School of Summoning (5e Subclass)
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School of Summoning[edit]
The School of Summoning is a branch of the School of Conjuration that specializes in the conjuration of intelligent, autonomous beings. A challenging field to be sure, a Wizard who aims to master summoning magic must develop both a subtle, nuanced control of their magic and a titanic strength of will to punch through the invisible walls enclosing the material plane. Those who do so become able to modify the creatures they summon to fit myriad tasks and circumstances.
Summoner's Sigils[edit]
Starting at level 2 when you select this school, you gain access to an archive of sigils which hold great importance in the minds of men, beasts, and spirits all. Whenever you cast a conjuration spell with the words "Summon" or "Conjure" that summons or creates one or more creatures (including Infernal Calling), you can use a bonus action to weave one of these sigils into the spell and alter the summoned creature(s) to your liking. Select a number of sigils to learn equal to half your Wizard level (rounded down) from the following table. When weaving a sigil into spells that can summon multiple creatures, apply the sigil's effect to each summoned creature as if they are "the creature". The save DC for any saving throws included in a sigil's effect is your spell save DC unless stated otherwise.
Symbol | Effect |
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The Anchor | Multiply the summoning spell's duration by your Intelligence modifier. |
The Heart1 | The creature's maximum hit points increase by an amount equal to double your wizard level. |
The Shield1 | The creature gains +2 AC. |
The Feather | The creature's speed increases by 10ft. If it has multiple speed types, each increases by 10ft. |
The Iron | Choose Strength, Dexterity, or Constitution. The creature's score in the chosen ability increases by an amount equal to your Intelligence modifier. |
The Candle | Choose Wisdom, Intelligence, or Charisma. The creature's score in the chosen ability increases by an amount equal to your Intelligence modifier. |
The Golem | Choose Acid, Cold, or Fire. The creature gains resistance to the chosen damage type if it was not already vulnerable, resistant, or immune to it. |
The Angel | Choose Radiant, Necrotic, or Thunder. The creature gains resistance to the chosen damage type if it was not already vulnerable, resistant, or immune to it. |
The Alien | Choose Force, Lightning, or Psychic. The creature gains resistance to the chosen damage type if it was not already vulnerable, resistant, or immune to it. |
The River | The creature gains resistance to Poison damage and has advantage on saving throws to resist being Poisoned. |
The Wall | The creature gains resistance to Piercing, Slashing, and Bludgeoning damage from nonmagical weapons if it was not already vulnerable, resistant, or immune to any of the damage types. |
The Father | Choose Blind or Deafened. The creature has advantage on saving throws to resist the chosen condition. |
The Mother | Choose Charmed or Frightened. The creature has advantage on saving throws to resist the chosen condition. |
The Hole1 | While the creature is within 100ft of you, you can target it with spells that have a range of touch as if it was adjacent to you. |
The Son1 | When you cast a spell with a range of touch, the creature can deliver the spell as if it had cast the spell. The creature must be within 100 feet of you, and it must use its reaction to deliver the spell to another creature within its reach when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll. |
The Daughter | The creature adds half of your Intelligence modifier (rounded down) to its saving throws. |
The Dagger | The creature adds your Intelligence modifier to its damage rolls. |
The Pearl | The creature's weapon attacks are magical. |
The Tome1 | Choose a skill that the creature doesn't have proficiency in. The creature gains proficiency in that skill. If you do not have proficiency in this skill, roll a d20 every time it makes a skill check with that skill. On a roll of 9 or lower, the creature makes a tremendous mistake in its attempt to perform the given task, the specifics of which are determined by the DM. |
The Tower | The creature adds your Intelligence modifier to its Perception, Insight, and Investigation checks. |
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When you gain a Wizard level, you may choose one of the sigils you've learned and replace it with another available Symbol.
Split Concentration[edit]
During your study of magic, you've devised an enchantment with which you can partition portions of your mind into specialized subunits. These subunits allow you to run repetitive mental processes in parallel with your principal flow of thought. Starting at 6th level, you can maintain concentration on up to two spells with "Summon" or "Conjure" in their names simultaneously. You must use a Bonus action to issue commands to two or more summoned creatures on your turn (instead of a Free action). Whenever you make a Constitution saving throw to maintain concentration while concentrating on multiple spells, increase the save DC by 2 for every spell you're concentrating on. If you fail the saving throw, you break concentration on all concentration spells.
Due to the your reduced mental capacity while running multiple parallel thought processes, you can only manage to cast spells at a spell level equal to or less than your wizard level divided by four (rounded down) when using this feature. For example, a 6th level wizard could only cast 1st level spells while concentrating on the Summon Beast and Summon Fey spells, whereas a 13th level wizard could cast up to 3rd level spells.
The number of spells you can concentrate on using this feature increases to three at level 12, and four at level 18.
Complex Summoning[edit]
Starting at 10th level, you can extend the casting time of your summoning spells to apply additional sigils to them. When casting a spell with a casting time of 1 action to which a sigil can be applied, you may extend the casting time up to a number of turns equal to your wizard level divided by 5 (rounded down). If you do so, at the end of each turn you spend casting the spell, you may weave an additional sigil into the spell. You must concentrate solely on your magic during these turns and cannot take any actions, use any reactions, or make any kind of movement. You cannot apply a sigil to the same spell multiple times. When casting an applicable spell with a casting time greater than 1 action, you may instead take double the casting time to apply 2 sigils, triple the casting time to apply 3 sigils, or quadruple the casting time to apply 4 sigils as long as the total number of sigils applied is less than or equal to your wizard level divided by 5 (rounded down).
Advanced Symbols[edit]
Starting at 14th level, you're able to weave more complex symbols into your summoning spells. You may choose up to half of the symbols you've learned and replace them with symbols from the following table. When you gain a Wizard level, you may choose one of the symbols you've learned and replace it with another symbol from either table.
Symbol | Effect |
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The Tongue1 | The creature has advantage on Insight and Persuasion checks made while communicating with other creatures that share its type and subtype (e.g. air elementals to an air elemental, demons to a demon, Slaad to a Slaad). |
The Chain | When you summon the creature, pick a number of creatures within sight up to your Intelligence modifier. Whenever the creature attempts to target one of these creature with an attack, it must succeed on a Charisma saving throw or be forced to pick another target. |
The Shackles1 | When the creature is first summoned, it makes a Charisma saving throw. On a failure, the creature is unable to lie or intentionally mislead others (using wordplay or careful omissions, for example) for the duration of the summoning. This doesn't prevent the creature from simply refusing to speak. |
The Pupil1 | As long as you and the creature are on the same plane of existence, you can communicate with each other telepathically. Additionally, as an action, you can see through the creature's eyes, hear what it hears, and speak with its voice, gaining the benefits of any special senses that it has. During this time, you are deaf and blind with regard to your own senses. |
The Cloak | When you summon the creature, choose an alternate appearance for it. The alternate appearance cannot be anything that the creature couldn't change into if it had cast Alter Self. The creature can spend 1 minute to shift between its original appearance and alternate appearance. Other creatures must succeed on an Investigation check against your spell save DC plus the creature's Deception score to discern that the creature is disguised while in its alternate appearance. If the creature takes any damage or uses an action that is unique to it (such as a Shadowspawn's Dreadful Scream) while in its alternate appearance, it forcibly reverts to its original appearance and cannot use this feature again. |
The Rabbit1 | If you are touching the creature when the duration of spell used to summon it runs out and its status and statistics are identical to when it was summoned (e.g. full hit points, same ability scores, no afflictions or enchantments), you may regain the spell slot used to summon it. |
The Pawn | The creature can spend 10 feet of movement to swap places with an adjacent ally (20 feet if diagonally adjacent), and vice versa. Opportunity attacks against the creature or the ally in response to the movement are made with disadvantage. |
The Goblin | The creature gains the following trait:
Pack Tactics. This creature has advantage on attack rolls against a creature if at least one of its allies is within 5 feet of the creature and the ally isn’t incapacitated. |
The Tears1 | The creature gains the following action:
Defend Ally. Until the start of this creature's next turn, it can use its reaction to block an attack targeting an adjacent ally with its body. The attack automatically hits this creature. It can use this feature after an attack roll is made, but not after damage is rolled. |
The Frog1 | The creature gains the following trait:
Regeneration. This creature regains hit 1 point at the start of its turn if it has at least 1 hit point. |
The Trap | When the creature's hit points are reduced to 0, it explodes. Each creature in a 5-foot radius of the creature must make a Dexterity saving throw. A target takes 1d6 damage on a failed save, or half as much damage on a successful one. The damage type is determined by the creature's type: force for aberrations, piercing for beasts, radiant for celestials, slashing for constructs, lightning for elementals, psychic for fey, fire for fiends, bludgeoning for humanoids, thunder for monstrosities, acid for oozes, poison for plants, and necrotic for undead. If the creature's CR is greater than 1, the damage is instead 1d6 times the creature's CR. If the creature's CR is greater than 5, the explosion radius increases to 10 feet. |
The Maw1 | While the creature is within range of touch, you can use an action to consume the creature and any lingering magic from the spell that summoned it to regain hit points equal to the creature's current hit points divided by 2 (rounded down). If the spell used to summon the creature allows for the possibility that you lose control of the creature, the creature can make a Dexterity saving throw to resist being consumed. On a success, you fail to consume the creature and it is no longer under your control. On a failure, the creature is consumed as normal. |
The Shadows | If the creature is a Fiend, it gains the following action:
Dark Temptation (Recharge 6). One creature within 30ft of this creature must succeed on a Wisdom saving throw with a DC of 10 + this creature's Charisma modifier + this creature's proficiency score or be charmed for 1 minute. If the target is evil, it has disadvantage on its saving throw. |
The Stars | If the creature is a Fey, it gains the following reaction:
Forest dance (Recharge 6). When this creature is hit by an attack, it can use its reaction to dissolve into a cloud of leaves, grass, and colored lights, causing the attack to miss. This creature then reappears in an unoccupied square of its choice within 10 feet. |
The Sun | If the creature is an Elemental, it gains the following trait:
Indomitable This creature cannot be Frightened, and has advantage on ability checks and saving throws to resist being forcibly moved (such as by the Shove action). |
The Fire | If the creature is a Beast, the spell used to summon it lasts until you take a long rest. You still need to maintain concentration on the spell. |
The Earth | If the creature is a Construct and this is the first sigil you apply to the summoning spell, you may immediately apply a number of additional sigils equal to or less than your wizard level divided by 5 (rounded down) minus 1 and summon the creature. |
The Dragon1 | While the creature is within 30ft of you, you can use an action to empower it with magical energy for 1 minute. You must use a spell slot of a level equal to or greater than the level of the spell that summoned the creature to do so. For the duration, the creature's Strength, Dexterity, and Constitution, and AC increases by half the spell slot's level (rounded down), and its speed increases by 5 feet times half spell slot's level (rounded down). The creature also regains hit points equal to double the spell slot's level. |
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