Quick Build. To make a a Summoner quickly, you can follow this suggestions. First, choose your Charisma to be your highest ability score as this influence the amount and the type of creature that you can summon. Second, you can choose Constitution for you second highest ability score.
hit dice:
1d8
hit points at 1st level:
8 + Constitution Modifier
hit points at higher levels:
1d8 + Constitution Modifier per level after the first
armor proficiencies:
Light Armor, Medium Armor
weapon proficiencies:
Simple Weapons,
tools:
none
saving throws:
Charisma, Constitution
skills:
Choose 3 from Acrobatics, Animal Handling, Athletics, Insight, Intimidation, Medicine, Nature, Perception, Persuasion, Stealth, Survival.
starting equipment:
You start with the following equipment in addition to that granted by your background:
● A dagger
● Leather Armor
● Explorer’s Pack or Dungeoneer's Pack
● 1 Summoning Crystal Focus
spellcasting:
Spell Casting
Your understanding of the arcane arts gives you the
ability to tap into a source of power with which you cast
your spells.
Cantrips
At 1st level you learn two cantrips of your choice from the summoner spell lists listed below.
Preparing and Casting Spells
The Summoner Spellcasting table shows how many spell slots you have to cast your spells. To cast one of these spell, you must consume a spell slot. You regain the spell slots every short or long rest.
You prepare the list of Summoner spells that are available for you to cast, choosing from the Summoner spell list (Warlock spell list). When you do so, choose a number of warlock spells equal to your Charisma modifier + your Summoner level (minimum of one) The spells must be of a level for which you have spell slots. Eg. If you are a level 5 Summoner, when you cast a level 1 Thunderwave spell, it will automatically be cast at level 3.
Spell Casting Ability
Wisdom or Charisma is your spellcasting ability for your summoner spells. You use your Wisdom or Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom or Charisma modifier when setting the saving throw DC for a summoner spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
class features:
Soul Link
At 1st level you gain the ability to summon creature to fight beside your side. Every time you summon a creature using your summoning crystal, you link your soul to the creature you summoned.
You can only summon creatures that has a challenge rating equal or lower to your level divided by 2 rounded down. By consuming 1 hit die, you summon a creature to fight for your side using an action. It will move according to your initiative, and be control without spending any action. The creature will stay by your side per 10 minutes equal to your Summoner level. Eg. if your Summoner level of 2, your creature will stay for 20 minutes. If your Summoner level is 3, your creature will stay for 30 minutes. The creature will disappear when either the creature or yourself hit point reaches 0, or you use a bonus action to dispel them.
List of Summons available
Creatures Name |
Challenge Rating |
Cockatrice |
1/2 |
Worg |
1/2 |
Deathdog |
1 |
Imp |
1 |
Quasit |
1 |
Peryton |
2 |
Manticore |
3 |
Hell Hound |
3 |
Nightmare |
3 |
Phase Spider |
3 |
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 14th, and 18th 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.
Bolstered Bond
At 5th level you gain the Bolstered Bond feature. After taking a long rest you can choose a damage type. You and your summon gain resistance until your next long rest, the summon becomes incapacitated or unconscious or you switch summons.
Summoner Ritual
At 7th level you have attuned to your otherworldly influence enough that you can summon a creature through ritual technique. You can spend one hour to summon any creature available in your influence, and with a challenge rating of your summoner level divided by 4 rounded down. This creature lasts for one hour.
Divine Tether
Beginning at 10th level, when you summon a creature from your summon pool you gain the creature’s resistances while they are summoned for 1 hour.
You can also consume one of your summons to give yourself a bonus AC equals to the creature's AC divided by 4 rounded down, its movement speed, gain its bonus saving throw. This lasts as long as your summon would normally last. Eg. If the summoned creature have an AC of 11, movement speed of 20ft both land and swim, proficient in constitution and strength saving throw, you will gain a +2 bonus to your AC, movement speed reduced or increased to 20ft in both land and swim, and proficient in constitution and strength saving throw.
Improved Bolster Bond
At 9th, 13th and 17th level your Bolstered bond ability has strengthened to the point where you can choose the damage resistance every short rest or long rest. You get to choose 1 type resistance. You gain additional type at 13th and 17th.
Improved Soul Link
At 15th level repeated use of soul magics has strengthened your soul to the point where it is easier to gain control of monsters when linking with them. You no longer consume a hit die to summon them, you now takes 2d6 psychic damage instead.
At 18th level, you take 1d6 psychic damage instead.
Otherworldly Bond
When you reach 20th level, you have a commanding connection with your summoner influence. Your summoned creatures no longer withdraw to their plane of existence when you fall unconscious but you will lost control over it and it will have a chance to attack any nearby creature before fleeing the combat area. If you regain your conscious before the creature flee, you regain back control over the creature.
subclass options:
Level | Proficiency Bonus | Features | Summon Creatures | Spell Slot | Spell Slot Level |
---|
1 | +2 | Spellcasting, Soul Link | 1 | 0 | 1 |
2 | +2 | - | 2 | 1 | 2 |
3 | +2 | - | 2 | 2 | 2 |
4 | +2 | Ability Score Improvement | 2 | 2 | 2 |
5 | +3 | Bolstered Soul | 2 | 3 | 3 |
6 | +3 | ---- | 2 | 3 | 3 |
7 | +3 | Summoner Ritual | 2 | 4 | 4 |
8 | +3 | Ability Score Improvement | 2 | 4 | $ |
9 | +4 | Improved Bolster Bond | 2 | 5 | 5 |
10 | +4 | Divine Tether | 2 | 5 | 5 |
11 | +4 | --- | 3 | 5 | 5 |
12 | +4 | Ability Score Improvement | 3 | 5 | 6 |
13 | +5 | Improved Bolster Bond | 3 | 5 | 6 |
14 | +5 | --- | 3 | 5 | 6 |
15 | +5 | Improved Synchronized Soul | 3 | 5 | 7 |
16 | +5 | Ability Score Improvement | 3 | 5 | 7 |
17 | +6 | Improved Bolster Bond | 4 | 5 | 7 |
18 | +6 | Improved Synchronized Soul | 4 | 5 | 8 |
19 | +6 | Ability Score Improvement | 4 | 5 | 8 |
20 | +6 | Otherworldy Bond | 4 | 5 | 8 |