The Summoner

A new class featuring conjuration

By zach De Glas

Sample file The Summoner Proficiency Spells Cantrips Summon Level Bonus Features Known Known Damage 1st 2nd 3rd 4th 5th 1st +2 Planar Companion, Empathic Link, 2 3 1d6 2 — — — — Spellcasting 2nd +2 Summoner's Sect 2 3 1d6 2 — — — — 3rd +2 Summoner's Focus 3 3 1d6 3 — — — — 4th +2 Ability Score Improvement 3 4 1d8 3 — — — — 5th +3 Coordinated Strikes 4 4 1d8 4 2 — — — 6th +3 Summoner's Sect Feature 4 4 1d8 4 2 — — — 7th +3 5 4 1d10 4 3 — — — 8th +3 Ability Score Improvement 5 4 1d10 4 3 — — — 9th +4 6 4 1d10 4 3 2 — — 10th +4 Imbue Vitality 6 5 2d6 4 3 2 — — 11th +4 7 5 2d6 4 3 3 — — 12th +4 Ability Score Improvement 7 5 2d6 4 3 3 — — 13th +5 8 5 2d8 4 3 3 1 — 14th +5 Summoner's Sect Feature 8 5 2d8 4 3 3 1 — 15th +5 9 5 2d8 4 3 3 2 — 16th +5 Ability Score Improvement 9 5 2d10 4 3 3 2 — 17th +6 10 5 2d10 4 3 3 3 1 18th +6 Combined Might 10 5 2d10 4 3 3 3 1 19th +6 Ability Score Improvement 11 5 2d12 4 3 3 3 2 20th +6 Planar Mastery 11 5 2d12 4 3 3 3 2

Class Features Hit Points Hit Dice: 1d8 per summoner level Hit Points at 1st Level: 8 + your constitution modifier A Summon's Appearance Hit Points at Higher Levels: 1d8 (or 5) + your constitution While the player determines the abilities of modifier per summoner level after 1st summoned creatures, their appearance is largely up the the discretion of your DM. Proficiencies Since you have agency in creating your Planar Armour: Light Armour Companions, it's encouraged that your DM Weapons: Daggers, darts, slings, quarterstaffs, light collaberates with your ideas if possible. crossbows In the case of Zodiac Spirits, the appearance Tools: None and personality is far more random. It's Saving Throws: Intelligence, Wisdom possible in fact that your summon's Skills: Choose two from Animal Handling, Arcana, History, personality may clash with your own. It's Insight, Investigation, and Performance recommended that the DM interprets the appearance and personality of these more powerful and independant spirits. Equipment Eidolons on the other hand are almost tailor- You start with the following equipment, in addition to the made by the choices of the player. For this equipment granted by your background: reason it's encouraged for player to pick the (a)Sample a quarterstaff or (b) a dagger type and upgrade s that filewould suit the desired (a) a component pouch or (b) an arcane focus appearance. (a) a scholar's pack or (b) an explorer's pack Leather Armour, a light crossbow and 20 bolts

PART 1 | THE SUMMONER 1 The Summoner's Code Spellcasting There are three types of summoned creatures: Planar As a student of arcane magic you are with the Companions, Eidolons or Zodiac Spirits. Use the following workings of the magical world. Beginning from 1st level rules when interacting with them. you can cast spells. See chapter 10 for the general rules of spellcasting. Summoners select their spells from the A Summoner can call or dismiss a creature as an Summoner spell list. action. This requires verbal and somatic components. Summoned creatures appear in the nearest unoccupied Cantrips space to the Summoner. At 1st level, you know three cantrips of your choice from Summoned creatures persist until they are dismissed the Summoner list. You learn additional cantrips of your by their Summoner, banished, or if either the choice at higher levels, as shown in the Cantrips Known Summoner or creature are reduced to 0 hit points. column of the summoner table. If a summoned creature is reduced to 0hit points, it must rest on its home plane and cannot be Spell Slots resummoned until the Summoner has taken a long rest. The Summoner table shows how many spell slots you have Summoned creatures fully heal once a Summoner to cast your spells of 1st level and higher. To cast one of finishes a long rest. these summoner spells, you must expend a slot of the Summoned creatures use the Summoner's proficiency spell's level or higher. You regain all expended spell slots bonus to calculate their attack bonus or Difficulty when you finish a long rest. Classes for spells. For example, if you know the 1st-level spell charm person Summoned creatures act on the Summoner's initiative. and have a 1st-level and a 2nd-level spell slot available, you They can move and take a bonus action each round. If a can cast charm person using either slot. summoned creature takes a reaction, this uses the summoner's reaction. Spells Known of 1st Level and Higher A Summoner can use their bonus action to command a You know two 1st-level spells of your choice from the summoned creature to take an action. Summoner spell list. Only one summoned creature from this class can be The spells known column of the Summoner table shows active at any given time. when you learn more summoner spells of your choice. These creatures can communicate in any language the Each of these spells must be of a level for which you have Summoner is proficient in. spell slots. For instance, when you reach third level in this class, you can learn one new spell of 1st or 2nd level. Planar Companion Additionally, when you gain a new level in this class, you Summoners use a summoner's focus to concentrate their can choose one of your summoner spells you know and celestial magic. These foci contain weak arcane links to replace it with another spell from the summoner spell list, other planes and can either be found or created at great which must also be of a level for which you have spell slots. expense. Spellcasting Ability You begin play with access to one Planar Companion. Intelligence is your spellcasting ability for your summoner The Companion follows the summoned creature rules on spells, since the power of the magic relies on your ability to the previous page. The first time you summon this creature recall arcane lore and . You use your you must assign its ability scores, hit points and name. Intelligence whenever a spell refers to your spellcasting Additionally you must pick one of the following creature ability. In addition, you use your Intelligence modifier when types for your Planar Companion: Beast, Celestial, setting the saving throw DC for a summoner spell you cast Construct, Dragon, Elemental, Fey, Fiend or Undead. Work and when making an attack roll with one. with your DM and chosen creature type to help define the Spell save DC = 8 + your proficiency bonus + your Companion's appearance. intelligence modifier Spell attack modifier = your proficiency bonus + your While it is possible to forge bonds with more than one intelligence modifier Planar Companion, the Summoner must first obtain a new Summoner's Focus for each new companion. The process Spellcasting Focus of bonding to a new Planar Companion takes one hour. The You can use an arcane focus (see chapter 5, "Equipment") availability of Summoner's Foci is entirely up to the DM. as a spellcasting focus for your summoner spells. These items could be found in a treasure trove or purchased for a cost similar to an uncommon magic item. Empathic Link Summoners share a unique bond with their creatures through both magic and emotion. As long as a summoned Companion, Eidolon or Zodiac Spirit remains in the same planeSample of existance, you can communicate with it file telepathically. Additionally, as an action you can see through your creature's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the creature has. During this time, you are deaf and blind with regard to your own senses.

PART 1 | THE SUMMONER 2 Planar Companion Planar Companion small creature, alignment as per the summoner small creature, alignment as per the summoner

Armor Class 12 + Dex Armor Class 12 + Dex Hit Points 10 Hit Points 10 Improvement 1d6 or (4) + con modifer for each Improvement 1d6 or (4) + con modifer for each summoner level summoner level Speed 30ft. Speed 30ft.

______14 (+2) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 8 (-1) 14 (+2) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 8 (-1)

Senses Passive Perception 10 + Wis Senses Passive Perception 10 + Wis Languages as per summoner Languages as per summoner Challenge 0 (0 XP) Challenge 0 (0 XP)

Creator's Bond: When a summon is created, the Creator's Bond: When a summon is created, the summoner may select appropriate stats. summoner may select appropriate stats. Additionally the summon may select one of the Additionally the summon may select one of the following abilities to gain permanently: following abilities to gain permanently: A flight speed of 20ft A flight speed of 20ft A burrow speed of 10ft and blindsense 30ft A burrow speed of 10ft and blindsense 30ft A swim speed of 10ft and water breathing A swim speed of 10ft and water breathing Detect Magic at will Detect Magic at will Add +2 to its armour class Add +2 to its armour class Finesse attacks Finesse attacks Increase size to medium, can carry one Increase size to medium, can carry one medium or small rider medium or small rider Recharge one of the summoner's first level Recharge one of the summoner's first level spell slots once per day as an action spell slots once per day as an action Actions Actions Attack. Melee Attack: your proficiency bonus + Attack. Melee Attack: your proficiency bonus + your summon's strength modifier, reach 5ft, your summon's strength modifier, reach 5ft, one target. (1d4 + str) one target. (1d4 + str)

Sample file

PART 1 | THE SUMMONER 3 Summoner Sect Planar Mastery At 2nd level you choose a Summoner Sect that mirrors Your magical mastery grows stronger still. Beginning at your approach and philosophy toward summoning. Choose 20th level none of your summoned creatures can be between Sect of the Eidolon or Sect of the Zodiac. The banished back to their home plane unless you allow it. All Sect you choose grants features at 2nd level, and again at your summoned creatures gain resistance to bludgeoning, 6th and 14th level. piercing and slashing damage. Summoner's Focus Summoner Sect Your mastery of summoning has grown, enabling you to Different Summoners are drawn to conjuration for various spend more of your efforts towards maintaining your reasons. The Sect you choose reflects your approach to summons. Beginning at 3rd level you add your proficiency summoning creatures. bonus to all saving throws made by your Summoned Creatures. Additionally when any of these creatures takes damage, you can use your reaction to give the creature Sect of the Zodiac resistance to all damage for the single attack. If you do so, Zodiac summoners focus on drawing power from the stars you take the same amount of damage as them. themselves, binding an array of powerful celestial spirits to their cause. Summoners who pursue this archetype usually seek to have a versatile range of allies and have the magical Ability Score Improvement endurance to support summoning more than one creature When you reach 4th level, and again at 8th, 12th, 16th and at a time. 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice Zodiac Keys by 1. As normal, you can't increase an ability score above 20 Beginning at 2nd level and again at 5th, 8th, 11th, 14th, by using this feature. 17th and 20th level, you gain access to one empty zodiac key. Using this empty zodiac key you can perform an hour Additionally, when you gain an Ability Score Improvement long ritual to link to one of the twelve zodiac spirits. These you can increase one of your Planar Companion's ability spirits are ancient and will not age, furthermore they will scores of your choice by 2, or you can increase two ability return to their original plane if their key is destroyed. scores of your choice by 1. As normal, you can't increase an Zodiac keys are exclusive, meaning that you can only select ability score above 20 by using this feature. each spirit once. If the unique key is destroyed, the spirit may not be selected again even if you obtain another key. Coordinated Strikes Zodiac Spirits function as per the summoned creature Your attunement with your summoned creatures allows rules and are treated as creatures of the celestial type. you to better coordinate attacks. Beginning at 5th level, attacks from your summoned creatures count as magical Twinned Summon for the purposes of overcoming damage resistance. Beginning at 6th level and once more at 12th level, you can Additionally when you make a spell or weapon attack roll now support one additional active Planar Companion or against a target, one of your summoned creatures within Zodiac Spirit at the same time. All summoned creatures reach of the same target may take a weapon attack against act on your initiative and may take a movement action and them. bonus action on your turn. When you spend your bonus action, you must choose which of your active summons will take an action. When spending your reaction in place of a Imbue Vitality summoned creature, you must choose which summoned You learn how to nurture the magic that sustains your creature takes the reaction. summons. Beginning at 10th level, the first creature that you summon after a long rest arrives with an additional Combat Summoning amount of temporary hit points equal to three times your Starting from 14th level you have become adept at Summoner level. Additionally any hit points you gain on a maneuvering your summoned creatures through combat. short rest now heal all active or dismissed summoned When you spend your bonus action to direct a summoned creatures for the same amount. creature, all your active summons may take an action rather than a single one. Combined Might Your bonds with your summoned creatures enables you to rely on each other during combat. Beginning at 18th level you no longer provoke attacks of opportunity for leaving a creature's reach that is also engaged with one of your summoned creatures. Additionally, commanding a summoned creature to take an action does not use your bonusSample action. file

PART 1 | THE SUMMONER 4 Blindsense Sect of the Eidolon Requires level 8 Eidolon summoners draw their power from a single connection to a powerful spirit. Their refusal to forge bonds The Eidolon gains Blindsense out to a range of 30ft. with other entities helps them focus their magical energy on strengthening the bond with their companion, allowing Breath Weapon the these creatures to alter their original forms and Requires level 8 overcome any challenge. The Eidolon gains a breath weapon from one of the Eidolon's Bond following types: acid (dexterity save), cold (constitution At 2nd level you forge an initial bond with a powerful spirit save), electricity (dexterity save), fire (dexterity save), called an Eidolon. When you first make this connection you necrotic (wisdom save), poison (constitution save) or must choose one of the following creature types: Beast, radiant (wisdom save). Celestial, Construct, Dragon, Elemental, Fey, Fiend or This breath weapon extends in a 30ft cone from the Undead. Eidolon and can be activated as an action, dealing 1d6 per At 2nd level and again at 5th, 8th, 11th, 14th, 17th and summoner level to all creatures in the area, or half as much 20th level, you may give your Eidolon a trait from the with a successful save (DC = 8 + your proficiency + following list. Whenever you gain a level in this class, you Eidolon's constitution). Once used, this feature recharges may replace one of your existing traits with another one. after the Summoner's next short rest. Traits are unique and cannot be selected multiple times. Climb Loyal to the End The Eidolon gains a climbing speed of 30ft. Starting at 6th level you can use your reaction to gain resistance to all damage for a single attack. If you do so, Darkvision your eidolon takes the same amount of damage as you. The Eidolon gains darkvision to a range of 120 feet. It Furthermore your eidolon is only dismissed when either cannot see colour in this way and views the world in you or it are reduced to 0 hit points. When you are reduced shades of grey. to 0 hit points, your Eidolon remains active for a number of rounds equal to your intelligence modifier. Disruptive Combatant Your Eidolon has become adept at pouncing or trampelling Summoner's Bond through combat. If the Eidolon hits an attack after moving Beginning from 14th level you and your Eidolon gain a +2 20ft in a straight line, the target must succeed a strength bonus to armour class while you remain within 30 feet of saving throw (DC = 8 + your proficiency + Eidolon's each other. Additionally when you regain lost hit points, strength) or be knocked prone. your Eidolon regains the same amount as you so long as it is within 30ft. Elemental Resistance Requires level 5 The Eidolon gains resistance to one of the following damage types: acid, cold, electricity, fire, necrotic, Eidolon's Bond Traits poison or radiant. Ability Score Improvement Requires level 5 Elemental Strikes The Eidolon's attacks become infused with elemental The Eidolon gains a +2 bonus to one of its ability scores, or damage. You deal 1d4 extra damage of a chosen type: cold, a +1 bonus to two of its ability scores. electricity, fire, necrotic, poison or radiant.

Additional Head Enlarged Your Eidolon gains an additional head, giving it advantage Requires level 5 on all Perception checks. The Eidolon grows in size, becoming a large creature. Each Additional Legs of its attacks deal an additional 1d4 due to its size, and the Your Eidolon gains an additional set of legs, giving it a 10ft Eidolon gains advantage on all strength saving throws and increase to its land speed. Athletics checks.

Additional Limb Envenomed Attacks Your Eidolon gains an additional claw, talon or arm. THis Requires level 5 limb is inneffective in combat but can be used to hold or interact with objects. The Eidolon gains poisoned fangs, stingers or claws that debilitate its targets. Any target hit by the Eidolon's attacks Agile Fighter must succeed a Constitution saving throw (DC = 8 + your The Eidolon's attacks count as Finesse weapons. proficiency + Eidolon's constitution) or become poisoned AdditSampleionally the Eidolon becomes proficient in the for the next minute. file Acrobatics skill.

Amphibious The Eidolon gains a swimming speed of 20ft and grows gills, allowing it to breathe both air and water.

PART 1 | THE SUMMONER 5 Flight Web requires level 8 Requires level 5

The Eidolon gains wings or some other method for The Eidolon gains spinnerets or other organs capable of consistent flight, it gains a flying speed of 30ft. secreting adhesive material. As an action, the Eidolon may target a point within 60ft. All creatures within a 10ft of that Frightful Presence point must succeed a Dexterity saving throw (DC = 8 + your Requires level 8 proficiency + Eidolon's Dexterity) or become restrained for 1 minute. Restrained creatures can attempt to escape by Using an action, the Eidolon can emit a terrifying roar or repeating their saving throw as an action every round. Once act. All Hostile creatures within 100ft must succeed a used, this feature recharges in 1d6 rounds. Wisdom saving throw (DC = 8 + your proficiency bonus + Eidolon's Strength) or become frightened of the Eidolon for Wing Strike the next minute. Once used, this feature recharges after the Requires Wings Summoner's next short rest. The Eidolon has learned to use its wings to deadly effect in Gore battle, it can use its action to buffet all creatures within Requires level 5 10ft. The creatures affected must succeed a strength saving throw (DC = 8+ your proficiency + Eidolon's Your Eidolon grows horns or other sharp impliments that strength) or be knocked prone. Once used, this feature makes it deadly on a charge. After moving 20ft in a straight recharges in 1d6 rounds. line, the Eidolon's first attack in that round has its damage die doubled.

Grab Requires level 5

The Eidolon gains the ability to pincer, constrict or grab Eidolon opponents struck by its attacks. When the Eidolon hits an Medium creature, alignment as per the summoner attack, it can use its bonus action to attempt a grapple. Armor Class 10 + Dex Improved Attack Hit Points 10 Your Eidolon gains limbs or adaptations suitable for Improvement 1d12 or (7) + con modifer for each combat, such as fangs, hooves, talons, a barbed tail or summoner level stinger. The Eidolon can use a bonus action to make an Speed 30ft. additional attack on its turn.

Improved Natural Armour ______The Eidolon's hide grows scales or thickened skin, giving it 16 (+2) 15 (+2) 15 (+2) 12 (+1) 10 (+0) 8 (-1) an armour class value of 13 + Dexterity modifier. Senses Passive Perception 10 + Wis Mount Languages as per summoner The Eidolon grows in size, becoming a large creature. It Challenge as per summoner level gains the ability to comfortbly house one medium or smaller rider. Creator's Bond: When a summon is created, the summoner may select appropriate stats. Reach Additionally the Eidolon gains one of the The Eidolon has longer limbs is able to move more freely, it following forms to gain permanently. The Eidolon gains an additional 10 feet to its reach. gains the free trait listed regardless of any level requirement and cannot replace this trait in Scent favour of another. The Eidolon has heightened senses that give it advantage Quadruped (Comes with Mount trait) on Perception and Survival checks based off smell. Biped (Comes with Skilled trait) Serpentine (Comes with Grab trait) Skilled Avian (Comes with Flight trait) Requires level 5 The Eidolon gains proficiency in three Amorphous (Comes with Reach trait) skills of your choice. Actions Attack. Melee Attack: your proficiency bonus + Spell Resistance your Eidolon's strength modifier, reach 5ft, one Requires level 8 Sampletarget. Damage tab le + stfilerength modifier. The Eidolon gains advantage on all saving throws against spells.

PART 1 | THE SUMMONER 6 Aries, the ember Virgo, the servant Medium, Chaotic Neutral Medium, Lawful Neutral

Armor Class 14 Armor Class 15 Hit Points 20 Hit Points 15 Improvement + 8hp for each summoner level Improvement + 5hp for each summoner level Speed 40ft Speed 30ft

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA 16 (+3) 15 (+2) 16 (+3) 10 (+0) 8 (-1) 11 (+0) 15 14 10 17 (+3) 12 (+1) 13 (+1) (+2) (+2) (+0) Condition Immunities poisoned Damage Immunities poison, fire Condition Immunities poisoned Senses passive Perception 9 Damage Immunities poison Languages common, sylvan Senses passive Perception 11 Challenge as per summoner level Damage Resistances Languages common, celestial, draconic, elven, Undaunted Spirit. Aries has advantage on saving dwarven throws against spells and other magical effects. Challenge as per summoner level

Fiery Charge. Ram attacks deal double damage Mind's Cipher. Virgo can read all written forms of after moving at least 20ft in a straight line. writing as if under the comprehend languages spell. Channeled Spells. A summoner can expend an appropriate spell slot to cast the following spells Gourmet Treats. Cooldown based ability - 1 long through their zodiac spirit. Any ranges are rest: During a long rest, Virgo can spend time measured from the zodiac spirit but for all intents cooking for the summoner and up to nine other and purposes the summoner is casting the spell: companions. Those who eat the cooking gain temporary hp equal to the summoner's level until Burning Hands, Faerie Fire, Hellish Rebuke, the beginning of the next long rest. Fireball, Fire Shield Meticulous Weaving. During downtime, Virgo can spend time maintaining and tailoring outfits for Actions the summoner. When spending time in such Ram. Melee Attack: (3 + proficiency) to hit, reach urban environments, the summoner gains 5ft, one target. Damage table + 3 bludgeoning advantage on all persuasion rolls made within the damage. city.

Ember. Cooldown based ability - 1d4 rounds: All Channeled Spells. A summoner can expend an creatures within 10ft must pass a dexterity save appropriate spell slot to cast the following spells or take (3d6 + Zodiac Damage Die) fire damage. through their zodiac spirit. Any ranges are Creatures who successfully saved take half measured from the zodiac spirit but for all intents damage. and purposes the summoner is casting the spell:

Comprehend Languages, Identify, Magic Missile, Sleep, Tenser's Floating Disk, Unseen Servant, Arcane Lock, Knock, Rope Trick, Dispel Magic, Sending, Tongues, Fabricate, Mordenkainen's Magnificent Mansion (Using 5th level spell slot) Actions Scepter. Melee Attack: (2 + proficiency) to hit, reach 5ft., one target. Damage table +2 force damage.

Imbue Spellpower. Cooldown based ability - 1 long rest: As an action Virgo can channel energy to the summoner, restoring previously used spell slots equal to the total level of the summoner. For example, a third level summoner could Samplerecieve one third lev el spelfilel slot, or three first level spell slots. This feature cannot fill spell slots higher than 5th level.

PART 1 | THE SUMMONER 7 Aquarius, the carrier Capricorn, the veiled Medium or Large, Chaotic Good Large, True Neutral

Armor Class 14 Armor Class 14 Hit Points 10 Hit Points 20 Improvement + 5hp for each summoner level Improvement + 7hp for each summoner level Speed 30ft, 60ft fly Speed 25ft, 10ft burrow

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA 10 19 10 12 (+1) 15 (+2) 16 (+3) 17 (+3) 8 (-1) 18 (+4) 10 (+0) 16 (+3) 10 (+0) (+0) (+4) (+0) Condition Immunities poisoned Condition Immunities petrified, poisoned Damage Immunities poison Damage Immunities poison Senses Tremorsense 30ft, passive Perception 15 Senses darkvision 60ft., passive Perception 14 Damage Resistances necrotic Damage Resistances lightning Languages common, deep speech, undercommon Languages common, celestial, elvish, sylvan Challenge as per summoner level Challenge as per summoner level Shift the Veil. Upon taking damage from a physical Child of the sky Aquarius can use the disengage or attack, Capricorn can use a reaction to halve the dash action as a bonus action. incoming damage.

Channeled Spells. A summoner can expend an Channeled Spells. A summoner can expend an appropriate spell slot to cast the following spells appropriate spell slot to cast the following spells through their zodiac spirit. Any ranges are through their zodiac spirit. Any ranges are measured from the zodiac spirit but for all intents measured from the zodiac spirit but for all intents and purposes the summoner is casting the spell: and purposes the summoner is casting the spell:

Feather Fall, Jump,Haste, Lightning Bolt, Wind Absorb Elements, Speak With Animals, Melf's Wall, Freedom of Movement, Ice Storm, Cone of Acid Arrow, Meld into Stone, Blight, Stone Shape, Cold Contagion, Tree Stride Actions Actions Kick. Melee Finesse Attack: (4 + proficiency) to hit, reach 5ft, one target. Damage table + 4 Impale. Melee Attack: (3 + proficiency) to hit, bludgeoning damage. reach 5ft., one target. Damage table +3 piercing damage. Gale. Cooldown Ability - 1d4 rounds: All creatures within a 10ft cone must pass a strength save or Acidic Spittle. Cooldown based ability - 1d4 be knocked prone. rounds: Capricorn targets a sphere with a 5ft radius, spraying acid at all creatures within the area. Creatures who fail the dexterity save take (2d6+ Zodiac Damage Die) acid damage. Creatures who successfully saved take half damage. Sample file

PART 1 | THE SUMMONER 8 Cancer, the river's Gemini, the twin souls maw Tiny, True Neutral Large, Chaotic Neutral Armor Class 19 Hit Points 10 Armor Class 13 Improvement + 3hp for each summoner level Hit Points 20 Speed 0ft, fly 50ft (hover only) Improvement + 8hp for each summoner level Speed 25ft, swim 40ft STR DEX CON INT WIS CHA 1 (-5) 28 (+9) 10 (+0) 13 (+1) 14 (+2) 10 (+0) STR DEX CON INT WIS CHA 18 10 15 13 (+1) 13 (+1) 14 (+2) Condition Immunities restrained, petrified, (+4) (+0) (+2) grappled, paralyzed, poisoned, prone Damage Immunities necrotic, poison Condition Immunities restrained, petrified, Senses darkvision 60ft., passive Perception 14 grappled, paralyzed, poisoned, prone Languages common, sylvan, auran Senses darkvision 60ft., passive Perception 13 Challenge as per summoner level Damage Resistances poison, cold, lightning Languages common, sylvan, aquan Variable Illumination. Gemini sheds bright light in Challenge as per summoner level a 5 to 20-foot radius and dim light for an additional number of feet equal to the chosen Amphibious. Cancer can breathe air and water. radius. This light can be altered as a bonus action.

Hypnotic Lure. Cooldown based ability - 1d4 Ephemeral. Gemini can't wear or carry anything. rounds: Cancer can attempt to hypnotise one creature within 30ft as a bonus action. Failing the Channeled Spells. A summoner can expend an charisma save will result in the target creature appropriate spell slot to cast the following spells becoming charmed for one round. Charmed through their zodiac spirit. Any ranges are creatures may only take a movement action to measured from the zodiac spirit but for all intents move towards Cancer. Regardless of whether the and purposes the summoner is casting the spell: creature passes or fails its save, Cancer can only target each creature with this ability once per day. Cure Wounds, Sanctuary, Lesser Restoration, Protection from Poison, Remove Curse, Revivify, Channeled Spells. A summoner can expend an Death Ward, Greater Restoration appropriate spell slot to cast the following spells through their zodiac spirit. Any ranges are measured from the zodiac spirit but for all intents Actions and purposes the summoner is casting the spell: Decay. Melee Spell Attack: (2 + proficiency) to hit, reach 5ft., one target. Damage table +2 Charm Person, Command, Sleep, Enthrall, necrotic damage. Suggestion, Hypnotic Pattern, Charm Monster Twighlight Ward. Cooldown based ability - 1 hour: Gemini can place a twighlight ward on one Actions friendly creature which lasts one hour, while Claw. Melee Attack: (4 + proficiency) to hit, reach under its effect the creature cannot have its hit 5ft., one target. Damage table +4 piercing point maximum reduced and it gains resistance damage. to necrotic damage. Sample file

PART 1 | THE SUMMONER 9 Leo, the radiant Libra, the justicar Medium or Large, Neutral Good Medium, Lawful Neutral

Armor Class 14 Armor Class 13 Hit Points 10 Hit Points 10 Improvement +7hp for each summoner level Improvement +7hp for each summoner level Speed 30ft Speed 30ft, 30ft hover

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA 16 12 15 13 (+1) 10 (+0) 19 (+4) 19 15 12 10 (+0) 17 (+3) 10 (+0) (+3) (+1) (+2) (+4) (+2) (+1)

Condition Immunities blinded, charmed, poisoned Condition Immunities charmed, blinded, poisoned Damage Immunities radiant, poison Senses blindsense 30ft, passive Perception 15 Senses darkvision 60ft, passive Perception 10 Damage Resistances radiant, necrotic, poison Languages common, celestial Languages common, celestial Challenge as per summoner level Challenge as per summoner level

Variable Illumination. Leo sheds bright light in a 5 Suppress. Cooldown based ability - 1 long rest: to 20-foot radius and dim light for an additional When an enemy within 30ft attempts to cast a number of feet equal to the chosen radius. This spell, Libra may use a reaction to cast light can be enabled or disabled as a bonus counterspell at its base level. action. Undaunted Spirit. Libra has advantage on saving Radiance. Leo has four radiance points which throws against spells and other magical effects. refresh on a long rest. Leo can expend a radiance point as an action to turn undead within 30ft, Channeled Spells. A summoner can expend an remove a poison or disease from a living creature, appropriate spell slot to cast the following spells or heal a living creature. through their zodiac spirit. Any ranges are measured from the zodiac spirit but for all intents Channeled Spells. A summoner can expend an and purposes the summoner is casting the spell: appropriate spell slot to cast the following spells through their zodiac spirit. Any ranges are Command, Comprehend Languages, Augury, See measured from the zodiac spirit but for all intents Invisibility, Zone of Truth, Speak with Dead, Geas and purposes the summoner is casting the spell:

Bless, Heroism, Aid, Continual Flame, Daylight, Actions Guardian of Faith, Flame Strike Slash. Melee Attack: (4 + proficiency) to hit, reach 5ft., one target. Damage table +4 psychic Actions damage. Swipe. Melee Attack: (3 + proficiency) to hit, Balance the Scales. Cooldown based ability - 1 reach 5ft., one target. Damage table +3 radiant long rest: Libra and her Summoner may both use damage. their action to exchange current HP values. Swapped HP values cannot exceed maximum HP Blinding Roar. Cooldown based ability - 2d4 for a character. rounds: All creatures within 20ft of Leo must pass a constitution saving throw or become blinded and stunned for a round.

Turn Undead. Radiance ability: Undead within 30ft must make a wisdom saving throw or use their movement action to run away from Leo for the next minute. The only action a target may take is the dodge action; provided it is cornered.

Remove Poison and Disease. Radiance ability: Removes one active poison, the poisoned condition, or a disease on a living creature which isSample within touch range. file Healing Touch. Radiance ability: Heals one living creature within touch range for 1d8+4 hp.

PART 1 | THE SUMMONER 10 Pisces, heart of the Sagitarrius, the sea archer Small, Medium or Large, True Neutral Medium or Large, Chaotic Good

Armor Class 12 Armor Class 14 Hit Points 20 Hit Points 10 Improvement + 7hp for each summoner level Improvement +5hp for each summoner level Speed 30ft (swim only) Speed 35ft

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA 17 (+3) 14 (+2) 12 (+1) 9 (-1) 18 (+4) 10 (+0) 8 (-1) 18 (+4) 14 (+2) 11 (+0) 15 (+2) 13 (+1)

Condition Immunities drowned, restrained, Condition Immunities poisoned petrified, poisoned, prone, paralyzed Senses darkvision 120ft, passive Perception 14 Damage Immunities poison Damage Resistances poison Senses blindsense 60ft., passive Perception 14 Languages common, elven, sylvan Damage Resistances bludgeoning, piercing, and Challenge as per summoner level slashing from nonmagical attacks. Languages common, aquan Heightened Senses. Sagittarius can see in detail up Challenge as per summoner level to a distance of one mile. When making perception checks, Sagittarius has advantage. Heart of the Sea. Pisces can only be summoned within a water source, they cannot move across Archery Specialist. Sagittarius has the archery dry land. combat style, which is included in the profile below. Channeled Spells. A summoner can expend an appropriate spell slot to cast the following spells Channeled Spells. A summoner can expend an through their zodiac spirit. Any ranges are appropriate spell slot to cast the following spells measured from the zodiac spirit but for all intents through their zodiac spirit. Any ranges are and purposes the summoner is casting the spell: measured from the zodiac spirit but for all intents and purposes the summoner is casting the spell: Create or Destroy Water, Healing Word, Thunderwave, shatter, Water Breathing, Water Alarm, Longstrider, Cordon of Arrows, Conjure Walk, Tidal Wave Barrage, Freedom of Movement, Conjure Volley Actions Actions Twin Slam. Melee Multiattack: Two attacks at (3 + Arrow. Ranged Attack: (6 + proficiency) to hit, proficiency) to hit, reach 10ft, one target. reach 500ft/1000ft., one target. Damage table + Damage table + 3 bludgeoning damage. 4 piercing damage.

Whelm. Melee Attack: The target creature must Volley. Cooldown based ability - 3d4 rounds: pass a spell save or become restrained, suffering Sagittarius targets a sphere with a ten foot radius, zodiac damage each turn. The creature can spend all enemy creatures within the area immediately an action on following turns to try escape. suffer an arrow attack.

Water Jet Cooldown based ability - 1d4 rounds: Kick. Melee Finesse Attack:* (4 + proficiency) to Pisces shoots water in a 60ft line that is 5 feet hit, reach 5ft., one target. Damage table + 4 wide. Each creature in this line must pass a bludgeoning damage. strength save or take (3d6 + Zodiac Damage Die) bludgeoning damage and be knocked prone. Success on this save means the target only takes half the bludgeoning damage and is not knocked prSampleone. file

PART 1 | THE SUMMONER 11 Scorpio, the deviant Taurus, the defiant Large, Neutral Good Large, Lawful Good

Armor Class 13 Armor Class 13 Hit Points 10 Hit Points 15 Improvement + 8hp for each summoner level Improvement + 5hp for each summoner level Speed 40ft, 40ft climb Speed 30ft

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA 14 (+2) 17 (+3) 15 (+2) 10 (-) 9 (-1) 16 (+3) 17 (+3) 8 (-1) 16 (+3) 13 (+1) 11 (+0) 14 (+2)

Condition Immunities poisoned, restrained Condition Immunities poisoned, charmed, Damage Immunities poison restrained Senses darkvision 120ft, passive Perception 9 Damage Immunities poison Damage Resistances cold Senses passive Perception 15 Languages common, elven, undercommon, deep Damage Resistances psychic, fire, cold speech Languages common Challenge as per summoner level Challenge as per summoner level

Skittering Advance. As long as scorpio finishes Celestial Defense. Cooldown based ability - 1 long movement on a horizontal surface, difficult rest: When the Summoner would be reduced to terrain and verticle surfaces can be ignored 0hp, Taurus may use a reaction to move 30ft during movement. towards the summoner. If this movement reaches the Summoner, Taurus takes the full damage Sensative Vision. Scorpio has disadvantage on instead. saving throws against blinding effects which rely on light. Undaunted Spirit. Taurus has advantage on saving throws against spells and other magical effects. Venom. Scorpio's attacks can be imbued with one of the three following poisons: Channeled Spells. A summoner can expend an appropriate spell slot to cast the following spells Paralysis: Constitution save or be paralyzed for through their zodiac spirit. Any ranges are 1d4 minutes measured from the zodiac spirit but for all intents Debilitation: Constitution save or be poisoned for and purposes the summoner is casting the spell: one hour. Deals 1d6 extra poison damage on hit. Mindspike: Intelligence saving throw or be unable Mage Armour, Shield, Warding Bond, to take an action next turn. Counterspell, Dispel Magic, Glyph of Warding Channeled Spells. A summoner can expend an Actions appropriate spell slot to cast the following spells through their zodiac spirit. Any ranges are Slam. Melee Attack: (3 + proficiency) to hit, reach measured from the zodiac spirit but for all intents 5ft., one target. Damage table +3 bludgeoning and purposes the summoner is casting the spell: damage.

Disguise Self, Blindness/Deafness, Darkvision, Entropic Ward. Cooldown based ability - 1 hour: Gentle Repose, Lesser Restoration, Mirror Image, Taurus can place an entropic ward on one friendly Protection from Poison, Feign Death creature which lasts one hour, while under its effect the creature gains resistance to one Actions damage type of the summoner's choosing. Bite. Melee Attack: (3 + proficiency) to hit, reach 5ft., one target. Damage table +3 poison damage.

Ensnare. Cooldown based ability - 1 hour: Scorpio can create a webbing or net within a sphere with a ten foot radius. All creatures within the area must succeed a dexterity saving throw or become restrained for one minute. Trapped victims can try to free themselves as an action on the end of their turn, making another save. CSamplereatures who pass the save move at half speed file through the area.

PART 1 | THE SUMMONER 12 Summoner Spell List

Cantrips Find Steed Misty Step 4th Level Acid Splash Fog Cloud Rope Trick Banishment Blade Ward Heroism See Invisibility Confusion Control Flames Healing Word Silence Conjure Elemental Dancing Lights Identify Spider Climb Dimension Door Friends Mage Armour Summon Lesser Demons Evard’s Black Tentacles Guidance Protection from Evil and Warding Bond Freedom of Movement Gust Good Web Greater Insivisbility Infestation Sanctuary Zone of Truth Locate Creature Mage Hand Shield Mordenkainen’s Faithful Mending Shield of Faith 3rd Level Hound Message Silent Image Blink Mordenkainen’s Private Minor Illusion Sleep Catnap Sanctum Mold Earth Speak with Animals Clairvoyance Otiluke’s Resilient Sphere Prestidigation Tenser’s Floating Disk Conjure Minor Elementals Polymorph Ray of Frost Unseen Servant Counterspell Stone Shape Shape Water Create Food and Water Stoneskin Shocking Grasp 2nd Level Daylight Spare the Dying Aid Dispel Magic 5th Level Thunderclap Animal Messenger Fear Animate Objects True Strike Arcane Lock Find Greater Steed Bigby’s Hand Barkskin Fly Contact Other Plane 1st Level Blindness/Deafness Haste Drawmij's Instant Summons Bane Calm Emotions Hypnotic Pattern Greater Restoration Bless Darkness Hold Monster Charm Person Darkvision Protection from Energy Legend Lore Colour Spray Enhance Ability Remove Curse Modify Memory Comprehend Languages Enlarge/Reduce Revivify Planar Binding Create or Destroy Water Hold Person Sending Cure Wounds Invisibility Slow Seeming Detect Magic Knock Speak with Dead Teleknesis Disguise Self Lesser Restoration Summon Greater Demon Teleportation Circle Expeditious Retreat Levitate Tongues Wall of Force Feather Fall Locate Object Water Breathing Find Familiar Mirror Image Water Walk

Sample file

PART 1 | THE SUMMONER 13