Remove these ads. Join the Worldbuilders Guild

DragonWareInc.

Summoner

Dawning an imposing staff, garnered with an ancient symbol depicting a powerful entity, summons a being with the same face as the one shown. Calling it down upon a group of goblin warriors, tearing them to shreds. Hiding behind the stone pillar the tabaxi sends her cluster of indestructable minions to take down the army without taking even a lick of pain, while they snicker to their self triumpantly. Narrowly avoiding the flurry of archaic energy bolts, the half-elf directs the hord of elemental minions volt through the large eidolist over and over until it bursts from the energy. Whether avoiding direct conflict by staying afar while your miniture army deals with the monsters for you, or emolating your rivals with powerful minions, summoners are an embodiment of a war general in archaic magic, staying calm while under onslaught. They claim to be one with these mythical beings and are conduits of this power.   Cojured Allies Summoners learn of their un-natural abilities through a varity of ways, whether through descovering their nack for being freindly with large crowds they get the abilities or having been a natural leader they find it in them that they can naturally conjure these beings. Either way Many summoners trancend among their peirs with their spectacular magical capabilities. They serve no god or devine entity, and gain these powers through other means. Summoner magic is very peculiar in nature, unlike most magic users summoners don't need spell slots or cantrips, they can't learn them or use this kind of magic normally, most summoners tend to leave their summons active as moral or physical support.        
hit dice: 1d6 per summoner level
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: Light armor
weapon proficiencies: daggers, darts, quarterstaffs, slings, summoner weapons
tools: Tools: Tinker's tools
saving throws: Saving Throws: Wisdom, Charisma
skills: Skills: Choose two from Arcana, Animal Handling, Insight, Perception, Athletics, Intimidation, Stealth and Medicine
starting equipment:
You start with the following equipment, in addition to the
equipment granted by your background:


⁍(a) leather or (b) padded, 20 darts

⁍(a) dagger or (b) quarterstaff

⁍Explorer's pack

⁍Wulfrum Drone Staff
spellcasting:
Spellcasting is different for Summoners.
Summoning
 
Drawing in the powers that be along with your enhanced weapon, you can summon minions and creatures that adhear to your tools at your whim.
  Mana
At 1st level you begin with 20 base mana, you gain additional mana through accessories and armor along with attaining certain levels. you increase to 30 base mana at 4th level, 50 at 5th, 60 at 8th, 90 at 13th, 100 at 15th, 110 at 16th, 120 at 19th, 150 at 20th, 160 at 22nd, 170 at 24th, 190 at 25th, 200 at 26th, 210 at 27th, 220 at 28th, 230 at 29th, and 250 at 30th level.
  Preparing and Casting Summons
The Summoner table shows how many summon slots you have to cast your summons. For every summon active you have 1 less summon slot, you cannot summon if your summon slots are less than 1. To cast one of these summons, you first must have a summoner weapon in hand, and then you must expend the required mana amount the summon needs. You regain all expended mana after a Long rest and you regain summon slots for each minion you un-summon. To summon and un-summon anything requires 1 action. You prepare your summons by holding your summoner weapon/s in your hand/s, effectively you could have multiple summoner weapons on you and switch between them to summon the minions due to some having special properties others don't. You can summon your minions anywhere within 120 feet of you.
  Summoning Ability
Charisma is your summoning ability for your summons, since your magic draws upon that of others. You use your Charisma whenever a summon refers to your summoning ability. In addition, you use your charisma modifier when setting the saving throw DC for a ummoner effect that is applied when making an attack roll with one.
 
Spell save DC = 8 + you proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
 
class features:
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.
       
subclass options:
Must have at least 13 Charisma and 13 Wisdom to spec in and out of this class with other classes.   Any other class of your choice that is allowed.
LevelProficiency BonusSummon Slots/ManaFeatures
1+21 / 20Summoning
2+21 / 20___
3+21 / 30Summoner Archetype
4+22 / 30Militia Mitosis, Ability Score Improvement
5+32 / 50Extra Action
6+32 / 50___
7+33 / 50Militia Mitosis, Summoner Archetype Feature
8+33 / 60Feind-ship, Ability Score Improvement
9+43 / 60Extra Action
10+44 / 80Militia Mitosis
11+44 / 80___
12+44 / 80Ability Score Improvement
13+55 / 90Militia Mitosis, Summoner Archetype Feature
14+55 / 90Feind-ship Feature
15+55 / 100Extra Action
16+56 / 110Militia Mitosis, Ability Score Improvement
17+66 / 110___
18+66 / 120Summoner Archetype Feature
19+67 / 120Militia Mitosis
20+67 / 150Spectral Theif
21+77 / 150Extra Action, Ability Score Improvement
22+78 / 160Militia Mitosis
23+78 / 160___
24+78 / 170Ability Score Improvement
25+89 / 190Militia Mitosis
26+89 / 200Summoner Archetype Feature
27+89 / 210Extra Action
28+810 / 220Militia Mitosis, Ability Score Improvement
29+910 / 230___
30+910 / 250My Freinds are my Power!

Created by

DragonWareInc..

Statblock Type

Class Features

Link/Embed