Summoner (5e Subclass)
Summoner[edit]
Wizard Subclass
The Summoner is an offshoot of the Conjuration school that focuses using their arcane talents to for summoning creatures to fight for them. They specialize in crafting powerful weapons, armors, and even castles!
- Summoner's Arsenal
At 3rd level you gain the ability to summon lesser creatures to aid you in battle; these creatures CR must be less than a quarter of your summoner level. As a bonus action, you can summon up to 4 creatures (the chosen minor summons must have an intelligence score of 5 or less) within 20 feet of you. These summons follow your verbal commands and act on your initiative. Their statistics are provided in the summoning list.
- Ace in the Hole
At 6th level you can now summon a powerful ace creature as your ally. Choose an ace summon the creature's CR can't be more than half of your summoner level and must have an intelligence score of 7 or less. The ace summon also will follow your verbal commands but can also follow simple mental commands. The ace summon's level is equal to half your Summoner level, rounded down. When your ace summon is present, you cannot summon any minor creatures. You can change your ace summon whenever you gain a level in this subclass.
- Ace Summon Leveling
Whenever you gain a level in this class, your ace summon gains additional hit points equal to your Summoner level. Additionally, you can choose one of the following improvements for your ace summon (all improvements carry over to your new ace summon when you switch):
- Enhanced Attack: Increase the ace summon's attack bonus and damage rolls by +1.
- Resilient Defense: Increase the ace summon's AC by +1.
- Mystical Affinity: The ace summon gains advantage on 1 saving throw against spells or a magical effect.
- Enhanced Conjurations
at 10th level your summoning abilities improve. You can now summon up to 8 minor creatures as a bonus action; these creatures CR must be less than a third of your summoner level. Additionally, when you summon an ace creature, it gains a bonus to its attack rolls, damage rolls, and AC equal to your proficiency bonus.
- Master of the Arcane Pact
at 14th level your ace summon becomes more attuned to your magical abilities. Choose one of the following enhancements for your ace summon (all enhancements carry over to your new ace summon when you switch):
- Empowered Essence: Your ace summon gains an additional hit die for each of its Hit Dice.
- Arcane Fury: Your ace summon attacks are considered magical even if they would be otherwise.
- Enduring Bond: Your ace summon gains resistance to one damage type of your choice.
Minor Creatures List
Ace Creatures List
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