Soul Summoner (5e Class)

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Creating a Soul Summoner (This class is recent and may be modified in the future.)[edit]

First, pick Wisdom as your highest score, followed by Constitution or Intelligence. Second, choose the hermit background. Thirdly, choose your first invocation.

You are a Soul Summoner, a spellcaster who has forged an extraordinary bond with your own essence, sacrificing fragments of your soul to manifest monstrosities that fight at your side. Your power is neither inherently good nor evil—it is what you make of it. But what led you to this path of sacrifice and creation?

Class Features

As a Soul Summoner you gain the following class features.

Hit Points

Hit Dice: 1d6 per Soul Summoner level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Soul Summoner level after 1st

Proficiencies

Armor: light armor
Weapons: simple weapons
Tools: poisoner's kit and herbalism kit
Saving Throws: Wisdom, Constitution
Skills: Choose three from Arcana, Acrobatics, Stealth, Persuasion, Nature, Animal Handling, Perception

Equipment

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

  • (a) a dagger or (b) one simple weapon of choice
  • (a) poisoner's kit or (b) component pouch
  • (a) explorer's pack or (b) scholar's pack
  • A herbalism kit, a quarterstaff, and an arcane focus

Table: The Soul Summoner

Level Proficiency
Bonus
Features Cantrips Known Soul Fragments —Spell Slots per Spell Level—
1st +2 Primary Summon, Soul Fragments, Spellcasting abilities 4 1
2nd +2 A Good Summoner 4 1
3rd +2 Interconnected Soul Tactics, Synchronization Loads 4 1
4th +2 Ability Score Improvement, Ability Score Improvement 5 1
5th +3 Secondary Summon 5 1
6th +3 Secondary Summon Enhancement 5 1
7th +3 Minor Summon 5 1
8th +3 Ability Score Improvement, Second Soul Fragment 5 2
9th +4 6 2
10th +4 Second Secondary Summon 6 2
11th +4 6 2
12th +4 Ability Score Improvement 6 2
13th +5 6 2
14th +5 6 3
15th +5 Third Fragment 6 3
16th +5 Ability Score Improvement 6 3
17th +6 6 3
18th +6 6 3
19th +6 Ability Score Improvement, Recovery 6 3
20th +6 Restoration 6 3

Soul Fragments[edit]

Starting at 1st level, you gain the ability to separate fragments of your soul to create powerful summons. As a bonus action, you can expend one Soul Fragment to summon a monstrosity from your Soul Summoner creature list. You have a number of Soul Fragments as indicated on the Soul Summoner table. After a long rest, you regain one Soul Fragment for each of your creatures that was destroyed before the rest.

When summoned, the creature manifests within 30 feet of you. These creatures are drawn directly from your essence, and though they are considered independent beings, they are intrinsically tied to your mind and soul. While within one mile of you, you and your summons share thoughts, senses, and a unified awareness.

Summoned monstrosities act independently but are aligned with your will, following your orders. If you are incapacitated, they prioritize protecting your life unless you have previously instructed otherwise.

Once summoned, if a creature is within 60 feet of you, you can use a bonus action to store it in a pocket dimension or transform it into a small totem that represents the creature. This totem appears in one of your free hands and is small enough to fit in your palm. You can use a bonus action to throw the totem to a space within 30 feet or summon the creature from the pocket dimension to a space within 30 feet of you.

Recovery and Destruction Creatures summoned from Soul Fragments are resilient but require greater effort to recover when brought down. A summoned creature must succeed on four death saving throws to stabilize and is destroyed after two failures. Summoned creatures recover as you do during rests. If you summon a creature that was previously destroyed, it is the same creature, retaining its identity and memories.

You cannot use a Soul Fragment to create a creature that is already active or that was destroyed after your last long rest.

This connection and control make you a powerful force on the battlefield, commanding your summoned monstrosities with unmatched precision and determination.

Your summoned monstrosities can wield weapons, wear armor, and use other tools, provided these items are or have been adapted for their use. This includes magical items; however, the total number of attunements shared between all your summons and yourself cannot exceed three.

When a creature is sent to the pocket dimension or transformed into a totem, its equipped items are taken with it. These items either remain stored in the pocket dimension or fuse into the totem's form. If a summoned creature is destroyed, all of its equipment immediately drops to the ground in its space.

Regardless of the number of creatures available in your summoning list, you can only create as many creatures as you have Soul Fragments. Creating a creature is distinct from calling it to the battlefield from a pocket dimension or totem. In other words, between long rests, only a number of creatures equal to your total Soul Fragments can exist at any given time.

Once a creature has been created using a Soul Fragment, you cannot change or replace it with a different creature until after your next long rest. However, you may choose to destroy a summoned creature as a bonus action. Doing so does not immediately restore the Soul Fragment used to create it, and you must still wait until a long rest to regain that fragment.

You do not need to be within a mile of a creature to release it from existence.

Spellcasting[edit]

In your past, your deep connection with the forces of nature and your mastery over the manipulation of souls granted you magical powers. This bond, however it was forged, became the source of your unique magic.

Cantrips

At 1st level, you know four cantrips of your choice from the sorcerer or/and druid spell list. You learn additional Soul Summoner cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Soul Summone table.

Spell Slots

To cast one Summoner spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

Due to the division of your soul to create your summoned companions, your number of spell slots is limited. You gain spell slots with the progression of a full caster up to 6th level, at which point your progression stops, and you gain no additional spell slots beyond those you already possess.

Additionally, for any spell effect that requires you to target one or more creatures with a beneficial effect, you can only target yourself or your summoned creatures. You can otherwise use spells as normal.

Spells Known of 1st Level and Higher

You know a number of spells from the druid and sorcerer spell lists equal to your Wisdom modifier + your proficiency bonus.


Spellcasting Ability

Wisdom is your spellcasting ability for your Soul Summoner spells, since the power of your magic relies on your ability to connect deeply with your soul and project it outward. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Soul Summoner spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

pell attack modifier = your proficiency bonus + your Wisdom modifier


Interconnected Soul Tactics[edit]

The shared essence between you and your summoned creatures, forged from fragments of the same soul, grants you the ability to execute coordinated tactics in perfect harmony. These Interconnected Soul Tactics allow you and your summons to work as a seamless unit, performing powerful and synchronized maneuvers.

At 3rd level, you gain two Interconnected Soul Tactics. You learn one additional tactic at 7th, 12th, and 18th levels. Each tactic requires you to expend Synchronization Points to execute. You have a number of Synchronization Points equal to your Wisdom modifier + your proficiency bonus.

On your turn, you may choose to forgo your main action. If you do, you gain 1 Synchronization Point at the start of your next turn. This resource management allows you to prepare for crucial moments, enabling your summons to unleash devastating teamwork when it matters most.

These tactics can be executed between you and one of your summoned creatures or between two of your summoned creatures. However, you cannot perform these tactics with lesser summons unless the description of the tactic explicitly states otherwise.

List of Interconnected Soul Tactics[edit]

Soul Exchange (3 Synchronization Points): You can use a bonus action or a reaction when you or one of your summons is about to take damage or be affected by a spell to swap places with one of your summons within 200 feet. The swapped creature takes the same effect or damage as the original target. This is the only tactic that can be performed with lesser summons.

Retribution (2 Synchronization Points): When you or one of your summons takes damage from an attack or is affected by a spell, you can use a reaction to redirect the damage or effect to yourself or another one of your summons.

Hasten (2 Synchronization Points): On your turn, you can use a bonus action to increase the movement speed of one of your summons by an amount equal to half of its total movement. This effect lasts until the end of the summon’s next turn.

Shared Life (2 Synchronization Points): On your turn, you can use a bonus action to transfer hit points between yourself and one of your summons or between two of your summons. The amount transferred equals (your Wisdom modifier + your Soul Summoner level) × 2. You cannot transfer hit points to a creature that has been destroyed.

Grand Escape (2 Synchronization Points): On your turn, you can use a bonus action to allow one of your summons to move during its next turn without provoking opportunity attacks.

Protective Soul (4 Synchronization Points): When one of your summons is forced to make a saving throw against a spell, you can use a reaction to add your Wisdom modifier to its roll. If the summon fails the saving throw, only 2 Synchronization Points are spent.

Iron Soul (3 Synchronization Points): When one of your summons is hit by an attack, you can use a reaction to increase its AC by 3 until the end of the current round. However, your own AC is reduced by 1 until the end of your next turn.

Soul Recall (2 Synchronization Points): When one of your summons takes damage from an attack or is targeted by a spell, you can use your reaction to return it to you as a totem or send it to the pocket dimension. You must summon it normally to bring it back to the field.

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.

Secondary and Tertiary Summons[edit]

At certain levels, you gain the ability to summon additional creatures, known as secondary and tertiary summons. The table outlines how many of each type you can summon. Secondary summons do not require a Soul Fragment, but they can only be called once per short rest. Tertiary summons are weaker and also do not require a Soul Fragment, but they have even more limited usage, being summonable only once per short rest.

Recovery[edit]

At 19th level, you unlock the ability to reconnect your mind with the flow of your soul, allowing you to recover lost energy. As a bonus action, you may regain 6 synchronization points by taking a moment to meditate and refocus.

Restoration[edit]

At 20th level, your mastery over the connection between you and your summoned creatures reaches its peak. As an action, you may restore all lost hit points to any of your summoned creatures, bringing them back to their full vitality. This ability can be used once per long rest, and the restoration applies only to creatures still alive when the action is taken.

List of Summons[edit]

Creature Saving Throws: Creatures use your Spell Save DC for their saving throws.

Recharge Turns: Recharge turns represent the number of turns that must pass before a creature can use an ability again. For example, a recharge of 1 turn means the creature cannot use the ability again until the second turn after it was last used.

Primary Summons: Frozen Giant Serpent

Hit Points: 1d10 + Constitution modifier

Speed: 40 feet, can climb

Armor Class: 10 + Dexterity modifier + Constitution modifier (Natural Armor)

Resistances: Cold damage resistance, Darkvision 60 feet (black and white), Blind Sight 15 feet

Proficiencies: Athletics, Acrobatics, Perception

Ability Scores: Strength: Equal to your Wisdom modifier Dexterity: Equal to your Wisdom modifier Constitution: Equal to your Constitution modifier Intelligence: 12 Wisdom: 12 Charisma: 10

Description: A giant, ice-blooded serpent with cold venom coursing through its body. It can change size and has incredible adaptability to different environments.

Additional Action: The Giant Serpent can take an additional action to switch between Medium and Large sizes. This doesn’t affect its abilities. By exerting extra effort, it can shrink to Tiny size, enabling it to squeeze through tight spaces, but this form can't attack with ice and its damage is halved. Tail Manipulation: The Serpent can use the tip of its tail to manipulate objects.

Bite Attack: The Serpent attacks with its fangs, using its Dexterity modifier to hit, dealing 1d8 + Dexterity modifier damage, which increases to 2d8 + Dexterity modifier at level 13.

Multi-Attack (Level 5): At level 5, the Serpent can attack twice with its fangs.

Frost Spit (Level 7): The Serpent can spit a cone of ice, forcing creatures within 15 feet to make a Dexterity saving throw or take 6d4 cold damage. This increases to 8d4 at level 10, and 12d4 at level 14. It has a 2-turn recharge and costs 1 Synchronization Point.

Frozen Prison (Level 9): The Serpent can use its action to exhale freezing air, forcing a creature of Large size or smaller within 30 feet to make a Strength saving throw or become paralyzed in an ice prison. The creature can repeat the saving throw at the end of each of its turns to break free. This ability requires 2 Synchronization Points and 2 Recharge Turns. At level 12, you can spend 2 extra points to remove the size restriction.

Grappled Condition: Any creature grappled by the Serpent becomes Restrained.

Great Bengal Tiger

Hit Points: 1d10 + Constitution modifier

Speed: 40 feet, 10 feet climbing

Armor Class: 10 + Dexterity modifier + Constitution modifier (Natural Armor)

Resistances: Fire damage resistance, Darkvision 120 feet (black and white)

Proficiencies: Athletics, Acrobatics, Perception

Ability Scores: Strength: Equal to your Wisdom modifier Dexterity: Equal to your Wisdom modifier Constitution: Equal to your Constitution modifier Intelligence: 12 Wisdom: 12 Charisma: 10

Description: A tiger wreathed in flames, it is hot to the touch and embodies the destructive power of fire.

Additional Action: The Bengal Tiger can take an additional action to change its size between Medium and Large, which does not affect its abilities.

Bite Attack: The Tiger attacks with its fangs, using its Dexterity modifier to hit, dealing 1d8 + Dexterity modifier damage. At level 5, the Tiger can attack twice with its fangs. The damage increases to 2d8 + Dexterity modifier at level 13.

Charge and Knockdown: The Tiger can knock down a target by charging 20 feet before its attack.

Flame Burst (Level 5): The Tiger can use its action to release a burst of flame in a 5-foot radius, dealing 6d4 fire damage. This increases to 8d4 at level 10 and 10d4 at level 14. The ability has a 2-turn recharge and costs 1 Synchronization Point.

Flame Line (Level 7): The Tiger can create a 15-foot-long line of fire, dealing 3d8 fire damage until the fire is put out. This attack has a 2-turn recharge and costs 1 Synchronization Point.

Light Emission: The Tiger can emit light in a 30-foot radius.

Perception Advantage: The Tiger has advantage on perception checks based on sight.

Secondary Summons: Bird of Prey

Hit Points: 1d8 + Constitution modifier

Speed: 20 feet walking, 60 feet flying Armor Class: 12 + Dexterity modifier (Natural Armor)

Proficiencies: Acrobatics, Perception (+5 modifier)

Ability Scores: Strength: 12 Dexterity: Equal to your Wisdom modifier Constitution: Equal to your Constitution modifier Intelligence: 10 Wisdom: 10 Charisma: 8

Attack: The Bird uses its claws for a melee attack or launches its feathers as arrows (range 120 feet). The attack deals 1d8 + Dexterity modifier damage.

Secondary Summon Enhancement: Last Stand: If the primary summon is destroyed, the Bird can make one extra attack as a bonus action for 1 minute. Costs 3 Synchronization Points. Grasp: The Bird can use its action to grab a creature and fly with it. The creature can try to escape by making a Dexterity saving throw against the Bird's DC. Alternatively, the creature can choose to cling to the Bird’s claws, which prevents the Bird from using its claws to attack.

Turtle Shield of Tides

Hit Points: 1d12 + Constitution modifier Armor Class: 16 + Constitution modifier (Natural Armor)

Speed: 15 feet walking, 40 feet swimming

Proficiencies: Protection

Ability Scores: Strength: 10 Dexterity: 6 Constitution: Equal to your Wisdom modifier Intelligence: 14 Wisdom: 12 Charisma: 10

Secondary Summon Enhancement: Last Stand: If the primary summon is destroyed, the Turtle’s AC increases by 1 (from +2 to +3). Cover: The Turtle can redirect damage from a single attack onto itself using its reaction. Costs 1 Synchronization Point. Resistance: The Turtle has resistance to non-magical damage.

Deer Guardian of the Forest

Hit Points: 1d8 + Constitution modifier Armor Class: 11 + Wisdom modifier (Velo Protector)

Speed: 35 feet

Proficiencies: Healing, Protection

Ability Scores: Strength: 10 Dexterity: 14 Constitution: Equal to your Constitution modifier Intelligence: 12 Wisdom: Equal to your Wisdom modifier Charisma: 12

Healing Grace (Level 5): The Deer can use its action to heal the summoner, itself, or another summoned creature for 2d4 hit points (increases to 3d4 at level 10).

Blessing of Purity (Level 5): The Deer can end one condition affecting the summoner, itself, or another summon. If caused by a spell, the spell is dispelled. Costs 2 Synchronization Points.

Secondary Summon Enhancement: Healing Boost: Increases the healing done by Healing Grace by 1d4. Resynchronization: If the Deer doesn’t take an action or move during its turn, it generates 1 Synchronization Point at the start of its next turn.

Frog

Hit Points: 1d8 + Constitution modifier Armor Class: 12 + Dexterity modifier

Speed: 30 feet, 3 jumps of 20 feet each

Ability Scores: Strength: 12 Dexterity: Equal to your Wisdom modifier Constitution: Equal to your Constitution modifier Intelligence: 8 Wisdom: 8 Charisma: 6

Attack: The Frog makes a melee attack dealing 1d10 + Strength modifier damage (increases to 2d10 at level 9). It can drag an enemy 10 feet toward it.

Secondary Summon Enhancement: Swallow and Spit (Costs 3 Points): The Frog can drag an enemy to it and then throw them 20 feet away. Last Stand: When the primary summon dies, the distance the Frog can pull an enemy increases by 20 feet.

Gecko

Hit Points: 1d8 + Constitution modifier Armor Class: 12 + Dexterity modifier

Speed: 30 feet, can climb walls

Ability Scores: Strength: 10 Dexterity: Equal to your Wisdom modifier Constitution: Equal to your Constitution modifier Intelligence: 8 Wisdom: 12 Charisma: 10

Poison Spray: The Gecko releases a venomous spray, causing creatures within range to make a Dexterity saving throw, followed by a Constitution saving throw against poison. Deals 2d4 damage on a failed saving throw or 1d4 on a successful one.

Secondary Summon Enhancement: Last Stand: The Gecko's poison damage doubles when the primary summon dies.

Tertiary Invocations: 2 Dragonflies (Spy Dragonflies)

Hit Points: 5 Armor Class: 11 + DEX modifier Speed: 60 feet flying, 10 feet walking Abilities: Strength: 2 Dexterity: Equal to your Wisdom modifier Constitution: 2 Intelligence: 8 Wisdom: 10 Charisma: 4 Proficiency: Perception +8 Special Abilities: Camouflage: When not moving, the Dragonflies are small and nearly impossible to detect. Blindsight (10 feet): The Dragonflies have the ability to "see" in a limited radius without relying on vision, allowing them to sense their surroundings even in total darkness. Description: These tiny creatures are perfect for reconnaissance, capable of flying at great speeds while remaining virtually undetectable when stationary. Special Features: Silent Flight: Due to their size and speed, Dragonflies do not provoke attacks of opportunity while flying.

Mule

Hit Points: 15 Armor Class: 12 + Constitution modifier Speed: 30 feet Abilities: Strength: Equal to your Wisdom modifier Dexterity: 8 Constitution: 14 Intelligence: 4 Wisdom: 2 Charisma: 4 Description: Mules are strong, reliable beasts of burden, able to carry heavy loads for long distances without tiring. Special Abilities: Pack Animal: The Mule can carry heavy objects and transport them without any movement penalties.


Dolphin

Hit Points: 15 Armor Class: 12 + Constitution modifier Speed: 40 feet swimming Abilities: Strength: Equal to your Wisdom modifier Dexterity: 14 Constitution: 14 Intelligence: 10 Wisdom: 6 Charisma: 6


Description: Dolphins are agile swimmers, and their intelligence and grace make them excellent allies in aquatic environments.


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