Militia Mitosis
When you reach 4th level, and again at 6th, 9th, 15th,
18th, 21st, 24th, 27th, and 30th level, you gain an aditional
1 summon slot to your base total.
Summoner Archetype
At 3rd level, you choose an archetype that you strive
to emulate: Commander or Lone Wolves, both detailed
at the end of the class description. Your choice grants you
features at 3rd level and again at 7th, 13th, 18th, and 26th level.
Extra Action
Beginning at 5th level, and again at 9th, 12th, 15th, 21st, and
27th level. You can make an additional action, instead of
once, whenever you take any action on your turn.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, 19th,
21st, 24th, and 28th level, you can increase one ability score of
your choice by 2, or can increase two ability scores of your choice
by 1. As normal, you can't increase an ability score above 30
using this feature.
Feind-ship is Magic
In a cliche manor you begin you understand further the abilities
of your summons in greater detail as they work together.
Your sentry active time is increased to at least 16 hours.
Elemental Harmony
At 8th level, when you have 5 summons active within 60 feet of you,
You can't be frightened, charmed, stunned, knocked prone, and cursed.
This lasts for 1 hour and you must make a full rest before using it again
.
Non-ranked Leadership
At 14th level, you lead your summons with the same behaviour you lead
yourself, for each summon active you and your summons gain +5 to movement,
flight speed, and moving through difficult terrain has no penalty.
Spectral Theif
At 20th level, Through you and your army you cast a shadow of doubt
in the opponents soul, losing hope they give into fear, taking their
hope from them and using it as moral.
Select up to 3 targets or one very powerful target within 120 feet of you,
They need to make a Wisdom saving throw with disadvantage, DC 15 + your Wisdom
modifier. On a failed save, roll 2d6, subract the total you rolled from each of
the opponents Ability Scores, effecting their modifiers and bonuses.
and add 1/3rd of the roll rounded up to each of your Ability Scores,
effecting your modifiers and bonuses aswell.
On a successful save the target only loses half of the total rolled on 1
of its Ability Scores of your choice.
This lasts for 30 minutes.
You must make a long rest before you can use this feature again.
My Freinds are my Power!
Through another cliche you and your summoned compainions work
as one aiding you with imense strength.
You aim your weapon at the strongest target nearby that
doesn't exceede 1,000 feet away, you hover slightly and fire a beam
of pure energy at the target. Dealing 8d8 x (amount of active summons)
+ 100 radiant damage.
The target's speed becomes 0 for 3 turns regardless of the creature
and regardless of its resistances and immunities.
You must make a long rest to use this feature again.
Commander
Selecting the Commander Acrhetype means you are decidedly
a leading figure between the mythical and astute. Atuning to this
path enforces your commanding spirit over your summoned
companions, allowing you to learn specialized techniques for
advanced combat to any array.
[====================================================================]
Mob Mentality
At 3rd level, you gain one of the following features of your choice:
Lockdown. Your words dictate the way your summons move with
a grace and dilligence, when 2 or more of your summons successfully
land an attack on a target, the target has disadvantage on any saving
thows for until the end of their next turn.
Giant Slayer. When a Large or larger creature within
5 feet of your summons hits or misses you with an attack, you can
use your reaction to attack that creature immediately
after its attack, provided that you can see the creature.
Inventory Check. For every 3 summons you have active each summon
can make an additional attack.
[-------------------------------------------------------------------------------------------------------------]
Army Orientation
At 7th level, you gain one of the following features of your choice:
Devotion. If at least 3 minions are within 5 feet of one another,
Make a Charisma check, DC 16, if you are successful any damage
they inflict in the next 18 seconds is doubled and becomes radiant damage.
Warded. If at least 4 minions are within 15 feet of you in an arangement
where they are equally dispirsed around you.
You can invoke aincient battle tactics, you increase you AC by 1
for every 2 active summons you have in the arrangement.
This lasts until the arrangement is broken.
Ensare. If at least 4 minions are within 25 feet of a target in an arrangement
where they are equally dispirsed around the target.
Your summons envoke a wave of energy in the area, dropping all target's
speed inside of the area to 0, they also lose 2 to their AC.
This lasts until the arrangement is broken.
[-------------------------------------------------------------------------------------------------------------]
Enhanced Readability
Uncanny Dodge. At 13th level, when an attacker that you can see
hits you with an attack, you can use your reaction to
halve the attack’s damage against you.
[-------------------------------------------------------------------------------------------------------------]
Misty Escape
At 18th level, you can vanish in a puff of mist in
response to harm. When you take damage, you can use
your reaction to turn invisible and teleport up to 60 feet
to an unoccupied space you can see. You remain invisible
until the start of your next turn or until you attack or
cast a spell.
Once you use this feature,
you can't use it again until you finish a short or long rest.
[-------------------------------------------------------------------------------------------------------------]
Legion of End
At 26th level, You can triple all active summons you have without spending
any summon slots. You can place them anywhere within 240 feet of you,
all of your minions gain triple damage and triple movement.
Along with that, you can move up to ALL of your minions at once instead
of the normal 3.
This lasts for 10 minutes.
You can't use this again until you have finished a long rest.
[====================================================================]
Lone Wolves
Locking into the Lone Wolves Archetype proves you are an
un-relenting, yet foolhardy force to be reckon with, someone
who will stand their ground till the bitter end. Atuning to this path
pushes your will onto your companions, allowing you
to learn powerful abilities for maintaining your focus onto the fight.
[====================================================================]
Unwavering Sentry
Dynamic Casting. At 3rd level, when casting a sentry you can have it
attack as a bonus action and you can dash at the same time.
This can be used every 30 seconds.
[-------------------------------------------------------------------------------------------------------------]
Quickened Senses
At 7th level, your sentries can attack twice the ammount they currently
can attack. If one were to fail an attack roll, and there is another sentry
that can see the target that was missed and is within 30 feet
of the sentry that missed. The other sentry can attack the target that
was missed, this can chain, however, if the sentry has
already attacked, it cannot attack again due to this effect.
This is given that the sentry is non automatic.
You can use this feature every 30 seconds.
(It counts only for the turn of the first sentry that missed).
[-------------------------------------------------------------------------------------------------------------]
Power Spot
At 13th level, you extend your rage in a blast of empowering energy.
in a 40 foot radius on a point you choose within 120 feet of you,
you summon forth an aura of power that strengthens your summons
and sentries in the area. For 1 minute, all of the summons/sentries
in the radius have advantage on every attack roll.
If you or allies are within the radius aswell, they gain advantage too.
You have to make a short or long rest to use this feature again.
[-------------------------------------------------------------------------------------------------------------]
Explosive Repreave
At 18th level, when an unfriendly creature collides with
a sentry that can be on the same space as any other creature.
The creature must make a Dexterity saving throw, DC 12 +
(amount of active sentries). On a failed save the creature
takes 4d8 + (1d8 per active sentry) damage in a 50 foot radius
centered on the specific sentry that was touched.
On a successful save they only take half the damage.
This lasts for up to 12 hours.
Besides this you can now make any 1 sentry completely
Invisible for up to 12 hours aswell.
You can't use this feature again until you have completed
a short or long rest.
[-------------------------------------------------------------------------------------------------------------]
Leigon of no End
At 26th level you gain a collection of abilities:
⁍ Your sentries have an endless active time.
⁍ You can double all active sentries you have without spending
any summon slots. You can place them anywhere within
240 feet of you.
⁍ Your sentries deal double damage.
⁍ Your sentries have double range.
[====================================================================]
Nature of Limitations
Due to the nature of this magic there are many limitations that
force itself through the weave onto you.
⁍Your summons initiative is your initiative + 0.1 per minion.
i.e.
Theadore {Initiative : 14}
Summons active : 3
Summon 1 {Initiative : 14.1}
Summon 2 {Initiative : 14.2}
Summon 3 {Initiative : 14.3}
⁍You can move multiple summons up to a maximum of 3 on
one of your summons turn. (Only once every time you, not
your summons, have already finished your turn).
i.e.
Summon 2's turn
You move summon 2 10 feet and summon 3 30 feet,
You have summon 2 charge into the target, you make
an attack roll.
⁍Upon using an action to summon a minion, that minion can
Act imidiately after you summon it only through a bonus action.
⁍As a bonus action, you can un-summon and then with an action,
re-summon a minion somewhere else within your range again.
⁍Your summons have no Hit Points and cannot be damaged or
targeted for any form of attack or damaging spell, nor can they
make attacks of opportunities.
⁍Your summons CAN move onto the same spaces that any other
creature occupies, as this is the main form of attack for
the majority of summons.
⁍Casting sentries is treated the same as summoning minions.