries to kill others. So every one of them falls it deals 1d12 + damage efficiency within 10 feet of it. The save of this is 8 + proef + wis

We are zombies

At this level your undeath acquires advantageous powers. Causing each controlled creature to have a survival cast before falling.

The chek is constitution + 50% of the damage received. If a creature has a similar chek, it gains an advantage on it and chooses which of the two to use.


As a Dracomancer, your idea is to protect any creature near you and your companions. Dragons are continuous and legal creatures that help each other for good ... or evil is to your liking. I hope that in this way you can find a way for your Cha to be the best because is the most important thing for you

Baby wings

Each summoned creature can always have extra help, you can impose a disadvantage to an attack that is made on a creature adjacent to you. This feature can be used as many times as your Cha modifier. Recharges with long rest

Mounted dragonfly

Your creatures like dragons can help in strange ways, if an ally is at one-third of their total HP, or lower, you can go, and as a bonus action, spend a disengage to get to their side and heal them 2d6 + Cha. (by licking or tending to their wounds.) This feature can be used as many times as your Cha bonus. Recharge with long rest

Drake Constitution

You can add your proficiency to your summon AC


Beasts are powerful, untamed creatures, for your sense of the same is best at the time. I hope you can control its power.

Bestial ATACK

Your creatures can make one Barbarian Reckless attack, (only one of the two) per round.

Not defenses

When any of your creatures break out of a state of control, their next attack adds 1d12 to the damage. Well, he is so fierce that he wants revenge. This trait is used once per combat

Gigant Beast

When you come to this you understand that beasts are the best that can exist for your mind. So you can raise or lower the size of a beast at will (using action bonus) This will give you advantages depending on the size.

1) Hugue: 1d4 extra damage

2) Medium: 2 ca

3) Small: dexterity +2


Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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