Devil Summoner (5e Class)
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[edit]
Introduction[edit]
This class is meant to replicate being a Devil Summoner from the SMT video game series. Devil Summoners make use of specialized computer devices called "COMPS." These devices are equipped with the "Demon Summoning Program" which can be used to summon and control demons.
Law, Chaos, or Neutral[edit]
Devil Summoners are frequently thrust into circumstances far beyond their control, relying on demons to survive. These Summoners wield great power, and must often make choices to decide the fate of the world itself. The question is, will you side with Law? Chaos? Or will you opt for a world of balance?
Creating a Devil Summoner[edit]
- Quick Build
You can make a Devil Summoner quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Strength, Constitution, or Dexterity. Second, choose the Folk Hero background.
Class Features
As a Devil Summoner you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Devil Summoner level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Devil Summoner level after 1st
- Proficiencies
Armor: Light, and medium
Weapons: Guns, light crossbow, one handed weapons
Tools: Playing cards, and one other of your choice
Saving Throws: Wisdom, Intelligence
Skills: Investigation, animal handling, deception, and persuasion
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A COMP(this can be a weapon or a device attached to your arm) or (b) {{{item1b}}}
- (a) 10 throwing knives(1d4 piercing) or (b) A staff
- (a) Flying sword(summon) or (b) Skeleton(summon)
- (a) Shadow(summon) or (b) Magmin(summon)
Level | Proficiency Bonus |
Features | Summoning points | —Spell Slots per Spell Level— | |||
---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | ||||
1st | +2 | Pact forging, Summoning | 5 | — | — | — | — |
2nd | +2 | Fighting style | 5 | — | — | — | — |
3rd | +2 | Subclass choice | 10 | 2 | — | — | — |
4th | +2 | Ability Score Improvement | 10 | 3 | — | — | — |
5th | +3 | Extra attack | 15 | 3 | — | — | — |
6th | +3 | Subclass feature | 15 | 3 | — | — | — |
7th | +3 | Enhanced summon | 20 | 4 | 2 | — | — |
8th | +3 | Ability Score Improvement | 20 | 4 | 2 | — | — |
9th | +4 | Enhanced magic | 25 | 4 | 2 | — | — |
10th | +4 | Subclass feature | 25 | 4 | 3 | — | — |
11th | +4 | Devour | 30 | 4 | 3 | — | — |
12th | +4 | Ability Score Improvement | 30 | 4 | 3 | — | — |
13th | +5 | Enhanced attack | 35 | 4 | 3 | 2 | — |
14th | +5 | Subclass feature | 35 | 4 | 3 | 2 | — |
15th | +5 | Guaranteed crit | 40 | 4 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 40 | 4 | 3 | 3 | — |
17th | +6 | Transmute | 45 | 4 | 3 | 3 | — |
18th | +6 | Dual summon | 45 | 4 | 3 | 3 | — |
19th | +6 | Ability Score Improvement | 50 | 4 | 3 | 3 | 1 |
20th | +6 | Restoration | 50 | 4 | 3 | 3 | 1 |
<!-Pact forging->[edit]
You have the power to not only communicate with any non humanoid creature but also forge a pack with said creature, allowing you to summon them to help you in battle. you can have a number of creatures in your stock equal to double your proficiency bonus.
<!-Summoning->[edit]
It costs double the creatures CR(Summoning points) rounded up, to summon them. Summoning costs a bonus action, and you can only have one summon summoned at once. the creature is summoned 5ft from you(assuming there's enough space)
<!-Fighting style->[edit]
Choose a fighting style.
<!-Subclass Feature->[edit]
At 3rd level, you chose a Type. Choose between Embryon or Demi fiend, detailed at the end of the class description. Your choice grants you features at 3rd and again at 6th, 10th, 14th level.
Ability Score Improvement[edit]
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
<!-Extra attack->[edit]
<!-Enhanced summon->[edit]
You can spend a spell slot to either, give your summon an extra d8 of damage or a d8 of healing. the higher the spell slot the more d8's
<!-Enhanced magic->[edit]
Gain 3 metamagic options from the sorcerer class. use Summoning points to use them.
<!-Devour->[edit]
You can feed one summon to another. the enhanced creature gains one resistance from the devoured creature, if you choose a resistance the monster already has than it becomes an immunity. One attack from the devoured creature. and 1/4 of the creatures total hp added to theirs. but the enhanced creatures CR doubles.
<!-Enhanced attack->[edit]
You can spend 5 SP to add an extra die to either your or your monsters attack, costs your bonus action.
<!-Guaranteed crit->[edit]
You can spend 15 SP for either you or your summon to auto crit on one attack.
<!-Transmute->[edit]
You can turn your creatures into either a piece of armor, a weapon, or a special card that can let you "teach" an ability to another summon or yourself.
<!-Dual summon->[edit]
You can now summon 2 creatures instead of one.
<!-Restoration->[edit]
You can instintaly gain 30 SP points once per long rest.
<!-Embryon->[edit]
Why not turn into your summon's?
- <!-Transform->
3rd level. You can turn into a creature in your stock. you gain the physical stats(STR, DEX, CON), but keep your mental stats(CHA, WIS, INT). you add the creatures HP to yours. You gain the creatures attacks, ressistances, unique abilities, and AC. while you can still summon while transformed you cant summon the creature you are currently transformed into.
- <!-Terror->
6th level. You can turn into your summon to give yourself advantage on intimidation rolls.
- <!-Hunger->
10th level. You take an action to eat a corpse to regain 4d12 HP. and gain bonus XP equal to the creatures CR times your(curent) constitution modifier.
- <!-Anger->
14th level. you gain the ability to rage like a barbarian. it also gives you a plus 2 to AC during the rage.
<!-Demi Fiend->[edit]
<!-who needs a COMP anyway.->
- <!-Free Summon->
3rd level. You no longer need a COMP to summon.
- <!-FIST->
6th level. You can punch good. your fists deal a d8 now.
- <!-Mighty Fist->
10th level. you can spend 20 SP to throw either a radiant or necrotic ball that deals 15d6 in a 30ft sphere to any location you can see.
- <!-Ultimate Punch->
14th level. your fists now deal a d12 plus their radiant or necrotic
Devil Summoner Spell List[edit]
You know all of the spells on the basic Wizard spell list and additional spells based on your subclass.
- 1st Level
<!-1st level spell list->
- 2nd Level
<!-2nd level spell list->
- 3rd Level
<!-3rd level spell list->
- 4th Level
<!-4th level spell list->
Multiclassing[edit]
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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