Summoner (5e Class)

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Summoner[edit]

Summoners are people who somehow have gained a control over certain creatures .
You must have an Intelligence score of 13 of higher to multiclass in or out of this class.

Class Table: Summoner[edit]

Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th Evolutions Known
1st +2 Spell Casting, summoning 2 2 2 - - - - -
2nd +2 subclass feature 2 2 2 - - - - 1
3rd +2 fight or flight 2 3 3 - - - - 1
4th +2 Ability Score Improvement 3 3 3 - - - - 1
5th +3 Extra Attack 3 4 4 2 - - - 2
6th +3 commune with beasts 3 4 1 1 1 1 1 1
7th +3 subclass feature 3 5 1 1 1 1 1 1
8th +3 Ability Score Improvement 3 5 1 1 1 1 1 1
9th +4 bestial instinct 3 6 1 1 1 1 1 1
10th +4 4 6 1 1 1 1 1 1
11th +4 4 7 1 1 1 1 1 1
12th +4 Ability Score Improvement 4 7 1 1 1 1 1 1
13th +5 subclass feature 4 8 1 1 1 1 1 1
14th +5 4 8 1 1 1 1 1 1
15th +5 4 9 1 1 1 1 1 1
16th +5 Ability Score Improvement 4 9 1 1 1 1 1 1
17th +6 beastlord 4 10 1 1 1 1 1 1
18th +6 4 10 1 1 1 1 1 1
19th +6 Ability Score Improvement 4 11 1 1 1 1 1 1
20th +6 4 11 1 1 1 1 1 1

Class Features[edit]

As a Summoner, you gain the following class features.

Hit Points[edit]

Hit Dice: 1d10 per summoner Level

Hit Points at 1st Level: 10 + your Constitution modifier

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per summoner level after 1st

Proficiencies[edit]

Armor: Light armor, medium armor, shields

Weapons: All simple weapons

Tools: none

Saving Throws: Constitution, Wisdom

Skills: Choose two from Arcana, Animal Handling, Insight, Investigation, Medicine and Persuasion

Equipment[edit]

Pick between
1. A shortsword or a light crossbow with 20 bolts
2. Leather Armour or a hide armour
3.A handaxe or a shield
4. A spell casting focus or a component pouch

Spell Casting[edit]

Through various means you have learned how to cast some cantrips

Cantrips[edit]

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[edit]

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[edit]

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

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.

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.

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.

Summoner Level Creature Slots
1 1
2 1
3 1
4 2
5 2
6 2
7 2
8 3
9 3
10 3
11 3
12 4
13 4
14 4
15 4
16 5
17 5
18 5
19 5
20 6

The 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.

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.



Dreadhorde General Creature Summoning List[edit]

Reassembling Skeleton[edit]

Medium Undead, Lawful Evil



Armour Class 13


Hit Points 7 (2d6) + Summoner level


Speed 30ft



STR DEX CON INT WIS CHA


10 (+0) 14 (+2) 10 (+0) 6 (-2) 8 (-1) 5 (-3)




Damage Vulnerabilities Bludgeoning, Radiant


Damage Immunities Poison


Condition Immunities Exhaustion, Poisoned


Senses Passive Perception 9



Actions[edit]

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target.



Hit: (3d6 + your proficiency bonus) piercing damage



Reassemble. When the Reassembling Skeleton reaches 0 health, except from radiant damage, it drops into a pile of bones on the floor. You may use your bonus action to restore it to 1 hit point, raising it back up to do your bidding.



Hobbling Zombie[edit]

Medium Undead, Lawful Evil



Armour Class 15


Hit Points 9 (2d8) + Summoner level


Speed 25ft



STR DEX CON INT WIS CHA


13 (+1) 6 (+2) 16 (+3) 3 (-4) 8 (-1) 5 (-3)




Damage Vulnerabilities Slashing, Radiant


Damage Immunities Necrotic


Condition Immunities Exhaustion


Senses Passive Perception 8



Actions[edit]

Shortsword. Melee Weapon Attack: +3 to hit, range 5 ft., one target



Hit: (1d10 + your proficiency bonus + Hobbling Zombies strength modifier) piercing damage



Vigilance. When a creature within 10 feet, other than the Hobbling Zombie, is targeted for an attack, you may use your reaction to direct the Hobbling Zombie to jump in the way, splitting damage evenly between the Hobbling Zombie and the targeted creature.



Akoum Hellhound[edit]

Small Undead, Lawful Evil



Armour Class 12


Hit Points 7 (2d6) + Summoner level


Speed 35ft



STR DEX CON INT WIS CHA


6 (-2) 16 (+3) 8 (-1) 5 (-3) 6 (-2) 8 (-1)




Damage Vulnerabilities Cold, Radiant


Damage Resistances Fire


Condition Immunities Exhaustion


Senses Passive Perception 12


Actions[edit]

Burning Bite. Melee Weapon Attack: +3 to hit, range 5 ft., one target



Hit: 1d20 piercing damage(1d12 + 5) fire damage



Haste. You may direct Akoum Hellhound to Attack with a bonus action.

Blighted Bat[edit]

Small Undead, Lawful Evil



Armour Class 7


Hit Points 7 (2d6) + Summoner level


Speed 35ft



STR DEX CON INT WIS CHA


6 (-2) 13 (+2) 6 (-2) 5 (-3) 12 (+1) 3 (-4)




Damage Vulnerabilities Piercing, Radiant


Damage Resistances None


Condition Immunities Exhaustion


Senses Passive Perception 13



Actions[edit]

Claw Swipe. Melee Weapon Attack: +2 to hit, range 5 ft., one target



Hit: (1d4 + 2) piercing damage



Distraction. As a bonus action you may direct Blighted Bat to distract a target creature. The target makes a Wisdom saving throw with a DC equal to 10 + your proficiency bonus.



On a failed save the creature is distracted by Blighted Bat and until it next takes damage, all creatures targeting it do so with advantage. Whilst distracted, the creature has disadvantage on constitution saving throws to keep concentration when spell casting.



On a success, the creature is not distracted by Blighted Bat and gains an attack of opportunity on it instead.



Ghoulsteed[edit]

Medium Undead, Lawful Evil



Armour Class 10


Hit Points 13 (2d10) + Summoner level


Speed 45ft



STR DEX CON INT WIS CHA


16 (+3) 10 (+0) 12 (+1) 2 (-4) 11 (+0) 7 (-2)




Damage Vulnerabilities Radiant


Damage Resistances Necrotic


Condition Immunities Exhaustion


Senses Passive Perception 12

Actions[edit]

Charge. Melee Weapon Attack: Dexterity saving throw, range 30 ft line, 5ft wide., multiple targets


Hit: (1d10 + 3) bludgeoning damage (1d10+3) fire damage


Kick. Melee Weapon Attack: +3 to hit, range 5 ft., one target


Hit: (2d8 + 3) bludgeoning damage (1d10+3) fire damage


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



== Wildlife summons ===

      ==== Giant Hermit Crab ====

Medium Beast, Unalligned



Armour Class 18


Hit Points 56 (7d10) + Summoner level


Speed 10ft



STR DEX CON INT WIS CHA


18 (+4) 17 (+3) 15 (+2) 2 (-4) 9 (-1) 3 (-4)




Skills Stealth +5 Damage Vulnerabilities Fire


Damage Resistances piercing,slashing, andforce


Condition Immunities Prone


Senses Passive Perception 9, blindsight 30ft.
Amphibious. creature can breath both air and water

Actions[edit]

Multiattack The crab makes two claw attacks or two fling detritus attacks


Claw Melee Weapon Attack: Melee Weapon attack: +6 to hit, reach 10ft. one target. the target is grappled(escape dc 14) until the grapple ends the target is restrained. The crab has two claws, each of which can grapple only one target.


Hit: (3d6+4) bludgeoning


Fling detritus Ranged Weapon Attack: +6 to hit, range 30/60 ft., one target


Hit: (2d8 + 4) bludgeoning damage, blinding

Construct shell(recharges after a short or long rest) The crab constructs a shell out of a huge object it can reach. if the crab's shell has been destroyed this new shell allows it to use shell defense and has the same statistics of its normal shell.

Shell Defense The crab withdraws into its shell, gaining a +2 bonus to its AC;+7 if attack roll is 20< and 1/2 all dmg until it emerges. It can emerge from its shell as a bonus action on its turn. The hermits crab's has separate hit points from the crab and can be attacked. The shell has Ac 9,27 hit points and immunity to poison and psychic damage. If the shell is destroyed the crabs Ac is reduced to 13 and cannot use shell defense.

Giant Constrictor Snake[edit]

Huge beast, unaligned

Armor Class 12 Hit Points 60 (8d12 + 8) Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 12 (+1) 1 (-5) 10 (0) 3 (-4)

Skills Perception +2 Senses blindsight 10 ft., passive Perception 12 Languages —

ACTIONS[edit]

Bite.Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.

Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.Small text




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