Summoning (5e Subclass)
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Arcane Tradition of Summoning[edit]
Wizard Subclass
Not content with the standard curriculum of the Tradition of Conjuration, which focuses mostly on producing objects, Wizards of the Tradition of Summoning prefer a more "lively" approach. Focusing on improving the Find Familiar spell, Summoners learn to weave Transmutation magic into their Conjuration, producing magically enhanced creatures capable of much more than the typical scouting and minor tasks so often relegated to familiars.
When designing a Summoner, consider how your character weaves Transmutation into his/her Familiars. Does he/she summon Familiars with rock-hard shells, blazing claws or horns, gills and fins, or tiny mushrooms sprouting all over them? Although this doesn't affect mechanics in any way, Summoners are designed to be a creative subclass, devoted just as much to roleplay and mechanics as combat. Try to think of intriguing ways to use and flavor your enhanced Familiars.
- Familiar Summoner
Starting at 2nd Level when you select this school, you add the Find Familiar spell to your spellbook if you do not already know it. You always have it prepared and it does not count against the number of Wizard spells you can have prepared each day. If you have a Familiar summoned or your Familiar is in its pocket dimension, you may complete a 10-minute ritual to cause the familiar to change into one of its other available forms. The Familiar either retains its current Hit Points or gains the new form's Maximum Hit Points, whichever is lower. Any conditions affecting the Familiar carry over to its new form. You may choose a new form for your Familiar at the end of a Long Rest and it regains up to its Maximum Hit Points when exchanged this way.
In addition, you gain access to an expanded list of familiars. You can choose one of the normal forms for your familiar or one of the following special forms:
- Imp
- Pseudodragon
- Quasit
- Sprite
- Any other Tiny, non-Humanoid Creature with CR 1 or less that you have statistics for(at DM's discretion)
- Lesser Familiar
Using Transmutation spells, you strengthen your Familiars, giving them the ability to stand alongside you in battle. Also at 2nd Level, Familiars you summon gain the following benefits:
- Familiars have their Maximum Hit Points increased by amount equal to 2 x Your Wizard Level
- Familiars gain Hit Dice, a number of d4s equal to half your Wizard Level(rounded up). They regain all of these Hit Dice on a Long Rest
- Familiars may take the Attack action on their turn, given that you forgo an Action(or one of your Attacks if you have Extra Attack) to command them
- Greater Familiar
Starting at 6th level, your blend of Conjuration and Transmutation has become so adept, that few could tell which school is in use. Familiars you summon gain the following benefits:
- Familiars' attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks
- Familiars can be commanded to attack using your Bonus Action rather than your Action
- If the familiar forces a creature to make a saving throw, it uses your spell save DC
- When the familiar takes damage, you can use your reaction to grant it resistance against that damage.
- Familiars add 12 to their Maximum Hit Points when you gain this feature and gain 2 more Hit Points per Wizard Level (Total Bonus: 4 x Wizard Level)
- Familiars now have Hit Dice equal to your Wizard Level
- You can cast spells with a range of Self on your Familiar if your Familiar is within 30ft. of you
- Familiars gain proficiency with Simple Weapons, Martial Weapons, and Shields, provided that they have the capability to hold the item(DM's Discretion)
Finally, when you cast Find Familiar or perform your ritual to change familiars, you can give your familiar one of the following benefits:
- 30ft. Fly Speed
- +10ft. Walk Speed, 3x Jump Distance, and the effects of Spider Climb
- 40ft. Swim Speed and the ability to breathe underwater
- Size increases to Large, Carrying Capacity quadruples, and the Familiar can be used as a mount(Fly speed 1/2 or 0 if rider is wearing Medium or Heavy Armor)
This benefit lasts until you change it for a different one.
- Specialized Familiar
At 10th level, you summon Familiars that are empowered with a small fragment of the memories of warriors from the past. When you complete a Long Rest, choose one of the following options for your Familiars. These benefits last until your next long rest, and any Familiar you summon before your next Long Rest retains these benefits
- Soul of the Barbarian: Your Familiar Resists all non-magical damage, has its AC set to 16, and gains a +2 to Melee Attack and Damage rolls.
- Soul of the Fighter: Your Familiar Crits on a 19 or 20, gains 1 Maneuver available to Battle Master Fighters along with 1 Superiority Die(d6), and can expend its Reaction when an ally within 5ft. of it is hit with an attack to roll 1d10 + your Proficiency Bonus and subtract it from the damage the ally receives. Superiority Dice are recovered on a Short or Long Rest.
- Soul of the Blood Hunter: Your Familiar has Advantage on all Perception Checks and can use its Action when commanded to Attack to sacrifice any amount of its remaining Hit Points to deal that much Fire, Cold, Lightning, or Necrotic damage to a creature within 5ft. of it.
- Soul of the Paladin: Your Familiar is immune to the Poisoned condition and Disease, has its AC set to 18, and deals an extra 1d8 Radiant damage on its Melee Attacks.
- Soul of the Monk: Your Familiar can make a number of Melee Attacks equal to your Proficiency Bonus when commanded to Attack.
- Soul of the Rogue: Your Familiar can Dash, Hide, or Disengage as a Bonus Action, takes no damage on successful saves against area of effect spells, and has Advantage on Attack Rolls when an ally is within 5ft. of the target.
- Soul of the Ranger: Your Familiar gains its own Familiar, as though it had cast Find Familiar(this does not benefit from any of your features) and gains Expertise(using your proficiency) in Nature, Survival, and Perception.
- Soul of the Druid: Your Familiar gains a sense, a movement speed, a trait, a damage resistance, and an action from another Familiar you can summon and has its AC set to 16.
- Soul of the Bard: Your Familiar learns the Vicious Mockery Cantrip and gains 3 Bardic Inspiration Dice(d6) that it recovers on a Long Rest.
- Soul of the Cleric: Your Familiar has its AC set to 16 and can use its Action when commanded to Attack to instead heal a willing creature within 30ft. of it for 1d6 Hit Points.
- Soul of the Wizard: Your Familiar gains access to all of the Cantrips you know and can cast them at your level when ordered to Attack.
- Soul of the Sorcerer: Your Familiar resists Fire, Cold, and Lightning damage, has Advantage on saving throws against magical effects, and can cast Firebolt, Frostbite, and Shocking Grasp at 5th level when ordered to Attack.
- Soul of the Warlock: Your Familiar gains access to the Eldritch Blast Cantrip and can cast it at 5th level when ordered to attack. The Cantrip's range is 300ft. and on a hit, the Familiar can push or pull creatures that fail a Strength Saving Throw up to 15ft.
- Soul of the Artificer: Your Familiar can attune to and use 1 magic item, so long as it is physically capable of wielding it and meets the requirements.
- Grand Familiar
At 14th level, you can maintain concentration on two spells at once, so long as at least one of the spells targets only your Familiar. Furthermore, concentration spells affecting only your Familiar have their duration increased to 1 hour if their original duration is less. If you fail a Constitution Saving Throw to maintain concentration, you lose concentration on both effects
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