Summoner 5e Class

by PlatinumSketch

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The Summoner

A 5e class by platinumsketch

Summoner

With scaled skin and folded wings, a half dragon human stands at the top of a hill, over looking a nearby fortress. As he looks on, his swarm of dragons fly into the fortress. Though young, their flames still burn hot, and they begin to burn those before them.

Standing beside a succubus, a halfling women signs a contract with a Balor. Promised might, power and access to the armies of hell in return for her soul, she accepts; and begins to plot how to escape the contract.

Speaking in a language you can't possible understand, an orcish man crouches low, garbed in robes. Prophesying things to come, you watch as he stands, and then tentacles claw their way out of the robes and drag him forward.

Alone stands a goblin boy with gills on his neck, clouded eyes, and claws. As he trots around, a displacer beast slowly emerges from the aether, exiting a portal that can not be seen. The boy climbs onto the beast and simply enjoys his ride.

In darkness waits a well armored woman. Her race seemingly elf, though it's hard to tell through her rotted flesh. As a company of adventurers enters her room, the corpses near her rise, clawing out of the ground and combining to make humanoid forms, preparing for battle.

Binding to Beast and Alien

Summoners can call upon creatures to do their bidding, though they may only summon creatures they are bound to until they become very powerful. 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

Influenced Forms

The bindings which allow summoners to call upon aid also alters their body and mind. This grants them greater powers and connection to the creatures they summon, often morphing their body to give them additional limbs or features.

Creating a Summoner

When making a summoner there are several important questions to consider. One such is hod did you get your power? Did you pray to a god? What about some unknowable creature? 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 quickly create a summoner by following these step. First, make your highest ability score Strength or Dexterity, followed by Intelligence. Second, choose the hermit background.

Summoner
Level Proficiency Bonus Features Requisition Points 1st 2nd 3rd 4th 5th
1st +2 Bond, Requisition 1
2nd +2 Spellcasting 2 2
3rd +2 Permanent Binding 3 3
4th +2 Ability Score Increase 4 3
5th +3 Extra Attack 5 4 2
6th +3 Bond feature 6 4 2
7th +3 Swarm Summoner 7 4 3
8th +3 Ability Score Increase 8 4 3
9th +4 9 4 3 2
10th +4 Bond feature 10 4 3 2
11th +4 Universal Bond 11 4 3 3
12th +4 Ability Score Increase 12 4 3 3
13th +5 13 4 3 3 1
14th +5 Empowered Summons 14 4 3 3 1
15th +5 Bond Feature 15 4 3 3 2
16th +5 Ability Score Increase 16 4 3 3 2
17th +6 17 4 3 3 3 1
18th +6 Call to Arms 18 4 3 3 3 1
19th +6 Ability Score Increase 19 4 3 3 3 2
20th +6 Bond Feature 20 4 3 3 3 2

Class Features

As a Summoner, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Summoner level
  • Hit Points at 1st Level: 8 + your Constitution modifier.
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Summoner level after 1st

Proficiencies


  • Armor: light armor, medium armor
  • Weapons: simple weapons
  • Tools: none

  • Saving Throws: Constitution, Intelligence
  • Skills: Choose three from History, Insight, Investigation, Medicine, Nature, Perception and Religion.

Equipment

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

  • (a) scale mail or (b) leather armor
  • (a) two simple weapons or (b) a light crossbow and 20 bolts
  • (a) a scholar's pack or (b) an explorer's pack
  • any simple weapon

Bond

Beginning at 1st level, your knowledge and understanding of the planes and their inhabitants allows you to create a permanent bond with a type of creature. Choose a Bond, which will determine some of your summons, as well as the features you get at 1st, 6th, 11th, 15th, and 20th level.

Requisition

At 1st level, your new magics allow you to call forth aid. By expending Requisition Points your may summon a creature as an action. The number of Requisition Points you have are shown on the Summoner table in the Requisition Points column, with all expending points being refreshed at the end of a long rest. You may only summon one creature at a time, which stays on your plane for number of minutes equal to your Intelligence modifier or until it drops to 0 hp, which ever comes first. Additionally, summons act on their own turn and will act on their own will unless ordered not to.

The following chart tells you the cost of summoning creatures at each CR, with you Bond telling you the type you may summon.

Summoning Costs
CR Requisition Point Cost
1/8-1/4 1
1/2 2
1 3
2 4
3 6
4 8
5 10
6 12
7 14
8 16
9 18
10 20

Spell Casting

Once you reach 2nd level, you gain the ability to cast spells as your knowledge of magic becomes increasingly palpable.

Spell Slots

The Summoner table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Summoner spells, you must expend a slot of the spell's level or higher. You regain all spell slots when you finish a long rest.

Preparing Spells

You can prepare a set amount of Summoner spells, which is equal to your Intelligence modifier + half your Summoner level (minimum of 1). You can change the spells you have prepared over the course of a long rest.

Spell Casting Ability

Intelligence is the spellcasting ability for you Summoner spells. Your magics come from an understanding of magic and the planes. You use your Intelligence whenever a Summoner spell refers to your spellcasting ability.

Spell Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier

Permanent Binding

Once you reach 3rd level, you can permanently bind a creature to your plane. When summoning a creature, you may decide to reduce the total number of Requisition Points you have by twice the amount it costs to summon the creature, causing the creature to stay summoned until it dies. This reduction ends once the creature dies as well.

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, when you take the Attack action on your turn.

Swarm Summoner

Starting at 7th level, you may call upon multiple creatures at a time. So long as you have the Requisition Points necessary, you may summon a number of creatures equal to your Intelligence modifier (minimum of 1).

Universal Bond

By 11th level, your magical bonding extends to all planes. You may summon any creature, though those not given to you by your Planar Bond cost double Requisition Points and may not be made permanent.

Empowered Summons

Once you reach 14th level, that which you summon is empowered. All creatures you summon gain a +1 to all damage and attack rolls, and gain a number of temporary hit points equal to half your level rounding down.

Call to Arms

At 18th level, you become capable of constantly summoning creatures. You regain Half your Requisition Points on a short rest, and 4 Requisition Points every time you roll initiative.

Bond

Summoners do not simply call forth a creature. Instead they must bind themselves to a type of creature, learning of their thoughts and actions. This allows them to call forth that type of creature at will. This is their Bond.

These Bonds effect their physical form over time, changing their body to be like that of the creatures they summon. While this grants them special powers, it also comes with draw backs, such as the growth of wings or tentacles which horrify those people which may once have trusted you.

Accursed

You have bond yourself to demons and evils, using the purest of evils to gain power, culminating in empowered fire.

Bond Magic

You gain the spells below at the listed levels. They do not count against your total number of known spells.

Accursed Bond Spells
Summoner Level Spells
2nd Bane, Hellish Rebuke
5th Darkness, Flameblade
9th Summon Lesser Demon, Vampiric Touch
13th Summon Greater Demon, Wall of Fire
17th Flame Strike, Infernal Calling

Fiend's Bond

When you choose this Bond at 1st level, you gain the ability to summon creatures with the Fiend type. To summon one of these creatures you must expend the number of stated points under the Summoning Costs chart.

Hell Fire

By 6th, your flames are as hot as those of an inferno. When you or your summons deal Fire damage, you add your Intelligence modifier to that damage. Additionally, you gain resistance to Fire damage.

Blade of the Nine Hells

Starting at 11th level, you attacks become infused with hell fire. Any weapon attack or unarmed strike you make deals 1d4 additional fire damage. This fire damage ignores resistances.

Unyielding Combustion

Beginning at 15th level, your flames become even stronger. The fire damage that you deal ignores resistances, and treats immunity as resistances.

Infernal Being

At 20th level, you become inherently fiendish. You become immune to Fire damage and resistant to lightning damage. Additionally, you gain the Fiend typing, becoming a Devil if your alignment is lawful, and a Demon if your alignment is chaotic. If you are a Devil, you learn Infernal, and if you are a demon you learn Abyssal.

Dracontine

Drakes and dragons have always called to you, and thus have become the creatures you summon. This grants you the form of dragon, that being wings, their breath weapon, and scales.

Bond Magic

You gain the spells below at the listed levels. They do not count against your total number of known spells.

Dracontine Bond Spells
Summoner Level Spells
2nd Burning Hands, Witch Bolt
5th Aganazzar's Scorcher, Dragon's Breath
9th Lightning Bolt, Fly
13th Fire Shield, Vitriolic Sphere
17th Cone of Cold, Immolation

Serpent Caller

When you choose this Bond at 1st level, you gain the ability to summon creatures with the Dragon type. To summon one of these creatures you must expend the number of stated points under the Summoning Costs chart.

Dragon Breath

Starting at 6th level, you can channel the power of your summons to give yourself permanent benefits. Choose one of the following damage types: Acid, Cold, Fire, Lightning, and Poison. You gain resistance to that damage type, and, as an action, may breathe out a bout of that elemental energy in a 5 foot wide, 30 foot long line. All creatures in the line are forced to make a Dexterity saving throw or take 3d6 damage of that type, taking half damage on a success. You may increase the damage by expending a spell slot, with each level of the slot expended increasing the damage by 1d6. This may be done once per long rest

Unnatural Sense

Beginning at 11th level, you gain further dragon like abilities. You have advantage on perception checks for seeing and hearing, and you gain 60 feet of darkvision and 30 feet of blindsight. Additionally, you may use your Dragon Breath twice per long rest.

Scaled Form

By 15th level, you've nearly completed your change into a draconic shape. Your hide grants you resistance to magic, gaining advantage on saving throws against magic and magical effects, as well as permanently increasing your AC by 1. Additionally, you may use your Dragon Breath three times per long rest.

True Dragon

At 20th level, you take on the form of a dragon. You can now use your Dragon Breath up to four times a day. Additionally, you sprout wings, giving you a fly speed of 30 feet and immunity to the damage type you previously chose, as well as the Dragon typing.

Eldritch

You summon unspeakable horrors, which slowly drive you into madness. Though your form becomes indisputably powerful, your mind weakens and becomes entirely otherworldly.

Bond Magic

You gain the spells below at the listed levels. They do not count against your total number of known spells.

Eldritch Bond Spells
Summoner Level Spells
2nd Armor of Agathys, Arms of Hadar
5th Crown of Madness, Enthrall
9th Hunger of Hadar, Tongues
13th Confusion, Evard's Black Tentacles
17th Dream, Geas

Mad Speaker

When you choose this Bond at 1st level, you gain the ability to summon creatures with the Aberration type. To summon one of these creatures you must expend the number of stated points under the Summoning Costs chart.

Incomprehensible Tongue

Beginning at 6th level, your speech alone may induce madness. As an action once per long rest, you may choose a number of creatures equal to your Intelligence modifier (minimum of 1) that can hear you and are within 60 feet of you. They must make a saving throw against your spell save DC or become Frightened of you for the next minute, rerolling the save at the end of every turn.

Abominable Mind

By 11th level, your connection to those otherworldly abominations has warped your mind. You can telepathically speak to creatures within 60 feet of you, being able to open a two way telepathic bond between you and one other creature you can see. It takes your bonus action to maintain this two way bond, otherwise you may speak to a creature, but it may not respond telepathically. Additionally, your exposure to the thoughts of such creatures has made you numb to horrors, making you immune to the Frightened condition.

Unstoppable Movement

Starting at 15th level, you can not be halted. You sprout wings and tentacles, giving you a fly speed of 15 feet, and a climbing and swimming speed of 30 feet. Additionally, you ignore all difficult terrain.

True Horror

At 20th level, you can cause yourself to take on the form of an eldritch abomination. You gain one of the following permanent benefits, as well as the Aberration typing:

Unfathomable Form. You can cause your tentacles to lash out by using your action. This forces all creatures within 30 feet of you to make a Dexterity saving throw or take 4d6 Bludgeoning damage and 2d6 Acid damage. You may do this a number of times per long rest equal to your Intelligence modifier (minimum of 1).

Seeping Thoughts. You can now telepathically speak to any creature within 120 feet of you, with you able to create an entire telepathic conversation between a number of creatures equal to your Intelligence modifier (minimum of 3) instead of just two creatures.

Unbearable Commands. You can target a creature within 30 feet of you once per long rest, using your action to force it to make a Wisdom save against your spell save DC. On a fail, the creature is under your control for the next 8 hours. You can issue it a simple command as a bonus action, such as make a single attack, move, or disengage, which it must follow. If you use this on a creature everyday for a year, it becomes permanently charmed by you.

Feral

Its a connection to nature that allows you to summon forth allies, the same connection that grants you immense power. This allows you to call forth bestial and plant allows, and command them as if you had known them all your life.

Bond Magic

You gain the spells below at the listed levels. They do not count against your total number of known spells.

Feral Bond Spells
Summoner Level Spells
2nd Animal Friendship, Speak with Animals
5th Beast Sense, Spike Growth
9th Conjure Animals, Speak with Plants
13th Dominate Beast, Giant Insect
17th Awaken, Insect Plague

Nature's Master

When you choose this Bond at 1st level, you gain the ability to summon creatures with the Beast or Plant type. To summon one of these creatures you must expend the number of stated points under the Summoning Costs chart.

Reclaim the Wilds

Starting at 6th level, your command over beasts and plants increases. Using your bonus action, you may command one summoned creature of yours to make an attack or move up to half its speed using its reaction.

Language of the Land

Beginning at 11th level, you can speak with the wild life around you. You are permanently under the effects of the Speak with Plants and Speak with Animals spells, and both spells once a day without using a spell slot.

Guardian of Beasts and Plants

By 15th level, your connection to nature allows you to react immediately when it's in danger. When a creature of the Beast or Plant type near you is attacked, you may use your reaction to attack the Beast or Plant's attacker.

Timeless Form

At 20th level, nature has bestowed its ultimate gift upon you, true immortality. You no longer age, additionally, when you die, so long as your body remains, you reform as if the Reincarnate spell was casted upon you within 1d12 months. Once you have done this, you must wait a year after you fully reform before you can do it again.

Hallowed

Prayer to the divine or worship of the fey allows you to summon forth allies, be those tricksters or holders of holy law.

Bond Magic

You gain the spells below at the listed levels. They do not count against your total number of known spells.

Hallowed Bond Spells
Summoner Level Spells
2nd Charm Person, Bless
5th Spiritual Weapon, Suggestion
9th Daylight, Hypnotic Pattern
13th Conjure Woodland Beings, Spirit Guardians
17th Dawn, Dominate Person

Court's Courier

When you choose this Bond at 1st level, you gain the ability to summon creatures with the Fey or Celestial type. To summon one of these creatures you must expend the number of stated points under the Summoning Costs chart.

Wits and Charm

By 6th level, you become deeply influenced by the magic of the Fey. You are immune to effects that would Charm you or put you to sleep, and learn the cantrip Friends if you did not know it already. Additionally, you may cast Charm Person once per day without expending a spell slot.

Strange Radiance

Starting at 11th level, you can emit radiant energy. As a bonus action, you can decide to shed 10 feet of bright light, and a further 10 feet of dim light, or stop shedding this light. All creatures within the bright light take 1d4 Radiant damage when they enter the light and at the start of their turn if they stay within that light. Additionally, any time you make a weapon attack or unarmed strike against a creature while you are not shedding that light, you deal an additional 1d4 Radiant damage.



Purity of Soul

Beginning at 15th level, you being alone can protect others. Once per long rest, you can cast Spirit Guardians without expending a spell slot. Alternatively, you can expel a burst of light from you, casting Hypnotic Pattern once per long rest without expending a spell slot.

Holy Nature

At 20th level, your form becomes much like the fey and celestials you summon. You sprout wings, gaining a fly speed of 30 feet, and choose either the Fey or Celestial typing, gaining the following benefits listed with that typing:

Illusory Knowledge. (Fey) You gain 10 feet of truesight, as you see through all nearby illusions.

Fey Magics. (Fey) You can cast Charm Person at will.

Holy Visage. (Celestial) You become resistant to radiant damage.

Untouchable Form. (Celestial) You are permanently under the effects of Protection from Evil and Good, with the effected creature type being unable to change.

Lost

Eternal life calls to you, and you gain it by making allies with the dead, slowly rotting as they do. Slowly becoming as they are.

Bond Magic

You gain the spells below at the listed levels. They do not count against your total number of known spells.

Lost Bond Spells
Summoner Level Spells
2nd Inflict Wounds, Ray of Sickness
5th Blindness/Deafness, Gentle Repose
9th Animate Dead, Bestow Curse
13th Blight, Death Ward
17th Contagion, Negative Energy Flood

Dead Walker

When you choose this Bond at 1st level, you gain the ability to summon creatures with the Undead or Ooze type. To summon one of these creatures you must expend the number of stated points under the Summoning Costs chart.

Touch of the Damned

Starting at 6th, your form becomes infused with the essence of the dead. When you make a melee attack against a creature, you deal an additional 1d4 Necrotic damage. Additionally, when you take necrotic damage you instead heal a number equal to half the necrotic damage dealt, and you gain the Undead typing.

Rotting Army

By 11th level, your ability to call forth the dead is empowered. When you cast Animate Dead, it always acts as if you casted it at a level higher than you actually did. Additionally, you may create Shadow instead of a the two zombies/skeltons when you cast the spell at higher levels.

Gaze of Unending Torment

Beginning at 15th level, you can focus your hatred at one target. Using a bonus action, you can force a creature to make a Wisdom save against you spell save DC, or become frightened of you, and have your summons have advantage on their first attack against that creature. This may be done a number of times per long rest equal to your Intelligence modifier (minimum of 1). Additionally, you all undead allies within 30 feet of you have advantage on saves against effects that turn undead.

Eternally Lifeless

At 20th level, your body is permanently stuck in a stasis. You no longer need to eat, drink, sleep, or breath, and do not age. Additionally, you are immune to Poison damage and the Poisoned condition, as well as the Exhausted condition.

Primeval

You control the elements, giving a direct line to the elementals which you summon. This allows you to control and alter those elements, giving your abilities greater effectiveness over those that would otherwise resist them.

Bond Magic

You gain the spells below at the listed levels. They do not count against your total number of known spells.

Primeval Bond Spells
Summoner Level Spells
2nd Absorb Elements, Earth Tremor
5th Maximilian's Earthen Grasp
9th Elemental Weapon, Erupting Earth
13th Conjure Minor Elementals, Elemental Bane
17th Conjure Elemental, Transmute Rock

Master of Earth

When you choose this Bond at 1st level, you gain the ability to summon creatures with the Elemental type. To summon one of these creatures you must expend the number of stated points under the Summoning Costs chart.

Elemental Ward

By 6th level, your mastery of the elements gives you some level of defense against them. You gain resistance to one type of the following types of damage, having the ability to change it to another type over the course of a week: Cold, Fire, Lightning, or Thunder.

Altered Energy

Starting at 11th level, you can change the form of elemental energy you use. When you cast a spell, you can change its damage type to one of the following: Cold, Fire, Lightning, or Thunder. You may do this a number of times equal to your Intelligence modifier (minimum of 1) per long rest.




Iron Flesh

Beginning at 15th level, your flesh becomes like steel. You are resistant to non-magical bludgeoning, piercing and slashing damage. Additionally, your fortuitous form gives you advantage on Constitution saving throws.

Overwhelming Power

At 20th level, your elemental magics are supremely powerful. Whenever you cast a spell that deals Cold, Fire, Lightning, or Thunder damage, you may add your Intelligence modifier to that damage. Additionally, any spell you cast over comes resistance to its damage type, with it treating immunity as resistance.

Void

In the cosmos there are a type of creature which are out casts, beings that should never be. You have formed a bond with these beasts, slowly altering your body to their strange, alien forms.

Bond Magic

You gain the spells below at the listed levels. They do not count against your total number of known spells.

Void Bond Spells
Summoner Level Spells
2nd Jump, Longstrider
5th Alter Self, Spider Climb
9th Fly, Stinking Cloud
13th Polymorph, Stoneskin
17th Cloudkill, Mislead

Abyssal Seer

When you choose this Bond at 1st level, you gain the ability to summon creatures with the Monstrosity type. To summon one of these creatures you must expend the number of stated points under the Summoning Costs chart.

Body of the Void

By 6th level, your knowledge of the unending expanse of the void and reality allows you to alter yourself. You gain a fly speed of 15 feet, no longer need to breath, and do not need to sleep.

Adaptive Form

At 11th level, your body has learned to adapt to all environments. You can cast Alter Self at will, and it does not require concentration.

Strange Nature

Starting at 15th level, you can change yourself to further mimic other creatures. You may choose to permanently gain one of the following benefits:

All Seeing. You gain a blindsight of 30 feet, and a truesight of 5 feet.

Pack Tactics. When a conscious ally is within 5 feet of another creature, you have advantage on attacks against that creature.

Liquid Form. You can Dash, Disengage, or Hide as a bonus action. Additionally, all forms of movement you have are increased by 10 feet.

Living Mirror

Beginning at 20th level, you can make yourself look just like another creature. Using your action, you can change your shape to that of another creature. The shape you change into may not be larger than yourself, and you must see the creature you are changing into. All of your equipment melds into you as you do so, and you gain the statistics of the creature. You can do this once per long rest, with this transformation lasting a number of rounds equal to your Intelligence modifier (minimum of 1), after which you gain a level of exhaustion. Additionally, you gain the Monstrosity typing

Summoner Spell List

1st Level
  • Chromatic Orb
  • False Life
  • Mage Armor
  • Magic Missile
  • Shield
  • Thunderwave
  • Witchbolt
2nd Level
  • Blur
  • Enlarge/Reduce
  • Flaming Sphere
  • Hold Person
  • Magic Weapon
  • Melf's Magic Arrow
  • Scorching Ray
  • Suggestion
3rd Level
  • Blink
  • Conjure Barrage
  • Counter Spell
  • Melf's Minute Meteors
  • Slow
  • Thunderstep
4th Level
  • Dimension Door
  • Mordenkainen's Faithful Hound
  • Otilukes/'s Resilient Sphere
  • Storm Sphere
5th Level
  • Animate Objects
  • Antilife Shell
  • Bigby's Hand
  • Conjure Volley
  • Destructive Wave

Multiclassing

As with most homebrew, multiclassing can cause unexpected results. The following are rules on how to do so, though do so at your own risk.

Prerequisites

To qualify for your new class, you must meet both the prerequisites for your new class, shown in the Prerequisites table, and the prerequisites of your current class.

Prerequisites
Class Ability Score Minimum
Summoner Intelligence 13

Proficiencies

When you gain a level in a class other than your first, you only gain some of that class's starting proficiencies, as shown in the Multiclassing Proficiencies table.

Multiclassing Porficiencies
Class Proficiencies Gained
Summoner light armor, medium armor, simple weapons, one skill from the class's skill list

Credits

Author: u/platinumsketch

 

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