Great Summoner (3.5e Class)

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A master of summoning creatures.

Making a Summoner[edit]

A summoner travels the world in search for knowledge of the different creatures that inhabit it. With this knowledge the summoner can summon these creatures to its side to help it in any way it sees fit.

A summoner is strong as any role it chooses, with the variety and abilities of its summons it is able to fill most roles in a party.

Abilities: Charisma determines the length that a summon will stay and fight by its summoner and how many times a summoner can summon. It also determines his/her ability to heal his/her summons. Dexterity and Constitution are important for a summoner during a time when unable to summon as to avoid and sustain blows without fear of death. Intelligence is important for skills and languages to speak with his/her summons and wisdom for his/her ability to summon creature of conflicting alignments. Strength is the least important for a summoner for most summons will be fighting for them.

Races: Any has the potential to become a summoner, but nomadic races become them most often as it requires the summoner to have seen or know of a creature to summon it.

Alignment: Any.

Starting Gold: 5d4×10 gp (125 gp).

Starting Age: "Complex"

Table: The Summoner

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Summon Points/Day Summons Known Maximum CR Known
Fort Ref Will
1st +0 +2 +0 +2 Summoning, Augment Summons +4 3 2 1/2
2nd +1 +3 +0 +3 Heal Summons 5 5 1
3rd +2 +3 +1 +3 Quick Summons +10 ft. 8 7 2
4th +3 +4 +1 +4 Rapid Summons (Standard) 14 9 3
5th +3 +4 +1 +4 Persistent Summons +2 19 11 4
6th +4 +5 +2 +5 Energy Summons 1/day, Bonus Feat 29 13 5
7th +5 +5 +2 +5 Tough Summons DR 1/- 37 15 6
8th +6/+1 +6 +2 +6 51 17 7
9th +6/+1 +6 +3 +6 Quick Summons +20 ft. 63 19 8
10th +7/+2 +7 +3 +7 Augment Summons +6, Tough Summons DR 2/- 81 21 9
11th +8/+3 +7 +3 +7 97 22 10
12th +9/+4 +8 +4 +8 Rapid Summons (Move), Energy Summons 2/day 115 24 11
13th +9/+4 +8 +4 +8 Summoner’s Link, Tough Summons DR 3/- 131 25 12
14th +10/+5 +9 +4 +9 149 27 13
15th +11/+6/+1 +9 +5 +9 Quick Summons +30 ft., Persistent Summons +4 165 28 14
16th +12/+7/+2 +10 +5 +10 Tough Summons DR 4/- 183 30 15
17th +12/+7/+2 +10 +5 +10 199 31 16
18th +13/+8/+3 +11 +6 +11 Energy Summons 3/day 217 33 17
19th +14/+9/+4 +11 +6 +11 Tough Summons DR 5/- 233 34 18
20th +15/+10/+5 +12 +6 +12 Augment Summons +8 246 36 19

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Arcana, Dungeoneering, Geography, History, Local, Nature, Religion, The Planes) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Speak Language (None), Spot (Wis), Survival (Wis)..

Class Features[edit]

All of the following are class features of the summoner.

Weapon and Armor Proficiency: Summoners are proficient with all simple weapons, plus a single weapon of choice. Summoners are proficient with light armor, but not with shields. When wearing medium or heavy armor, using a shield, or carrying a medium or heavy load, a summoner loses his/her ability to summon.

Spells: A Great Summoner casts arcane spells which are drawn primarily from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).

To learn or cast a spell, a Great Summoner must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + the spell level + the sorcerer’s Charisma modifier.

The Great Summoner has the same amount of spells per day as the sorcerer, but is even more constricted Spell-Slot-wise, with only the branches of Conjuration and one of choice. The Great Summoner has access to all spells of the spells in those branches, as well as the ability to cast Read Magic at will any amount of times per day.

Unlike a wizard or a cleric, a Great Summoner need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.

Summoning (Sp): As a full round action, that provokes an attack of opportunity, a summoner can summon creatures to his side. A summon is the equivalent of a spell whose level is equal to one-half the summoner’s class level (round down), with a minimum spell level of 1st and a maximum of 9th when a summoner reaches 18th level or higher. A summon last for a number of rounds equal to the summoner’s level + his Cha. Modifier.

A summoner starts off knowing two summons at first level. As the summoner grows in levels he/she gains access to more summons, as shown on Table: Summoner. The creatures can not be of a higher challenge rating than shown on Table: Summoner when chosen. The summons can be of any alignment, but if a summon has a conflicting alignment (good vs. evil, law vs. chaos, neutral is never conflicting) the summoner must make a will save DC 10 + the creatures CR + the creatures wisdom modifier in order for it to be summoned.

Example: A summoner of 1st level can choose any two creatures of up to CR ½, at 2nd level the player gains three new summons and they can be of a maximum of CR 1.

Summoning a creature requires a summoner to expend summoning points equal to the creatures CR. A summoner gains an amount of summoning points as shown on Table: Summoner. A summoner gains additional summon points for having a high charisma, use the Table: Ability Modifiers and Bonus Power Points to determine these values.

The creature he/she can summon is chosen from any source that the player has. I.E. Monster Manual, Book of Vile Darkness, Psionics Handbook, etc, but the character must have seen or know of the creature in order for it to choose it as a summon.

When you summon a summon of a conflicting alignment you must make opposed Charisma checks. If you win the opposed check the summon does as it is commanded for the duration that it is summoned. If the summon wins the opposed check it does not obey your orders and acts on its own, each round there after you may attempt another opposed Charisma check to make the summon act in accordance to your orders. Once you succeed on an opposed Charisma check the summon obeys you for the duration it is summoned.

Augment Summons: Each creature you summon gains a +4 enhancement bonus to Str. and Con. for the duration that it is summoned. This bonus improves by 2 at 10th level, for a total of +6, and again at 20th level, for a total of +8.

Heal Summons (Su): Beginning at 2nd level, a summoner with a Charisma score of 12 or higher can heal wounds (his/her own or those of his/her summons) by touch. Each day he/she can heal a total number of hit points of damage equal to his/her summoner level × his/her Cha. Modifier. A summoner may choose to divide his/her healing among multiple recipients, and he/she doesn’t have to use it all at once. Using heal summons is a standard action that provoke an attack of opportunity.

Quick Summons: Creatures you summon gains a +10 enhancement bonus to speed for the duration that it is summoned. This bonus improves to +20 at 9th level, and a +30 at 15th level.

Rapid Summons (Su): At 4th level any time a summoner summons a creature, it takes 1 standard action rather than 1 full round. (Creatures so summoned can only take a standard action in the round they are summoned.) At 12th the time that it takes to summon improves, it takes 1 move action rather than 1 standard action, allowing for two summonings to be made during a single turn.

Persistent Summons: At 5th level, the summoners summoned creatures become particularly tough to dispel. Add 2 to the DC of any caster level check made to dispel the conjurer's summoned creatures. At 15th level, this addition to the DC increases to 4.

Energy Summons (Su): Once per day, and one additional time per day per 6 summoner levels, a summoner can create a mystical shield that grants any one summon that she touches limited protection against a chosen energy type (acid, cold, electricity, fire, or sonic). The affected creature gains resistance equal to 5 + one-half the summoner's class level against the chosen energy type. In addition to the resistance to energy the affected creature natural attacks become enchanted and deal 1d6 + one-half the summoner's class level of the chosen energy type of damage in addition to its normal damage. Activating this ability is a standard action, which provokes an attack of opportunity. Once activated, the protection and bonus damage lasts for 1 hour. This protection overlaps with (and does not stack with) the effects of spells such as resist energy.

Tough Summons: At 7th level, a summoner’s summons gains Damage Reduction. Subtract 1 from the damage the summon takes each time it is dealt damage from a weapon or a natural attack. At 10th level, and every three summoner levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.

Summoner's Link (Sp): Once per day as a free action, the summoner can cast a shield other spell that links him/her to his/her summon. This spell has one critical difference from its normal form. Treat the summoner as the spell’s target and the summon as the caster. Thus, if the summoner suffers damage he/she shares the total with his summon, but not vice versa. If a summon has a conflicting alignment (good vs. evil, law vs. chaos, neutral is never conflicting) the summoner must make a will save DC 10 + the creatures CR + the creatures wisdom modifier in order for the spell to take affect

Ex-Great Summoners[edit]


Epic Summoner[edit]

Table: The Epic Summoner

Hit Die: d8

Level Special
22nd Tough Summons DR 6/-
23rd Bonus Feat
24th Energy Summons 4/day
25th Tough Summons DR 7/-
26th Bonus Feat
28th Tough Summons DR 8/-
29th Bonus Feat
30th Energy Summons 5/day

6 + Int modifier skill points per level.

Summoning (Sp): The epic summoner's summon points do not increase after 20th level. The epic summoner's summons known increases by 1 every level beyond 20th. The epic summoner's maximum CR known increases by 1 every level beyond 20th.

Tough Summons: The epic summoners' summon's damage reduction increases by 1 point every three levels higher than 19th.

Energy Summons (Su): The epic summoner gains one additional use of energy summons per day every six levels after 18th.

Bonus Feats: The epic summoner gains a bonus feat (selected from the list of epic summoner bonus feats) every three levels after 20th.

Epic Summoner Bonus Feat List: Any that the summoner qualifies for.

Halfling Summoner Starting Package[edit]

Weapons: .

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor

Feat: .

Bonus Feats: .

Gear: .

Gold: .

Campaign Information[edit]

Playing a Great Summoner[edit]

Religion: .

Other Classes: .

Combat: Summoners tend to stay away from the action while summoning creatures from afar, usually hiding while doing so to avoid detection.

Advancement: .

Great Summoners in the World[edit]


Daily Life: .

Notables: .

Organizations: .

NPC Reactions: .

Great Summoner Lore[edit]

Characters with ranks in the "gather info" perk can research Great Summoners to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

DC Result
5 .
10 .
15 .
20 .

Great Summoners in the Game[edit]

Adaptation: .

Sample Encounter: .

EL whatever: .

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