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Summoner

The Summoner is a spellcaster that has studied the other realms and planes of existence, as well as its denizens, with excruciating detail. Summoners devote themselves almost entirely to the arts of calling forth servants from these other dimensions and binding to their will. Through their intense study they develop and learn an elaborate summoning and binding ritual that creates a permanent bond and control over the summoned servant. This ritual however is extremely taxing on the caster on physical and spiritual levels. The ritual involves investing much of the caster’s life and magical energy into a single plane of existence, intertwining its natural energies with their very being. This binding is what allows the summoner to draw upon the realm with such greater ability compared to other magic users and empower their summoning ability to heights not normally attainable. However, this also permanently depletes their own natural magical spellcasting ability, inhibiting them from reaching higher levels of spellcraft. Due to the toll of this ritual, the summoner is only capable of binding to a single dimensional realm. The extra planar creatures of powerful summoners are known to even reach heights far beyond what their kin are normally capable of reaching.
hit dice: 1d6
hit points at 1st level: 6 + your Constitution Modifier
hit points at higher levels: 1d6 (or 4) + your Constitution Modifier per Summoner level after 1st
armor proficiencies: None
weapon proficiencies: Daggers, Quarterstaffs, Darts, Slings
tools: None
saving throws: Intelligence, Charisma
skills: Choose two from Arcana, Religion, History, Persuasion, Deception and Investigation
starting equipment:
You may start with the following equipment plus any equipment granted by your background:
• A quarterstaff or a dagger
• A component pouch or an arcane focus
• A scholar's pack or a dungeoneer's pack
If you forgo this equipment, you start with 5d4x10 gp to buy your equipment.
spellcasting:

Cantrips

At 1st level, you know three cantrips of your choice from the Summoner spell list. You learn additional summoner cantrips of your choice at higher levels, shown in the Cantrips Known column of the Summoner table

Preparing and Casting Spells

The Summoner table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these 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.
You prepare the list of summoner spells that are available for you to cast, choosing from the summoner spell list. When you do so, choose a number of summoner spells equal to your Intelligence modifier + half your summoner level (rounded down and minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level summoner, you have four 1st-level spell slots and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include five spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell sleep, you can cast it using a 1st-level or a 2nd-level spell slot. Casting a spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of summoner spells requires time spent in meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your summoner spells, since your magic and abilities were learned through powerful tomes of binding. 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 summoner 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 have the spell prepared.

Spellcasting Focus

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

Summoner Spell List

Cantrips

Acid Splash, Chill Touch, Dancing Lights, Control Flames, Fire Bolt, Friends, Light, Mage Hand, Message, Prestidigitation, Resistance, Thaumaturgy,

1st Level

Absorb Elements, Cause Fear, Charm Person, Color Spray, Disguise Self, Expeditious Retreat, False Life, Feather Fall, Fog Cloud, Gift of Alacrity, Longstrider, Mage Armor, Ray of Sickness, Shield, Silvery Barbs, Sleep, Snare, Thunderwave

2nd Level

Alter Self, Blindness/Deafness, Blur, Darkness, Dragon’s Breath, Enhance Ability, Earthbind, Enlarge/Reduce, Ensnaring Bolt, Hold Person, Hypothermia, Kinetic Jaunt, Levitate, Magic Weapon, Mirror Image, Misty Step, Nystul's Magic Aura, Rime's Binding Ice, Scorching Ray, Spider Climb, Suggestion, Web

3rd Level

Ashardalon’s Stride, Blink, Counterspell, Dispel Magic, Fear, Fly, Haste, Hypnotic Pattern, Intellect Fortress, Life Transference, Magic Circle, Major Image, Nondetection, Remove Curse, Slow, Stinking Cloud, Tongues, Thunder Step, Vampiric Touch

4th Level

Arcane Eye, Banishment, Black Tentacles, Charm Monster, Confusion, Dominate Beast, Good Omens, Hallucinatory Terrain, Private Sanctum, Resilient Sphere, Stoneskin

5th Level

Cloudkill, Contact Other Plane, Dispel Evil and Good, Dominate Person, Enervation, Far Step, Geas, Hold Monster, Planar Binding, Telekinesis, Telepathic Bond, Scrying, Seeming, Teleportation Circle

6th Level

Arcane Gate, Eyebite, Fizban's Platinum Shield, Flesh to Stone, Guards and Wards, Instant Summons, Mass Suggestion, Mental Prison, Scatter, True Seeing

7th Level

Crown of Stars, Forcecage, Magnificent Mansion, Mirage Arcane, Plane Shift, Project Image, Teleport, Tether Essence
class features:
LevelProficiency
Bonus
FeaturesCantrips
Known
1st2nd3rd4th5th6th7th
1st +2 Spellcasting, Planar Summoning 3 2 - - - - - -
2nd +2 Planar Ability 3 2 - - - - - -
3rd +2 Essence Siphon 3 3 - - - - - -
4th +2 Ability Score Improvement 4 3 2 - - - - -
5th +3 Planar Empowerment 4 4 2 - - - - -
6th +3 Planar Ability 4 4 2 - - - - -
7th +3 - 4 4 3 2 - - - -
8th +3 Ability Score Improvement 4 4 3 2 - - - -
9th +4 Ritual of Resilience 4 4 3 2 - - - -
10th +4 - 5 4 3 2 1 - - -
11th +4 Planar Ability 5 4 3 3 1 - - -
12th +4 Ability Score Improvement 5 4 3 3 1 - - -
13th +5 - 5 4 3 3 2 1 - -
14th +5 Planar Champion 5 4 3 3 2 1 - -
15th +5 - 5 4 3 3 2 1 1 -
16th +5 Ability Score Improvement 5 4 3 3 2 2 1 -
17th +6 - 5 4 3 3 3 2 1 1
18th +6 Planar Ability 5 4 3 3 3 2 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 2 1 1
20th +6 Dimensional Juggernaut 5 4 3 3 3 2 1 1

Planar Summoning

Choose a plane from which you tap into to summon forth your servants and bind them to your will: The Abyss (demons), The Nine Hells (devils), The Elemental Planes (elementals), The Shadowfell (undead), the Feywild (fey), or the Farm Realm (aberrations). Your choice determines the type of creatures you may summon, grants you planar spells and other features when you choose it at 1st level. You also gain new Planar Abilities at 2nd, 6th, 11th, and 18th level. Creatures summoned with this ability last until you dismiss them with an action or until it dies. You may only have one summoned creature at any time. You must dismiss your current summon or it must die, before you can summon a new creature. Your summoned creature cannot have your control over them be dispelled by any means, and cannot be banished. This summoned creature is completely bound to your will and must perform any tasks you give it and it is compelled to aid and defend you in battle. The summoned creature loses any legendary actions, legendary resistances, mythic traits and mythic actions if it normally has them. The creature may still use it’s former legendary or mythic actions as a normal action on its turn. Any summoned creature is also unable to use any ability that summons other creatures. The summoned creature does not require any food, water or sleep if it normally requires such things. The creature gains the benefits of a long rest when the summoner performs a long rest. Should the summoner fall unconscious the summoned creature will defend their master and follow whatever their last orders were until the summoner awakens. If the summoner dies, the summoned creature is returned to their home plane. Any creature that you summon and bind with this ability also gains the ability to speak with and understand you, regardless of what languages they normally know. To summon your creature, you must perform a summoning and binding ritual that takes 10 minutes to cast. Your summoner level determines the creatures that you can summon. The summoned creature must have a challenge rating equal to half your summoner level (rounded down) or lower, minimum of 1/2. At 4th level, for example, you can summon and bind a creature that has a challenge rating of 2 or lower. However, if you had 2 levels in Summoner and 2 levels in Wizard, you would only be able to summon and bind a creature that has a challenge rating of 1 or lower.

Planar Spells

Each plane has a list of spells -its planar spells- that you gain at the summoner levels noted in the domain description. Once you gain a planar spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you have a planar spell that doesn’t appear on the summoner list, the spell is nonetheless a summoner spell for you.

Essence Siphon

Starting at 3rd level you gain the ability to tap into your summoned creature’s life essence and siphon it into yourself to heal your wounds. With an action you can deal damage to your summoned creature equal to your summoner level + your proficiency bonus and heal for the amount of damage dealt (rounded up). You can use this feature an amount of times equal to your proficiency bonus per long rest.

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. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Planar Empowerment

Starting at 5th level, you gain the ability to pour dimensional energies of the plane you are bound to into the creatures you summon, empowering them beyond their normal abilities. Any creature that you summon and bind through your class ability gains health equal to double your summoner level + your proficiency bonus. Additionally, they also gain +2 to their AC, +10 to their speed and their ability DC scores become equal to your Summoner spell DC. For example, an 8th level summoner with a proficiency bonus of +4 grants their summoned creature 24 extra health.

Ritual of Resilience

When you reach 9th level, your summoning ritual weaves the dimensional energies into the creature’s form and bolster its resilience. Any creature you summon with your ritual no longer have any damage vulnerabilities and cannot be stunned.

Planar Champion

Starting at 14th level your binding ritual infuses your summoned servants with a greater influx of planar energies, empowering them into a paragon of their kind far above their normal kin. Your summoned creatures’ weapon attacks are considered magical. Your summoned creatures gain the ability to fly, if they did not already have it, with a fly speed equal to their normal speed. Your summoned creatures also gain an additional +2 to their AC, half your proficiency bonus rounded down is added to their attack rolls and they deal an extra 1d6 to all their attacks. The damage types your servant adds varies based on what plane they are summoned from listed in the table below.  
Dimensional PlaneDamage Type
The Abyss Force
The Nine Hells Fire
The Elemental Planes Fire Elemental- Fire; Water Elementals- Cold; Earth Elementals- Thunder; Air Elementals- Lightning
The Shadowfell Necrotic
The Feywild Acid
The Far Realm Psychic

Dimensional Juggernaut

At 20th level you gain the ability to infuse your summoned creature with overwhelming amounts of dimensional energies from their home plane and transform them into an unstoppable enforcer of your will for 30 seconds. After the 30 seconds ends, the creature implodes from the overwhelming amounts of energy. If you use this feature, you cannot resummon your servant until you finish a long rest. With an action you pour a flood of dimensional energy into the creature, granting them multiple effects:
  • The creature can make two additional attacks with the Attack action or cast another spell if it is able
  • The creature can Dash with a bonus action
  • The creature's speed is doubled
  • You add your proficiency bonus to their attack rolls instead of half
  • The damage bonus from Planar Champion becomes 2d6
  • The creature gains regeneration, healing 15 health at the start of its turn
subclass options:

Planes of Summoning

Every summoner must pick a specific plane of existence to tap into and bind their energies to. This process allows the summoner greater connection to that realm and its denizens far above any normal spellcaster. This connection is what allows them to summon forth more powerful servants for indefinite periods of time. The summoner’s binding to one of these planes also grants them additional magical abilities in tune with that realm’s magics.

The Abyss

The infinite realm of endless chaos and birthplace of the demons. A realm where only the strong survive, the Abyss has birthed countless horrors of infinite variety. The only thing they all have in common is an endless thirst for destruction and violence. These malevolent creatures never willingly bow to another unless through force or a display of dominance. Binding such creatures takes a powerful will to force into servitude. While the creature is bound and may be helpless to strike out against the summoner, it never stops plotting for their end and would enjoy nothing more than to see them torn to pieces. With this subclass, you may only summon Demon type creatures.

Abyss Planar Spells:

Summoner LevelSpells
1st Bane, Chaos Bolt
4th Mind Spike, Vortex Warp
7th Fear, Hunger of Hadar
10th Black Tentacles, Phantasmal Killer
13th Far Step, Synaptic Static

Demonic Outburst

Starting at 2nd level you are able to channel your bound demon's fury on command. With an action, you can cause your bound demon to take the Attack action at a creature of your choice. Your summoned demon cannot use their reaction until the end of its next turn if you use this feature.

Chaotic Fury

Starting at 6th level, you gain the ability to amplify the chaotic bloodthirst of your demon, causing it to lash out at all creatures around it. Your demon makes an attack at every creature within reach at advantage. If the demon has two different ranges for its attacks, then it uses the attack with shorter range. Until the demon’s next turn all attacks against it are also made at advantage. You can perform this ability once per short rest.

Dimensional Warp

At 11th level, you learn to channel the chaotic energies of the Abyss to warp the area around your or your servant. With a bonus action you can teleport to an unoccupied space adjacent to your demon or teleport your demon to an unoccupied space you can see within 60 feet of you. You can cause each creature of your choice within 10 feet of the new location to take 3d6 force damage. Using this ability reduces your movement by half until the end of your turn. You can use this feature a number of times equal to your Intelligence modifier, and regain all expended uses when you finish a long rest.

Unending Chaos

Starting at 18th level, the chaotic energies of the abyss flow through you and into your demon with such strength that it grants your demon the ability to fight on beyond death. When your demon’s health drops to 0 hit points, it can make a DC 10 Constitution saving throw. On a success the demon remains at 1 health and can use its reaction to immediately make an attack or cast a spell in retaliation with advantage. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

The Nine Hells

The fiery realms of iron law, order, deception and burning brimstone. The Nine Hells are the homes of the devils. Devils are ever scheming creatures, quick to bargain for what they want. These bargains however almost never turn out how mortals may envision and entirely in the devil’s favor. Even a skilled summoner runs a risk of binding such creatures. While forced and compelled to serve their master, the devils will always be scheming and looking to make a deal for its freedom in exchange for supposed treasures and powers. Tales of summoners taking such deals only to eventually succumb to the devil’s fiery wrath are not uncommon. It is important to never forget that a bound devil can still be just as dangerous as a free devil in more than a few ways. With this subclass, you may only summon Devil type creatures.

Nine Hells Planar Spells:

Summoner LevelSpells
1st Charm Person, Hellish Rebuke
4th Detect Thoughts, Scorching Ray
7th Fireball, Tongues
10th Fire Shield, Sickening Radiance
13th Dominate Person, Geas

Devilish Guile

Starting at 2nd level, you are infused with infernal energy and begin to take on characteristics of the devilish residents. You gain proficiency in Persuasion and Deception. If you are already proficient in these skills, then you gain expertise instead. Once per short rest you can give yourself advantage on any Persuasion or Deception check.

Infernal Presence

At 6th level, your summoned devils receive a greater infusion of infernal energy and gain a burning magical aura. At the start of each of its turns, all enemy creatures within 10 feet take 2d6 fire damage. Additionally, all allies within range of this aura gain resistance to fire damage and their weapon attacks deal an additional 1d6 fire damage.

Dark Whispers

At 11th level, you gain the ability to use your reaction to attempt to redirect an attack targeting you. Area of effect attacks or line attacks that would hit you do not count. The target must make a Charisma saving throw against your spell DC. You may pick a new target for their attack on a failed save and their attack continues as normal on a successful one. The ability must be used before you know the result of the attack roll. You can use this ability three times per long rest.

Hell Geyser

Starting at 18th level, you are capable of channeling immense infernal energy through your binding into your devil, giving it devastating power. With an action, once per long rest, your devil is able to target up to four creatures within 60 feet and summon forth plumes of hellfire. Targeted creatures must make a Dexterity saving throw against your spell DC. A creature takes 5d6 necrotic damage and 5d6 fire damage on a failed save, or half as much on a successful one. Damage dealt by this ability ignores immunity and the targets are instead only resistant. Damage dealt by this ability ignores any base resistance a creature may have.

The Elemental Planes

The Elemental Planes are not a singular dimension, but actually four separate realms of pure elemental energies: air, earth, fire and water. While not a single realm, they are all closely related and similar in nature. This similarity in energy allows the summoner to tap into and bind themselves to all four, therefore summoning servants from any of the Elemental Planes. The nature and personalities of these creatures vary from realm to realm. Some can be quick to anger and violent, while others may inherently be very peaceful. It is this large variety in the denizens of the Elemental Planes that also acts as one of its largest strengths. With this subclass, you may only summon Elemental type creatures.

Elemental Planes Planar Spells:

Summoner LevelSpells
1st Absorb Elements, Chaos Bolt
4th Dust Devil, Flaming Sphere
7th Call Lightning, Erupting Earth
10th Control Water, Elemental Bane
13th Immolation, Wall of Stone

Elemental Affinity

Starting at 2nd level, at the start of each day, you attune to a specific elemental binding to grant yourself resistance to a specific damage type. Air attunement grants lightning resistance, earth attunement grants thunder resistance, fire attunement grants fire resistance and water attunement grants cold resistance.

Elemental Rage

At 6th level, your summoned elementals receive a greater infusion of elemental energy from your binding and allow them to deal an extra 1d4 elemental damage to their attacks. The damage type granted by this ability matches the type of damage Elemental Affinity grants you resistance to. For example, earth elementals deal an extra 1d4 thunder damage on each attack etc. Additionally all summoned elementals gain speed equal to half their base speed, maximum of 20.

Elemental Harmony

At 11th level, your body’s infusion of elemental energy grants various new benefits: energies from the realm of air grant you a fly speed equal to half your base speed, the earthen energies raise your base AC to 14, fiery energies course through your blood causing any creature that hits you with a melee attack to take 2d6 fire damage and the soothing energies from the realm of water causes you to heal for 5 + your Constitution modifier at the start of your turn if you have at least one hit point.

Elemental Devastation

Starting at 18th level, the swirling elemental energies flowing through you reach their apex. Once per long rest, you can use an action to target your elemental and cause it to explode with a violent storm of energies from all of the elemental planes, instantly killing it. Each creature within 20 feet of the elemental must make a Constitution saving throw against your spell DC, taking 6d6 lightning damage, 6d6 thunder damage, 6d6 fire damage and 6d6 cold damage on a failed save and half as much on a successful one.

The Shadowfell

The Shadowfell, a twisted reflection of the material plane. The realm of shadows is a bleak and desolate realm, full of decay and death. This realm is ripe with negative energy and is even known to have negative emotions manifest into horrid creatures. The most dominant inhabitant however, the vast and shambling hordes of undead. The undead are known by many to be mindless, simple creatures. Summoners bound to the Shadowfell know better. The realm of the undead is home to many powerful, intelligent and scheming creatures that seek nothing more than to spread the touch of undeath. Summoners that bind to the Shadowfell must be wary of its influence, so closely intertwining such potent negative energies with their own has been known to sometimes cause bleak side effects. With this subclass, you may only summon Undead type creatures.

Shadowfell Planar Spells:

Summoner LevelSpells
1st Hex, Inflict Wounds
4th Darkness, Ray of Enfeeblement
7th Bestow Curse, Speak with Dead
10th Blight, Shadow of Moil
13th Antilife Shell, Enervation

Rotting Touch

Starting at 2nd level, you gain the ability to touch a creature and infuse them with negative energy from the Shadowfell that is not undead or a construct. You can use an action to make a melee spell attack roll against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, gains disadvantage on Constitution saving throws and their speed is reduced by half until the end of your next turn. You can use this feature a number of times equal to your Intelligence modifier, and regain all expended uses when you finish a long rest.

Undying Resolve

At 6th level, your influx of negative energy into your bound undead fortifies them and turns them into an unstoppable harbinger of death. Your summoned undead no longer have sunlight sensitivity if they normally do. Your bound undead gain advantage on all Constitution and Dexterity saving throws, ignore difficult terrain and cannot have their movement speed reduced. Additionally, any rolls to break free of your undead’s grapple are made at disadvantage.

The Face of Death

At 11th level, the vast amounts of negative energy you channel into your bound undead begin to spill out and fill its surroundings with a sense of dread. All creatures that the summoner chooses within 10 feet of the undead have disadvantage on Constitution, Wisdom and Charisma saving throws against the undead. Additionally, the bound undead can use a reaction to cause an attack roll against it to be made at disadvantage.

Reaper of Souls

Starting at 18th level, your bound undead swells with a massive amount of shadow energies, turning them into a reaper of death. Your summoned undead’s attacks now rip life essence from their victims and heal them for half of the damage dealt with any attack, including spells. Any creature slain by your bound undead has a part of its soul consumed and heals it for 20 hit points and the undead can immediately move up to its speed without provoking an attack of opportunity. Additionally, your bound undead can cloak themselves in the energies of the Shadowfell and become shadow itself. With an action your bound undead can become shadows, sink into the ground and move a distance equal to double their movement and within eyesight. Movement from this ability functions as a teleportation, but cannot target any spot that is airborne.

The Feywild

The Feywild is described as an echo of the prime material where nature has been left completely unopposed. A realm rich in magic, granting all of its denizens mystical powers. The Feywild is widely seen as the most beautiful of the realms, home to many beautiful creatures. It is by no means a benevolent realm however. Many creatures of the fey greatly enjoy inflicting misfortune or misery upon others for their own amusement, like some kind of joke or prank. Creatures of the feywild can be very vain, arrogant and some are even outright deceitful. Summoners must always be wary with a fey creature as their servant as they may not always have your best interest at heart. Unless commanded through the binding, they are very likely to try and steer the summoner into harm for a quick laugh. With this subclass, you may only summon Fey type creatures.

Feywild Planar Spells:

Summoner LevelSpells
1st Disguise Self, Faerie Fire
4th Alter Self, Invisibility
7th Major Image, Stinking Cloud
10th Greater Invisibility, Polymorph
13th Insect Plague, Wrath of Nature

Trickster’s Shroud

Starting at 2nd level, fey energies begin to envelop you and your bound fey like a cloak, making you both much more difficult to be caught. Due to the cloak of magical energy, all Perception checks and Insight checks against you or your summon are made at disadvantage. Additionally, all attack rolls to grapple you or your summon are also made at disadvantage.

Marsh of the Feydark

At 6th level, the energies of the feywild flow through you with such ease, that you gain the ability to alter the very land around you. Once per long rest, you can use an action to transform the area around you in a 15 foot radius into a murky, vile swamp. The transformed area is difficult terrain to all creatures except for the summoner and their summoned fey creature. The ability must be used on natural terrain to take effect and lasts one minute or until the summoner reverts it to normal with a bonus action. All creatures within the area other than you or your bound fey creature must make a Dexterity saving throw against your spell save. A creature falls prone in the swamp on a failed save, but remains standing on a successful one. Any creature that ends their turn in the swamp other than the summoner and their fey creature takes 3d6 acid damage.

Forest Soul

At 11th level, the fey energies coursing through you and your summon begin to leak into the surrounding area and beckons nature to aid you. Whenever you or your bound fey are hit by an attack, vines lash out from the ground to retaliate. Make a melee spell attack roll against the attacker for the vines. On a hit the target takes 2d10 slashing damage, this damage is considered magical, and the target becomes grappled. The grappled creature must make a Strength saving throw against your spell save DC to escape. A creature grappled this way is unable to make attacks of opportunity and makes weapon attack rolls at disadvantage. Once a creature is hit by the vines, they are unable to be attacked again in this way for the rest of the encounter.

Split Image

Starting at 18th level, you gain the ability to send a flood of fey energy into your bound creature, allowing them to finally be in two places at the same time. With an action, once per long rest, you can overload your bound fey with so much energy that they temporarily split into two beings. The new copy lasts for 18 seconds, or three rounds, and has its own initiative. This copy is also bound to your control and has the same health and speed as the original at the time of the copy being made, however it does not receive any status effects. This new copy however has a weaker connection to your planar binding and therefore receives none of the bonuses from your summoner abilities. At the end of its duration the copy blinks out of existence and half the damage it had taken is also transferred to the original.

The Far Realm

The Far Realm is considered the home of all creatures deemed unnatural, with no place in the natural order of the Material Plane or even any plane. The Far Realm is believed to be the point of origin for almost all aberrations that exist and have spread throughout the multiverse. While some of these creatures are born outside of the Far Realm, they all bare a connection to the realm of the unnatural, no matter how faint. The Far Realm is a maddening infinite space at the very edge of existence. It is naturally extremely hostile to all outsiders and can warp, mutate and drive beings to insanity that are foolish enough to venture through it. The denizens of this realm vary more than any other creatures in existence with only one thread connecting them, an unnatural existence. Summoners brave enough, or foolish enough, to attempt to forge a connection to the Far Realm risk eroding all sanity they possess. The summoner must always be vigilant to resist the dark whispers of their summoned aberrations. The twisted promises of forbidden knowledge will never be what is presented, they will only bring madness. With this subclass, you can only summon Aberration type creatures.

Far Realm Planar Spells:

Summoner LevelSpells
1st Cause Fear, Dissonant Whispers
4th Crown of Madness, Detect Thoughts
7th Enemies Abound, Hypnotic Pattern
10th Confusion, Raulothim's Psychic Lance
13th Dominate Person, Telepathic Bond

Mind Meld

At 2nd level, your bond with your bound aberration extends to your minds. A permanent psionic bond is created, allowing you to speak with each other telepathically if your bound aberration is on the same plane as you. This connection also makes you immune to magic that read your thoughts or determines whether you are lying,

Forbidden Knowledge

Beginning at 6th level, your bond to the Far Realm allows you to peer within it and glimpse the maddening knowledge and secrets within. With an action, you can increase your Intelligence score by any amount up to 4, maximum of 30, and gain advantage on Intelligence saving throws for one minute. After the one minute ends, you gain one point of exhaustion for each point of Intelligence you gained. A long rest clears all exhaustion gained from this ability in addition to any other exhaustion you would normally reduce from the long rest. You can’t use this feature again until you finish a long rest.

Instill Madness

Starting at 11th level, you and your bound aberration's connection to the Far Realm has grown strong enough to weaponize its influence and direct it at your enemies. With an action, you or your bound aberration can force a creature you can see within 30 feet of the caster to make a Wisdom saving throw against your spell save DC. The target creature takes 6d6 psychic damage and must roll on the Short-Term Madness table on a failed save. A creature that fails the saving throw suffers the effects of the Short-Term Madness table for 1d4 rounds and does not roll on the Short-Term Madness table on a success. You can use this feature a number of times equal to your Intelligence modifier, and regain all expended uses when you finish a long rest.

Gaze of the Infinite

At 18th level, you have managed to harness the power of the Far Realm without being consumed by it. With an action, once per long rest, you can direct your gaze upon a creature that can see you within 40 feet and overwhelm their mind with the Far Realm's direct influence of the sanity shredding power. The creature must make an Intelligence saving throw against your spell save DC. The creature takes 8d12 psychic damage, it's Intelligence score is reduced by 1d6 and is paralyzed until the end of its next turn on a failed save. The creature takes only half damage, does not have its Intelligence score reduced and is only paralyzed until the start of its next turn on a success. The target dies if this reduces its Intelligence to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.

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dracus07.

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