Homebrew
Summoners are unique in the fact that they can essencially create life or drag life from other planes. Summoners come in many forms and express themselves in many different ways. Some Summoners have been repored to have breathed life into the very stones or wood, while others have used darker methods such as their own flesh or the flesh of others.
hit dice:
1d10
hit points at 1st level:
10 + your Constitution modifier
hit points at higher levels:
1d10 (or 6) + your Constitution modifier per level after 1st
armor proficiencies:
Light armor, medium armor
weapon proficiencies:
Simple weapons, martial weapons
tools:
None
saving throws:
Charisma, Constitution
skills:
Choose 2 from Arcana, Animal Handling, Insight, Medicine, Persuasion, and Survival
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
(a) Leather armor or (b) Hide armor
(a) a light crossbow and 20 bolts or (b) any simple weapon
(a) a component pouch or (b) an arcane focus
(a) a dungeoneer's pack or (b) an explorer's pack
spellcasting:
Through training and diciplin eiter from a master or parent you have learned the art of crafting and imbueing those very crafts with your magival power alowing them to move.
CANTRIPS
At 1st level you know 4 cantrips of your choice from the Summoner spell list. You can learn additional summoner cantrips of your choice at higher levels, as shown in the Cantrips Known section of the Summoner table.
SPELL SLOTS
The Summoner table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these summoner 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.
SPELLS KNOWN OF 1ST LEVEL AND HIGHER
The Spells Known column of the Summoner table shows when you learn more summoner spells of your choice. each of these spells must be of a level for which you have spell slots.
Additionally, when you gain a level in this class, you can choose one of the summoner spells you know and replace it with another spell from the summoner spell list, which also must be of a level for which you have spell slots.
SPELLCASTING ABILITY
Charisma is your spell casting ability for your summoner spells, since your skills rely on coaxing life into your creations or convincing planar beings to do your bidding. You use Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a summoner spell you cast and when making an attavk roll with one.
Spell Save DC = 8 + your proficiency bonus + your Charisma modifier
Spell Attack Modifier = your proficiency bonus + your Charisma modifier
SPELLCASTING FOCUS
You can use a n arcane focus as a spell casting focus for your summoner spells.
class features:
Summoning Medium
Summoners learn how tosummon creatures from other realms and planes. They also have the unique talent of being able to imbue their handmade creations with life. A summoner can choose from a number of creative talents that will be the medium for their power. They can imbue their creations with magic power causing them to come to life for a short time.
Bond
Beginning at 1st level, your knowledge and understanding of the planes and their inhabitants allows you to create a permanent bond with a type of creature. Choose a Bond, which will determine some of your summons, as well as the features you get at 1st, 6th, 11th, 15th, and 20th level.
Requisition
At 1st level, your new magics allow you to call forth aid. By expending Requisition Points your may summon a creature as an action. The number of Requisition Points you have are shown on the Summoner table in the Requisition Points column, with all expending points being refreshed at the end of a long rest. You may only summon one creature at a time, which stays on your plane for number of minutes equal to your Intelligence modifier or until it drops to 0 hp, which ever comes first. Additionally, summons act on their own turn and will act on their own will unless ordered not to.
The following chart tells you the cost of summoning creatures at each CR, with you Bond telling you the type you may summon.
Summoning Costs
CR Requisition Point Cost
1/8-1/4 1
1/2 2
1 3
2 4
3 6
4 8
5 10
6 12
7 14
8 16
9 18
10 20
Spell Casting
Once you reach 2nd level, you gain the ability to cast spells as your knowledge of magic becomes increasingly palpable.
Spell Slots
The Summoner table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Summoner spells, you must expend a slot of the spell's level or higher. You regain all spell slots when you finish a long rest.
Preparing Spells
You can prepare a set amount of Summoner spells, which is equal to your Intelligence modifier + half your Summoner level (minimum of 1). You can change the spells you have prepared over the course of a long rest.
Spell Casting Ability
Intelligence is the spellcasting ability for you Summoner spells. Your magics come from an understanding of magic and the planes. You use your Intelligence whenever a Summoner spell refers to your spellcasting ability.
Spell Save DC = 8 + your proficiency bonus +
your Intelligence modifier
Spell attack modifier = your proficiency bonus +
your Intelligence modifier
Permanent Binding
Once you reach 3rd level, you can permanently bind a creature to your plane. When summoning a creature, you may decide to reduce the total number of Requisition Points you have by twice the amount it costs to summon the creature, causing the creature to stay summoned until it dies. This reduction ends once the creature dies as well.
Ability Score Increase
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 two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Soultap
at 5th level, You lean how to tap into your own vitality in order to power your Summons. As a bonus action, you may sacrifice 10 hit points to regain one Summon Point. You cannot sacrifice more or less than 10 hit points per use of this ability, and cannot regain more than one Summon Point per use of this ability. After using this ability you must complete a long rest before using it again.
You gain an additional use of this ability at levels 8 and 14.
Life Bond
At 7th level, your life becomes intertwined with that of your eidolon. Whenever your eidolon takes damage, you may use your reaction and sacrifice a number of hit points from your current total. When you do so, you reduce the damage of the triggering attack by an amount equal to the number of hit points you sacrificed.
You may not reduce yourself to 0 hit points with this feature.
Swarm Summoner
Starting at 7th level, you may call upon multiple creatures at a time. So long as you have the Requisition Points necessary, you may summon a number of creatures equal to your Intelligence modifier (minimum of 1).
Soul Linked Casting
You and your companion are of the same soul, and you can channel magic through your link.
At 5th level, when you cast a spell targeting yourself, you can choose to also have the spell affect your companion if the companion is within 60 feet of you. If you lose concentration on the spell, you both lose the effect, and you must make concentration checks also if your companion takes damage, as if you took that amount of damage.
Soul Shield
At 11th level you can use some of your magic to shield your companion from attacks.
When your companion takes damage while within 60 feet, you can use your reaction to grant it resistance to that damage.
Additionally you can now transfer damage to your companion via the "Symbiotic Link" feature, without needing to use your reaction.
Empowered Summons
Once you reach 14th level, that which you summon is empowered. All creatures you summon gain a +1 to all damage and attack rolls, and gain a number of temporary hit points equal to half your level rounding down.
Call to Arms
At 18th level, you become capable of constantly summoning creatures. You regain Half your Requisition Points on a short rest, and 4 Requisition Points every time you roll initiative.
subclass options:
Bonds
Sculpter
Scuplters use figures they have sculpted out of stone to summon temporary souls into their stone creations.
At 1st level you can
at 2nd level you can imbue your sculpters with a temporary life.
Carver
Carvers use figures they have carved out wood to summon temporatry souls into their wood creations.
at 1st level you can
at 2nd level you can imbue your carvings with a temporary life.
Artist
Artists can summon temporary sould into their art work. Artists create in many different ways. Some can summon souls into their paintings, or drawings
at 1st level you can
at 2nd level you can imbue you art with temporary life causing it to jump of the canvas or page.
Ink Witch
Ink Witchs are rare among summoners. They have mastered the art of summoning stronger and larger creatures by carving or tattooing them into their own fleshusing their own flesh an bone to summon creatures of flesh and bone. Though they can not summon creatures as often or as long as summoners who conjure from the material.
at 1st level you can
at 2nd level you can imbue your tattoo or marking with a temporary life causing it to extract itself from your flesh.
Fleshers are very rare among summoners. They are the few who tow the line of necromancy. They use the flesh or bodies of others, typically the dead to alter and redesign them or to carve the creature they want out of them. Few can use the life force of another living creature though if they creature is willing some have the power to do it after much practice. (this class is for DM use only or can be used by a player at the dicrestion of the DM.)
at 1st level you can
at 2nd level you can imbue your corpse art with a temporary life causing it to reshape the flesh it is carved into and mimicing the creature you imagined.