Arcanist: Summoner (5e Subclass)

From D&D Wiki

Jump to: navigation, search
FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Final Fantasy franchise, and/or include content directly affiliated with and/or owned by Square Enix. D&D Wiki neither claims nor implies any rights to Final Fantasy copyrights, trademarks, or logos, nor any owned by Square Enix. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png

Arcanist: Summoner[edit]

Sorcerer Subclass

A god to one is demon to another. Summoners take solace in the understanding of what seperates gods and demons from men, and uses the power of such creatures to exact their intent through incredible force and control of these awe-inspiring and dreaded creatures.

Summon Infernal

Starting at 1st level, you have the ability to call upon an infernal to assist you. As a 10 minute ritual, which you can complete as part or a short or long rest, you conjure a magical creature within reach that takes the form of a Tiny Fire Elemental. This creature does not use the stats, traits or abilities of the fire elemental however, and has a walking and flying speed of 30 feet.

Your Infernal is magical in nature and acts as its own spellcasting focus where applicable. It cannot be made the target of spells, attacks or effects, except those to dispell your infernal, such as by Dispel Magic, as the only method of destroying it, besides leaving a 100 foot range from you. Upon being destroyed, your infernal must be resummoned as an action.

Your infernal does not have hit points or an AC as it cannot be made the target of attacks, and shares your initiative. During your turn, the infernal can make a melee weapon attack against one creature within 5 feet of itself, using your intelligence modifier and proficiency bonus for the attack roll. On a hit, the target takes 1d4 fire damage. This amount increases to 2d4 at 11th Sorcerer level.

Aetherflow

Starting at 1st level, you get access to a secondary magic resource called Aetherflow to be used for specific feature spells gained as part of this archetype. You can have a maximum of three Aetherflow at any time, and automatically replenish any missing Aetherflow whenever you finish a long rest. Once between short or long rests, you can also use your action to regain all missing Aetherflow, to a maximum of three.

Ruination

Starting at 1st level as an action, you can expend a spell slot to make a ranged spell attack against a creature within 60 feet. On hit, the target is marked for Ruin for 1 minute. While marked for Ruin, your infernal gains a bonus to its attack rolls against the target equal to the spell slot level used. On hit, your infernal deals maximum damage for the damage roll. For example, rather than rolling 1d4, your infernal instead deals 4 damage.

Wreck

At 6th level, you innately empower your Infernal. Whenever your Infernal attacks a target marked for Ruin, its damage dice become d6.

Pain

Starting at 6th level as an action, you can make a ranged spell attack against a creature within 60 feet of you. On hit, that creature takes 1d8 + your Intelligence modifier necrotic damage. All creatures within 10 feet of the target must then succeed a Dexterity saving throw against your spell save DC, or take half as much damage.

Bane

As a bonus action, you can expend one Aetherflow to target a creature within 120 feet of you that is marked for Ruin, causing the mark to spread to all creatures within 10 feet of the target, also marking them for Ruin for the remaining duration.

Enkindle

At 14th level, you can command your Infernal to flare (does not use an action). At this time, your infernal uses its action to make a single melee weapon attack against all creatures within 10 feet of it, dealing 4d4 fire damage to all creatures hit. Once you have used Enkindle, you cannot do so again until you replenish your Aetherflow.

Deathflare

At 14th level, you can use your bonus action to enter a trance for 1 minute. At this time, your infernal deals one additional damage die during its damage rolls. Additionally, while under the effects of Deathflare, you can make a unique ranged spell, immediately ending Deathflare. Once you use Deathflare, you cannot do so again until you replenish your Aetherflow.

As a reaction after using your action while under the effects of Deathflare, you can make a ranged spell attack, targetting one point within 60 feet of you. Creatures within 10 feet of the target location must make a Dexterity saving throw against your spell save DC, taking necrotic damage equal to a number of d6 equal to your Intelligence modifier on a failed save, or half as much on a successful one.

Dreadwyrm

At 18th level, when Deathflare ends, you are granted three Dreadwyrm Aether. While you have Dreadwyrm Aether, you cannot replenish your Aetherflow by any means.

You expend Dreadwyrm Aether in place of Aetherflow for your class features. In doing so, Spite deals 2d10 + your Intelligence modifier necrotic damage, and Pain deals 2d8 + your Intelligence modifier necrotic damage to its initial target. Additionally, necrotic damage dealt in this way ignores resistances.

Summon Dreadwyrm

At 18th level while you have at least one Dreadwyrm Aether, you can use your bonus action to dismiss your Infernal for up to 1 minute, or until you expend all remaining Dreadwyrm Aether, summoning a Dreadwyrm in its place as part of the same action. This Dreadwyrm functions identically to your infernal, gaining the same bonuses such as Ruination, except that it takes the form of a Young Dragon of any colour you choose rather than a Tiny Fire Elemental, and its attacks become ranged spell attacks, dealing 4d4 necrotic damage against a target creature within 60 feet of itself.

Whenever you use your action to cast a spell or make an attack, your Dreadwyrm can use its reaction to make an attack of its own against a creature within range.

Additionally, while your Dreadwyrm is summoned, you can command it to use its action to make a ranged spell attack, targetting one point within 60 feet of itself. Creatures within 10 feet of the target location must make a Dexterity saving throw against your spell save DC, taking necrotic damage equal to a number of d12 equal to your Intelligence modifier on a failed save, or half as much on a successful one. Once your Dreadwyrm has made this attack, it cannot do so again until it is resummoned.

4.00
(2 votes)

Back to Main Page5e HomebrewCharacter OptionsSubclasses

Home of user-generated,
homebrew pages!


Advertisements: