Grimoire Summoner (5e Class)

From D&D Wiki
Jump to navigation Jump to search


Grimoire Summoner[edit]

A Grimoire Summoner is a pseudo magic based class that uses the powers bestowed upon them by their Grimoire to fight. The powers of the book grant you the use of a special type of creature called a Guardian Beast to be your sword and shield while you command them, and boost their prowess.

Chosen by the Book[edit]

Grimoires are a mysterious existance, no one knows where they came from or how they choose their master, but one thing many do know is that those chosen by a Grimoire never live normal lives again. Once chosen by a Grimoire many may rise in power and stature, using the Grimoires powers for unending gain. While others fall to the attention that book brings, as being the master of the Grimoire is no safe task.

Creating a Grimoire Summoner[edit]

The Grimoire may have chose you, but that doesn't mean you can use its power to shape the type of master you will be. Will you do your best to hide your Grimoire that others covet, or will you brazenly show off its power to the world? Do you use its power for personal gain, to rule, to serve? Are you someone who is a master of ordering others, or someone who is more fit to get your hands dirty? Are you a strict person who follows a personal code, or someone who is free willed and will let nothing get in the way of their desires?

Quick Build

You can make a Grimoire Summoner quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose any background that you would like, as the Grimoire can choose someone as simple as a farmer, or as grand as a king.

Class Features

As a Grimoire Summoner you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light Armor
Weapons: Simple Weapons
Tools: None
Saving Throws: Charisma, Wisdom
Skills: Choose two Skills from Acrobatics, Animal Handling, History, Insight, Investigation, Medicine, Perception

Equipment

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

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) padded armor or (b) leather armor
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • a dagger
  • If you are using starting wealth, you have 2d6 x 10 gp in funds.

Table: The Grimoire Summoner

Level Proficiency
Bonus
Features Mana Pool Mana Techniques
1st +2 Bronze Grimoire, Grimoire Summoner Archetype - -
2nd +2 Mana Pool, Mana Manipulation 5 2
3rd +2 Share Senses, Lifelink 8 2
4th +2 Ability Score Improvement, Mana Manipulation, Forced Contract 10 3
5th +3 Silver Grimoire, Far Summon 13 3
6th +3 Mana Manipulation 15 4
7th +3 18 4
8th +3 Ability Score Improvement, Mana Manipulation 20 5
9th +4 Mana Mastery 23 5
10th +4 Gold Grimoire, Mana Manipulation 25 6
11th +4 Mutual Contract 28 6
12th +4 Ability Score Improvement, Mana Manipulation 30 7
13th +5 33 7
14th +5 Mana Manipulation 35 8
15th +5 Diamond Grimoire 37 8
16th +5 Ability Score Improvement, Mana Manipulation 40 9
17th +6 Gemini 42 9
18th +6 Mana Manipulation 45 10
19th +6 Ability Score Improvement 47 10
20th +6 Mana Regeneration, Mana Manipulation 50 11

Bronze Grimoire[edit]

A Grimoire has chosen you as its master, by doing so it grants you features that you may use in conjunction with this class. The crux of this is your Guardian Beast, starting from 1st level you have Guardian Beast that bonds with you and follows your commands. Your Guardian Beast is linked to your life, and is therefor immortal as long as you are alive. If it is killed, you can spend a long rest to bring them back to life, and the next time you summon them they are summoned at full health. The Guardian Beast obeys your commands as best it can, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your Guardian Beasts acts on its own.

The Guardian Beasts starting ability scores are: 16, 14, 13, 12, 10, 8. They can be distributed on the six ability scores in any chosen order. The Guardian Beasts uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, a Guardian Beast also adds its proficiency bonus to its AC (14) and to its damage rolls. Your Guardian Beast also gains proficiency in 2 skills of your choice. They also become proficient in all saving throws. The Guardian Beast starts with 8 + Con hit points, and it increases by 1d8 + con for each level of Grimoire Summoner after 1st level. In addition the Guardian Beast cannot speak nor understand any languages at level 1, but can still telepathically communicate with the summoner up to 150 ft. Starting at 5th level the Guardian Beast learns 1 language of the Grimoire Summoners choice and use that language normally, and at 10th level the Guardian Beast can fully learn and use all the languages that the Grimoire Summoner knows.

You can freely summon and dismiss your Guardian Beast by using an Action. When summoning your Guardian Beast, your Grimoire appears in a location near you and opens to a page which is housing your Guardian Beast and it jump out of the page to a open spot within 10 ft of you. Your Grimoire will stay out as long as your Guardian Beast is out, and is nigh indestructible and cannot be destroyed by normal means, albeit high level spells may be able to damage it enough to destroy it. However the Grimoire cannot be used to block, as a tool, or for anything besides its intended purpose, any other attempts to do so make the Grimoire teleport to a different location near you. If by some chance the Grimoire is destroyed you cannot re-summon it until you complete a long rest, and therefor cannot summon any new creatures from it, or use any features related to this class. You may also summon your Grimoire for free and not summon a creature to use other features listed in the class. There is a limit of having 1 summoned creature out from your Grimoire at a time. The Guardian Beast does not have hit dice of its own. During a short rest, you may use your Hit Die to heal your Guardian Beast just as you would heal yourself, however you use your Charisma modifier added to the amount rolled instead of Constitution.

There are 6 different base types of Guardian Beasts for you to choose from and it cannot be changed later on. Each of the different forms have a different innate abilities that they unlock as you gain levels in Grimoire Summoner. All Guardian Beasts start out as medium size. The different ones you can choose from are listed below:


Hungering Wolf

A more vicious and slightly larger wolf, with anti-magic properties that get stronger as you level.

  • Speed of 30 ft
  • The wolf may make one bite attack at a target for 2d4 + str/dex piercing damage

Starting at 5th Level, your Guardian Beast gets stronger. Your Guardian Beast gains the ability to cast counterspell as a 3rd level spell. Starting at 10th level this spell casts at 5th level, and at 15th level it casts as a 7th level spell. The Guardian Beast regains the use of this feature after a long rest.


Assassin Mantis

An almost human size praying mantis, with claws like the sharpest of swords.

  • Speed of 30 ft
  • The mantis claws at a target with both of its arms for 2d4 + str/dex slashing damage

Starting at 5th level, your Guardian Beast gets stronger and gains the ability to perform a pounce attack. If the mantis has moved at least 20 ft. toward a creature and then hits them with a claw attack on the same turn, that target must succeed on a DC 8 + prof. + str saving throw or be knocked prone. If the target is prone, the mantis can make one claw attack against it as a bonus action. Starting at 10th level the mantis gets a +3 bonus to attack rolls with a pounce attack, and at 15th level the mantis gets a +6 bonus to attack rolls with the pounce.


Angelic Being

A humanoid angelic like being with features of your choice, wielding two swords that get more dangerous as you level.

  • Speed 30 ft
  • The angelic being slashes at a target with both of its swords for 2d4 + str/dex slashing damage

Starting at 5th level the angelic being can use Searing Smite as a 3rd level spell, starting at 10th level this spell casts at 5th level, and at 15th level it casts as a 7th level spell. The Guardian Beast regains the use of this feature after a long rest.


Demonic Being

A demonic like being with features of your choice, wielding a large 2 handed warhammer.

  • Speed 30 ft
  • The Demonic being smashes a target for 2d4 + str/dex bludgeoning damage

Starting at 5th level the demonic being can use a bonus action to curse a target within 60 ft. The target is cursed for 1 minute. The curse ends early if the target dies, the Guardian Beast dies, or is incapacitated. until the curse ends you gain the following benefits: you gain a bonus to damage rolls against the target equal to the Guardian Beasts proficiency bonus, any attack roll they make against the target is a critical hit on a roll of 19 or 20. Starting at 10th level if the target of the curse dies before it is over, on your next turn you can use your bonus action to move the curse to 1 new target within range and refresh how long the curse will last, you can only do this one time. At 15th level you can move the curse a total of 2 times if the targets of the curse die. The Guardian Beast regains the use of this feature after a long rest.


Humanoid Plant

A slightly larger than your average humanoid creature, covered in rough bark, similar to a smaller treant

  • Speed 30 ft
  • The Humanoid Plant slams a target with its arms for 2d4 + str/dex bludgeoning damage

Starting at 5th level the humanoid plant can bolstering its defenses for a duration. As a bonus action the Guardian Beast can root into the ground for up to 1 minute, reducing their speed to 0, they also get advantage on check for being forcibly moved, and gains temporary hitpoints equal to your Grimoire Summoner level. The humanoid plant must be able to pierce the ground with its roots and connect to the earth for this ability to work. Starting at 10th level when using the root ability, the Guardian Beast gains +1 AC, and +5 ft of extra range on the slam for the duration. At 15th level the AC bonus increases to +2, and +10 ft of extra range on the slam. The Guardian Beast regains the use of this feature after a long rest


Draconic Wyvern

A ferocious, albeit, smaller wyvern like creature ready to fight at a moments notice

  • Speed 30 ft
  • The Draconic Wyvern makes a bite attack for 2d4 + str/dex piercing damage

Starting from 5th level the Guardian Beast can make a breath attack. Choose a damage type between : cold, fire, lightning, and poison. Cold and poison function as a 15 ft cone and are con based, while fire and lightning function as a 5 by 30 ft line and are dex based. The targets take 3d6 damage or half as much on a successful save. The saving throw for this is 8 + con + prof. Starting at 10th level the damage increases to 4d6, and the Guardian Beast can also function as if they were under the effects of Feather Fall provided there is enough room for its wings. Starting at 15th level the damage increases to 5d6. The Guardian Beast regains the use of this feature after a long rest.

Guardian Beasts may not use mundane armor or weapons, but may use certain magic items at the DM's discretion.

The Guardian Beast is a fiercely loyal companion and therefor highly resistant to any attempts to charm them. This gives the Guardian Beast advantage against fear and charm effects, and any effects that can be shrugged off by self harming actions will also end the affect when the Guardian Beast is commanded to harm their summoner.

Grimoire Summoner Archetype[edit]

When your Grimoire first chose you it looked at your inner potential and revealed 3 different paths you could lead your Guardian Beast down. The first is the Gift of the Duelist, focusing primarily on skirmishing and outwitting your opponents. The second is the Gift of the Alchemist, focusing primarily on poisons or debilitating your opponent. And the third is Gift of the Gladiator, focusing on strengthening your Guardian Beast to the limits to make them an immovable wall. The final is Gift of the Commander, focusing on multiple different ways to tackle situations. Your choice grants you features at 1st level and again at 5th, 10th and 15th level as your Grimoire grows stronger and changes to fit your needs.

Mana Pool[edit]

At level 2 your Grimoire opens up more power to you, letting you draw from its inner Mana Pool. This pool is represented by Mana points which allow you the fuel different magical abilities from your Grimoire that have varying affects. The amount of Mana you have access to increases as you gain more levels in Grimoire Summoner, as shown in the Grimoire Summoner table above. You regain all of your spent Mana points back after a long rest.


Mana Manipulation[edit]

At 2nd level with newfound access to Mana you can start to bend it to your will in various ways to aid you on and off the battlefield. Starting with 2nd level you gain Mana Slash and 1 of the options listed below to be added to the Mana Manipulation techniques that you know. Each technique costs a varying amount of Mana, and you may only use one Mana technique a turn unless otherwise stated. You gain another Mana technique every 2 levels after level 2. All of these abilities require an Action unless otherwise stated. Charisma is the spell casting modifier you use for the following abilities.

Whenever this class refers to a Grimoire Summoner save DC you use the formula below to calculate it.

Grimoire Summoner save DC = 8 + your proficiency bonus + your Charisma modifier
  • Mana Slash: Using 1 Mana point you send out a blade of Mana to attack a single target. The range of Mana Slash is 60 ft. and deals 1d6 + Cha force damage. The damage of this ability increases to 2d6 at 5th level, 3d6 at 10th level, and 4d6 at 17th level. If you deal the killing blow to a creature, or score a critcal hit, with this ability you absorb Mana from the creature, gaining 1 mana back. However if landed a killing blow and scored a critical hit you regain 2 mana.
  • Grimoire Barrier: Using 2 Mana points when you summon your Grimoire you can cast Mage Armor on yourself at no cost. If you have atleast a Gold Grimoire you can, as a reaction, spend 5 mana to shield yourself or another target within 30 ft of you granting them a +3 bonus to their a/c until the end of your next turn. The Gold Grimoire effect may only be used 2 times, regaining all expended charges after a short rest.
  • Hidden Grimoire: For 1 Mana point you can keep your Grimoire hidden inside of you when you summon your Guardian Beast. The amount of Mana required to keep your Grimoire hidden increases to 2 at 5th level, 4 Mana at 10th level, and 8 Mana at 15th level do to your Grimoire being stronger and harder to keep hidden.
  • Inspection: By using Mana points you can have your Grimoire inspect a creature. By doing so your Grimoire flips open to a new page and shares varying amount of information on the creature. For 1 Mana point you can learn a creatures type, and any resistances or immunities. If you have a Silver Grimoire you can spend 3 Mana points to learn a creatures Aligment and vulnerabilities. If you have a Gold Grimoire you can spend 5 Mana points to learn a creatures current hit points, this does not change if they take damage or heal, and any special abilities the creature may have. Whenever you use this ability at a higher Mana cost you gain the affects of the previous tiers. Additionally all information learned this way is kept stored in your Grimoire and can be looked up using a bonus action.
  • Healing Surge: For 2 Mana points you can quicken you Guardian Beasts or other summoned creatures healing capabilities, healing them for 1d8 + Cha. You may use this ability 2 times. Starting from 5th level the healing increases to 2d8 + Cha and costs 4 Mana, at 10th level the healing increases to 3d8 + Cha and costs 6 Mana, and at 15th level the healing increases to 4d8 + Cha. Regain all expended uses after a short rest.
  • Magical Sight: For 1 Mana point you can grant you and your summoned creature magical sight allowing you to see through magical and nonmagical darkness up to a range of 120 ft. for 8 hours. If you have alteast a Diamond Grimoire you can instead spend 3 Mana to grant you and your summoned creature True Sight as if under the effect of the True Seeing spell for 1 hour.
  • Flight: As an Action you can spend 2 Mana to put yourself and any creature you have summoned under the affects of the Feather Fall spell. If you have atleast a Silver Grimoire you can spend 5 Mana to put yourself and any creature you have summoned under the affects of the Fly spell, if you have a Gold Grimoire you can spend an extra 3 Mana per target to increase the number of targets. The Grimoire maintains concentration for this spell.
  • Protection: If your Guardian Beast ever falls under dire straights, using a massive amount of Mana you can protect them from death and pull them back away from danger. As a reaction if your Guardian Beast is reduced to 0 hit points but not outright killed, you can spend the remainder of your Mana pool to drop them to 1 hit point, teleport them to a space near you, and grant them 3 temporary hitpoints per point of Mana spent with this ability. If you have less than half of your maximum Mana when you use this ability (rounded down), the Grimoire pulls the Mana from you as well temporarily weakening you. While weakened you cannot have more than half of your maximum Mana pool, this effect goes away at the end of your second long rest.
  • Sweeping Attack: By charging your Guardian Beast with power you can temporarily enhance their combat ability. By spending 4 Mana points and the use of your reaction, you can allow your Guardian Beast to make a sweeping attack on their turn attacking any creatures of its choice within 5 ft of it, make a separate attack roll for each target. If your Guardian Beast kills a target with this ability restore 1 Mana point, up to a max of 2. This ability has 2 uses. Regain all uses of this ability after a long rest.
  • Automatic Protection: If you would be reduced to 0 hit points but not outright killed, your Grimoire spends the rest of your Mana to make a protective barrier around you for 3 rounds. The barrier has an AC of 13, is resistant against nonmagical bludgeoning, piercing, and slashing damage, and absorbs 1 point of damage per Mana spent. If you have a Silver Grimoire it instead absorbs 2 points of damage per Mana spent. While in the barrier friendly creatures can still interact with you like normal, while hostile attacks are blocked but you can still be freely moved/dragged. While incapacitated in the barrier you continue to make death saving throws like normal.
  • Grimoire World: For 10 mana you can spend 10 minutes in concentration to pull yourself and up to your Grimoire Summoner level willing creatures into your Grimoire world for up to 8 hours. Inside of your Grimoire world is a lush and hospitable environment with no hostile creatures, all of the creatures in your Grimoire can be found here. There are different environments depending on the creatures in your Grimoire letting them live freely on the inside. The main interior when you teleport to is completely up to you but it must be livable. While inside the Grimoire you can use its' powers to create shelter of your choice, as long as it is not to grand. While inside the Grimoire world, any creatures pulled inside with you can freely act as long as they do cause harm to others or the world . Creatures are able to freely leave the Grimoire World if they choose to appearing back in the regular World in an area near where they left, the summoner can also attempt to forcibly evict a creature by making them make a Wisdom saving throw with advantage against the summoners spell save DC. On a fail the creature is forcibly evicted back into the real world early, on a successful save the creature can stay in the world, and the summoner cannot attempt to evict them again for 2 hours. While inside the summoner can regen Mana like normal after a long rest, but they may choose to instead keep the world open for another 8 hours by expending 10 Mana once again, but by doing so they temporarily lower their maximum Mana by 10 until they take a long rest outside of the Grimoire World. This ability requires atleast a Gold Grimoire to work. Additionally if you have a Diamond Grimoire, and you are the only one to enter the Grimoire you may freely enter Grimoire world at no cost after 1 minute of concentration.
  • Enlarge: For 8 Mana points you can supercharge your Grimoire Beast with extra Mana, increasing their size by 1 category, and boosting their stats. While enlarged the Guardian Beast has advantage on Strength checks and Strength saving thhrows, 30 temporary hit points, and an extra 1d8 to the Guardian Beasts attacks. This affect lasts until the Guardian Beast returns to the Grimoire. This ability requires atleast a Gold Grimoire to work.

Lifelink[edit]

Your Guardian Beast and you are linked at the very soul, if you die it dies, and there is a good chance if it dies, that you will die. Starting at 3rd level whenever either the Summoner or the Guardian Beast take damage, as a reaction the other may sacrifice hit points up to the damage taken, and not in excess of their current hit points. If they do, they prevent damage equal to the number of hit points lost this way. This number can not be lowered in any way, and neither can sacrifice hit points for the other if they are below half of their hit point maximum.


Share Senses[edit]

At 3rd level, while on the same plane, you may use an action to perceive through all the Guardian Beasts Senses, which replaces and suppresses your own for the time being. You may switch back to your senses as an action.


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. Your Guardian Beast also gains this when you do.


Forced Contract[edit]

Starting at 4th level you have mastered the Grimoire's powers enough to be able to control other creatures outside of your Guardian Beast. Using an Action For 5 Mana points you can attempt to subjugate a creature and bring them into your Grimoire for you to use. For this to work, target a creature within 60 feet that you can see. The creature you are attempting must be near death(Either non-lethally dropped to 0Hp or within 1% of the creatures maximum Hp) and be within an appropriate CR range or they are to powerful for you to control. At 4th level the maximum CR of a creature you try to subjugate is 1. Starting at 6th level your can attempt to subjugate a creature with a maximum CR equal to your Grimoire Summoner level divided by 3, rounded down. Using an Action you create a runic circle beneath a creature and have magical chains attempt to bind them, you force the creature to make a Wisdom saving throw against your spell save DC. On a failed save the creature is stunned until the end of their next turn until this ability either succeeds or fails your character must spend an action on each turn concentrating on the contract (as if they were using a concentration spell). On their turn they make another wisdom save but at disadvantage, on a fail the creature is successfully subjugated and is pulled into your Grimoire for you to use. If a creature succeeds on the first wisdom saving throw the creature is immune to this ability for 24 hours, if the creature fails the first Wisdom saving throw but succeeds on the second saving throw then the creature will then roll with the same specifications as the first Wisdom save this process will repeat each turn until either the creature has succeeded, failed or the summoner's concentration is broken. You cannot use creatures subjugated this way until the end of your next long rest, as the magic binds them and heals them to full.

Creatures subjugated this way also lose any Legendary or Lair actions. As an extra if the creature if loyal enough to you, and willingly accepts you becoming their master you can subjugate them without the need of fighting them, or making any Wisdom saving throws. Refund 2 mana if you fail to subjugate the creature.

You may have a number of forced contracts equal to half of your Grimoire Summoner level rounded down. Creatures contracted this way are under your full control, the creature obeys your commands as best it can, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own. Creatures summoned this way use your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, a summoned beast also adds half of your proficiency bonus to its AC and to its damage rolls. Additionally when you summon one of these creatures you can spend 3 Mana to give them temporary hit points equal to your Grimoire Summoner level, and you may spend 3 mana once again after any short rest to reapply the temporary hit points.

The creatures summoned this way are not immortal like your Guardian Beast, any creature you have besides your Guardian Beast can still die like normal, but your Grimoire can help prevent that. When reduced to 0 hp creatures you summon make death saving throws as a player would, stabilizing with 3 successful saving throws. If your summoned creature is reduced to 0 hp, on your turn you may use and action to desummoning them, pulling them back into your Grimoire. When you do so automatically stabilize the creature, but they cannot be used until you have completed 2 long rests. Additionally, you may not summon more than 1 creature per short rest, this includes your Guardian Beast.

You may, for free, do a 1 hour ritual on a creature to release it from its binds to you. Doing so frees' the creature from your control and your Grimoire returns the creature to a suitable environment that the creature is from, or can survive in, if applicable. Creatures released this way retain all memories of the time they were subjugated and may act accordingly once released if you so happen to run into them once they are released.

Silver Grimoire[edit]

Upon reaching 5th level your Grimoire changes to become more powerful, it goes from a dull bronze to a polished silver in color and radiates more power. This unlocks features in Mana manipulation, and also powers up your Guardian Beast. Your Guardian Beast now does 2d6 + str/dex damage with their attacks. This also unlocks a new feature for your Guardian Beast depending on your archetype.


Far Summon[edit]

Starting at 5th level you have greater mastery over where you summon creatures from your Grimoire. When you summon a creature from your Grimore, the range you can summon the creature to increases to 10 x your Grimoire Summoner level. You must have full vision of the area you are summoning the creature to, and there must be enough room for the creature when summoned.


Mana Mastery[edit]

At 9th level you have truly begun to start mastering your Mana manipulation techniques. Any Mana manipulation techniques that you know that require an Action and can instead use your bonus Action to use them (sweeping Attack is exempt from this feature). You can use this ability 2 times. You regain all expended uses of this feature after a short rest.


Gold Grimoire[edit]

Upon reaching 10th level your Grimoire changes to become more powerful, it goes from a polished silver to a lustrous gold in color and radiates more power. This unlocks features in Mana manipulation, and also powers up your Guardian Beast. Your Guardian Beast now does 2d8 + str/dex damage with their attacks. This also unlocks a new feature for your Guardian Beast depending on your archetype. Additionally your Guardian Beasts attacks now count as magical for the purpose of overcoming resistances or immunities.


Mutual Contract[edit]

Starting at 11th level you are now able to make mutually beneficial contracts with creatures. This functions similarly to Forced Contract but for this one you must make a deal with the creature. First the creature must be smart enough to communicate with you, and you must share a means of communication, be it written, spoken, or telepathically. Second the both of you must come to an agreement of some sort of what the contract is for, be it you run into a young brass dragon and make a deal with them to help them get back to a colony of dragons, the dragon would come under your contract and you would be able to have them fight for you. But this is a mutual contract that goes both ways, you must help them with that you agreed upon, and neither of your may act in a hostile way towards the other. Third is the creature you contract is not under your complete control, you have some sway in their actions with directing them in battle, but they are smart enough to act on their own, and very well may decided their decision on something is better than yours and act on it. When you summon a creature this way use your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, a summoned beast also adds half its proficiency bonus to its AC and to its damage rolls. Additionally when you summon one of these creatures you can spend 3 Mana to give them temporary hit points equal to your Grimoire Summoner level. You may have a number of mutual contracts equal to 1/4th of your Grimoire Summoner level rounded down.

There are a few different ways to end a mutual contract. The first is to complete the contract, so you bring the young dragon back to its colony and your contract is completed and it ends. The second way is if both of you mutually agree to end the contract. By doing so both of you leave the contract on equal terms and may act towards each other however you want. The third way is if one of you forcefully breaks the contract. Either side at any time may attempt to forcefully break the contract, to do so they must take an action and cancel it. By doing so the contract is forcefully canceled but whoever broke the contract receives backlash. Whoever broke the contract gets massively exhausted and gains level 2 exhaustion or if the target is immune to exhaustion 10d10 force damage that cannot be negated in anyway, as the stress of breaking the contract is massive.

Note: This feature is heavily relied on having a good DM to work with you on it. You can go either way of having the contract be controlled by the player or the DM. Personally I think letting the player control it, but having them play them as a completely separate entity is the best way to go about it, as by not doing that heavily limits what the player can do. But it is completely up to the player and the DM to fine tune this interaction.


Diamond Grimoire[edit]

Upon reaching 15th level your Grimoire changes to become more powerful, it goes from a lustrous gold to a perfect crystal diamond and radiates even more power. This unlocks features in Mana manipulation, and also powers up your Guardian Beast. Your Guardian Beast now does 2d10 + str/dex damage with their attacks. This also unlocks a new feature for your Guardian Beast depending on your archetype.


Gemini[edit]

Starting at 17th level you are able to tap into some of the strongest powers your Grimoire has to offer. Using 1 action you make your Guardian Beast split into 2 entities with a shared health pool, but they deal reduced damage. For 1 minute your Guardian Beast splits into 2, halving their health, but sharing all damage taken evenly between the two. Additionally reduce the Guardians Beast damage die by 2 levels to 2d6. When they split still count as 1 entity in regards to any non damaging spells that have a single target, so both get affected by buffs and debuffs if one gets affected. Also if you use a class feature that that affects your Guardian Beast it applies to both of them. Gemini lasts for 1 minute or until you cancel it as a bonus action. When the split ends the offshoot Guardian Beast merges back into the primary one. You regain the use of this feature after a long rest.

Mana Regeneration[edit]

Your mastery over Mana has reached its peak. Starting at 20th level your Mana pool becomes unending, using an Action you can forcibly draw out 25 Mana from your surroundings and add it to your Mana pool, not exceeding your maximum mana. Additionally short rests restore 10 Mana as well. You regain the use of this feature after a long rest.

Gift of the Duelist[edit]

Fast and deadly a Duelist Guardian Beast can work with their team to quickly take down threats. The Gift of the Duelist fine tunes the Guardians Beasts combat abilities to make them an all around combatant. They gain grace and dexterity allowing them to weave in and out of combat while also being able to deftly avoid attacks.

Sneak Attack

Starting at 1st level the Guardian Beast knows where to strike to inflict maximum damage. Once per turn the Guardian Beast can deal an extra 1d6 damage with an attack as long as they have advantage on the roll. You do not need advantage to use this feature if there is another enemy of the target within 5 ft of the target, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. The Guardian Beast also gains the ability to blend into their surrounding easier, gaining expertise in Stealth. The damage of this feature increases to 2d6 at 5th level, 4d6 at 10th level, and 6d6 at 15th level.

Evasion

Starting at 5th level when your Grimoire upgrades to a Silver Grimoire, the Guardian Beast grows even faster, able to dodge attacks other could not. When the Guardian Beast is subjected to an Effect that allows them to make a Dexterity saving throw to take only half damage, the Guardian Beast instead takes no damage if they succeed on the saving throw, and only half damage if they fail. Additionally increase their base movespeed by 10 ft.

Cunning Action

Starting at 10th level when your Grimoire upgrades to a Gold Grimoire, the Guardian Beast begins to be able to act more quickly in combat. The Guardian Beast can take a bonus action on each of its turns in combat. This action can only be used to take the disengage or hiding action. Additionally the Guardian Beast has advantage on attack rolls against any creature that hasn't taken a turn in the combat yet, and any hit they score against a creature that is surprised is a critical hit.

Unhittable

Starting at 15th level when your Grimoire upgardes to a Diamond Grimoire, the Guardian Beast begins to show its top tier prowess in combat. The Guardian Beasts is so evasive that attackers rarely gain the upper hand against them. No attack roll has advantage against them while they aren't incapacitated. In addition when an attacker that the Guardian Beast can see hits them with an attack, they can use their reaction to halve the attack's damage against them.


Gift of the Alchemist[edit]

Wreaking havoc on the battlefield the Alchemic Guardian Beast can solo turn the tides of a battle. The Gift of the Alchemist turns your Guardian Beast into a deadly mass of venomous fangs and blades on the battle field. Sometimes spewing a deadly poison with their bite to heavily damage the opponent, and other times striking them with a paralytic swipe of a blade.

Guardian Beast save DC = 8 + your proficiency bonus + your Constitution modifier
Venemous Bite

Starting at 1st level when you select this archetype, venom starts to drips from the Guardian Beasts fangs and weapons. The Guardian Beast now applies venom to each of its attacks. When successfully making an attack, the creature must make a Con saving throw against the Guardian Beasts save DC. On a fail the creature takes 1d6 poison damage, half as much on a successful save. The damage of this increases to 2d6 at 5th level, 3d6 at 10th level and 4d6 at 15th level.

Debilitating Venom

Starting at 5th level when your Grimoire upgrades to a Silver Grimoire, the Guardian Beast can use more than just 1 type of poison. When making an attack the Guardian Beast can forgo the extra damage on an attack in an attempt to paralyze a target, the creature must make a Con saving throw against the Guardian Beasts save DC. on a fail the creature is paralyzed as per the condition, at the end of the creatures subsequent turns they may attempt to remake the saving throw, on a successful they they lose the paralyzed condition and become immune to this affect for 24 hours. The Guardian Beast can also attempt to inject a creature with anti-magic poison, the creature makes a Con saving throw against the Guardian Beasts save DC, on a failed save the creature has anti-magic poison inside their body. While afflicted with anti-magic poison the creature makes all concentration checks at disadvantage, and if they cast a spell they take poison damage equal to half of the Guardian Beast regular venomous bite attack. They may repeat the save at the end of each of their subsequent turns, on a successful save the resist the poison and become immune to this affect for 24 hours. The Guardian Beast may use this feature 3 times. Regaining all uses of the feature after a long rest.

Acidic Venom

Starting at 10th level when your Grimoire upgrades to a Gold Grimoire, the Guardian Beasts poison becomes almost acidic. When using the Venemous Bite feature, all poison damage done this way treats immunities as resistance to poison instead. This feature has no affect on poison resistance.

Poison Cloud

Starting at 15th level when your Grimoire upgrades to a Diamond Grimoire, the Guardian Beast becomes a master of poison and may spread it in an even further range. Using an action the Guardian beast can pick any point, that they can see, within 120 ft. and launch a poison bomb there. The poison flies to that area expanding to affect an area in a 20 ft radius, making all creatures make a Con saving throw against the Guardian Beasts save DC. on a fail the creature takes normal poison damage as per the Guardian Beasts Venemous Bite, on a successful save they take half damage. The poison cloud remains in the location causing any creature who ends their turn in the cloud to make a Con save once against, taking half the damage of Venemous Bite, and no damage on a successful save. The poison cloud lasts for 3 rounds, but can also be blown away early by strong enough winds. The Guardian Beast regains the use of this ability after a long rest.

Gift of the Gladiator[edit]

Faster and stronger, the Guardian Beast can take a hit and hit back just as hard. The Gift of the Gladiator pushes your Guardian Beast to its physical limits in combat, making them a creature that can dish out and shrug off blows in any situation.

Toughness

Starting at 1st level when you select this archetype, your Guardian Beast bolsters its defenses. The Guardian Beasts hit point maximum increases by 2 for each level of Grimoire Summoner. Additionally the Guardian Beast gains 1 additional AC.

Combat Mastery

Starting at 5th level when your Grimoire upgrades to a Silver Grimoire, the Guardian Beast may make an extra attack using their bonus action when they take the attack action, you do not add the Guardian Beast's ability modifier to the of the attack. In addition they gain a +2 bonus on their attack rolls.

Superior Toughness

Starting at 10th level when your Grimoire upgrades to a Gold Grimoire, increase the Guardian Beasts AC by 1, for a total of 2 extra AC. As a reaction when the Guardian Beast is struck by an attack it may gain temporary resistance to the damage type of the attack until the start of their next turn. The Guardian Beast may use this ability 3 times. Regain all uses of this feature after a long rest.

Rage

Starting at 15th level when your Grimoire upgrades to a Diamond Grimoire, increase the Guardian Beasts AC by an additional 1, for a total of 3 extra AC. As a bonus action the Guardian Beast may enter a rage state. While raging the Guardian Beast has advantage on Strength checks and Strength saving throws, gains a +2 bonus on their attack rolls, and a +2 bonus to their damage rolls. Additionally the Guardian Beast may use Superior Toughness an unlimited amount of times while enraged. The Guardian Beast regains the use of this feature after a long rest.

Gift of the Controller[edit]

You are masterful over the commanding of your Guardian beasts, making intricate maneuvers over the battlefield.

Prestige Movements

Starting at 1st level when your Grimoire upgrades to a Silver Grimoire, the Guardian Beast each gain 2 maneuvers, one additional each at 7th, 10th, and 15th level and 2 superiority dice. They regain all expended superiority dice when you finish a short or long rest. They each gain another superiority die at 7th level and one more at 15th level.

The maneuvers that can be chosen are as follows:

  • Ambush

When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren't incapacitated.

  • Bait and Switch

When you're within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks.

Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.

  • Brace

When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon's damage roll.

  • Commander's Strike

When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.

  • Commanding Presence

When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check.

  • Disarming Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

  • Distracting Strike

When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

  • Evasive Footwork

When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

  • Feinting Attack

You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the superiority die to the attack's damage roll.

  • Goading Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

  • Grappling Strike

Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player's Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check.

  • Lunging Attack

When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.

  • Maneuvering Attack

When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

  • Menacing Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

  • Parry

When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

  • Precision Attack

When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

  • Pushing Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

  • Quick Toss

As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon's damage roll.

  • Rally

On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.

  • Riposte

When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.

  • Sweeping Attack

When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.

  • Tactical Assessment

When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.

  • Trip Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.


Commander

Starting at 5th level when your Grimoire upgrades to a Silver Grimoire, your gain a second Guardian Beast.


Infusions

Starting at 10th level when your Grimoire upgrades to a Gold Grimoire, You may infuse either or both of your guardian beasts. Both beasts may have different or the same infusion.

  • Blazing Infusion: You can use a bonus action to add extra fire damage on your guardian beasts next successful melee attack. Roll 1d10 and add your Charisma modifier to determine the extra fire damage done.
  • Freezing Infusion: You can use a bonus action to add cold damage equal to your Charisma modifier and slow the move speed of the target of your next successful melee attack by half of their movement speed. This effect lasts until the end of the target’s next turn.
  • Cyclone Infusion: You can use a bonus action and imbue your guardian beast with the fury of the wind, granting an attack bonus equal to the level of the spell slot expended. Your beasts next successful melee attack crits on a 19 or 20 and knocks the target back by 15 feet, strength check vs your spell DC to negate the knock back.
  • Rockwarder Infusion: You can use a bonus action and gain temporary hit points equal to your level plus your Charisma modifier when your guardian hits on their next melee attack.
Greater Infusions

Starting at 15th level when your Grimoire upgrades to a Diamond Grimoire, Infusions also last for twice as long.

  • Searing Blaze (Blazing): The target also gains vulnerability to fire until the end of your next turn. If the target was resistant to fire, instead they lose this resistance. Targets immune to fire are unaffected.
  • Deep Freezing (Freezing): The target must make a constitution saving throw, on a fail, they are frozen in ice (paralyzed) until the end of the target’s next turn.
  • Whirlwind (Cyclone): You gain an extra attack against the same target. This attack benefits from the extra crit range and attack bonus of the cyclone infusion used, and can also knock targets back as per the Cyclone infusion.
  • Stonewarder (Rockward): The target also has disadvantage on their next attack or until the end of the target’s next turn. This attack also raises the guardian beasts AC by 1

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Grimoire Summooner class, you must meet these prerequisites: 13 Cha, and be chosen by a Grimoire

Proficiencies. When you multiclass into the Grimoire Summoner class, you gain the following proficiencies: Light armor, simple weapons

3.00
(2 votes)

Back to Main Page5e HomebrewClasses