Artículo Original: "Summoner" by NewPageOfSwords and WoodlandWizard77
Introduction
A young man in fine clothes waits inside his carriage as he watches the armed bandits slowly approach his rider. He pulls a runic stone out of his pocket and tosses it out of the window. In the air the runes on the stone glow a dark red and upon impact with the ground the stone bursts with red arcane energy. Standing where the stone landed is a large three-headed chimera that releases a frightful roar from all of it’s heads.
Binder of Beasts
Summoners are those who binds the beasts who would be a danger to themselves and use them as allies in battle to use them as dangers to their foes. These summons act as both faithful friends and ever-loyal servants to their master. These summoned creatures may act upon their own will, though that of the summoner takes more precedence, as they are magically compelled to follow the summoner’s desires.
Creating a Summoner
When creating your Summoner think about why your character chooses to specialize in summoning. Do they enjoy the company of animals and keep them as pets? Or do they see them as slaves only good for certain purposes? Do you like the creatures you summon? How do you react to the creatures you summon?
It’s important to work with your DM to better understand your relationship to the character and its summons. Are you their leader? Or are you some strange being to them as well, one that they must simply follow?
Quick Build
You can make a Summoner quickly by following these suggestions. First, make Wisdom your highest ability score, followed by either Strength or Dexterity. Second, choose the Hermit or Outlander background. Third, choose Mage Hand and Shocking Grasp cantrips, along with the 1st level spells; Feather Fall and Sleep.
Multiclassing and the Summoner
If your group uses the optional rule on multiclassing found in the Player's Handbook, here's what you need to know if you choose summoner as one of your classes.
Ability Score Minimum. As a multiclass character, you must have at least a Wisdom score of 13 to take a level in this class, or to take a level in another class if you are already a Summoner.
Proficiencies Gained. If Summoner isn’t your initial class, you gain proficiency in light armor, shields, simple weapons, and one skill from the Summoner skill list.
Spell Slots. Add half your levels (rounded up) in the Summoner class to the appropriate levels from other classes to determine your available spell slots.
Leveling up as a Summoner
Class Features
Hit Points
- Hit Dice: 1d6 per summoner level
- Hit Points at 1st Level: 6 + your Constitution modifier
- Hit Points at Higher Levels: 1d6 (or 4) + your Constitution
Proficiencies
- Armor. Light Armor, medium armor, shields
- Weapons. Simple weapons, rapiers, scimitars, shortswords, whips, and hand crossbows
- Saving Throws. Strength, Wisdom
- Skills. Choose three from Animal Handling, Arcana, Insight, Medicine, Nature, Perception, Religion, and Survival
Starting Equipment: You start with the following equipment, in addition to the equipment granted by your background:
- (a) two simple weapons or (b) any simple melee weapons and a shield
- (a) chainmail armor or (b) leather armor and a hand crossbow with 20 bolts
- (a) an explorer’s pack or (b) scholar’s pack
- a dagger and an arcane focus
Class Features
As a summoner, you gain the following class features, which are summarized in the Summoner table.
Summoning Stones
Beginning at 1st level, you can turn the souls of certain monsters you kill into magical items known as Summoning Stones. This process takes two mechanical steps: marking the creature then killing the creature to turn the creature into a summoning stone.
Creating Summons
As a bonus action, you can place your Summoner’s Mark on a beast, plant, or monstrosity of size tiny to large with a CR equal to a third of your level (rounded down). You may do this three times per day. You can not mark swarms of creatures and you cannot catch creatures summoned with a spell. Whenever a marked creature within 60 feet of you dies, you can use your reaction to turn the creature’s body into a Summoner’s Stone. You do not need to be the person to kill the creature, but you must use your reaction to gain the Summoner’s Stone. You can only have a number of Summoner’s Stone equal to your Wisdom modifier (minimum of 1). If you have your maximum number of stones and gain another, you must choose one stone to destroy.
Using Stones & Summons
As an action, you can crush one of your Summoner’s Stones and summon the creature inside. The creature you summon counts as a party ally and its turn is immediately after your own. You control the actions of any summoned creature. Because summons take their turn immediately following you, they do not roll initiative. You can only summon one creature at a time. The creature is a reconstruction of the original creature that was used to make the Summoner’s Stone and has all the same features and abilities the creature had in life, with the exception of legendary and lair actions, which summons do not retain. Your summon cannot attack or deal damage in the same round as you unless taking a reaction. Your summon shares a reaction with you, meaning only one of you can take a reaction in any given round.
When summoned, creatures materialize in a place you choose within 10 ft of you, or in the nearest unoccupied space. Upon summoning for the first time after a long rest, summons are at their maximum hit points. A summoned creature disappears if it is reduced to 0 hit points or below and can’t be summoned again until you complete a long rest. Your summons cannot be active if you are unconscious. Upon becoming unconscious, your summons immediately return to their stones. A summon can be summoned and re-summoned as many times as possible, but does not regain hit points or other rest based features unless the appropriate rest is taken, either by you when it is the Summoner’s Stone or by the creature when it is summoned. Summons cannot regain hit points by magic means, such as the spells Cure Wounds and Healing Word or a Life domain Cleric’s Channel Divinity: Preserve Life. Summons can accept temporary hit points and be affected by other spells and conditions. At 1st level, you can only summon 1 creature.
Spellcasting as a Summoner
Drawing on your innate connection to the things you summon, you can cast spells to assist yourself and your summons. See spell rules for the general rules of spellcasting and Summoner Spells List at the end of the class description for the spells available to you.
- Cantrips (0-Level Spells). At first level, you know two cantrips of your choice from the summoner spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Summoner table.
- Preparing and Casting Spells. The Summoner table shows how many spell slots you have to cast your summoner spells at 1st level and higher. To cast one of these summoner spells, you must expend the slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of summoner spells that are available for you to cast, choosing from the summoner spell list. When you do so, choose a number of summoner spells equal to your Wisdom modifier + your summoner level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd level summoner, you have four 1st level and two 2nd level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st level spell jump, you can cast it using a 1st or 2nd level spell slot. Casting the spell does not remove it from your list of prepared spells. You can also change your list of prepared spells when you finish a long rest. Preparing a new spell list requires time spent in concentration and study: at least 1 minute per spell level for each spell on your list.
- Spellcasting Ability. Wisdom is your spellcasting ability for Summoner spells, since your magic draws on your intuitive connection and understanding of your summons and their connection to the arcane. 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
- Spellcasting Focus. You can use an arcane focus as a spellcasting focus for your Summoner spells.
Talents of the Summoner
+ Natural Evolution: Starting at 2nd level, when you level up the summons you currently have on you gain certain benefits. You add an additional hit die and increase its hit points accordingly. Whenever you gain the Ability Score Improvement class feature, your summons’ abilities also improve. Your summons can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1.
As normal, your summons can’t increase an ability score above 20 using this feature unless its description specifies otherwise. If the summons already has stats above 20, it cannot be increased unless stated. Additionally, if you do not have your max number of summons, you can choose another creature of your max CR as of leveling up or lower that cannot swim or fly and is large or smaller and make it one of your summons. If you are at your maximum number of summons, you can choose not to do this or replace one of your current summons. You do not get to add a damage die to these summons upon receiving them.
At 5th, 9th, 13 and 17th level you can add an additional damage die to each of the summons you have at the time you level up. For example, if you have a giant eagle that deals 1d6 slashing damage with its claws, it improves to 2d6. Also at each level that you gain additional, you also gain an additional creature or the opportunity to replace a summons as specified at the end of the previous paragraph.
+ Enhancements: At 2nd level, you begin enhancing your summons. Each enhancement, detailed near the end of the class description, has a certain material, magical, or other cost represented in the form of points. When you gain this feature at 2nd level, you gain 2 points. At higher levels, you gain more points. No creature can have more than 7 points worth of enhancements, a greater amount would be too taxing on the creature. If an enhancement uses a saving throw, that saving throw is equal to your spell save DC. If an enhancement calls for a spell attack bonus, it is equal to your spell attack bonus.
When you purchase an enhancement, it only applies to one summon. Unless stated otherwise, you can only give a creature an enhancement once. Any time you gain a level in this class, you can rearrange where your points are spent, but you only gain new points at the levels specified below and when you gain this feature.
At 6th, 10th, 14th, and 18th levels, your understanding of your summons magical relationship with their enhancements increases and you can use more points. At 6th level, you gain 3 points for a total of 5. At 10th level, you gain 5 points for a total of 10. At 14th level, you gain 7 points for a total of 17. At 18th level, you gain 9 points for a total of 26.
+ Summoner Bond: At 3rd level, you choose an archetype to enhance your summoning abilities. Choose Bond of the Elements, Bond of the Guardian, or Bond of the Observer, all detailed at the end of the class description. The archetype you choose grants you features at 3rd, 6th, 14th, and 18th level.
+ Ability Score Improvements: When you reach 4th level, and again at 8th, 12th, 16th, and 19th levels, 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. Your summons gain ability score improvements at the same levels you do, as discussed in Natural Evolution.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
+ Improved Summoning: At 10th level, you’ve learned to improve your skills of summoning and capturing monsters. You can now mark, capture, and summon any creature as long as it is not a humanoid. You can now capture creatures of the huge size or smaller. You can also now summon two creatures at once if as long as neither of their CRs are more than half the maximum CR of creatures you can summon. Both summons go immediately after you in the order you summoned them.
+ Sacrificial Pawn: At 20th level, when you fall unconscious and have at least one summon currently summoned you can destroy the summon and regain a number of hit points equal to the summon’s CR. The summon is destroyed and can never be resummoned after sacrificing it. Alternatively, if your summon drops to 0 hit points, you can use your reaction to remove it’s CR in hit points from yourself and let it regain the same number of hit points from yourself and let it regain the same number of hit points you lost. If the summon’s CR is less than 1, you gain or lose 1 hit point.
List of Astral Enhancements
Listed below are artificial evolutions available to the summoner. Each artificial evolution chosen belongs to one of your summons and an artificial evolution must be bought twice for two different summons to have it. A summon can only have 3 artificial evolutions.
Aerial
2 points
A summon gains a flying speed of 20 feet.
Aquatic
2 points
A summon can breathe water and air. The summon also gains a swimming speed of 20 feet.
Basic Magic
1 point
A summon can learn a single cantrip from the Summoner spell list that you know. If the cantrip deals damage, the cantrip is treated as the creature is the lowest damage tier unless you use Natural Evolution to increase the number of damage die. This enhancement can be given multiple times on the same creature.
Blindsight
3 points
A summon gains blindsight, enabling it to see 60 feet without the need for eyes. If the summon already has blindsight, it is expanded 60 feet. The Summons is also immune to the Blinded condition.
Climber
1 point
A summons gains a climbing speed of 20 feet.
Condition Immunity
2 points
A summon gains immunity to two of the following conditions: Blinded, Deafened, Frightened, Poisoned, or one of the following conditions: Charmed, Paralyzed, Petrified, or Stunned. This enhancement can be given multiple times on the same creature.
Darkvision
1 point
A summon gains darkvision, enabling it to see 60 feet in darkness in shades of gray. If the summon already has darkvision, it is expanded 60 feet.
Enchanted Immunity
3 points
A summon gains immunity damage to a damage type. Choose one of the following: Acid, Cold, Fire, Lightning, Necrotic, Poison, Psychic, Radiant, or Thunder. The summons has immunity to that damage type. This enhancement can be given multiple times on the same creature.
Forceful
2 points
A summon’s attacks are capable of knocking a foe to the ground. Pick one attack. The summon forces any foe hit by the attack to make a strength saving throw. strength modifier. On a failure, the target is knocked prone. On a success, they are unaffected.
Improved Armor
1 point
A summon increases its Armor Class by +1. You may choose this evolution multiple times increasing in cost 1 evolution point each, to a total of 4.
Keen Senses
2 points
A summon has advantage on perception checks relying on Hearing, Sight, and Smell.
Magic Resistance
4 points
A summon has advantage on Saving Throws against spells and other magical effects.
Major Magic
3 points
A summon gains a single 2nd-level spell from the Summoner spell list. It can cast the spell once before requiring a long rest to cast again and can only cast it at 2nd level. This enhancement can be given multiple times on the same creature.
Minor Magic
2 points
A summon gains a single 1st-level spell from the Summoner spell list. It can cast the spell once before requiring a long rest to cast again and can only cast it at 2nd level. This enhancement can be given multiple times on the same creature.
Mobile
1 point
A summon gains 10 extra feet of movement. This enhancement can be given multiple times on the same creature.
Mount
1 point
A summon is properly skilled and formed to serve as a combat-trained mount. The summon must be at least one size category than its rider. If someone other than you rides it, either the rider or you can control the summon. It can take its turn immediately after either the rider or you, whatever you both agree on, but cannot move its place in initiative once initiative starts. You should be careful to only allow another player to mount if you can agree to make the above decisions.
Multiattack
4 points
A summon gains the ability to attack an extra time in a turn. You can choose one attack that the summon can make twice as an action or two attacks it can make once each as an action. If the summon already has multiattack, choose one attack the creature has and add it to the list of attacks made with multiattack. You cannot choose attacks that target multiple creatures, create an area of effect, or need to recharge. If the creature makes 4 or more attacks with multiattack, you cannot give that summons this artificial evolution This enhancement can be given multiple times on the same creature.
Physical Resistance
4 points
A summon gains resistance to a Non-Magical Bludgeoning, Non-Magical Piercing, Non-Magical Slashing.
Reach
2 points
A summon can attack foes at a distance. Pick one melee attack the summon already has. The summons reach with that attack increases by 5 feet. If the attack already has a reach, the range increases by 5 feet. This artificial evolution can be selected multiple times, but cannot only be put on an attack once.
Regeneration
4 points
A summon gains 1d4 hit points at the start of its turn.
Resilient
2 points
A summon gains proficiency in one saving throw of the summoner’s choice. This enhancement can be given multiple times on the same creature.
Skilled
1 point
A summon gains proficiency in one skill of the summoner’s choice. This enhancement can be given multiple times on the same creature.
Subterranean
3 points
A summon gains a burrowing speed of 10 feet.
Tremorsense
2 points
A summon gains tremorsense, enabling it to feel the movement of the earth up to 30 feet. If the summon already has tremorsense, it is expanded by 30 feet. The summon is also immune to the blinded condition.
Subclass: Summoner Bonds
A summoner bond is a summoner’s special form of summoning unique to them. The following Summoner Bonds are available for the Summoner; Bond of the Elements, Bond of the Guardian, Bond of the Observer. Your summoner bond grants you features at 3rd, 5th, 14th, and 18th level.
Bond of the Elements
On the edge of existence there lies worlds made of primal energy of the universe. Those who practice the Bond of the Elements specialize in the overwhelming powers of those realms and the primal titans from them. You combine the elements with the power of your summoned creatures to create the most dangerous threats on the battlefield.
+ Bonus Proficiencies: Starting at 3rd level, you can speak, read, and write Primordial. You also gain proficiency in one of the following: Arcana, Nature, or Religion.
+ Elemental Strike: At 3rd level, your summons gain the ability to infuse your weapon strikes with elemental energy. Once on each of your summon’s turns when they hit a creature with a melee attack, they deal an extra 1d8 damage to the target.
At the end of each long rest, you choose one of the following damage types for that damage die: Acid, Cold, Fire, Lightning, or Thunder. As a bonus action or action, you can choose to have all of any number of your summon’s attacks deal the previously chosen damage type instead of their normal damage type. At 6th level, the damage increases to 2d6 and all attacks made by the summons are considered magical, at 14th level 3d6.
+ Primal Sacrifice: At 6th level, when your summons drop to 0 hit points they create an explosion of elemental damage of the type you chose for Elemental Strike. All creatures within 10 feet of you must make a Dexterity saving throw equal to your spell save DC. On a failure, they take your summoner level in damage of the same type you chose for their elemental strike. On a success, they take half damage.
+ Elemental Resistance: At 14th level, your summons have adapted to the use of the elements in their attacks and gain resistance to the damage you currently use as their Elemental Strike.
+ Final Blow: At 18th level, whenever you de-summon a summon you can choose to activate the Primal Sacrifice feature even if they did not drop to 0 hit points. You can only do this one time per summon with each having to wait until after a long rest to use this feature again. If the summon drops to 0 hit points, it can still use Primal Sacrifice if it already used it with Final Blow.
Bond of the Guardian
Guardians are those who defend the weak from threats too dangerous to defend themselves from. Summoners of the bond of the guardian turn their summons into such beings. You develop powerful summons to act as towers of defense for yourself and your allies.
+ Beastial Bulwark: Starting at 3rd level, your summons are designed to defend you. Your summons gain proficiency in Constitution saving throws and a Constitution score equal to their original + your Wisdom modifier (minimum of +1). For example, a giant eagle summon with a Constitution of 13 and its Summoner with a Wisdom of 15 will itself have a Constitution score of 15.
The summons hit point increases accordingly to the changes to their constitution modifier. To find its new hit points, multiply the summons’ constitution modifier with its number of hit dice. A summons hit dice is the dice on the stat block rolled to determine its hit points. For example, to roll a giant eagle’s hit points, you roll 4d10+4. It’s hit die is a d10. If you upgrade the eagle with this Bond as described in the previous example, you roll the same number and type of dice, but add 8 because it now has a Constitution of +2 instead of +1.
+ Summoner's Armor: At 3rd level, your summons’s Armor Class becomes 13 + your summon’s dexterity score. If its current AC is higher, you can choose to leave the AC unchanged.
+ Tower of Aura: At 6th level, your summons exude an aura of protection which you and your allies benefit from. All allies within 5 feet of your summons have advantage on Constitution saving throws and concentration checks. If you have two summons present, choose one to receive the Tower of Aura. The other produces no aura. At 18th level, this aura increases to 10 feet.
+ Shield of Scales: At 14th level, your summons specialize in protecting those around it. Your summons can use their reaction to impose disadvantage on any non-spell attack roll that targets them or an ally within 5 feet of them.
+ Titan's Might: Starting at 18th level, your summon's abilities to protect others and take hits have given it mighty resistances. Your summons gain resistance to non-magical physical damage and any of the following elements: Cold, Poison, Acid, Psychic, Fire, Necrotic, Radiant, Force, Thunder or Lightning. The element chosen should be the same for all your summons.
Bond of the Observer
Using their summons as spies to watch the enemy from afar, the Bond of the Observer uses their summons to them in spying, stealing and sneaking in the world. You specialize in intrigue and stealth and use your summons to aid you in your venture.
+ Vigilant Summons: Starting at 3rd level, all your summons gain proficiency in Perception, Sleight of Hand, and Stealth checks.
+ Animal Assistance: Starting at 3rd level, the spells Find Familiar, Invisibility, and See Invisibility are added to your spell list. They are always prepared. They do not count against your number of prepared spells. Also at 3rd level, whenever you make an ability check or saving throw for which your summon is proficient, you gain advantage if your summon is present, as it is assisting you.
+ Trackless Aura: At 6th level, your summons exude an aura of shadow which you and your allies benefit from. All allies within 10 feet of your summons have advantage of Steath (Dexterity) check and Dexterity Saving throws, and your summons gain advantage when within 5 feet of an ally. Whenever your summons have advantage, their attacks count as magical for the purposes of overcoming inmunities and resistances. At 18th level, this aura increases to 30 feet.
+ Surprise Assault: At 14th level, your summons are adept at surprising enemies in combat. Whenever your summons have advantage on an attack roll, they can add an extra 1d12 damage to the damage roll of the first attack that hits on their turn. Your summons can also disengage as a bonus action provided they attacked on their action before disengaging.
+Aeon Invisibility: At 18th level, Greater Invisibility is added to your spell list. It is always prepared and does not count against your prepared spells. Once per day, you can cast Greater Invisibility on yourself or one of your summons without consuming a spell slot. Also at 18th level, you can choose one skill in which all of your summons are proficient and double their proficiency bonus for that skill.
Spell List
Below is the list of spells you consult when you learn a summoner spell. The list is organized by spell level, not character level.
Cantrips (0 Level)
- Acid Splash
- Dancing Lights
- Fire Bolt
- Gust
- Light
- Mage Hand
- Message
- Minor Illusion
- Primal Savagery
- Shocking Grasp
1st Level
- Absorb Elements
- Alarm
- Animal Friendship
- Color Spray
- Comprehend Languages
- Cure Wounds
- Detect Magic
- Feather Fall
- Grease
- Identify
- Inflict Wounds
- Jump
- Mage Armor
- Purify Food and Drink
- Sleep
- Speak with Animals
2nd Level
- Acid Arrow
- Animal Messenger
- Blindness/Deafness
- Blur
- Calm Emotions
- Darkness
- Darkvision
- Enlarge/Reduce
- Fortune's Favor
- Flame Blade
- Hold Person
- Invisibility
- Knock
- Lesser Restoration
- Magic Weapon
- Scorching Ray
- See Inivisibility
- Suggestion
- Summon Beast
- Zone of Truth
3rd Level
- Bestow Curse
- Blink
- Counterspell
- Conjure Animals
- Dispel Magic
- Elemental Weapon
- Fear
- Fly
- Haste
- Major Image
- Meld Into Stone
- Plant Growth
- Remove Curse
- Sending
- Slow
- Speak with Plants
- Summon Fey
- Summon Lesser Demon
- Summon Shadowspawn
- Tiny Hut
- Tongues
- Water Breathing
- Water Walk
4th Level
- Arcane Eye
- Banishment
- Confusion
- Conjure Minor Elementals
- Conjure Woodland Beings
- Dimension Door
- Faithful Hound
- Freedom of Movement
- Giant Insect
- Grasping Vine
- Maelstrom
- Polymorph
- Summon Aberration
- Summon Construct
- Summon Elemental
5th Level
- Animate Object
- Awaken
- Bigby's Hand
- Conjure Elemental
- Contagion
- Dawn
- Dream
- Far Step
- Hold Monster
- Insect Plague
- Mislead
- Passwall
- Scrying
- Telekinesis
- Teleportation Circle
6th Level
- Conjure Fey
- Find the Path
- Instant Summons
- Scatter
- Summon Fiend
- True Seeing
7th Level
- Etherealness
- Magnificent Mansion
- Project Image
- Teleport
- Whirlwind
8th Level
- Antipathy/Sympathy
- Control Weather
- Mind Blank
- Power Word Stun
9th Level
- Foresight
- Shapechange
- Storm of Vengeance
- Weird