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Wild Arcana Summoner The Arcana wild

The summoner


Class Features

As a arcana wild summoner you gain the following class features.

Hit Points

Hit Dice: 1d8 per arcana wild summoner level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per arcana wild summoner level after 1st

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, any sword
Tools: Blacksmith Tools
Saving Throws: Charisma, Constitution
Skills: Choose any two and Arcana

Equipment

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

  • (a) Shortsword or (b) Longsword or (c) Greatsword
  • any musical instrument
  • (a) a Scholar's Pack or (b) an Explorer's Pack
  • a card
  • If you are using starting wealth, you have 5d4 x 10 gp in funds.

Table: The arcana wild summoner

Level Proficiency
Bonus
Features Spells Known Summons LVL —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Wild Surge, Familiar Creatures, Familiar Companion 0 1/2
2nd +2 Spellcasting, Shared Senses 4 1 2
3rd +2 Wings, Void Step 5 1 3
4th +2 Ability Score Improvement 5 2 3
5th +3 Herd tactic 6 2 4 2
6th +3 As One Surge 6 3 4 2
7th +3 Improved Control, wing buffet 6 3 4 3
8th +3 Ability Score Improvement 6 4 4 3
9th +4 7 4 4 3 2
10th +4 Leader Inspiration 7 5 4 3 2
11th +4 Feed and evolve, Improved Void Step 7 5 4 3 3
12th +4 Ability Score Improvement 7 6 4 3 3
13th +5 Chimerism 7 6 4 3 3 1
14th +5 7 7 4 3 3 1
15th +5 Adept Control, Drake Constitution 8 7 4 3 3 2
16th +5 Ability Score Improvement 8 8 4 3 3 2
17th +6 Elemental Creature, As One Surge improvement 8 8 4 3 3 3 1
18th +6 8 9 4 3 3 3 1
19th +6 Ability Score Improvement 8 9 4 3 3 3 2
20th +6 Complete Control 8 10 4 3 3 3 2

1. Wild Surge

At 1st level, every time your player takes the attack action or casts a spell(limited to once per turn) you will suffer/roll a effect from the subsequent table. It can be good or bad, you will never know, and it will be the fun of playing this class.

https://www.angelfire.com/rpg2/vortexshadow/magic/unstablemagic.html


1. Familiar Creatures

You always have one summon by your side. At first level you may concentrate and keep two on the field. If you break concentration the creature reverts back into your pocket space at its current statis and Hp and may be resummoned with an action. At level 7 you can keep two on the field without concentrating. These are limited by the CR level/2 rounded down seen in the "Summons LVL" table. These summons act on your turn and you may spend your action to issue commands. If they don't change their action (e.g. attacking the same creature they were already fighting) you won't have to give orders again.

Summons are always treated as a creature of their type for stats, abilities, and attacks, and do not grow as the Summoner does. Your Dm may choose to limit the type of creatures you are able to summon

Your summons have the same feats as you, in cases like the Lucky feat the three will share points,

In cases such as the Great Weapon Master feat it is your discretion to use it or not in your summon's attack.

If a summon drops to 0 hit points they will roll death saving throws. To revive your summon you must perform a ritual over the course of a short rest.

Your summons cannot be controlled by any other being, however, if you are controlled your summons are also controlled.

You can always keep your summons in a "magic pocket" that does not take up space. You may use an action to put them in or take them out. When you take them out, they will appear on your left and right side respectively.

You can only have three total summons at one time. If you create a fourth summon you must dismiss one of the summons you already control. An erased summon disappears instantly, leaving no remains.

Only two summons can be summoned at one time.

1. Familiar Companion

At 1st level, you can use the find familiar spell without using a spell slot. You must finish a long rest before you may use this feature again.

Spellcasting

Spells Known

At 2nd level, you know four 1st-level spells of your choice from the arcana wild summoner spell list. The Spells Known column of the arcana wild summoner table shows how many you know at each level. Each of these spells must be of a level for which you have spell slots. Additionally, when you gain a level in this class, you can choose any summoner spell you know and replace it with another one from the arcana wild summoner spell list. Your magic does not alow for cantrips

Spell Slots

The Spell Slots per Spell Level column of the arcana wild summoner table shows how many you have at each level. To cast a spell you know, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spellcasting Ability Charisma is your spellcasting ability for your spells. Spell save DC = 8 + PB+ charisma modifier Spell attack modifier = PB+ your charisma modifier Ritual Casting You can cast any spell you know as a ritual if that spell has the ritual tag. Spellcasting Focus You can use an arcane focus or a component pouch as a spellcasting focus for your spells

2.Shared Senses

Your summons' thoughts and yours are linked at all times. When you reach 2nd level, you can use this link to perceive through all the senses of either summon, replacing your own senses while you do so. You may switch between the senses of your summons as a bonus action, but if you are attacked while in this trance you are considered flat footed and if damaged, you take disadvantage on all rolls until the beginning of your next turn.

3.Wings-Your summons now have wings and gain a flying speed of 20 feet.

3.Void Step

You can use a bonus action switch places with one of your summons within 15 feet (the range increases every 3 levels by 15ft up to 90 feet at 18th level) This causes attacks of

opportunity for the summon and for you if used during combat. This feature may be used a number of times equal to your proficiency bonus. You regain all expended uses of this feature after finishing a long rest.

4.ability score/feat

5.Herd tatic Up to your proficiency bonus per long rest. If 2 of your summons land a hit on the same target you may attempt to knock them off balance(bonus action) Wisdom save your spell Dc


6. As One Surge

Starting once at 6th level, and twice at level 17 when your summon sees you use your action to cast a spell or make an attack, it can use its reaction to make an attack against the same creature if it is in range. This effect is limited to only one summon per round. This replenishes after a short rest

7. Improved control

At this point you always have two summons by your side you no longer have to concentrate to keep the second one out.

7.Wing Buffet

Your summons can impose disadvantage on an attack that is made toward you by a target adjacent to you as long as they are within 10 feet of both you and the target. This feature can be used a number of times equal to your Charisma modifier. You regain all expended uses of this feature after finishing a long rest.

8. Ability score/feat

10.Leader Inspiration

As the leader of your summons you can now give them much more accurate help. Every time you heal your creatures with a spell you can add 5 extra hit points. You can impose advantage on a saving throw if you are not affected by the same spell. You add 10 feet to your movement speed and to that of your creatures. (20 feet at level 15, and 30 feet at level 20)

11.Improved Void Step You can now use your (bonus action) to swap the position of the ally and one of your summons.


11.Feed and evolve

When your summon kills an enemy they can spend a hit die to regain hit points. If each summon kills a different enemy in

the same turn, they do not have to spend the hit dice but still gain hit points as if they had. Any additional hit points gained that would put them above their hit point maximum become temporary hit points. When you take a short rest you can take any temporary hit points your summons gained during the fight and recover hit points to the arcana wild summoner.


12. Ability Score/feat

13. Chimerism

You can join in a chimeric creature with your summons. The resulting creature has half of the total ability modifiers of your summons added to your own, total hit points, all attacks, resistances, weakness and finally total actions of the three. When you are in this form you will receive half damage as if you were a barbarian in rage and you can use a Reckless Attack. This lasts a number of rounds equal to your proficiency bonus. When Chimerism wears off, you and your summons all suffer one level of exhaustion. You must finish a long rest before you use this feature again.

15. Adept Control

You can use three creatures at once from this moment. You must make a concentration check each round to maintain the third summon. The third summon can be used in Chimerism but if the concentration check fails the summon returns to the pocket space and Chimerism ends still leaving you and all summons involved with one level of exhaustion.

15.Drake Constitution

Your summons are now covered in dragon-like scales. You can add your proficiency bonus to your summons' armor class.

16. Ability score/feat


17. Elemental Creature

Now that you've become so fused with your creatures, you can change their damage type in favor of elemental forms. This does not affect the damage of the weapon, it only affects the type of damage. You can't choose more than one element at a time, and these attacks ignore resistance of the chosen type and treat immunity as only resistance

19. Ability Score Improvement

20. Complete Control

You can use three summons at once without maintaining a concentration check.

Spell List[edit]

1st-Level Spells

Arms of Hadar

Beast bond

Charm person

Cure wounds

Entangle

Find familiar

Fog cloud

Hail of thorns

Ice knife

Mage armor

Shield

Unseen servant

Warding bond


2nd-Level Spells

Animal messenger

Cloud of daggers

Dust devil

Find steed

Healing spirit

Invisibility

Maximilian's earthen grasp

Misty step

Shadow blade

Spiritual weapon

Summon beast


3rd-Level Spells

Animate dead

Call lightning

Conjure animals

Conjure barrage

Counterspell

Hunger of Hadar

Intellect Fortress

Sleet storm

Spirit guardians

Summon fey

Summon lesser demons

Summon shadowspawn

Thunderstep


4th-Level Spells

Banishment

Charm monster

Conjure minor elementals

Conjure woodland beings

Dominate beast

Dimension door

Evard's black tentacles

Find greater steed

Mordenkainen's faithful hound

Giant insect

Grasping vine

Polymorph

Summon aberration

Summon greater demon


5th-Level Spells

Cloudkill

Conjure elemental

Conjure volley

Dominate person

Hold monster

Infernal calling

Insect plague

Mass cure wounds

Raise dead

Reincarnate

Summon celestial

Teleportation circle

Wall of force

Wall of stone

Multiclassing[edit]

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Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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