5e - Kibbles' Summoner

by KibblesTasty

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Summoner v0.6

A dwarf thrusts her arms toward the
sky and the ground trembles and
quakes as chunks of it begin to break
away and rise up, encasing her in a
massive pile of stone. What for a
moment looked like a defensive
measure is revealed to be
anything but as the now massive stone forms
come alive, each stomping step sending tremors
of fear up the wound be bandits' spines.

A furred wolf-like man throws his head back and
howls, an otherworldly sound soon echoed ethereally
as a mighty spirit wolf answers his call, looming above wrought from stars and smoke, each fang the
size of the size of a shortsword.

A mysterious hooded man shrouded in
darkness mutters a few eldritch words, and,
as if they had always been there, strange
glowing eyes begin opening in the darkness
like stars of madness. The goblins have only
a moment to consider their life choices before
the darkness boils over with fangs and tentacles.
The silence that comes after the screams
smoothers the night, until, one by one, the
eyes wink back out as if they were never
there.

A cackling elf hurls forth giggle demonic
creatures, each one dashing madly toward
their foes before exploding in showers of
sizzling purple acid. In only moments the
battlefield becomes a melting apocalyptic
wasteland, splattering and melting, sizzling
pools of acid dissipating into foul and burning
smoke in gaudy colors. Only half melted bones
and scorched scrap metal remain of the knights
that had thought the mad elf easy bounty.

Otherworldly Powers

Masters of otherworldly forces, Summoners wield
the power to conjure and command extraplanar beings
in battle. Drawing on ancient rituals and deep connections
to distant realms, they summon creatures from planes beyond the material world to fight alongside them. Whether calling forth celestial allies, elemental guardians, or fiendish warriors, Summoners rely on their bound companions for protection, offense, and support. While their physical prowess may be limited, their bond with these powerful entities makes them formidable battlefield tacticians, able to adapt to any situation by calling forth just the entity for the task.

Balance

Feel free to reach out to me if you have balance concerns. I would personally not guarantee its balanced, and if you're particularly worried about that, probably wait for the 0.7 version, which is where content is typically more rigorously balanced.

If you have feedback head over to -> Discord

Class Complexity & Turn Length

The Summoner is designed to make the idea of a summoner a 5e class of manageable complexity, but it is still firmly an advanced class. In order to not bog down the game, the player will need to be proactive and organized. Consequently, this class is recommended only for players that are comfortable keeping track of several things at once, preparing their turn in advance when needed, and having the stat blocks for their summons on hand at all times.

When played attentively, it should not take up more time on its turn than an average class, but it does have higher demands in keeping track of all the moving parts it contains.

Summoner
Level Proficiency Bonus Features Esoteric Secrets Cantrips Known Spells Known 1st 2nd 3rd 4th 5th
1st +2 Summoned Entity, Plane of Study, Direct Control
2nd +2 Spellcasting 2 3 2
3rd +2 Subclass 2 2 3 3
4th +2 Ability Score Improvement 2 2 4 3
5th +3 Subclass Feature 2 3 4 4 2
6th +3 Free Labor 3 3 5 4 2
7th +3 Subclass Feature 3 3 5 4 3
8th +3 Ability Score Improvement 3 3 6 4 3
9th +4 Summon Ally 4 4 6 4 3 2
10th +4 Expanded Horizons 4 4 7 4 3 2
11th +4 Otherworldly Power 4 4 7 4 3 3
12th +4 Ability Score Improvement 5 4 8 4 3 3
13th +5 5 4 8 4 3 3 1
14th +5 Subclass Feature 5 4 9 4 3 3 1
15th +5 Planeswalker 6 4 9 4 3 3 2
16th +5 Ability Score Improvement 6 4 10 4 3 3 2
17th +6 6 4 10 4 3 3 3 1
18th +6 Universal Knowledge 7 4 11 4 3 3 3 1
19th +6 Ability Score Improvement 7 4 11 4 3 3 3 2
20th +6 Conjure Calamity 7 4 12 4 3 3 3 2

Creating a Summoner

When creating a Summoner, you're creating a character who interacts with extraplanar powers that most find mysterious, bewildering, and dangerous. Consider why experiences lead to your character pursuing this otherworldly path to power, and how they might have studied it. Did they come from an academy? Did they have a mentor? Did they stumble on ancient forbidden knowledge? Their power to power and their intentions can help define your character.

You'll select a Plane of Study at first level, which will set a lot of the ton for your character. A plane may provide a lot more than just mechanics. Conjuring beasts is going to have a very different vibe to it than conjuring demons or devils, and people might treat summoners that pull terrifying abominations from the beyond as a dangerous lunatic, while a summoner that calls for celestials is some blessed saint.

Quick Build

IF you're looking for a Quick Build guide, Summoner is probably not a recommended choice. Summoner is a fairly high complexity class that'll take a high degree of player preparation.

Class Features

  • 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: None
  • Weapons: daggers, darts, slings, quarterstaffs, light crossbows
  • Saving Throws: Constitution, Intelligence
  • Skills: Choose two from Animal Handling, Arcana, History, Insight, Investigation, Medicine, Nature and Religion.

Equipment

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

  • (a) a quarterstaff or (b) a dagger
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar's pack or (b) an explorer's pack

Alternatively, you may start with 4d4 × 10 gp to buy your own equipment.

Planes of Study

Select a plane from which you wish to draw the creatures you summon. The plane you select grants you one language, a set of spells you learn as you gain levels in the class, and a series of different creatures you can summon from that plane, the first of which you gain when you select the plane.

The complete list of planes you can select and the languages, spells, and creatures they grant can be found at the end of the class.

Summon Entity

You gain the ability to call forth creatures from your Plane of Study, called Conjured Entities. When you gain this feature, you will have one creature that you can call forth based on your Plane of Study. You gain additional options at 3rd and 5th level from your Plane of Study.

Summoning. As an action, you can call forth the entity to an empty space of sufficient size within 30 feet of you. The conjured entity uses the stat block provided under the Plane of Study it is called forth from. When you summon the entity you sacrifice hit points, from a minimum of 1 to a maximum of your Summoner level. The summoned entity gains hit points equal to twice the expended hit points (plus any modifier to hit points its stat block provides).

Duration and Range. The entity persists for 1 minute, its hit points are reduced to 0, or you dismiss it as an action. The entity loses 5 hit points any time it ends its turn more than 50 × your Summoner level feet from you.

Multiple Entities. You can have one entity summoned at a time, increasing to two at 5th level, three at 11th level, and four at 20th level. If you summon another entity while you have the maximum number of entities summoned, the currently existing entity with the lowest hit points is reduced to 0 hit points and dismissed.

Saving Throws. Any time it would make a saving throw, you can instead make an Intelligence saving throw, using the results of the save instead (you must decide to do this before rolling the Summoned Entity's saving throw). This save gains any advantage the Conjured Entity has on the save, but otherwise uses your statistics.

Recovering Hit Points. If you dismiss an entity without it being reduced to zero hit points, the Summoner regains hit points equal to half its remaining hit points (rounded down). This cannot exceed the number of hit points expended to summon it.

Entity Actions

At the end of your turn, all of your summoned entities can move, attack, or take the dodge action, picking one of the options and executing as per the Summoner's mental will (no communication or action required by the Summoner). It can perform an object interaction (such as opening a door or picking up an object) as part of its movement if it moves. When your entity attacks, it can take any action listed under its available actions on its stat block. Summoned entities cannot take reactions.

Utility Features. In addition the properties and actions listed on the stat block, and the entity has the properties of a familiar (as per the find familiar spell) or a servant (as per the unseen servant spell) though it remains a visible creature of its normal size, creature type, and attributes, with the restrictions to its actions in combat specified above.

Direct Control

As an action, you can take control of an entity conjured by Summon Entity, allowing you to move it up to its movement speed.

When you reach 5th level, you can command the entity to attack using one of its actions instead of moving it.

Spellcasting

As part of your study of magical conjuration, you gain the ability to cast spells at 2nd level. The spells you learn are limited in scope, primarily concerned with enhancing your abilities and devastating your foes.

Cantrips

At 2nd level, you learn additional two cantrips of your choice from the Summoner spell list. You learn additional Summoner cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Summoner table.

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 your Summoner 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.

Spells Known of 1st Level and Higher

You know three 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

Intelligence is your spellcasting ability for your Summoner spells, since you learn your Summoner spells through dedicated study and experimentation. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier.

Spell attack modifier = your proficiency bonus + your Intelligence modifier.

Ritual Casting

You can cast a Summoner spell as a ritual if that spell has the ritual tag and you know the spell.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your Summoner spells.

Inventory

Additionally at 2nd level, you gain access to a small private subspace that can be used to store and summon items. Placing an item into or removing an item from this special subspace requires an action. You can only store items that you can touch and that are not being worn or carried by other creatures. When an item is summoned, it is summoned either into your hand, or immediately adjacent to you.

When you gain this feature, you can only store Tiny items (such as a potion or dagger) in your inventory. This increases to Small sized items (such swords or breastplates) at 5th level, Medium sized items (such polearm or set of plate armor) at 9th level, and Large sized items (such as rafts or wagons) at 13th level.

You can store a number of items in your Inventory equal to your Summoner level (counting each individual item), and they can have a total maximum weight of 50 × your Summoner level pounds.

Storage Rules

An Inventory is good at storing discrete items, but less good for very heavy or numerous items. Each individual coin counts as an item, so storing your stacks of currency in it is generally not practical (though converting it to a platinum coin or gems might make it viable!).

Subclass

At 3rd level, you choose a subclass that represents how you wish to use your power as a Summoner, selecting from Converger, Invoker, Binder, or Controller.

Esoteric Secrets

Additionally at 3rd level, you learn your first Esoteric Secret. Esoteric Secrets are special enhancements that Summoners can learn to enhance their summons, learn new ways of controlling them, or making them more uniquely suited to your vision. Some esoteric secrets are limited by subclass or plane of study choices.

Ability Score Improvement

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 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. You can forgo taking this feature to take a feat of your choice instead.

Free Labor

At 6th level, with a special ritual taking 1 minute, you can call forth one or more (to your Summoner level) menial summons that assist with basic tasks. They cannot attack, but have the properties of a servant created by the unseen servant spell, though they are visible and of a creature type related to your Plane of Study, with a generally related appearance of your choice. You can dismiss them at any as an action.

You can gain a total number of hours of labor equal to your Summoner level (for example, at 6 level you can summon 6 for 1 hour, 2 for 3 hours, or 1 for 6 hours).

After the total hours they can work is complete, they vanish and you cannot summon them again until you complete a long rest.

Channeled Recovery

Additionally at 6th level, when you take a short rest and roll one or more hit dice to recover hit points, you regain additional hit points equal to your spellcasting modifier.

Recall Ally

At 9th level as an action, you can summon a willing creature you are familiar with that is within 500 feet of you to an empty space within 5 feet of you. The number of allies you can summon and the range you can summon them from increases at 13th level to up to 3 willing creatures from up to 1 mile, and again at 17th level to up to 6 willing creatures from up to 100 miles, or back to their home plane at your location irrespective of distance if they are not currently on it and you are.

Once you do this, you cannot do so again until you complete a short or long rest.

Expanded Horizons

Beginning at 10th level, you can select a second Plane of Study, gaining the selected languages, spells, and you can summon your Conjured Entities from either of your selected planes.

Otherworldly Power

At 11th level, your Conjured Entity's attacks deal an additional 1d6 force damage on hit. This bonus damage applies to attacks and abilities that replace an attack as long as they have an attack roll or saving throw (such as a Swarm Controller's Swarm Attack).

Planeswalker

Starting at 15th level, you gain the ability reverse your summoning process to cast plane shift without expending a spell slot, though you must expend hit points equal to the level or CR of any creature transported this way.

Once you use this ability, you cannot do so again until you complete a long rest.

Universal Knowledge

At 18th level, your extensive planar dealings lead you to develop mastery of a third Plane of Study. Additionally, you learn all the languages associated with Planes of Study that you don't already know (Abyssal, Celestial, Primordial, Sylvan and Infernal).

Your familiarity with planar creatures gives you advantage on Wisdom (Insight) and Charisma (Persuasion) ability checks involving customs, rituals, or comprehension.

Conjure Calamity

Starting at 20th level, you can cast planar breachK without expending a spell slot. When you cast planar breachK this way, the result of casting the spell is always 4 on the random table, and you can control the conjured creature, mentally directing its movement and actions. Once you use this feature to cast it, you cannot use this feature to cast it again until you complete a long rest.

Subclasses

Monster Binder

A Monster Binder specializes in sculpting a masterpiece, treating their summons as works of art or trusted companions, specialized and perfected. They can call forth only one Summon at time, but in return their Conjured Entities gain additional power and customization, allowing them to fully express themselves and unleash their power.

Bind Entity

Beginning at 3rd level when you select this subclass, whenever you complete a long rest, you can perform a special binding on one entity that you can conjure with Summon Entity, making it easier to call forth and empowering it. Until the end of your next long rest, when you call forth that Entity, you do not need to expend hit points, but it has its own hit point equal to 5 × your Summoner level (+ 2 × any bonus its hit points normally have). Whenever you summon it or as an action at any time, you can expend your own hit points or spell slots heal it. When you do so it, gains hit points equal to 2 × the hit points expended, or 5 × the spell level expended. You do not regain any hit points when dismissing it.

Improved Persistence. The bound entity is no longer dismissed after 1 minute, and can remain indefinitely until you send it back or it is reduced to 0 hit points. The range it can be from you before its hit points decay is doubled to 100 × your Summoner Level feet.

Improved Autonomy. Moving no longer replaces the Summons ability to take an action, it instead gains the ability to take the Dash action.

Improved Attributes. You can replace any two of its attributes that are lower than your Intelligence ability score with your Intelligence ability score.

Customized Summons

Additionally at 3rd level when you select this subclass and again whenever you would normally increase the number of Conjured Entities you can call forth at once, you instead can select an additional customization on binding.

You can change which Summon Customizations are active any time you perform the special binding in Bind Entity.

Summon Customizations

Aquatic (Trait). The entity gains a swimming speed equal to its walking speed, and it can breathe underwater (if it needs to breathe). While it is summoned, you also again have a swimming speed equal to your movement speed and the ability to breath under water.


Armored (Trait). The AC of the Conjured Entity is increased by 1.


Cleave (Action) (Prerequisite: Medium or larger). The entity gains a new action, targeting all creatures within 5 feet of it in a 180 degree arc and forcing them to make a Dexterity saving throw against your spell save DC. On failure, creatures take slashing damage equal to 1d6 + your spellcasting modifier.


Evasive (Trait) (Prerequisite: Small or smaller). When the entity is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.


Lunge (Trait). Once per turn, if the entity moves at least 20 feet toward a target before attacking and hits an melee weapon attack, it forces the target to make a Strength saving throw against your Spell Save DC. On failure, the target is knocked prone.


Resistance (Trait). The entity gains resistance to one of the following damage types: Acid, Cold, Fire, Lightning, Poison, or Thunder.


Ranged Attack (Action). The entity gains a ranged attack action based on its Plane of Study. All ranged weapons have a normal range of 60 feet, and a maximum range of 180 feet.

    Plane     Ranged Attack
Abyssal Acid Spit. Ranged Natural Weapon. 1d6 acid damage on hit.
Bestial Quill. Ranged natural weapon. 1d6 piecing damage on hit.
Beyond Aberrant Shard. Ranged natural weapon. 1d6 psychic damage on hit.
Celestial Radiant Bolt. Ranged Natural Weapon. 1d6 radiant damage on hit.
Elemental Elemental Bolt. Ranged Natural Weapon. 1d6 damage of elemental type.
Fey Shortbow. Ranged weapon attack. 1d6 piercing damage on hit.
Infernal Fire Bolt. Ranged Natural Weapon. 1d6 fire damage on hit.
Nature Thorn. Ranged natural weapon. 1d6 piercing damage on hit.
Undeath Grave Bolt. Ranged Natural Weapon. 1d6 necrotic damage on hit.

Reflection (Trait). The entity reflects 1d4 damage when it is hit by a melee attack. The damage type is selected when this customization is selected from any damage type the entity can deal or has resistance or immunity to.


Scaling (Trait). When you call the bound entity, you can increase or decrease its size by one step. If a creature is Tiny and cannot be made any smaller, you can instead increase its size by two steps (up to Medium).


Swift (Attributes). The entity's movement speed is increased by 10 feet.

Channeled Power

Additionally at 3rd level, when you use Direct Control on a Conjured Entity, you can instead direct it to cast it to cast a spell from the related planar spell table of the plane it was summoned from (the spells you learn from that Plane of Study) in place of one attack. Casting a spell this way does not have any spell components and does not expend a spell slot, but you can only cast each spell from the related Planar Spell Table this way once, after which you must complete a long rest to cast that spell this way again.

You can have it cast a spell this way again early by expending one of your spell slots of equal or higher level to the spell you direct it to cast, casting the spell at the level of the spell slot expended.

Increased Control

At 5th level, when you use Direct Control on the entity bound by Bind Entity, you can direct it both Move and take a single action (Attack, Dodge, or another action available from its stat block).

Planar Influence

Starting at 7th level, the contractual bond you've formed influences you. While you have the summon from Contractual Entity manifested, you gain a power based on the Plane of Study it was called from.

    Plane     Effect
Abyssal Poison Dweller: You gain resistance to poison damage and advantage on saving throws against becoming poisoned.
Bestial Animal Senses: You gain advantage on Wisdom (Perception) checks that rely on smell or sound.
Celestial Touch of Grace: As an action, you can touch a creature at 0 hit points and heal them for 1 hit point.
Elemental Elemental Resistance: You gain resistance to the damage type of your Summoned Entity.
Fey Flickering Warp: As a bonus action, you can teleport up to 5 feet.
Infernal Magic Resistance: You gain advantage on saving throws against spells with a spell level equal to or lower than your proficiency bonus.
Nature Boundless Vitality: You have advantage on Death saving throws, and your hit point maximum cannot be reduced.
Undeath Hollow Soul: You gain resistance to necrotic damage and undead creatures have disadvantage on Wisdom (Perception) checks against you.
Physical Manifestation

Some Summoners gain a physical manifestation of their Planar Influence, taking the form of a minor quirk or visual change. This is an optional variant feature that does not have a major mechanical impact. Listed below are some examples, but the results vary.

  • Abyssal. Sharpened nails and teeth, horns, spikes along the arms.
  • Bestial. You grow animal-like ears or horns, and your eyes resemble those of the creature you've called forth.
  • Celestial: Golden or silver hair, skin, or eyes, or a halo of light.
  • Elemental: Hair that turns to wisps of flame or mist at the tips, cold, hot, or crackling breaths.
  • Fey: Vibrantly colored hair or eyes, antlers or animal-like ears.
  • Infernal. Red hued skin and horns, glowing eyes.
  • Nature. Your hair turns green and your skin gains patches with a bark like texture.
  • Undeath. Your skin gains a deathly pallor and your eyes completely black.

Second Binding

Starting at 14th level, when completing a long rest, you can select a second creature you can summon to use Bind Entity on, with it gaining the same benefits and its own hit point pool. You can only have one of the bound entities called forth at a time, but when you dismiss one with an action, you can summon the other with the same action.

Binder Esoteric Secrets

Conjurer's Control (Prerequisite: 9th level Summoner)

When you use Direct Control to move your Bound Entity, you can teleport it up 30 feet instead of having it move normally.


Fully Customized.

You can select an additional Summon Customization when binding an entity with Bind Entity.


Summoner's Sight.

You gain any darkvision or other special sight (such as blindsight) your Bound Entity has.


Tag Team (Prerequisite: 6th level Summoner)

When you make an attack roll or force a creature to make a saving throw with a spell, your Bound Entity gains advantage on its attack rolls against that creature until the start of your next turn.


Soul Link.

When you or your Bound Entity take damage, you can use your reaction to half the damage taken, but cause the other to take an equal amount of damage.


Invoker

An Invoker is a summoner the focuses on pulling as much power as they can from other planes, generally leaving the result an unstable fluctuating mass of energy. To the Invoker, however, this is a feature and not a problem in their approach, as this unstable nature becomes another aspect of their arsenal, and the explosion destabilization of their summons is just another tool to render destruction on their enemies. While often viewed as reckless and dangerous in their approach, few can deny the raw power it offers them.

Unstable Summons

Beginning at 3rd level when you gain this subclass, you gain the ability to detonate your Conjured Entities, releasing their planar power in a burst of aetheric energy. While you have a Conjured Entity summoned, you can use your bonus action to expend all of its hit points (reducing it to 0 hit points) and cause it to return to its plane of origin in an explosion of planar power related to its origin. Creatures within 5 feet of the summoned entity must make a saving throw (which varies in type based on the Plane of Study). On failure, they take damage equal to half the current hit points of the Conjured Entity (before the detonation was triggered, minimum 1), plus a bonus base damage. The base damage and damage type are listed on the table below:

If your Conjured Entity is reduced to 0 hit points through other means, this effect occurs automatically, though you can use your reaction to make a DC 15 Intelligence saving throw to attempt to suppress it from occurring.

Plane of Study Saving Throw Type Effect
Abyssal Dexterity Ichorous Splatter: 1d8 acid damage
Bestial Constitution Final Roar: 1d6 thunder damage
Beyond Wisdom Aberrant Whisper: 1d6 psychic damage
Celestial Dexterity Zealous Ascension: 1d6 radiant damage
Elemental Dexterity Elemental Explosion: 1d8 damage (matching attack type)
Fey Dexterity Glitter Bomb: 1d6 radiant damage
Infernal Dexterity Hellfire Burst: 1d8 fire damage
Nature Constitution Explosive Decomposition: 1d8 poison damage
Undead Constitution Negative Eruption: 1d6 necrotic damage

Parting Gift

Additionally at 3rd level, you gain the ability to use your power to enhance the detonation of your Unstable Summons. As a reaction to one detonating, you can expend a spell slot to empower the parting detonation of energy.

The damage increases by 1d8 for each level of the spell slot spent, and the creatures take half damage against the effect even if they pass their saving throw.

Overdrive Commands

At 5th level, you can use Direct Control as a bonus action. When you do so, after completing the directed action, the Conjured Entity detonates as per Unstable Summons.

Growing Devastation

Additionally at 5th level, the damage caused by the Unstable Summon explosion increases by 1 damage die of the same type (for example, if from 1d8 to 2d8).

At 11th level, you can increase the range of the explosion to a 10 foot radius, and at 17th the damage increases by an additional die again (for example to 3d8).

Planar Remnants

Starting at 7th level, the parting burst of power your summons leave behind now leaves behind a fragmentary piece of planar power based on the Plane of Study it was called forth from:

  • Abyssal (Ichorous Splatter): Puddles of acid remain in the radius of the explosion until the start of your next turn. Any creature that moves 5 feet through a space containing this acid puddle or ends their turn within it takes 1d4 acid damage.
  • Bestial (Final Roar): Creatures that fail their saving throw against the effect by 5 or more become knocked prone.

  • Beyond (Aberrant Whisper): A creature that fails the saving throw against the whisper becomes Dazed. Only one creature can become dazed this way, picking the creature that failed the save by the most if multiple creatures fail.
  • Celestial (Zealous Ascension): When the celestial departs in a burst of power, you can instead grant temporary hit points to creatures of your choice within range of the burst. The number of temporary hit points granted is equal to half the radiant damage it would have dealt. These temporary hit points expire after 1 minute unused, or if this ability is used again.
  • Elemental (Elemental Explosion): When the elemental detonates, you can shape its parting explosion to allow creatures of your choice within range of the explosion to automatically pass their saving throw against the effect (taking no damage on a passed save).
  • Fey (Glitter Bomb): Creatures that fail their saving throw remain covered in sparkling dust until the start of their next turn. The first attack roll made against one of affected creatures has advantage, after which the effect ends.
  • Infernal (Hellfire Burst): Creatures that fail their saving throw are set ablaze by soul consuming black flames. At the end of their turns, they take 1d4 necrotic damage until they spend an action to douse the flames (a creature already set ablaze is not set further ablaze by subsequent bursts).
  • Undead (Negative Eruption): Creatures that fail their saving throw have their maximum hit points reduced by the amount of necrotic damage they take, and any healing they receive is halved until the start of your next turn.

Cataclysm Cycle

When you detonate a Conjured Entity, you regain hit points equal to half its current hit points. This cannot exceed the number of hit points originally invested into summoning the Conjured Entity.

Invoker Esoteric Secrets


Devastating Gift.

When you empower an explosion with Parting Gift, you can increase the radius of the explosion by 5 × the level of spell slot spent feet.


Energy Recycling.

You are healed for 1 hit point each time a Conjured Entity you summoned explodes.


Harbinger's Shield.

You take no damage from the explosions of your Conjured Entities.


Inescapable Detonation.

Creatures that pass their saving throw against a detonation still take half damage from it, even if it is not empowered by Parting Gifts.


Living Missiles (Prerequisite: 6th level Summoner).

When a Conjured Entity is summoned, its movement speed is doubled until the start of your next turn.


Otherworldly Explosions (Prerequisite: 11th level Invoker).

Instead of Otherworld Power increasing the damage of your Conjured Entity's attacks, it applies to the explosions of your Unstoppable Summons.


Trigger Sequence.

When you trigger the explosion of a Conjured Entity, you can detonate any number of Conjured Entities you currently have summoned. If a creature is in the area of effect of more than one explosion, it has disadvantage on its saving throw, but takes damage only once.


Twin Summon (Prerequisite: 15th level Summoner).

When you use Summon Entity to summon a Conjured Entity, you can summon two Conjured Entities at once, each in their own space within range. Once you use this ability, you cannot use it again until you complete a short or long rest.

Spirit Converger

Convergers are those that combine their own power with that of their summoners, wrapping themselves in the planar powers they call forth like a cloak. This allows them to empower their own—otherwise frail—bodies with the mighty power of their summons, eliminating the most critical weakness of Summoners everywhere. This approach limits them otherwise, but there's no doubt they are among the most durable and dangerous at close range.

Spirit Mantle

Beginning at 3rd level when you gain this subclass, as a bonus action you can use Summon Entity in a special way, wrapping yourself in the conjured power and merging with it. When you do so, you expend hit points as normal, but you don't create a separate Conjured Entity, but instead gain a set of powers:

  • Temporary Hit Points. You gain temporary hit points equal to the Conjured Entities hit points (which is twice the hit points spent to summon it).
  • Natural Armor. If the summoned entity has a higher armor than you do, you can replace your AC with its AC.
  • Damage Resistance. You gain any damage resistance that the Conjured Entity has. If the Conjured Entity has any damage immunity, you gain resistance to the damage type it has immunity to.
  • Empowered Attribute. You can replace one of your ability scores (other than your Intelligence) with the Conjured Entity's ability score.
  • Inherited Trait. You can gain one Trait of the Conjured Entity (if it has any Traits).
  • Conjured Weapons. You can use any of the Conjured Entity's listed actions in place of an attack when taking the Attack action (if and action has limited uses, you share the same use as it). Weapon attacks made using this are considered your natural weapons.

This form persists for 1 minute or until you end it as an action. It ends early if you fall unconscious. Any temporary hit points gained from the feature are lost when the form ends.

Planar Burst

Additionally at 3rd level, while you under the effect of Spirit Mantle, when you cast a spell you know through the Plane of Study the Conjured Entity you are merged with comes from, you can make a single weapon attack as a bonus action using a natural weapon you gain from the Conjured Entity.

Extra Attack

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

Planar Enhancement

At 7th level, while you have your Spirit Mantle active, you gain a special ability based on its plane of origin. This ability can only be activated once, after which you need to complete a short or long rest before you can activate it again.

    Plane     Effect
Abyssal Demonic Frenzy: As a bonus action, you can make two weapon attacks with the Natural Weapon gained from your Conjured Entity.
Bestial Ferocious Takedown: As a bonus action, you can leap up to 15 feet. Your next weapon attack roll before the end of your turn gains advantage, and if it hits, the target must make a Strength saving throw against your spell save DC or be knocked prone.
Beyond Void Gaze. As a bonus action, you can open an eye of the void on your form, which gazes upon a creature of your choice within 30 feet of you. The target must make a Wisdom saving throw. On failure it takes 2d8 psychic damage and becomes Dazed until the start of your next turn. On success, the target takes half as much damage and are not Dazed.
Celestial Radiant Restoration. As a bonus action, you can restore 2d8 + your spellcasting modifier hit points to a creature of your choice within 30 feet.
Elemental Primal Blast: As a bonus action, you can unleash a 30 foot cone of elemental power matching your Summoned Entity's damage type. Creatures in the area must make a Dexterity save (for Fire or Lightning) or Constitution save (for Cold) against your spell save DC. Creatures take 3d8 damage of the elemental type on a failed save, or half as much on a successful one.
Fey Fey Step: As a bonus action, you teleport up to 30 feet to an unoccupied space you can see and turn invisible. The invisibility lasts until the start of your next turn, or you take any action.
Infernal Infernal Chain: As a bonus action you can force a Large or smaller creature within 30 feet of you to make a Dexterity saving throw against your spell save DC. On failure, the creature is restrained by infernal chains and you can drag them to a space within 5 feet of you. The creature can repeat its save (making either a Strength or Dexterity saving throw) to escape the chains at the end of each of its turns.
Nature Take Root: As a bonus action, you can take root. Your movement speed becomes 0, you grow to Large size, your reach increases by 10 feet, you gain resistance to bludgeoning and piercing damage. You remain rooted until you end the effect as a bonus action.
Undead Consume Life. As a bonus action, you can force all creatures within 5 feet of you to make a Constitution saving throw against your spell save DC. Targets take 2d8 necrotic damage on a failed saving throw, or half as much on a successful one. You regain 1d8 hit points as long as one more creatures was hit by the ability.

For effects that deal damage or restore hit points, the effect increases by 1d8 at 12th level, and again at 17th level.

Empyrean Ascension

Starting at 14th level, when you assume your Spirit Mantle, you can expend a spell slot to empower it. When you empower it this way, you can become a Large sized creature.

The temporary hit points you gain from Spirit Mantle increases by 2 × the spell slot level (or 4 × the spell slot level if you become a Large sized creature), and a series of escalating benefits based on the level of the spell slot expended. You gain the effects of the spell slot level, and all lower level spell slot effects. The benefits persist for as long as the form persists:

Spell Level Effect
1st Your AC increases by 1.
2nd You gain +1 to your weapon attack and damage rolls.
3rd You have a flying speed of 30 feet.
4th You have an extra action on your turn. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
5th You have resistance to bludgeoning, piercing and slashing damage.

Converger Esoteric Secrets

Custom Features

You can select one Summon Customization from the Monster Binder's Customized Summons feature. When you assume your spirit mantle, you gain that benefit while your Spirit Mantle is active.


Hardened Shell

The natural armor you gain from your Spirit Mantle has its AC increased by 1.


Bow to the Inevitable

You learn the shield spell.


Shroud Inoculation (Prerequisite: 15th level Summoner)

You gain any damage or condition immunity the Summoned Entity you used to form your Spirit Mantle has while you fused with it and have any of the Temporary Hit Points that fusion grants remaining.


Spirit Shell (Prerequisite: 15th level Summoner)

While you have your Spirit Mantle active but no temporary hit points remaining, as a bonus action you can gain Temporary Hit Points equal to your Intelligence modifier.

Spirit Walk (Prerequisite: 6th level Summoner)

While under the effect of your Spirit Mantle, as a bonus action, you split from and project your Summoned Entity to act on its own, moving and (optionally) making a single attack. After it completes this act, you can either let it teleport back to you or you can teleport to its location, automatically resuming your Spirit Mantle form.

Once you use this ability, you cannot use it again until you complete a short or long rest.


Well of Power (Prerequisite: 9th level)

When you use Spirit Mantle, you can forgo expending hit points, instead gaining temporary hit points equal to your Summoner level (rather than twice the hit points spent).


Winged Mantle (Prerequisite: 9th level Summoner)

If the Conjured Entity you combine with to form a Spirit Mantle has a flying speed, you gain the same flying speed while under the effect of Spirit Mantle.

Swarm Controller

A Swarm Controller embraces quantity over quality, calling forth a special type of Conjured Entity — a relentless swarm that engulfs the area in countless conjured entities. While controlling such a swarm is a challenge, it drowns all that stands in its way under the endless tide.

Conjure Swarm

Beginning at 3rd level when you select this subclass, you gain a new summon option for Summon Entity, the Conjured Swarm. This entity inherits its creature type, any languages, senses, and additional resistances from one of your available Conjured Entities, but otherwise uses the Conjured Swarm stat block.

The Conjured Swarm scales its size based on the number of hit points it has, following the Swarm Size Table. The size of the swarm also affects the actions it can take.

Hit Points Swarm Size
0-4 Small
5-9 Medium
10-14 Large
15-19 Huge
20+ Gargantuan (20×20)

Conjured Swarm

[Medium+] swarm of Tiny [Creature Type]


  • Armor Class 8 + your spell casting modifier.
  • Hit Points [Special]
  • Speed 20 ft.

STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 12 (+1) 8 (-1) 8 (-1) 8 (-1)

  • Damage Resistances bludgeoning, slashing, piercing, [+any inherited resistance]
  • Immunities grappled, prone
  • Senses darkvision 60 ft., passive Perception 11
  • Languages [Varies]

Many Minds. The swarm automatically succeeds against saving throws that would cause it become Charmed, Frightened, or Restrained.

Swarm. The swarm can occupy another creature's space and vice versa and it does not create difficult terrain for other creatures to move through it. The swarm can move through any opening large enough for a Tiny creature.

The swarm has no actions or turn of its own but while it is within 60 feet of you, you can direct it to take certain actions (listed as Swarm Actions below) using your bonus action. The effect of the actions it can take scales with the size of the swarm. If you do not direct it to take an action, it moves up to its movement speed to a location of your choice at the end of your turn.

While a swarm is active, you cannot conjure a new one, but you can use Summon Entity to replenish its ranks, granting it additional hit points equal to twice the hit points you spend with Summon Entity (as normal). You can increase the swarm's hit points this way up to a maximum equal to your twice Summoner Level. Each time you replenish the swarm, the 1 minute duration of it is reset. When you bolster its hit points, you can move it up to its movement speed with the same action.

Swarm Actions
  • Swarm Attack. The swarm attacks a creature within the boundaries of the swarm. The attack deals 2d4 + your spellcasting modifier damage and on hit when the swarm is medium sized. If the swarm is Large, the attack gains advantage, and if the Swarm is Huge or larger, the attack automatically hits. The damage increases by 1d4 for reach size above Medium the swarm is.
  • Swarm Storm. The swarm attacks all creatures of your choice within 5 feet of it. The targets must make a Dexterity saving throw, taking 1d4 + your spellcasting modifier damage on failure. If the Swarm is Large or larger, the targets take half as much damage on a successful save. The damage increases by 1d4 for each size above Medium the swarm is.
  • Swarm Interdiction. The swarm harasses any creature trying to pass it by, and until the start of your next turn the area within 5 feet of your swarm becomes difficult terrain for hostile creatures, and any creature that moves 5 feet or more through this difficult terrain or your swarm's space takes 1d4 damage for each 5 feet moved.

Swarm Empowerment

Additionally at 3rd level when you use Summon Entity to call forth a Conjured Swarm, you can expend a spell slot to further empower the swarm. The swarm gains hit points equal to 2 × the level of the spell slot spent, an additional effect based on the level of the spell slot (shown on the table below). You can just gain the effect of a lower level spell slot instead of the slot level spent.

SpellLevel Empowerment Effect
1st Distant You can control the Swarm up to 120 feet from you.
2nd Swift The swarm's speed increases to 30 feet.
3rd Massive The swarm increases by one size category for its current hit points.
4th Protected The conjured entities within the swarm are immune to area of effect damage.
5th Undying Whenever the Conjured Swarm would take damage that would reduce its size category, it instead makes a Constitution saving throw with a DC equal to the damage taken. On success, it is instead reduced to the minimum hit points of its current size category.

Responsive Swarm

Starting at 5th level, when you use Direct Control to move your Conjured Swarm, you can also cause it to take a Swarm Action.

Planar Manifestation

Starting at 7th level, your Swarm gains a new effect based on the Plane of Study it was called from. You can use this effect once, after which you must complete a short or long rest before using it again. You can expend a 1st level or higher spell slot to use again early.

  • Abyssal: Demonic Frenzy. As a reaction to the Swarm taking damage from a creature within its range, you can cause the swarm to make a Swarm Attack against the creature that dealt damage to it.
  • Bestial: Pack Assistance. As a reaction to an allied character attacking a creature within 5 feet of the swarm, you can direct the Swarm to aid the attack, adding a +2 for each size stage of the swarm (+2 for a Medium Swarm to +8 for a Gargantuan swarm). You can make take this reaction after the roll, potentially turning a miss into a hit.
  • Celestial: Life Gift As a reaction to an allied character being reduced to zero hit points or making a death saving throw within 5 feet of the swarm, you can cause it infuse them with holy energy, healing them for 1d8 for each size stage of the swarm (1d8 for a Medium swarm to 4d8 for a Gargantuan swarm)
  • Fey: Myriad Illusions. As a reaction to a creature attempting to attack while inside your swarm or attempting to move out of it, you can attempt to confuse them with illusions orchestrated by your swarm. The creature must make a Wisdom saving throw against your spell save DC. On failure, if they were attempting to attack, you can cause it to target another creature within range, or miss (your choice). If they were attempting to move out of the swarm's space, they are instead teleported to another spot of your choice within it.
  • Infernal: Hellfire Pyre. As a reaction to a creature ending its turn within your swarm's space, you can have your swarm bring forth a pyre of hellfire to burn it. The target must make a Dexterity saving throw against your spell save DC. On failure, it takes 1d6 fire damage and 1d6 necrotic damage for each size stage of the swarm (1d6 of each for a Medium Swarm to 4d6 of each for a Gargantuan swarm). On success, the target takes half as much damage.
  • Nature: Grasping Zone As a reaction to a creature attempting to leave the swarm's space you can force it to make a Strength saving throw against your spell save DC. On failure, it becomes restrained until the end of your next turn.
  • Undead: Graveyard Recruitment. As a reaction to a creature dying within your swarm you can call forth an additional Summoned Entity as part of the swarm without expending any hit points (the Summoned Entity has 2 hit points).

Swarm Shroud

Starting at 14th level, when you create a swarm or as an action while you have a swarm active within 60 feet of you, you can recall your swarm to form a shroud around you. When you do so, the swarm engulfs a 5 foot radius around if it is Medium or Smaller, and increases by an additional 5 feet for each size category above Medium (up to a 20 foot radius if the swarm is Gargantuan).

The area engulfed is difficult terrain for all hostile creatures, and is considered the space of your swarm from swarm actions and for anything targeting the swarm, but it gains immunity to all conditions and area of effect damage. While your swarm is in this form, it blocks against you, granting you resistance to all damage, with the swarm taking an equal amount of damage.

You can end the shroud automatically by moving the swarm (treating it as having been at your location), and it automatically ends if the swarm is reduced to 0 hit points.

Swarm Controller Esoteric Secrets

Consuming Swarm

When you swarm kills a creature, you gain temporary hit points equal to your Intelligence modifier.


Little Helpers (Prerequisite: 9th level Summoner)

While you are within your own Swarm, you gain advantage on any Strength (Athletics) check, and gain a climbing speed equal to your movement speed. If your summoned entities can fly, you gain a flying speed equal to half their movement speed, as long as your Swarm is one or more sizes larger than you.


Pile On (New Swarm Action)

The swarm piles onto a creature within the space of the swarm that is smaller than the swarm and attempts to hold it down. The target makes a Strength saving throw. On failure, it becomes grappled (escape DC equal to your spell save DC).


Swarm Protection (New Swarm Action)

The swarm protects a creature within the radius of it. Until the start of your next turn, any attack roll against that creature is redirected to the swarm, and that creature gains resistance to the damage of any area of effect spell or effect that would damage it.


Winged (Prerequisite: 5th level Summoner)

Your Conjured Swarm gains a flying speed equal to its movement speed.

General Esoteric Secrets

The following are Esoteric Secrets that can be selected by any Summoner regardless of subclass or Plane of Study.



Inventory Expansion (Prerequisite: 6th level Summoner)

Your Inventory feature is no longer limited in the number of items it can store, and instead only its weight limit, which doubles to 100 × your Summoner level pounds.


Item Magician

You can add or remove items from your Inventory as an object interaction.


Personal Plane (Prerequisite: Inventory Expansion, 15th level Summoner)

Your Inventory feature now creates a personal demiplane, which functions as the rules of the demiplane spell. You can add or retrieve objects using your Inventory feature, which is no longer limited by weight, only the size of your personal demiplane. You can cast demiplane once per day without expending a spell slot, but when cast this way it always opens to the same demiplane created by this feature in which your inventory is stored.

Other creatures cannot access this demiplane with the demiplane spell unless you die or give them permission to do so.


Reactive Summons.

You can use your reaction to allow one of your Conjured Entities to take a reaction when it would otherwise not be able to (such as taking an attack of opportunity).


Strengthened Spells

Your mastery over conjuration makes your spell constructs able to lift more weight. The following spells are modified in the following ways: mage hand can lift up to 50 pounds (up from 10 pounds), unseen servant gains a Strength of 10 (up from 2), and the weight and size limit of floating disk is doubled.


Summon Familiar

You learn the find familiar spell and it does not count against your spells known. You can cast the spell as an action, and you do not require a material component to cast the spell, but must expend 1 hit point to cast it this way.


Summoner's Will (prerequisite: 9th level Summoner)

Once per turn, when a Summoned Entity would be reduced to 0 hit points, you can make a Intelligence saving throw with a DC equal to 5 + the damage taken. On success, the Summon is instead reduced to 1 hit point.


Quick Command

You can use your bonus action to command the Summoned Entity to attack. Once use do this, you cannot do so again until you complete a short or long rest.

Planes of Study

Abyssal

A chaotic evil aligned lower plane full of acid pits and demons.

Features. Summoners that study this plane learn Abyssal, gain the following spells at the following levels, and gain access to the following conjured creatures. Demons tend to come with a wide range of resistances and each have a special feature that can be used once per short rest.

Short Rest Creature Features. Each ability can be used once, after which the Summoner must take a short rest before using the same ability again (even if they summon a new creature of the same type).

Abyssal Spells Table
Summoner Level Spells Learned
2 acid bubbleK
5 crackleK
9 lightning boltK
13 bile beamK
17 sonic shriekK

Conjured Creatures

You gain access to the following conjured creatures at the following levels.

Level 1

Conjured Dretch

Small Fiend (Demon)


  • Armor Class 8 + your spell casting modifier.
  • Hit Points 2 + [Special]
  • Speed 20 ft.

STR DEX CON INT WIS CHA
11 (+0) 11 (+0) 12 (+1) 5 (-3) 8 (-1) 3 (-4)

  • Damage Resistances cold, fire, lightning, poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Abyssal

Actions

Claw Melee Weapon Attack: + [your spell attack modifier], reach 5 ft., one target. Hit: 1d6 + [your spellcasting modifier] piercing damage.

Fetid Cloud (1/short rest). All creatures within 5 feet of the dretch must make a Constitution saving throw against your spell save DC, taking 1d4 poison damage and becoming poisoned until the start of its next turn on failure.

Level 3

Conjured Succubus

Medium Fiend (Demon)


  • Armor Class 10 + your spell casting modifier.
  • Hit Points [Special]
  • Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 17 (+3) 13 (+1) 15 (+2) 12 (+1) 20 (+5)

  • Skills Deception +7, Persuasion +7, Stealth +5
  • Damage Resistances cold, fire, lightning, poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Abyssal, Common

Actions

Whip Melee Weapon Attack: + [your spell attack modifier], reach 10 ft., one target. Hit: 1d4 + [your spellcasting modifier] slashing damage.

Charm (1/short rest). One creature the fiend can see within 30 feet of it makes a Wisdom saving throw against your spell save DC. On failure, that creature is Charmed and Dazed until the start of the fiend's next turn. While charmed in this way, the fiend can command the target to move or attack (of which it can only do one as it is Dazed) as the fiend directs.

Level 5

Conjured Glabrezu

Large Fiend (Demon)


  • Armor Class 10 + your spell casting modifier.
  • Hit Points 2 + [Special]
  • Speed 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 20 (+5) 19 (+4) 17 (+3) 16 (+3)

  • Damage Resistances cold, fire, lightning, poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Abyssal

Actions

Pincer Melee Weapon Attack: + [your spell attack modifier], reach 5 ft., one target. Hit: 1d12 + [your spellcasting modifier] bludgeoning damage.

Crushing Pincer (1/short rest) Immediately after making an attack, the glabrezu can force the target to make a Strength saving throw against your spell save DC, taking 1d8 bludgeoning damage and becoming restrained by the glabrezu until the start of its next turn.

Esoteric Abyssal Magic

The following Esoteric Secret grants additional spells known for Summoner that studies the Bestial plane.


Esoteric Abyssal Magic. You learn the following spells at the following levels. For any feature that lets you cast a spell from your planar spells without expending a spell slot, you do not gain an additional use of the feature, but can pick between the spell granted by the Plane of Study and this feature.

Abyssal Spells Table
Summoner Level Spells Learned
2 lightning tendrilK
5 pseudopod slamK
9 erodeK
13 jumping joltK
17 acid rainK

Esoteric Demon

The following is an additional option that can be selected using the following Esoteric Secret


Esoteric Demon (Prerequisite: Aybssal Plane of Study, Summoner level 9).

When you use Summon Entity, the Conjured Marilith is added to the list of options.


Conjured Marilith

Large Fiend (Demon)


  • Armor Class 12 + your spell casting modifier.
  • Hit Points 2 + [Special]
  • Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 20 (+5) 20 (+5) 18 (+4) 16 (+3) 20 (+5)

  • Damage Resistances cold, fire, lightning, poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Abyssal

Magic Resistance. The marilith has advantage on saving throws against spells and other magical effects.

Reactive. The marilith can take reactions (this does not take the Summoner's reaction).


Actions

Longersword Melee Weapon Attack: + [your spell attack modifier], reach 5 ft., one target. Hit: 1d8 + [your spellcasting modifier] slashing damage.

Blade Storm (1/short rest). The marilith chooses up to three creatures it can see within 30 feet of it, and makes a longsword attack against each one. The marilith can then teleport to an unoccupied space within feet of one of the targets.

Bestial

A chaotic neutral plane full of wilderness and wild beasts.

Features. Summoners that study this plane learn can cast speaking with animals once without expending a spell slot or material components, after which you cannot cast it again until you complete a short or long rest. You gain the following spells at the following levels, and gain access to the following conjured creatures. Beasts tend to be simple summons with powerful attacks and attributes.

Beast Spells Table
Summoner Level Spells Learned
2 inflict wounds
5 enlarge/reduce
9 spiderbiteK
13 string swarmK
17 insect plague

Conjured Creatures

You gain access to the following conjured creatures at the following levels.

Level 1

Conjured Wolf

Medium Beast


  • Armor Class 10 + your spell casting modifier.
  • Hit Points 1 + [Special]
  • Speed 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2)

  • Skills Perception +3, Stealth +4
  • Senses passive Perception 13
  • Languages

Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Bite Melee Weapon Attack: + [your spell attack modifier], reach 5 ft., one target. Hit: 2d4 + [your spellcasting modifier] piercing damage.

Level 3

Conjured Panther

Medium Beast


  • Armor Class 10 + your spell casting modifier.
  • Hit Points 1 + [Special]
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 10 (+0) 3 (-4) 14 (+2) 7 (-2)

  • Skills Perception +4, Stealth +6
  • Senses passive Perception 14
  • Languages

Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pouce. If the panther moves at least 20 feet straight toward a creature and than hits it with a claw attack, it deals an additional 1d6 damage.

Actions

Bite Melee Weapon Attack: + [your spell attack modifier], reach 5 ft., one target. Hit: 1d8 + [your spellcasting modifier] piercing damage.

Claw Melee Weapon Attack: + [your spell attack modifier], reach 5 ft., one target. Hit: 2d4 + [your spellcasting modifier] slashing damage.

Level 5

Conjured Bear

Large Beast


  • Armor Class 10 + your spell casting modifier.
  • Hit Points 5 + [Special]
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 16 (+3) 2 (-4) 13 (+1) 7 (-2)

  • Skills Perception +3
  • Senses passive Perception 13
  • Languages

Keen Hearing and Smell. Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Bite Melee Weapon Attack: + [your spell attack modifier], reach 5 ft., one target. Hit: 1d12 + [your spellcasting modifier] piercing damage.

Claw Melee Weapon Attack: + [your spell attack modifier], reach 5 ft., one target. Hit: 2d6 + [your spellcasting modifier] slashing damage.

Esoteric Bestial Magic

The following Esoteric Secret grants additional spells known for Summoner that studies the Bestial plane.


Beast Magic. You learn the following spells at the following levels. For any feature that lets you cast a spell from your planar spells without expending a spell slot, you do not gain an additional use of the feature, but can pick between the spell granted by the Plane of Study and this feature.

Bestial Spells Table
Summoner Level Spells Learned
2 speak with animals
5 iron wind strikeK
9 haste
13 locate creature
17 sonic shriekK

Esoteric Beast

The following is an additional option that can be selected using the following Esoteric Secret


Esoteric Eagle (Prerequisite: Bestial Plane of Study, Summoner level 9).

When you use Summon Entity, the Conjured Eagle is added to the list of options.


Conjured Eagle

Large Beast


  • Armor Class 10 + your spell casting modifier.
  • Hit Points 5 + [Special]
  • Speed 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 13 (+3) 8 (-1) 14 (+2) 10 (+0)

  • Skills Perception +4
  • Senses passive Perception 14
  • Languages

Flyby. The eagle doesn't provoke opportunity attacks when it flies out of an enemy's reach

Keen Sight. The eagle has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Beak Melee Weapon Attack: + [your spell attack modifier], reach 5 ft., one target. Hit: 1d8 + [your spellcasting modifier] piercing damage.

Talons Melee Weapon Attack: + [your spell attack modifier], reach 5 ft., one target. Hit: 2d6 + [your spellcasting modifier] slashing damage.

Beyond

Some summoners reach beyond the planes, plunging their minds into great beyond to pull back fragments of the incomprehensible expanse outside of all laws and reason. To touch on the Beyond is dangerous, for it is not a place that can be fully comprehended, but the power cuts both ways as that which can be drawn are irregular and powerful.

Features. Summons that study this plan learn Deep Speech, gain the following spells at the following levels, and gain access to the following conjured creatures when using Summon Entity.

Short Rest Creature Features. Each ability can be used once, after which the Summoner must take a short rest before using the same ability again (even if they summon a new creature of the same type).

Beyond Spells Table
Summoner Level Spells Learned
2 mind rayK
5 pseudopod slamK
9 hungering voidK
13 confusion
17 dominate person
Level 1

Conjured Watcher

Tiny Aberration


  • Armor Class 10 + your spell casting modifier.
  • Hit Points [Special]
  • Speed 0 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
3 (-4) 17 (+3) 14 (+2) 3 (-4) 10 (+0) 7 (-2)

  • Skills Perception +2
  • Senses passive Perception 12
  • Languages Deep Speech

Actions

Bite Melee Weapon Attack: + [your spell attack modifier], reach 5 ft., one target. Hit: 1 + [your spellcasting modifier] bludgeoning damage.

Mind Ray Ranged Weapon Attack: + [your spell attack modifier], range 60 ft., one target. Hit: 1d6 + [your spellcasting modifier] psychic damage.

Level 3

Conjured Floater

Medium Aberration


  • Armor Class 10 + your spell casting modifier.
  • Hit Points [Special]
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 13 (+1) 12 (+1) 11 (+0) 9 (-1)

  • Skills Perception +2
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 12
  • Languages understands Deep Speech but can't speak

Actions

Beak Melee Weapon Attack: + [your spell attack modifier], reach 5 ft., one target. Hit: 1d6 + [your spellcasting modifier] piercing damage.

Tentacles Melee Weapon Attack: +[your spell attack modifier]*, reach 10 ft., one target. Hit: 1d4 + [your spellcasting modifier] piercing damage

Lethargic Poison (1/short rest) Immediately after hitting a Tentacles attack, the floater can force the target to a Constitution saving throw against your spell save DC. On failure the target becomes poisoned for 1 minute. While poisoned this way, the creature's speed is halved. It can repeat the saving throw at end of each of its turns, ending the effect on success.

Level 5

Conjured Chuul

Medium Aberration


  • Armor Class 12 + your spell casting modifier.
  • Hit Points [Special]
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 16 (+3) 5 (-3) 11 (+0) 5 (-2)

  • Skills Perception +2
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses passive Perception 12
  • Languages understands Deep Speech but can't speak

Amphibious. The chuul can breathe air and water.

Sense Magic. The chuul senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical.

Actions

Pincer Melee Weapon Attack: + [your spell attack modifier], reach 5 ft., one target. Hit: 1d8 + [your spellcasting modifier] bludgeoning damage.

Poison Tendrils (1/short rest) One creature within 5 feet of the Chuul must succeed on a Constitution saving throw against your spell save DC or become Poisoned and Dazed until the start of your next turn.

Esoteric Beyond Magic

The following Esoteric Secret grants additional spells known for Summoner that studies the Beyond plane.


Aberrant Magic. You learn the following spells at the following levels. For any feature that lets you cast a spell from your planar spells without expending a spell slot, you do not gain an additional use of the feature, but can pick between the spell granted by the Plane of Study and this feature.

Abyssal Spells Table
Summoner Level Spells Learned
2 melting globK
5 flingK
9 mutateK
13 violent crushK
17 contact other plane

Esoteric Aberration

The following is an additional that can selected using the following Esoteric Secret


Esoteric Aberration (Prerequisite: Beyond Plane of Study, Summoner level 9).

When you use Summon Entity, the Conjured Devourer is added to the list of options.


Conjured Devourer

Medium Aberration


  • Armor Class 11 + your spell casting modifier.
  • Hit Points [Special]
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 12 (+1) 19 (+4) 17 (+3) 17 (+3)

  • Skills Deception +5, Insight +5, Perception +5, Persuasion +5, Stealth +3
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Deep Speech, telepathy 120 ft.

Magic Resistance. The devourer has advantage on saving throws against spells and other magical effects.

Devour Brain (1/short rest). If the devourer reduces a living creature to 0 hit points with its tentacles, it extracts and consumes its brain, killing it and restoring 10 hit points to the devourer. The devourer is empowered, gaining advantage on its attack rolls and saving throws for 1 minute.

Actions

Tentacles Melee Weapon Attack: + [your spell attack modifier], reach 5 ft., one target. Hit: 2d4 + [your spellcasting modifier] psychic damage.

Mind Blast (1/short rest) The devourer unleashes psionic energy in a 30-foot cone. Each creature in that area must succeed an Intelligence saving throw against your spell save DC or take 3d8 psychic damage and becomes Dazed until the start of your next turn.

Celestial

A good aligned upper plane and the home of radiant beings of light and positive energy. Celestial tend to come with radiant and healing powers.

Language. Summoners that study this plane learn Celestial, gain the following spells at the following levels, and gain access to the following conjured creatures.

Short Rest Creature Features. Each ability can be used once, after which the Summoner must take a short rest before using the same ability again (even if they summon a new creature of the same type).

Celestial Spells Table
Summoner Level Spells Learned
2 cure wounds
5 divine judgmentK
9 angelic slashK
13 heavenly rayK
17 mass cure wounds
Level 1

Conjured Lantern

Tiny Celestial


  • Armor Class 10 + your spell casting modifier.
  • Hit Points [Special]
  • Speed 0 ft., fly 30 ft.

STR DEX CON INT WIS CHA
1 (-5) 14 (+2) 10 (+0) 12 (+1) 16 (+3) 16 (+3)

  • Damage Resistances radiant
  • Condition Immunities charmed, exhaustion, frightened
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Celestial

Illumination. The celestial sheds bright light in a 30-foot radius and dim light in an additional 30 feet.

Actions

Radiant Bolt Ranged Weapon Attack: + [your spell attack modifier], range 30/90 ft., one target. Hit: 1d6 + [your spellcasting modifier] radiant damage

Level 3

Conjured Archon

Medium Celestial


  • Armor Class 12 + your spell casting modifier.
  • Hit Points [Special]
  • Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 14 (+2) 16 (+3) 18 (+4)

  • Damage Resistances radiant
  • Condition Immunities charmed, exhaustion, frightened
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Celestial

Magic Resistance. The deva has advantage on saving throws against spells and other magical effects.

Actions

Shining Sword Melee Weapon Attack: + [your spell attack modifier], reach 5 ft., one target. Hit: 1d8 + [your spellcasting modifier] slashing damage.

Aura of Menace (1/short rest). All creatures within 10 feet of the archon must make a Wisdom saving throw against your spell save DC or become frightened of the archon until the start of your next turn.

Level 5

Conjured Deva

Medium Celestial


  • Armor Class 12 + your spell casting modifier.
  • Hit Points [Special]
  • Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 18 (+4) 17 (+3) 18 (+4) 20 (+5)

  • Damage Resistances radiant
  • Condition Immunities charmed, exhaustion, frightened
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Celestial

Magic Resistance. The deva has advantage on saving throws against spells and other magical effects.

Actions

Radiant Mace Melee Weapon Attack: + [your spell attack modifier], reach 5 ft., one target. Hit: 1d4 + [your spellcasting modifier] bludgeoning damage plus 1d4 radiant damage

Healing Touch (1/short rest). The deva touches another creature. The target magically regains 2d8 hit points and is cured of any poison or disease.

Esoteric Celestial Magic

The following Esoteric Secret grants additional spells known for Summoner that studies the Celestial plane.


Celestial Magic. You learn the following spells at the following levels. For any feature that lets you cast a spell from your planar spells without expending a spell slot, you do not gain an additional use of the feature, but can pick between the spell granted by the Plane of Study and this feature.

Celestial Spells Table
Summoner Level Spells Learned
2 guiding bolt
5 divine armorK
9 punishing boltK
13 guardian of faith
17 flamestrike

Esoteric Celestial

The following is an additional that can selected using the following Esoteric Secret


Esoteric Celestial (Prerequisite: Elemental Plane of Study, Summoner level 9).

When you use Summon Entity, the Conjured Unicorn is added to the list of options.


Conjured Unicorn

Large Celestial


  • Armor Class 10 + your spell casting modifier.
  • Hit Points 2 + [Special]
  • Speed 50 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 14 (+2) 16 (+3) 18 (+4)

  • Damage Resistances radiant
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Celestial, telepathy 60 ft.

Charge. Once per turn, if the unicorn moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 4 (1d8) piercing damage. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.

Magic Resistance. The deva has advantage on saving throws against spells and other magical effects.

Actions

Horn Melee Weapon Attack: + [your spell attack modifier], reach 5 ft., one target. Hit: 1d8 + [your spellcasting modifier] piercing damage.

Healing Touch (1/short rest). The deva touches another creature. The target magically regains 2d8 hit points and is cured of any poison or disease.

Elemental

A chaotic neutral plane, the elemental planes are among the most common planes of study for Summoners, offering uncomplicated yet versatile power. Elementals tend to come with immunity to their element and unique properties.

Features. Summoners that study this plane learn Primordial, gain the following spells at the following levels, and gain access to the following conjured creatures.

Elemental Spells Table
Summoner Level Spells Learned
2 elemental orbK
5 elemental exhalationK
9 fireball
13 jumping joltK
17 cone of cold

Conjured Creatures

You gain access to the following conjured creatures at the following levels.

Level 1

Conjured Water Elemental

Medium Elemental


  • Armor Class 11 + your spell casting modifier.
  • Hit Points 1 + [Special]
  • Speed 30 ft., Swim 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 5 (-3) 10 (+0) 8 (-1)

  • Damage Resistances acid
  • Damage Immunities poison
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Primordial (Aquan)

Freeze. If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.

Water Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Actions

Slam Melee Weapon Attack: + [your spell attack modifier], reach 5 ft., one target. Hit: 1d8 + [your spellcasting modifier] bludgeoning damage.

Elemental Flexibility

If a Summoner strongly wishes to specialize in on particularly type of Element, a DM can allow them to gain that type of Element at level in exchange for forgoing the other elemental types. If that is an Earth Elemental or Air Elemental, it would lose its resistance to physical damage until 5th level, and if that is an Air Elemental, it would lose its flying speed until level 9.

Spells. Additionally, when doing so you can replace the spells with spells of that element, consulting Kibbles' Generic Elemental spells for sufficient elemental spells of any type.

Exotic Elements. You can generally convert the existing elementals to exotic para-elementals (such as steam, acid, etc), just by picking the most appropriate type and converting the damage type (such as a acid elemental being a water elemental that does acid damage or a steam elemental being an air elemental that does fire damage).

Level 3

Conjured Fire Elemental

Medium Elemental


  • Armor Class 10 + your spell casting modifier.
  • Hit Points [Special]
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 17 (+3) 16 (+3) 6 (-2) 10 (+0) 7 (-2)

  • Damage Immunities fire
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Primordial (Ignan)

Illumination. The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 feet.

Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. If it moves through the space of another creature, hits another creature, or is hit by a melee attack of another creature, it inflicts the Burning (1d4) condition on that creature.

Actions

Touch Melee Weapon Attack: + [your spell attack modifier], reach 5 ft., one target. Hit: 2d4 + [your spellcasting modifier] fire damage.

Level 5

Conjured Earth Elemental

Medium Elemental


  • Armor Class 13 + your spell casting modifier.
  • Hit Points [Special]
  • Speed 30 ft., burrow 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 8 (-1) 20 (+5) 5 (-3) 10 (+0) 5 (-3)

  • Damage Vulnerability thunder
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Primordial (Terran)

Earth Glide. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through.

Siege Monster. The elemental deals double damage to objects and structures.

Actions

Slam Melee Weapon Attack: + [your spell attack modifier], reach 5 ft., one target. Hit: 1d6 + [your spellcasting modifier] bludgeoning damage.

Esoteric Elemental Magic

The following Esoteric Secret grants additional spells known for Summoner that studies the Elemental plane.


Elemental Magic. You learn the following spells at the following levels. For any feature that lets you cast a spell from your planar spells without expending a spell slot, you do not gain an additional use of the feature, but can pick between the spell granted by the Plane of Study and this feature.

Elemental Spells Table
Summoner Level Spells Learned
2 thunderwave
5 hurricane slashK
9 water cannonK
13 ice stormK
17 pressure cutterK

Esoteric Elemental

The following is an additional that can selected using the following Esoteric Secret


Esoteric Elemental (Prerequisite: Elemental Plane of Study, Summoner level 9).

When you use Summon Entity, the Conjured Air Elemental is added to the list of options.


Conjured Air Elemental

Medium Elemental


  • Armor Class 12 + your spell casting modifier.
  • Hit Points [Special]
  • Speed 0 ft., fly 60 ft (hover)

STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 14 (+2) 6 (-2) 10 (+0) 6 (-2)

  • Damage Resistances lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Primordial (Auran)

Air Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Actions

Slam Melee Weapon Attack: + [your spell attack modifier], reach 5 ft., one target. Hit: 1d8 + [your spellcasting modifier] bludgeoning damage.

Fey

A chaotic neutral plane of fey creatures. While neutral, fey themselves can be good or evil, though their versions of good and evil can be baffling by mortal standards.

Features. Summoners that study this plane learn Sylvan, gain the following spells at the following levels, and gain access to the following conjured creatures. Fey tend to have powers of illusions and mobility.

Short Rest Creature Features. Each ability can be used once, after which the Summoner must take a short rest before using the same ability again (even if they summon a new creature of the same type).

Fey Spells Table
Summoner Level Spells Learned
2 faerie fire
5 star dustK
9 major image
13 dimension door
17 mislead
Level 1

Conjured Sprite

Tiny Fey


  • Armor Class 12 + your spell casting modifier.
  • Hit Points [Special]
  • Speed 5 ft., Fly 30 ft.

STR DEX CON INT WIS CHA
3 (-4) 18 (+4) 10 (+0) 14 (+2) 13 (+1) 11 (+0)

  • Skills Perception +3, Stealth +8
  • Senses passive Perception 13
  • Languages Common, Elvish, Sylvan

Evasion. When the sprite is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw and only half damage if it fails.

Actions

Shortsword Melee Weapon Attack: + [your spell attack modifier], reach 5 ft., one target. Hit: 1 + [your spellcasting modifier] piercing damage and 1d4 poison damage.

Shortbow Ranged Weapon Attack: + [your spell attack modifier], range 40/160 ft., one target. Hit: 1 + [your spellcasting modifier] piercing damage and 1d4 poison damage.

Invisibility (1/short rest) The sprite becomes invisible for 1 minute, or until it takes any action.

Charm of the Fey

A few fey summons have the ability to charm creatures. When a creature is charmed by a fey summon, it is considered Charmed by both the summon and the summoner.

Level 3

Conjured Satyr

Medium Fey


  • Armor Class 11 + your spell casting modifier.
  • Hit Points [Special]
  • Speed 5 ft., Fly 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 11 (+0) 12 (+1) 10 (+0) 14 (+2)

  • Skills Perception +3, Performance +8
  • Senses passive Perception 13
  • Languages Common, Elvish, Sylvan

Magic Resistance. The satyr has advantage on saving throws against spells and other magical effects.

Actions

Ram Melee Weapon Attack: + [your spell attack modifier], reach 5 ft., one target. Hit: 2d4 + [your spellcasting modifier] bludgeoning damage.

Enchanted Tune (1/short rest). One creature of your choice within 30 feet of the Satyr must make a Wisdom saving throw. On failure, it becomes your choice of Charmed, Frightened, or Dazed for 1 minute, or until it takes any damage. It can repeat the saving throw at the end of each of its turns, ending the effect on success.

Level 5

Conjured Dryad

Medium Fey


  • Armor Class 13 + your spell casting modifier.
  • Hit Points [Special]
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 11 (+0) 14 (+2) 15 (+2) 18 (+4)

  • Skills Perception +4, Stealth +5
  • Senses passive Perception 13
  • Languages Common, Elvish, Sylvan

Tree Stride. Once on her turn, the dryad can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be large or bigger.

Magic Resistance. The dryad has advantage on saving throws against spells and other magical effects.

Actions

Vine Lash. Melee Weapon Attack: +[your spell attack modifier] to hit, reach 10 ft., one target. Hit: 2d4 + [your spellcasting modifier] slashing damage.

Naiad Summoning

You can optionally summon a Naiad instead of a Dryad. It has the same abilities, but has a swimming speed instead of a walking speed, can breath underwater, and its vine lash becomes Kelp Lash.

Esoteric Fey Magic

The following Esoteric Secret grants additional spells known for Summoner that studies the Infernal plane.


Fey Magic. You learn the following spells at the following levels. For any feature that lets you cast a spell from your planar spells without expending a spell slot, you do not gain an additional use of the feature, but can pick between the spell granted by the Plane of Study and this feature.

Fey Spells Table
Summoner Level Spells Learned
2 charm person
5 mirror image
9 hypnotic pattern
13 spatial swapK
17 dominate person

Esoteric Fey

The following is an additional option that can be selected using the following Esoteric Secret


Esoteric Fey (Prerequisite: Infernal Plane of Study, Summoner level 9).

When you use Summon Entity, the Conjured Pixie is added to the list of options.


Conjured Pixie

Tiny Fey


  • Armor Class 12 + your spell casting modifier.
  • Hit Points [Special]
  • Speed 5 ft., Fly 30 ft.

STR DEX CON INT WIS CHA
2 (-4) 20 (+5) 8 (-1) 10 (+0) 14 (+2) 15 (+2)

  • Skills Perception +4, Stealth +7
  • Senses passive Perception 13
  • Languages Common, Elvish, Sylvan

Magic Resistance. The pixie has advantage on saving throws against spells and other magical effects.

Actions

Glitter Bolt Ranged Weapon Attack: + [your spell attack modifier], range 40/160 ft., one target. Hit: 1 + [your spellcasting modifier] radiant damage and the next attack against the target before the start of the pixie's next turn has advantage.

Invisibility The pixie becomes invisible until it takes any action or chooses to end the effect.

Trickster's Polymorph (1/short rest). The pixie transforms into any other summon stat block (from any Plane of Study) for 1 minute or until it is reduced to 0 hit points. It gains 20 temporary hit points when it transforms. While transformed, it loses all of its pixie features, gaining the new star block's features instead; beyond that it can end this effect at any time as an action.

Infernal

A lawful evil aligned lower plane full of fire and devils.

Features. Summoners that study this plane learn Infeneral, gain the following spells at the following levels, and gain access to the following conjured creatures. Devils tend to come with excellent darkvision, magical resistance, and resistance to fire and poison damage.

Short Rest Creature Features. Each ability can be used once, after which the Summoner must take a short rest before using the same ability again (even if they summon a new creature of the same type).

Infernal Spells Table
Summoner Level Spells Learned
2 eyes of immolationK
5 infernal shacklesK
9 stinking cloud
13 iron gardenK
17 pyroclastic lanceK

Conjured Creatures

You gain access to the following conjured creatures at the following levels.

Level 1

Conjured Imp

Tiny Fiend (Devil)


  • Armor Class 10 + your spell casting modifier.
  • Hit Points [Special]
  • Speed 30 ft., Fly 30 ft.

STR DEX CON INT WIS CHA
6 (-2) 17 (+3) 13 (+1) 11 (0) 12 (+1) 14 (+2)

  • Skills Deception +4, Insight +3, Persuasion +4, Stealth +5
  • Damage Resistances fire, poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Infernal, Common

Devil's Sight. Magical darkness doesn't impede the imp's darkvision.

Magic Resistance. The imp has advantage on saving throws against spells and other magical effects.

Actions

Sting Melee Weapon Attack: + [your spell attack modifier], reach 5 ft., one target. Hit: 1 + [your spellcasting modifier] piercing damage and 1d4 poison damage.

Invisibility (1/short rest) The imp becomes invisible for 1 minute, or until it takes any action.

Level 3

Conjured Barbed Devil

Medium Fiend (Devil)


  • Armor Class 11 + your spell casting modifier.
  • Hit Points [Special]
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 16 (+3) 12 (+0) 14 (+2) 14 (+2)

  • Skills Deception +4, Perception +4
  • Damage Resistances fire, poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Infernal, Common

Barbed Hide. If a creature hits the devil with a melee attack or starts its turn grappling it, it takes 1 damage.

Devil's Sight. Magical darkness doesn't impede the devil's darkvision.

Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.

Actions

Claw Melee Weapon Attack: + [your spell attack modifier], reach 5 ft., one target. Hit: 1d6 + [your spellcasting modifier] piercing damage

Level 5

Conjured Erinyes

Medium Fiend (Devil)


  • Armor Class 13 + your spell casting modifier.
  • Hit Points [Special]
  • Speed 30 ft., Fly 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 18 (+4) 14 (+2) 12 (+1) 18 (+4)

  • Damage Resistances fire, poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Infernal, Common

Devil's Sight. Magical darkness doesn't impede the devil's darkvision.

Magic Resistance. The imp has advantage on saving throws against spells and other magical effects.

Actions

Infernal Whip Melee Weapon Attack: + [your spell attack modifier], reach 10 ft., one target. Hit: 1d4 + [your spellcasting modifier] piercing damage and 1d4 fire damage.

Esoteric Infernal Magic

The following Esoteric Secret grants additional spells known for Summoner that studies the Infernal plane.


Infernal Magic. You learn the following spells at the following levels. For any feature that lets you cast a spell from your planar spells without expending a spell slot, you do not gain an additional use of the feature, but can pick between the spell granted by the Plane of Study and this feature.

Infernal Spells Table
Summoner Level Spells Learned
2 hell lashK
5 scorching rayK
9 flamethrowerK
13 poison blastK
17 cloudkill

Esoteric Devil

The following is an additional option that can be selected using the following Esoteric Secret


Esoteric Devil (Prerequisite: Infernal Plane of Study, Summoner level 9).

When you use Summon Entity, the Conjured Chain Devil is added to the list of options.


Conjured Chain Devil

Medium Fiend (Devil)


  • Armor Class 13 + your spell casting modifier.
  • Hit Points [Special]
  • Speed 30 ft., Fly 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 18 (+4) 11 (+0) 12 (+1) 14 (+2)

  • Skills Athletics +6
  • Damage Resistances fire, poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Infernal, Common

Binding Chains. The devil can grapple targets from up to 10 feet away, and it can grapple up to 5 creatures with its chains.

Devil's Sight. Magical darkness doesn't impede the devil's darkvision.

Magic Resistance. The imp has advantage on saving throws against spells and other magical effects.

Actions

Infernal Chain Melee Weapon Attack: + [your spell attack modifier], reach 10 ft., one target. Hit: 2d4 + [your spellcasting modifier] slashing damage.

Entangle Lash (1/short rest) Immediately after hitting an Infernal Chain attack, the devil can force the target to make a Strength saving throw. On failure, the target becomes grappled and restrained [Escape DC 10 + your Intelligence modifier]. The restrained target takes 2d6 piercing damage at the start of each of its turns.

Undead

Undead are typically drawn from negative planes of dense necrotic powers, antithetical to all life. Such creatures brought to planes of life can be considered evil as unrestrained they see to annihilate all living things, but they often have less motive will than other outsiders, operating on their instincts. Some Summers may pull undead from other sources or more specialized planes.

Features. Summoners that study this plane gain the spell speak with dead and can cast it once without expending a spell slot or using any components, after which they cannot cast it again until they complete a long rest.

Summoner Level Spells Learned
2 grip of the deadK
5 ray of enfeeblement
9 bone spurK
13 blight
17 deglove creatureK

Conjured Creatures

You gain access to the following conjured creatures at the following levels.

Level 1

Conjured Skeleton

Medium Undead


  • Armor Class 10 + your spell casting modifier.
  • Hit Points [Special]
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 15 (+2) 6 (-2) 8 (+1) 5 (-3)

  • Damage Vulnerabilities bludgeoning
  • Damage Immunities poison
  • Condition Immunities exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 9
  • Languages Understands common but cannot speak.

Weapon Adaptation. The skeleton can wield simple weapons with proficiency, replacing their claw attack properties (range, damage die), with the simple weapon properties while holding it. When you summon a skeleton, you can equip them with any simple weapon stored with your Inventor feature.

Actions

Claw Melee Weapon Attack: + [your spell attack modifier], reach 5 ft., one target. Hit: 1d6 + [your spellcasting modifier damage] slashing damage.

Level 3

Conjured Zombie

Medium Undead


  • Armor Class 8 + your spell casting modifier.
  • Hit Points 5 + [Special]
  • Speed 20 ft.

STR DEX CON INT WIS CHA
13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-1) 5 (-3)

  • Damage Immunities poison
  • Condition Immunities exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 9
  • Languages Understands common but cannot speak.

Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Actions

Slam Melee Weapon Attack: + [your spell attack modifier], reach 5 ft., one target. Hit: 1d6 + [your spellcasting modifier damage] bludgeoning damage.

Level 5

Conjured Specter

Medium Undead


  • Armor Class 10 + your spell casting modifier.
  • Hit Points [Special]
  • Speed 30 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
1 (-5) 14 (+2) 11 (+1) 10 (+0) 10 (+0) 11 (+0)

  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Understands common but cannot speak.

Incorporeal Movement. The specter can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Actions

Draining Touch Melee Weapon Attack: + [your spell attack modifier], reach 5 ft., one target. Hit: 2d4 + [your spellcasting modifier damage] necrotic damage.

Esoteric Death Magic

The following Esoteric Secret grants additional spells known for Summoner that studies the Undead plane.


Death Magic. You learn the following spells at the following levels. For any feature that lets you cast a spell from your planar spells without expending a spell slot, you do not gain an additional use of the feature, but can pick between the spell granted by the Plane of Study and this feature.

Undead Spells Table
Summoner Level Spells Learned
2 inflict wounds
5 unholy waveK
9 soul hookK
13 devour shadowK
17 explode heartK

Esoteric Undead

The following is an additional option that can be selected using the following Esoteric Secret


Esoteric Undead (Prerequisite: Undead Plane of Study, Summoner level 9).


Conjured Flesh Hulk

Large Undead


  • Armor Class 8 + your spell casting modifier.
  • Hit Points 7 + [Special]
  • Speed 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 9 (-1) 18 (+4) 6 (-2) 10 (+0) 5 (-3)

  • Damage Immunities lightning, poison
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Understands common but cannot speak.

Immutable Form. The hulk is immune to any spell or effect that would alter its form.

Lightning Absorption. When the hulk would be subjected to lightning damage, it takes no damage instead gains 10 feet of movement speed and advantage on its next attack roll made before the end of its next turn.

Magic Resistance. The hulk has advantage on saving throws against spells and other magical effects.

Magic Weapons. The hulk's weapon attacks are magical

Actions

Slam Melee Weapon Attack: + [your spell attack modifier], reach 5 ft., one target. Hit: 2d6 + [your spellcasting modifier damage] bludgeoning damage.

Summoner Spell List

Cantrips (0 Level)
  • Mage Hand
  • Ice WeaponK
  • PreservationK
  • Prestidigitation
  • Produce Flame
  • Resistance
  • Storn Forming
1st Level
  • Acid BubbleK
  • Arctic BreathK
  • Avatar SlamK
  • Bond ItemK
  • Crashing WaveK
  • Create PitK
  • False Life
  • Floating Disk
  • Find Familiar
  • Fog Cloud
  • Grease
  • Mage Armor
  • Melting GlobK
  • Protection from Evil and Good
  • Shadow BindK
  • Unseen Servant
  • Summon OozeK
  • Water BlastK
2nd Level
  • Avatar PunchK
  • Dancing ObjectK
  • Dancing WaveK
  • Dust CycloneK
  • Infernal ShacklesK
  • Instant CounterK
  • Iron Wind StrikeK
  • Pseudopod SlamK
  • Mirror Image
  • Misty Step
  • Spirit EchoK
  • Summon ArcheonK
  • Summon SwarmK
  • Unstable ShieldK
3rd Level
  • Avatar SlashK
  • Blade VortexK
  • Create Food and Water
  • Crushing SingularK
  • Dispel Magic
  • ErodeK
  • Fire CycloneK
  • FlamethrowerK
  • Hungering VoidK
  • ImmutabilityK
  • Instant BulwarkK
  • Magic Circle
  • Phantom Steed
  • Protection from Energy
  • Raid of SpidersK
  • Sleet Storm
  • Summon MonstrosityK
4th Level
  • Avatar ThrustK
  • Dimension CutterK
  • Dimension Door
  • Banishment
  • Fabricate
  • GeyserK
  • Hungering VoidK
  • Stinging SwarmK
  • Stoneskin
5th Level
  • Avatar PalmK
  • Acid RainK
  • Anvil DropK
  • Creation
  • Contact Other Plane
  • Dispel Evil and Good
  • FissureK
  • Flickering StrikesK
  • Planar Binding
  • Pressure CutterK
  • Pyroclastic LanceK
  • Summon DragonK
  • Teleportation Circle
  • TornadoK

Avatar Slam

1st-level conjuration


  • Classes: Summoner
  • Casting Time: 1 action
  • Range: 10 feet
  • Components: S
  • Duration: Instantaneous

A Huge sized ethereal avatar appears behind you and slams its fist down at a point within range. All creatures within 5 feet of the target point must make a Dexterity saving throw. On failure, they take 2d6 bludgeoning damage and are knocked prone. On success, they take half as much damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Avatar Punch

2nd-level conjuration


  • Classes: Summoner
  • Casting Time: 1 action
  • Range: Self (15 foot line)
  • Components: S
  • Duration: Instantaneous

A Huge sized ethereal avatar appears behind you and punches forward from you in a 15 foot long, 10 foot wide line. All creatures in the area must make a Dexterity saving throw. On failure, creatures take 3d6 bludgeoning damage and are knocked to the end of line of effect. If this movement causes them to collide with another creature or hard surface, they take an additional 1d6 bludgeoning damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Avatar Slash

3rd-level conjuration


  • Classes: Summoner
  • Casting Time: 1 action
  • Range: Self (15 foot radius)
  • Components: S
  • Duration: Instantaneous

A Huge sized ethereal avatar appears behind you wielding a massive sword and slashes in a massive arc. Pick one half of a 15 foot radius around up to be the area of effect (a 180 degree cone of effect). Creatures in the target area must make a Dexterity saving throw. On failure, they take 6d8 slashing damage. On success, they take half as much damage. Any large or larger structures, objects, or plants in the area that is more than four feet tall also takes the slashing damage, potentially cutting them down.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Avatar Thrust

4th-level conjuration


  • Classes: Summoner
  • Casting Time: 1 action
  • Range: Self (40 foot line)
  • Components: S
  • Duration: Instantaneous

A Huge sized ethereal avatar appears behind you wielding a massive spear and thrusts forward from in a line that is 40 feet long and 5 feet wide. All creatures in the area must make a Dexterity saving throw. On failure, the creatures take 7d8 piercing damage and are knocked 10 feet backward away from you. On success, a creature takes half as much damage and is knocked feet to the side (out of the line). If the creature cannot be knocked out of the line, it automatically fails the saving throw.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Avatar Palm

5th-level conjuration


  • Classes: Summoner
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

A Huge sized hand appears in the sky before slamming down its palm down in a 15-foot-radius, 60-foot-high cylinder centered on a point on the ground within range. All creatures within the area must make a Constitution saving throw. On failure, creatures take 8d6 bludgeoning damage, are knocked prone, and become Dazed until the start of your next turn. On success, creatures take half as much damage and suffer no other effects.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.

Planar Breach

5th-level conjuration (arcane)


  • Classes: Summoner
  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S, M
  • Duration: Varies

A planar breach is created at a point within range. You can select from a plane that will cause acid, cold, fire, lightning, necrotic, psychic, or radiant when breached, and then roll on the following table for the effect:

Planar Breach Table
1d4 Effect
1 Power Torrent. A massive torrent of extraplanar energy erupts, forcing all creatures within 20 feet of the point to make a Dexterity saving throw. On failure, creatures take 20d6 damage of the selected damage type, or half as much on a success.
2 Involuntary Transit. All creatures within 20 feet of the point must make a Charisma saving throw against your spell save DC, or get sucked into the other plane for 1d4 turns, taking 10d6 damage of a damage type selected.
3 Planar Storm. A hostile environment from the target plane manifests on your current plane, turning the area within a 20 foot radius of the point into difficult terrain for 1 minute. A creature takes 1d6 damage of the selected damage type for each 5 feet they travel through the area, or 10d6 damage of the selected damage type each time they end their turn in the area.
4 Conjure Calamity. A gargantuan creature appears that has 120 hit points, has 18 AC, uses +12 for all saving throws and ability checks, moves up to 30 feet per turn, and causes all creatures within a 30 foot cone to make a Dexterity saving throw as its action each turn with great cleaving attacks. Creatures take 10d6 damage of the selected damage type on a failed save, and half as much on a successful save; it persists for 1 minute or until reduced to 0 hit points, and attacks whatever creatures are closest to it.

Changelog

0.6

General Features

  • Summon Hit Points. Summon hit point expenditure maximum changed back to Summoner level (from half of Summoner level rounded down). You this lets you sacrifice more hit points for bulkier summons.
  • Inventory Weight. Maximum weight of the Summoner's magical inventory subspace changed from 20 × level to 50 × level, since otherwise they couldn't carry a single large item in some cases even when the feature would otherwise allow it.

General Esoteric Rites

  • Added Inventory Expansion
  • Added Personal Plane
  • Added Reactive Summons

Spells

  • Added Contact Other Plane
  • Added Avatar Slam
  • Added Avatar Punch
  • Added Avatar Slash
  • Added Avatar Thrust
  • Added Avatar Palm

Binder

  • Summon Customizations. Can now be changed any time you bind a new entity (since they don't always apply across different entities very well, if you change your summon type, it makes sense to let them change what modifiers apply). The old system clashed with the more varied summon types.
  • Conjurer's Control added.
  • Fully Customized added.
  • Tag Team added.
  • Soul Link added.

Invoker

  • Explosion Damage. Unstable Summon bonus damage reduced to dealing bonus damage equal to half the Summon's current hit points, minimum 1 (as opposed to being equal to it). The old model overly incentivized spending too many hit points blowing up the summons leading Invokers to burn too hot and bright. Invokers were buffed a lot in 0.5, and this pulls back a little their burst damage.
  • Inescapable Detonation added.
  • Living Missiles added.
  • Twin Summon added.
  • Devastating Gift radius increase made optional.

Converger

  • Note: Convergers are heavily buffed by the increase in Summon hit points, far more than other subclasses (since they turn those into twice as many temporary hit points).
  • Custom Features added.
  • Hardened Shell added.
  • Spirit Shell added.
  • Well of Power added.

Controller

  • Swarm Immunity. Swarm is now immune to frightened, restrained, and charmed (rather than just having advantage against the effects).

Planes of Study

  • Fey Plane. Added Fey plane of study.

Esoteric Secrets

  • Esoteric Fey Magic Added
  • Esoteric Abyssal Magic Added.
  • Esoteric Infernal Magic added.
  • Esoteric Undead Magic. Populated with spells.
  • Esoteric Undead. Added 9th level esoteric secret for undead summons.

Summons

  • Skeleton. Skeletons can now be equipped with weapons stored with the Inventory feature.
  • Succubus. Succubus summon's Charm is buffed to grant control of the charmed creature for that turn, so that it feels higher impact to use it.

Kibbles-ism Glossary

While this class is completely compatible with 5e 2014 and easy to use with D&D 2024, it contains a few elements that are drawn from 5e++ that merit a glossary here at the end, even if they are probably things that are widely understood in the 5e homebrew community at this point from their various uses.

Bloodied

A creature is Bloodied when its current hit points are less than half of its maximum hit points. It does not inherently do anything on its own, but can serve as a condition or trigger for some abilities.

Burning (Condition)

  • A burning creature takes 1d4 fire damage at the start of each of their turns; the source of Burning may define how much damage they take, replacing the 1d4 with the listed damage.
  • The burning creature sheds bright light in a 15 foot radius, and dim light for an additional 15 feet.
  • The burning creature or someone within 5 feet of it can use their action to douse the fire, ending the condition. Being doused in water ends the condition automatically.

Dazed (Condition)

  • A dazed creature can only do one of the following: move, take its action, or take a bonus action. It cannot take reactions.

Spells

There's a bunch of spells here that aren't included in the class document, but they are available under the KRD for free. You can find them in the Spell Compendium or Generic Elemental Spells.

You can find links to those documents here: https://www.kthomebrew.com/krd

Foundry Module

Does exist yet, but will have a manifest URL here when it does.

Credits

Designer: KibblesTasty


Editor: Does it look like it had an editor? It will, eventually, be edited. Preferably after I stop changing things every update so I don't immediately bork the editing up.


Art: All art is property of KibblesTasty, drawn by Trung Tin Shinji or Alifka Hammam


Made possible by the support of the patrons on Patreon (https://www.patreon.com/KibblesTasty). Thank you for your support.

License

5e SRD Content

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at:

https://dnd.wizards.com/resources/systemsreference-document.


The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at: https:// creativecommons.org/licenses/by/4.0/legalcode

Creative Commons Usage

The text material of the Classes of this document is licensed Creative Commons Attribution 4.0 International License (“CCBY-4.0”). No art contained in the document is included under this license. Any items credited to another source are available for use under the licenses of the content they are credited to only. You are free to use this content in any manner permitted by that license as long as you include an attribution, an example of which follows:

Includes content from Kibbles’ Summoner by KibblesTasty Homebrew LLC and available at https://www.kthomebrew.com/.

The Kibbles’ Summoner is licensed under the Creative Commons Attribution 4.0 International License (CC-BY-4.0) available at https://creativecommons.org/licenses/by/4.0/legalcode.


Kibbles’ Summoner part of the KRD (Kibbles’ Reference Document) and is compatible with D&D 5e, Kibbles’ 5e++, and any 5e Compatible system.

If you have any questions or are looking to seek additional permissions, please feel free to contact KibblesTasty through https://www.kthomebrew.com/contact

Other Licenses

If you don’t want to use the Creative Commons License, you can find my general permissions and guidelines for unlicensed content usage here: https://www.kthomebrew.com/permissions