Summoner (5e Class)

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Summoner[edit]

Summoners are people who somehow have gained a control over certain creatures .

<!-Introduction Leader->[edit]

Creating a Summoner[edit]


Quick Build

You can make a summoner quickly by following these suggestions. First, <!-Ability score-> should be your highest ability score, followed by <!-Ability score->. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->

Class Features

As a Summoner you gain the following class features.

Hit Points

Hit Dice: 1d10 per Summoner level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Summoner level after 1st

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: simple weapons
Tools: none
Saving Throws: Constitution, Wisdom
Skills: Choose two from Arcana, Animal Handling, Insight, Investigation, Medicine and Persuasion

Equipment

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

Table: The Summoner

Level Proficiency
Bonus
Features Cantrips Known Spells Known Evolutions Known Creature Slots —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Spell Casting, Summoning 2 2 1
2nd +2 Subclass feature 2 2 1 1 2
3rd +2 Fight or Flight 2 3 1 1 3
4th +2 Ability Score Improvement 3 3 1 2 3
5th +3 Extra Attack 3 4 2 2 4 2
6th +3 Commune with Beasts 3 4 1 2 4 2
7th +3 Subclass feature 3 5 1 2 4 3
8th +3 Ability Score Improvement 3 5 1 3 4 3
9th +4 Bestial Instinct 3 6 1 3 4 3 2
10th +4 4 6 1 3 4 3 2
11th +4 Summoner Apprentice 4 7 1 3 4 3 3
12th +4 Ability Score Improvement 4 7 1 4 4 3 3
13th +5 Subclass feature 4 8 1 4 4 3 3 1
14th +5 4 8 1 4 4 3 3 1
15th +5 4 9 1 4 4 3 3 2
16th +5 Ability Score Improvement 4 9 1 5 4 3 3 2
17th +6 Beastlord 4 10 1 5 4 3 3 3 1
18th +6 4 10 1 5 4 3 3 3 1
19th +6 Ability Score Improvement 4 11 1 5 4 3 3 3 2
20th +6 4 11 1 6 4 3 3 3 2

Spell Casting[edit]

Through various means you have learned how to cast some cantrips

Cantrips

At 1st level, you know three cantrips of your choice from the summoner spell list. You learn additional summoner cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Summoner table.

Spellcasting Ability

Wisdom is your spellcasting ability for your summoner spells., the creatures you summon are connected to you in many ways. You use your Wisdom whenever a summoner spell refers to your spellcasting ability.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Spellcasting Focus

You use an arcane focus as a spellcasting focus for your summoner spells.

Summoning[edit]

Summoning works similarly to the summon demon, fey, ect spells.

You summon creatures by spending summon slots to bring them forth from wherever they are.

Subclass[edit]

At 2nd level, you chose a <!-insert name of subclass feature i.e. path, archetype, discipline, etc.->. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at 2nd and again at 7th and 13th levels.

Fight or Flight[edit]

At 3rd level,

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack[edit]

Starting from 5th Level, you may attack twice instead of once, whenever you take the attack action on your turn.

Commune with Beasts[edit]

At 6th level,

Bestial Instinct[edit]

At 8th level,

Summoner Apprentice[edit]

Starting at 11th level, you may perform a ritual to combine two summons together. Only uncombined creatures may be used in this ritual. The creature produced has a unique stat block which takes the highest stats from each (original)summon. Aswell retains all the previous resitances and moves.

You can spend summon slots to do the following:

  1. summon a creature
  2. heal a creature
  3. teleport a creature to you
  4. A special subclass action

If you are incapacitated or absent, the creatures act on their own, focusing on protecting you and themselves. The creatures never require your command to use their reactions, such as when making an opportunity attack.

If a creature dies you may re-summon it using the Summon Creature action unless otherwise stated.

The class table above shows how many creature slots your character gets as they level up. You may spend these slots to summon creatures to aid you in battle.

Beastlord[edit]

At 17th level,

Necrotic Summons[edit]

Undead Might[edit]

Starting at 6th level, when your summoned creature hits a target, you may add 1d4 necrotic damage to that damage roll. This damage increases to 1d6 at 9th level, 1d8 at 11th level and 2d8 at 17th level. You may use this feature only once per turn and only a number of times equal to your proficiency bonus.

Necrotic summon specific^^^

  • As an action you can summon up to twice your creature slots' worth of summons, ignoring the amount of creatures you have before the use of this ability. Take (type=whatever ur main summons dmg type is) damage equal to the amount of creature slots' worth of creatures you summoned using this ability You cannot exceed a total of three times your creature slots.


Summoning Creature Lists[edit]

Undead Summons

For all of the following creatures, you may add one dice to each attack roll, equivalent to half your current summoner level, rounded down.

Wildlife Summons

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the summoner class, you must meet these prerequisites: Intelligence score of 13 of higher.

Proficiencies. When you multiclass into the summoner class, you gain the following proficiencies:

5.00
(one vote)

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