Summoner Table
Summoner
A short elf walks through the blazing inferno of the planes of fire. His robes singed and tattered but still resolute. His avatar follows closely behind him keeping him safe from threats.
A fairy flits about on her wings summoning snakes and elk for the battle she is fighting. She laughs with glee and merriment as they bite and trample the enemy.
A plasmoid chants and incants while raising the dead for his own ends. All the while the avatar he has grown to love as a brother fights with all its might.
These summoners are defined by their connection to their ability to magically command. While physically fragile and of need of protection, they can provide it to themselves through their avatars. More than mere master and servant the avatars are beings called forth from other planes taken form and must be respected.
Connected to Another World
Feeling as if they were not of this world from the moment of their birth, a summoner can't predict what the other planes will be like but still hopes in a physical connection to those planes. This is realized through forging a connection with their avatars. In many ways a summoner is like a commander of an army having to know which troop to deploy, where, and when.
Creating a Summoner
When creating a summoner character, think about where your character comes from and their place in the world. Talk with your DM about an appropriate origin for your summoner. Did you come from a lofty post, thereby gaining magic through rigorous studies of tutors? Or perhaps the summoner came by their powers through chance by observing the world around them and knowing something more lies beneath the surface?
What led you to take up the adventuring life? Were you seduced to an adventurer's life by glory, knowledge, or perhaps an ulterior motive? Did you join forces with your party for a specific end, perhaps to catalog the many beasts in your travels? Were you driven from your homeland for practicing your magic or are you a long sought after commodity? Perhaps you come from a long line of summoners all calling upon the same avatars time and time again. Or you might have been the first of your kind in centuries finding lost arcane knowledge.
Quick Build
You can make a summoner quickly by following these suggestions. First, put your highest ability score in Wisdom, followed by Intelligence. Second, choose the scholar background.
As a summoner, you gain the following class features.
Hit Points
Hit Dice: 1d4 per summoner level
Hit Points at 1st Level: 4 + your Constitution modifier
Hit Points at Higher Levels: 1d4 (or 3) + your Constitution modifier per summoner level after 1st
Proficiencies
Armor: None
Weapons: Simple weapons
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, Animal Handling, History, Insight, Investigation, Perception, and Persuasion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a dagger or (b) two spears
(a) a shortbow and quiver of 20 arrows or (b) 20 darts
(a) a Explorer's Pack, or (b) Scholar's Pack
A spellcasting focus, 4d4 × 10 gp
Summoning Art
Starting at 1st level, you may magically manifest an avatar a number of times equal to your proficiency bonus times per long rest that last an hour. The avatar takes an action to command but has its own action, bonus action, and reactions. The avatar may move without you having to command it but always moves as you will it to. Avatars, when not commanded to do any particular action, will use the dodge action when possible. You may summon either an aether avatar, air avatar, earth avatar, fire avatar, or water avatar at one time. The avatar may be able to cast spells as you level up and so will therefore use your spell attack modifier and spell save DC for its spells. Additionally, any spells cast require no components for the avatar to cast them. Avatars may be dismissed early as a bonus action, and are affected by spells like anti-magic zone. All avatars share the same initial stat line:
Aether Avatar
Speed: 10 ft
AC 13, HP 10 (2d8)
Languages All you know.
Senses Darkvision 60 ft, Passive Perception 11
Proficiency Bonus: equals your bonus
Psychically Linked. You can psychically convey information between you and your avatar regardless of the distance, but only as long as you are both on the same plane of existence. If your avatar would take a lethal amount of psychic damage you suffer the remaining damage as well.
Jittery Step. The avatar can move by teleporting within 30 ft of itself, this is considered a regular movement option.
Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., Hit: 2d6+2 (10) cold damage.
Air Avatar
Speed: 10 ft, fly 40
AC 13, HP 10 (2d8)
Languages All you know.
Senses Darkvision 60 ft, Passive Perception 11
Proficiency Bonus: equals your bonus
Psychically Linked. You can psychically convey information between you and your avatar regardless of the distance, but only as long as you are both on the same plane of existence. If your avatar would take a lethal amount of psychic damage you suffer the remaining damage as well.
Flyby. The avatar doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., Hit: 2d6+2 (10) slashing damage.
Earth Avatar
Speed: 40 ft
AC 13, HP 10 (2d8)
Languages All you know.
Senses Darkvision 60 ft, Passive Perception 11
Proficiency Bonus: equals your bonus
Psychically Linked. You can psychically convey information between you and your avatar regardless of the distance, but only as long as you are both on the same plane of existence. If your avatar would take a lethal amount of psychic damage you suffer the remaining damage as well.
Standing Leap. The avatar’s long jump is up to 20 ft. and its high jump is up to 10 ft., with or without a running start.
Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., Hit: 2d6+2 (10) bludgeoning damage.
Fire Avatar
Speed: 10 ft, climb 40 ft
AC 13, HP 10 (2d8)
Languages All you know.
Senses Darkvision 60 ft, Passive Perception 11
Proficiency Bonus: equals your bonus
Psychically Linked. You can psychically convey information between you and your avatar regardless of the distance, but only as long as you are both on the same plane of existence. If your avatar would take a lethal amount of psychic damage you suffer the remaining damage as well.
Flame Form. The fire avatar is immune to fire damage.
Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., Hit: 2d6+2 (10) fire damage.
Water Avatar
Speed: 10 ft, swim 40 ft
AC 13, HP 10 (2d8)
Languages All you know.
Senses Darkvision 60 ft, Passive Perception 11
Proficiency Bonus: equals your bonus
Psychically Linked. You can psychically convey information between you and your avatar regardless of the distance, but only as long as you are both on the same plane of existence. If your avatar would take a lethal amount of psychic damage you suffer the remaining damage as well.
Amphibious. The avatar can breathe air and water.
Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., Hit: 2d6+2 (10) piercing damage.
Spellcasting
By the time you reach 2nd level, you have learned to use the magical essence of foreign planes of existence to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the summoner spell list.
Spell Slots
The summoner table shows how many spell slots you have to cast your summoner spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell beast bond and have a 1st-level and a 2nd-level spell slot available, you can cast beast bond using either slot.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the summoner spell list.
The Spells Known column of the summoner table shows when you learn more summoner spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the summoner spells you know and replace it with another spell from the summoner spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your summoner spells, since your magic draws on your attunement to foreign planes. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a summoner spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Study of the (Aether, Air, Earth, Fire, Water)
At 3rd level your particular chosen avatar gets stronger though you can still summon the initial version of the others. Every level you have in summoner increases the HP of the chosen avatar by that amount. (i.e. level 4 you would have an avatar with 5d8 (25) HP).
Upon choosing a specialization you may choose one of four different improvements to your avatar based on its type, which cannot be chosen again as you take further levels into this class.
Your chosen avatar’s attack action improves by 1d6 at levels 3, 7, 11, and 14. As well the chosen avatar’s proficiency bonus is improved at the same rate at which you have an improvement into your summoner proficiency bonus, which will cause its to-hit bonus to improve at the same rate. That is, if you are level 11 with a proficiency bonus of +4 and taking the study of water subclass then only the avatar of water would have a +4 to proficiency and the others would be at +2; the to-hit would have a +6 initially but increase at level 11 to a +8, again, just for the chosen avatar.
Finally, your chosen avatar’s mental stats (Charisma, Intelligence, and Wisdom) each improve according to your Intelligence modifier; i.e., an avatar's Intelligence score of 8 would take your Wisdom modifier of +4 (if at 18-19 Wisdom) and add it directly to the score making its score a 12 in Intelligence.
Options chosen at 3rd, 9th, and 13th level:
Aether
Displace. When the avatar teleports it can attempt to grapple a target within 5ft of it. If successful it can teleport with the target to any place within its range but loses grasp of the target after it teleports.
Unsettling Presence. The avatar emanates an unsettling aura, disrupting concentration. Hostile creatures within 15 feet must make Constitution saving throws every round against your spell save DC while concentrating on a spell, or they lose concentration on a failure.
Veil of Void. As an action, the avatar can phase into the void, gaining resistance to all non-magical damage until the start of its next turn.
Will into Nothingness. As an action, the avatar can cast invisibility on only itself a number of times equal to your proficiency modifier per long rest.
Air
Bird’s Eye View. The avatar can cast guidance as a reaction to an ally needing to make an ability check.
Fluttering Strike. If the avatar takes the dodge action and is successfully hit, then it can use its reaction to use its strike.
Hunter’s Sense. Your avatar can cast hunter’s mark as a bonus action up to thrice per long rest, and both you and the avatar can benefit from the spell.
Windwall. As an action, the avatar may cast warding wind a number of times equal to your proficiency bonus per long rest.
Earth
Cast Stone. The avatar can cast catapult a number of times equal to your proficiency modifier per long rest, as well it can use any object within a 5 foot radius of it to cast the spell.
Rockstride. The avatar gains a burrow speed equal to their movement speed × 2.
Seismic Slam. As an action, the avatar strikes the ground, creating a 15-foot shock wave centered on it. Creatures in range must succeed on a Strength saving against your spell save DC throw or be knocked prone.
Terra’s Embrace. This avatar no longer takes fall damage.
Fire
Explosive Reaction. When the avatar is struck by a melee attack, as a reaction, it can release a burst of embers. The attacker must make a Dexterity saving throw against your spell save DC or take fire damage equal to the damage taken by the avatar and be pushed back 10 feet.
Flamethrower. The avatar, as an action, can cast burning hands a number of times equal to your proficiency modifier per long rest.
Heat Wave. The avatar creates an intense wave of heat in a 30-foot cone. Each creature in the area must make a Constitution saving throw against your spell save DC or be exhausted from the heat, giving them disadvantage on ability checks and attack rolls until the end of their next turn.
Ignite. When the avatar hits a creature with its strike, it can use a bonus action to attempt to ignite the target. The target must succeed on a Constitution saving throw against your spell save DC or take an additional 1d6 fire damage at the start of its turn for up to 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Water
Bloody Mist. The avatar, as an action, can cast fog cloud a number of times equal to your proficiency modifier per long rest.
Frenzy. The avatar gains an additional action that can only be used to take the attack action.
Tsunami Shot. As a bonus action, the avatar can create magically suspended water in a 30 foot line 5 feet wide that lasts 1 round.
Avatar’s Sacrifice
Beginning at 5th level, as a reaction, when you would take damage from an attack or spell attack, you can redirect the damage to your avatar instead.
Immaterial Knowledge
At 6th level, you have advantage on Arcana (Intelligence) and History (Intelligence) checks when you deal with knowledge of planes other than the material one.
Avatar Mobility
Upon reaching 7th level, you choose an avatar and increase a movement type that it already has by 15 feet (in the case of the aether avatar, you may increase its jittery step range by 15 feet).
Magical Strike
Starting at 10th level, your avatars deal magical damage of its associated damage type instead of non-magical damage.
Think Ahead
When you reach 11th level and succeed on an Investigation (Intelligence) or Perception (Wisdom) check you can summon an avatar an additional time that day. This feature can only be used once per long rest.
Side Study
Starting at 14th level you may choose a different avatar than your study and have it progress as if it were your study avatar's stat lines. Except that you cannot choose any of the subclass options for that avatar.
Avatar’s Gift
Beginning at 15th level, when you summon an avatar you gain temporary Hit Points equal to half of the total Hit Points of that avatar, rounded up.
Study Feature
At 17th level your particular study reaches its pinnacle and you gain some of the powers of your chose avatar's study.
Aether
The avatar, as a bonus action, can allow you to teleport at will within 30 feet for up to 1 minute once per long rest. This counts as a regular movement option and therefore counts against your walking speed.
Air
The avatar, as a bonus action, can grant you a flying speed equal to its flying speed for 1 minute once per long rest.
Earth
The avatar, as a bonus action, can grant you temporary hit points equal to its Hit Point maximum once per long rest. The temporary Hit Points last up to 1 minute.
Fire
The avatar, as a bonus action, can grant you +1 to your spell save DC and spell attack modifier for 1 minute once per long rest.
Water
The avatar, as a bonus action, can grant you a barrier that causes any creature which hits you with a melee attack to take magical bludgeoning damage equal to thrice your proficiency bonus. This barrier lasts for 1 minute and can only be used once per long rest.
Realms Beyond
Starting at 18th level, you can cast the spell gate once per long rest.
Unbarred Avatar
Finally at 20th level, it no longer requires an action to command your avatars, and it goes directly after you in initiative order.
Spell list
- Absorb Elements, Animal Friendship, Beast Bond, Command, False Life, Speak with Animals, Unseen Servant
- Animal Messenger, Beast Sense, Blindness/Deafness, Calm Emotions, Enlarge/Reduce, Find Steed, Summon Beast
- Animate Dead, Conjure Lesser Demon (UA), Spirit Guardians, Summon Fey, Summon Lesser Demons, Summon Shadowspawn, Summon Undead, Summon Warrior Spirit (UA), Tiny Servant
- Charm Monster, Compulsion, Conjure Barlgura (UA), Conjure Minor Elementals, Conjure Shadow Demon (UA), Conjure Woodland Beings, Dominate Beast, Find Greater Steed, Giant Insect, Locate Creature, Mordenkainen's Faithful Hound, Phantasmal Killer, Spirit Of Death, Summon Aberration, Summon Construct, Summon Elemental, Summon Greater Demon
- Animate Objects, Conjure Elemental, Danse Macabre, Insect Plague, Summon Celestial, Summon Draconic Spirit
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