The Summoner
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The Summoner A new class featuring conjuration magic 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 familiar 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 incantations. 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.