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Class Features: The Summoner

This document provides the class features and abilities of the Summoner class, which gains the ability to summon and command elemental entities. Key abilities include Manifestation to summon a formless spirit at 1st level, gaining more powerful summons as they level up. They can Enchant their weapons with elemental power. Summoners also gain spellcasting abilities, learning a number of spells known that increases as they level. Their spells draw from the summoner spell list. Higher levels provide additional benefits like Comprehension to recall knowledge of elemental planes, and Contract features that enhance abilities based on the summoner's chosen elemental affinity.
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100% found this document useful (1 vote)
265 views15 pages

Class Features: The Summoner

This document provides the class features and abilities of the Summoner class, which gains the ability to summon and command elemental entities. Key abilities include Manifestation to summon a formless spirit at 1st level, gaining more powerful summons as they level up. They can Enchant their weapons with elemental power. Summoners also gain spellcasting abilities, learning a number of spells known that increases as they level. Their spells draw from the summoner spell list. Higher levels provide additional benefits like Comprehension to recall knowledge of elemental planes, and Contract features that enhance abilities based on the summoner's chosen elemental affinity.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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The Summoner

Proficiency Summoning Summon Damage Spells


Level Bonus Points Die Features Known 1st 2nd 3rd 4th 5th
1st +2 1 1d4 Manifestation, Enchant
2nd +2 1 1d4 Spellcasting 2 2
3rd +2 1 1d4 The Rite of Contract, Contract 2 3
Feature
4th +2 1 1d4 Ability Score Improvement 3 3
5th +3 2 1d6 3 4 2
6th +3 2 1d6 Contract Feature 4 4 2
7th +3 2 1d6 Resonance 4 4 3
8th +3 2 1d6 Ability Score Improvement 5 4 3
9th +4 2 1d6 Transposition 5 4 3 2
10th +4 2 1d6 Contract Feature 6 4 3 2
11th +4 3 1d8 Comprehension 6 4 3 2
12th +4 3 1d8 Ability Score Improvement 7 4 3 3
13th +5 3 1d8 Severance 7 4 3 3 1
14th +5 3 1d8 Contract Feature 8 4 3 3 1
15th +5 3 1d10 Invigoration 8 4 3 3 2
16th +5 3 1d10 Ability Score Improvement 9 4 3 3 2
17th +6 4 1d10 9 4 3 3 3 1
18th +6 4 1d12 Entrust 10 4 3 3 3 1
19th +6 4 1d12 Ability Score Improvement 10 4 3 3 3 2
20th +6 4 1d12 Rebirth 11 4 3 3 3 2

Class Features
As a Summoner, you gain the following class features
Hit Points
Hit Dice: 1d8 per Summoner level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
modifier per Summoner level after 1st
Proficiencies
Armor: Light Armor
Weapons: Simple weapons, Simple ranged weapons
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Insight, Nature, Religion,
Performance, Persuasion
Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
(a) a shortbow with 20 arrows or (b) A light crossbow with
20 bolts
(a) five javelins or (b) any simple melee weapon
A scholar's pack
Enchant The use of this feature requires concentration (described in
Chapter 10), however you may maintain concentration on
At 1st level, you gain the ability to Enchant your hands with your manifestation and one additional spell. Failing a
elemental power with a bonus action. For 1 minute, you may concentration saving throw while concentrating on another
use your spellcasting modifier instead of Strength or spell ends your concentration on both that spell and your
Dexterity for attack rolls and damage rolls for attacks made manifestation. The entity remains on the material plane for
with weapons held in your hands. The weapon becomes as long as you can maintain concentration. You may choose
magical if it is not already. Weapons enchanted this way lose to dismiss the entity back to its plane of existence as a free
their enchantment at the end of your turn if they leave your action.
hand. The entity's statistics are described as follows:
This ability increases in power accordingly with your
summoner level. The enchanted weapon acts as a +1 weapon
at 5th level, a +2 weapon at 11th level and a +3 weapon at Formless Spirit
17th level. If the weapon already had such a property, only the
largest may apply. Medium Elemental, Alignment - same as character
The damage type varies according to your contract as Armor Class 12 (Natural Armor)
follows Hit Points 10 (+1D8 + 2 per Summoner level above
No Contract: No change in damage type 1st)
Contract of Flame: Fire Speed 30ft.
Contract of Ice: Cold
Contract of Storms: Lightning STR DEX CON INT WIS CHA
Contract of Might: Force
Contract of Life: Radiant 14 (+2) 14 (+2) 14 (+2) 6 (-2) 10 (+0) 4 (-3)
Contract of Death: Necrotic
Condition Immunities Charm, Sleep, Fear, Poison,
Manifestation Disease, Prone
Senses passive Perception 10
At 1st level, as the chosen leader of your tribe, you are blessed Languages Same as character
with the ability to call forth your tribe's patron spirit into
physical form. This power is represented by summoning
points, which allow you to call into being a powerful entity of Actions
magical energy. Form - Weapon. Melee Weapon Attack: +4 to hit,
reach 5ft., one target. Hit as per Summoner
Summoning Points Damage Die + Strength Modifier) Magical
You have 1 summoning point, and you gain more as you reach Bludgeoning, Slashing or Piercing damage
higher levels, as shown in the Summoning Points column of
the Summoner table. You can never have more summoning
points than shown on the table for your level. You regain all Spellcasting
spent summoning points when you finish a long rest.
As the chosen one of your tribe, you have spent years bathed
Coalesce in the essence of power from the planes beyond and their
You can use your summoning points to manifest your tribe's intersection with the material plane. This intersection from
patron spirit into the material world. Starting from 1st level, the lands beyond the material world fuels your spells. See
using an action you can expend one summoning point in chapter 10 for the general rules of spellcasting and chapter
order to bring forth an otherworldly being into existence in an 11 for the summoner spell list.
empty space up to 10ft away from yourself. If there are no
empty spaces within 10ft of you, this feature can not be used. Spell Slots
This being takes the form of a medium sized, featureless The Summoner table shows how many spell slots you have to
spectral ball of energy. This entity acts independently of you, cast your spells of 1st level and higher. To cast one of these
but it always obeys your commands. The entity is friendly summoner spells, you must expend a slot of the spell's level
towards you and any attempts to turn it against its master or higher. You regain all expended spell slots when you finish
automatically fail. In combat, this entity rolls its own initiative a long rest.
and acts on its own turn. It can take all actions as normal and For example, if you know the 1st-level spell magic missile
deals damage that scales according to the Summon Damage and have a 1st-level and a 2nd-level spell slot available, you
Die column of the Summoner table. can cast magic missile using either slot.
This feature can not be ended by means of the dispel magic
spell, nor can it be interrupted by counterspell. When the
entity drops to 0 hit points, it disappears, leaving behind no
physical form. It reappears after you use this feature again.
While the entity is within 100 feet of you, you can
communicate with it telepathically. Additionally, it can
understand all languages that you are proficient in however it
can not speak or write.
Spells Known of 1st Level and Higher Comprehension
From Level 2, you know two 1st-level spells of your choice Starting at 11th level, you have gained a thorough
from the summoner spell list. understanding and appreciation of the elemental planes. You
The Spells Known column of the Summoner table shows have advantage on Intelligence ability checks to recall
when you learn more summoner spells of your choice. Each knowledge regarding the elemental planes and elemental
of these spells must be of a level for which you have spell beings. In addition, you can understand and speak
slots. For instance, when you reach 5th level in this class, you Primordial.
can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can
choose one of the summoner spells you know and replace it Severance
with another spell from the summoner spell list, which also Starting at 13th level, you learn to harness the power
must be of a level for which you have spell slots. contained within the bond between you and your spirit. As an
action, you can choose to forcibly sever the bond that ties you
Spellcasting Ability to your spirit. If you choose to do so, your spirit's hit point
Charisma is your spellcasting ability for your summoner total immediately drops to 0. In addition, the following effects
spells, since the core of your magic relies on your ability to occur depending on the contract you have signed:
will the essence of power from otherworldly realms into
being on the material plane. You use your Charisma Contract of Flame: Each creature within 15ft of your
whenever a spell refers to your spellcasting ability. In spirit must make a Dexterity saving throw. On a failed
addition, you use your Charisma modifier when setting the save, a target takes 8d10 Fire damage and is immolated,
saving throw DC for a summoner spell you cast and when taking a further 3d10 fire damage at the start of its turn
making an attack roll with one. until it uses its action or some other means to smother the
Spell save DC = 8 + your proficiency bonus + your Charisma flames. On a successful save, a target takes half as much
modifier damage and is not immolated. An immolated target can
Spell attack modifier = your proficiency bonus + your make a Constitution saving throw at the end of each turn,
Charisma modifier on a successful save, the effect ends.
Contract of Ice: Each creature within 15ft of your spirit
Spellcasting Focus must make a Constitution saving throw. On a failed save, a
You can use a druidic focus (found in chapter 5) as a target takes 8d10 Cold damage and its speed is halved for
spellcasting focus for your summoner spells. 1 minute. On a successful save, a target takes half as
much damage and its speed is not reduced. A creature can
Rite of Contract repeat this saving throw at the end of each of its turns,
ending the effect on a successful save.
At 3rd level, you choose a rite of contract, undergoing a Contract of Storms: Each creature within 15ft of your
signing to reveal your spirit's true form and power. Choose a spirit must make a Constitution saving throw. On a failed
contract of Flame, Ice, Lightning, Might, Life, or Death, all save, a target takes 8d10 Lightning damage and is
detailed at the end of the c1ass description. The contract you stunned until the end of its next turn. On a successful
choose grants you features at 3rd level and again at 6th, 10th save, a target takes half as much damage and is not
and 14th level. stunned.
Contract of Might: Each creature within 15ft of your
Resonance spirit must make a Strength saving throw. On a failed
Starting at 7th level, as the bond between your spirit and save, a target takes 8d10 Force damage, is knocked prone
yourself grows ever stronger, you begin to understand the and pushed 15ft directly away from your spirit. On a
fundamental nature of the element your companion successful save, a target takes half as much damage and is
represents. You gain resistance to the damage type of your unmoved.
contract. Contract of Life: Each hostile creature within 15ft of your
spirit must make a Wisdom saving throw. On a failed save,
Contract of Flame: Fire a hostile target takes 8d10 Radiant damage. On a
Contract of Ice: Cold successful save, a hostile target takes half as much
Contract of Storms: Lightning damage. In addition, an area with radius 15ft centred
Contract of Might: Force around your spirit takes on the property of the hallow spell
Contract of Life: Radiant lasting for 1 minute.
Contract of Death: Necrotic Contract of Death: Each creature within 15ft of your
spirit must make a Consititution saving throw. On a failed
Transposition save, a target takes 8d10 Necrotic damage and gains 1
Starting at 9th level, you gain the ability to step through the level of Exhaustion. On a successful save, a target takes
bond you share with your spirit. As a bonus action, you can half as much damage and is not exhausted.
choose to swap your position with that of your spirit. This
feature cannot be used again until you complete a short or
long rest.
In addition, the bond between you and your spirit grows
resistant to interference from outside forces. If you are forced
to make a concentration saving throw and fail, you can Spirit of Fire
instead choose to succeed. You can use this feature once per Medium Elemental, Alignment - same as character
short or long rest.
Armor Class 15 (Unarmored Defence)
Hit Dice: 1d10 per Summoner level
Invigoration Hit Points at 1st Level: 10 + Constitution modifier
You have learnt to siphon energy from the small breaches Hit Points at Higher Levels: 1d10 (or 6) +
between the material plane and beyond. Beginning at 15th Constitution modifier per Summoner level after
level, once per day when you finish a short rest, you can 1st
choose expended spell slots to recover. The spell slots can Speed 30ft.
have a combined level that is equal to or less than half your Proficiency Bonus Same as character
Summoner level (rounded up). Spell Save DC 8 + STR + proficiency bonus
Spell Attack Bonus STR + proficiency bonus
Entrust
Beginning at 18th level, the bond between your spirit is STR DEX CON INT WIS CHA
unshakeable. You cannot be charmed or feared while your 16 (+3) 16 (+3) 14 (+2) 8 (-1) 12 (+1) 10 (+0)
spirit is manifested. In addition, you can use an action in
order to transfer any number of your current hit points to Saving Throw Proficiencies Strength, Dexterity
your spirit or vice versa as long as this would not bring your Skills Perception
hit point total to 0. Any hit points gained as a result of this Damage Resistances fire
feature that exceed your maximum hit points are lost. You Condition Immunities Charm, Sleep, Fear
can use this feature again after you finish a long rest. Languages Same as character

Rebirth All consuming fire. Damage dealt by this entity


ignores damage resistance.
At 20th level, you gain the ability to anchor your spirit to the
plane of existence you reside in. If the bond tethering you to Actions
your spirit is severed for any reason, you can use your
reaction and 1 summoning point in order to coalesce your Attack. Melee Weapon Attack: +(Strength +
spirit within 10ft of you in an unoccupied space, unharmed. Proficiency) to hit, reach 5ft., one target. Hit: (as
per Summoner Damage Die + Strength modifier)
fire damage
The Rite of Contract
Beginning at 3rd level, you gain the ability to manifest the
true form of your tribe's patron spirit. Upon reaching this Contract Spells
level, on your next long rest, you enter a dreamscape and are Your contract with the Spirit of Fire affords you access to
beholden unto the true form of your patron spirit, bearing a additional spells when you reach 3rd, 5th, 9th, 13th and 17th
scroll for you to sign. By entering into a contract with your levels. These spells do not count against the number of spells
patron of mutual protection, your power will grow stronger known you have displayed in the Spells Known column of the
together. Summoner table. In addition you gain the create bonfire
cantrip.
Contract of Flame
Contract of Flame
You walk down a corridor paved in dark, sulfurous rock. Summoner Level Contract Spells
Torches either side of you alight with flame as you walk and
the very air itself shimmers with blazing heat. A creature at 3rd burning hands, hellish rebuke
the end of the passage extends their hand towards you: 5th flaming sphere, pyrotechnics
'Sign, young master. And may your soul burn ever brighter 9th fireball, melf's minute meteors
with me at your side'
As you sign, the form of your manifestation swirls and 13th wall of fire
roars with the furious blaze of flames, taking on a new form. 17th immolation
Blazing Wrath Pyroclasm
At 3rd level, your spirit gains the following ability: At 14th level, your spirit gains the following ability:

Actions Actions
Blazing Wrath (Recharge 5-6). Flames erupt around Pyroclasm (Recharge long rest). A pillar of molten
your spirit in a terrifying visage. Each creature lava erupts from the ground within 60ft of your
within 5ft of your spirit must make a Wisdom spirit in a 5ft radius, 40ft high cylinder. Each
saving throw. On a failed save, a creature takes 3x creature within 5ft of the area must make a
Summoner Damage Die fire damage and is Dexterity saving throw, taking 6x Summoner
frightened of your spirit for up to 1 minute. On a Damage Die fire damage on a failed save and half as
successful save, a creature takes half damage and is much on a successful save. Your spirit can use its
not frightened. At the end of each of its turns, a bonus action on subsequent turns to cause this
target can make another Wisdom saving throw. On effect again, in the same or different location within
a success, this effect ends. range. Each subsequent Pyroclasm deals 2x
Summoner Damage Die less damage. This effect
ends when the damage of Pyroclasm reaches 0.
Feed the Flame
At 6th level, your spirit gains the following ability:
In addition, you can increase one ability score for your spirit
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
Reactions score above 20 using this feature.
Feed the flame. If you cast a spell that deals fire
damage within 100ft of your spirit. Your spirit can Contract of Ice
use its reaction to impose disadvantage on the You walk down a corridor made of shining, beautiful ice. Your
saving throw for one target if there is one. breath condenses in front of you in the frigid, arctic chill. A
creature at the end of the passage extends their hand towards
you:
In addition, you can increase one ability score for your spirit 'Sign, young master. And let us embrace the coming winter'
of your choice by 2, or you can increase two ability scores of As you sign, the form of your manifestation swirls and
your choice by 1. As normal, you can't increase an ability crystallises, taking on a new form.
score above 20 using this feature.
Incinerate
At 10th level, your spirit gains the following ability:

Bonus Actions
Incinerate (Recharge short rest). For one round,
targets that are attacked by your spirit are
immolated. An immolated target takes 1x
Summoner Damage Die fire damage at the start of
their turn until it uses an action or some other
means to smother the flames. Alternatively, an
immolated target can make a Consititution saving
throw at the end of its turn. On a successful save,
the effect ends.

In addition, you can increase one ability score for your spirit
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.
Winter's Breath
Spirit of Ice At 3rd level, your spirit gains the following ability:
Medium Elemental, Alignment - same as character

Armor Class 13 (Unarmored Defence)


Hit Dice: 1d10 per Summoner level
Actions
Hit Points at 1st Level: 10 + Constitution modifier Winter's Breath (Recharge 5-6). Icy mist is released
Hit Points at Higher Levels: 1d10 (or 6) + in a 15ft cone from your spirit. Each creature with
Constitution modifier per Summoner level after the cone must make a Constitution saving throw.
1st On a failed save, a target takes 2x Summoner
Speed 30ft. Damage Die cold damage and their speed is halved
Proficiency Bonus Same as character until the start of your spirit's next turn. On a
Spell Save DC 8 + CHA + proficiency bonus successful save, a creature takes half damage and
Spell Attack Bonus CHA + proficiency bonus their speed is not halved. In addition, the area
within the cone becomes heavily obscured until the
start of your spirit's next turn
STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 12 (+1) 10 (+0) 16 (+3) 16 (+3)
Icy Step
Saving Throw Proficiencies Dexterity, Charisma At 6th level, your spirit gains the following ability:
Skills Perception
Damage Resistances cold
Condition Immunities Charm, Sleep, Fear
Languages Same as character
Passives
All consuming cold. Damage dealt by this entity Icy Step. The area 10ft around your spirit is
ignores damage resistance. perpetually covered in frost. This area is considered
difficult terrain for your enemies. In addition, your
spirit ignores difficult terrain created by its own
Actions abilities.
Attack. Melee Weapon Attack: +(Charisma +
Proficiency) to hit, reach 5ft., one target. Hit: (as
per Summoner Damage Die + Charisma modifier)
cold damage In addition, you can increase one ability score for your spirit
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.
Contract Spells
Your contract with the Spirit of Ice affords you access to Glacier
additional spells when you reach 3rd, 5th, 9th, 13th and 17th At 10th level, your spirit gains the following ability:
levels. These spells do not count against the number of spells
known you have displayed in the Spells Known column of the
Summoner table. In addition you gain the ray of frost cantrip.
Actions
Contract of Ice
Summoner Level Contract Spells Glacier (Recharge short rest). Your spirit creates up
to three 5ft x 5ft x 10ft pillars of ice within 120ft.
3rd armor of agathys, ice knife If these occupy a creature's space when they
5th snilloc's snowball storm, spike growth appear, the creature within the area is pushed to an
adjacent unoccupied space (your choice) and must
9th sleet storm, slow make a dexterity saving throw. On a failed save, the
13th ice storm creature takes 3x Summoner Damage Die cold
damage, or half as much on a successful save. Each
17th cone of cold pillar lasts for 10 minutes and can be damaged and
thus breached. Each pillar has AC 12 and 20 hit
points, and is vulnerable to fire and thunder
damage.

In addition, you can increase one ability score for your spirit
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.
Sheer Cold
At 14th level, your spirit gains the following ability: Spirit of Lightning
Medium Elemental, Alignment - same as character

Armor Class 13 (Unarmored Defence)


Actions Hit Dice: 1d10 per Summoner level
Sheer Cold (Recharge long rest). The temperature of Hit Points at 1st Level: 10 + Constitution modifier
the air in a 20ft radius, 40ft high cylinder within Hit Points at Higher Levels: 1d10 (or 6) +
60ft of your spirit suddenly plummets. Each Constitution modifier per Summoner level after
creature within the area must make a consitution 1st
saving throw. On a failed save, a creature takes 6x Speed 30ft.
Summoner Damage Die cold damage and has their Proficiency Bonus Same as character
speed reduced to 0 until the end of their next turn. Spell Save DC 8 + INT + proficiency bonus
On a successful save, a target takes half as much Spell Attack Bonus INT + proficiency bonus
damage and their speed is not reduced. In addition,
the ground in this area becomes difficult terrain for
1 minute. STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 10 (+0) 16 (+3) 14 (+2) 12 (+1)

In addition, you can increase one ability score for your spirit Saving Throw Proficiencies Dexterity, Intelligence
of your choice by 2, or you can increase two ability scores of Skills Perception
your choice by 1. As normal, you can't increase an ability Damage Resistances lightning
score above 20 using this feature. Condition Immunities Charm, Sleep, Fear
Languages Same as character
Contract of Storms All consuming lightning. Damage dealt by this entity
You walk down a corridor of dark clouds, crackling with ignores damage resistance.
electricity. Your hair stands on its end as static courses
through you. A creature at the end of the passage extends Actions
their hand towards you: Attack. Melee Weapon Attack: +(Intelligence +
'Sign, young master. And let us take the world by storm' Proficiency) to hit, reach 5ft., one target. Hit: (as
As you sign, the form of your manifestation sparks and per Summoner Damage Die + Intelligence modifier)
crackles, taking on a new form. lightning damage

Contract Spells
Your contract with the Spirit of Lightning affords you access
to additional spells when you reach 3rd, 5th, 9th, 13th and
17th levels. These spells do not count against the number of
spells known you have displayed in the Spells Known column
of the Summoner table. In addition you gain the shocking
grasp cantrip.
Contract of Storms
Summoner Level Contract Spells
3rd jump, witch bolt
5th levitate, skywrite
9th call lightning, lightning bolt
13th storm sphere
17th control winds
Lightning Leap Overcharge
At 3rd level, your spirit gains the following ability: At 14th level, your spirit gains the following ability:

Actions Actions
Lightning Leap (Recharge 5-6). Your spirit moves up Overcharge (Recharge long rest). If your spirit is
to 60ft in a straight line, ignoring attacks of within 60ft of you, it can merge its form with your
opportunity. Each creature in the path of your spirit own granting you the following benefits for up to 1
must make a dexterity saving throw. On a failed minute:
save, a target takes 2x Summoner Damage Die
lightning damage. On a successful save, a target You gain the benefits of the 'Greased Lightning'
takes half as much damage. ability
Your movement speed becomes 60ft
You gain +2 AC and advantage on dexterity
saving throws
Greased Lightning Whenever you use your action to deal damage,
At 6th level, your spirit gains the following ability: you deal an additional 2x Summoner Damage Die
lightning damage
You may use your bonus action once on each
turn to deal 1x Summoner Damage Die lightning
Passives damage to a single target within 30ft
Your spirit occupies your space, is considered
Greased Lightning. Your spirit ignores difficult incapacitated, untargettable and is immune to all
terrain and no longer provokes attacks of damage for the duration of this ability
opportunity.

In addition, you can increase one ability score for your spirit
In addition, you can increase one ability score for your spirit of your choice by 2, or you can increase two ability scores of
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
your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
score above 20 using this feature.
Contract of Might
Discharge
At 10th level, your spirit gains the following ability: You walk down a corridor lined with shields and swords. The
steady sound of war drums greets your ears as you walk. A
creature at the end of the passage extends their hand towards
you:
Actions 'Sign, young master. And may everyone bow before our
Discharge (Recharge short rest). Each creature within
might'
5ft of your spirit must make a dexterity saving As you sign, the form of your manifestation steps forward
throw. On a failed save, a target takes 3x and bows, taking on a new form.
Summoner Damage Die lightning damage and is
stunned until the end of its next turn. On a
successful save, a target takes half as much damage
and is not stunned.

In addition, you can increase one ability score for your spirit
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.
Aegis Shield
Spirit of Force At 3rd level, your spirit gains the following ability:
Medium Elemental, Alignment - same as character

Armor Class 15 (Unarmored Defence)


Hit Dice: 1d10 per Summoner level
Reactions
Hit Points at 1st Level: 10 + Constitution modifier Aegis Shield (Recharge 5-6). Your spirit uses its
Hit Points at Higher Levels: 1d10 (or 6) + reaction to cast the shield spell targetting a
Constitution modifier per Summoner level after creature within 30ft.
1st
Speed 30ft.
Proficiency Bonus Same as character
Spell Save DC 8 + STR + proficiency bonus Mighty Charge
Spell Attack Bonus STR + proficiency bonus At 6th level, your spirit gains the following ability:

STR DEX CON INT WIS CHA


16 (+3) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 8 (-1) Passives
Mighty charge. If your spirit moves at least 10ft
Saving Throw Proficiencies Strength, Constitution straight towards a target and then hits with a melee
Skills Perception weapon attack on the same turn. The target takes
Damage Resistances force an extra 1x Summoner Damage Die force damage
Condition Immunities Charm, Sleep, Fear and must make a Strength saving throw. On a failed
Languages Same as character save, the target is knocked prone or pushed up to
10ft backwards (your choice). Creatures more than
All consuming force. Damage dealt by this entity 1 size larger than your summon automatically
ignores damage resistance. succeed at this saving throw.

Actions
Attack. Melee Weapon Attack: +(Strength + In addition, you can increase one ability score for your spirit
Proficiency) to hit, reach 5ft., one target. Hit: (as of your choice by 2, or you can increase two ability scores of
per Summoner Damage Die + Strength modifier) your choice by 1. As normal, you can't increase an ability
force damage score above 20 using this feature.
War Cry
At 10th level, your spirit gains the following ability:
Contract Spells
Your contract with the Spirit of Force affords you access to
additional spells when you reach 3rd, 5th, 9th, 13th and 17th
levels. These spells do not count against the number of spells Bonus Actions
known you have displayed in the Spells Known column of the
Summoner table. In addition you gain the sword burst War Cry (Recharge short rest). Your spirit lets forth a
mighty bellow, challenging nearby foes. Each
cantrip. hostile creature within 10ft of your spirit must
Contract of Might make a Wisdom saving throw. On a failed save, a
creature has disadvantage on all attack rolls made
Summoner Level Contract Spells
to target creatures other than your spirit for up to 1
3rd heroism, shield of faith minute. An affected creature can repeat this saving
throw at the end of each turn, ending the effect on
5th cordon of arrows, spiritual weapon
a successful save.
9th conjure barrage, counterspell
13th stoneskin
17th bigby's hand In addition, you can increase one ability score for your spirit
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.
Armaments
At 14th level, your spirit gains the following ability: Spirit of Life
Medium Elemental, Alignment - same as character

Armor Class 12 (Unarmored Defence)


Actions Hit Dice: 1d10 per Summoner level
Armaments(Recharge long rest). Your spirit calls Hit Points at 1st Level: 10 + Constitution modifier
forth a mystical armory. 5 pieces of ghostly Hit Points at Higher Levels: 1d10 (or 6) +
equipment emerge from a pocket dimension. You Constitution modifier per Summoner level after
may choose any combination of weapons, or armor 1st
with the following immediate effects: Speed 30ft.
Proficiency Bonus Same as character
Weaponry - Each piece of weaponry that emerges Spell Save DC 8 + WIS + proficiency bonus
from the pocket dimension immediately makes a Spell Attack Bonus WIS + proficiency bonus
melee spell attack against a target within 30ft,
dealing 2x Summoner Damage Die force damage
on a successful hit STR DEX CON INT WIS CHA
Armor - Each piece of armor immediately
8 (-1) 10 (+0) 14 (+2) 16 (+3) 16 (+3) 12 (+1)
attaches itself to an ally within 30ft. Attack rolls
made against a creature wearing this armor are
made with disadvantage. Saving Throw Proficiencies Intelligence, Wisdom
These effects last until the start of your spirit's Skills Perception
next turn. Damage Resistances radiant
Condition Immunities Charm, Sleep, Fear
Languages Same as character

In addition, you can increase one ability score for your spirit All consuming radiance. Damage dealt by this entity
of your choice by 2, or you can increase two ability scores of ignores damage resistance.
your choice by 1. As normal, you can't increase an ability
score above 20 using this feature. Actions
Attack. Melee Weapon Attack: +(Wisdom +
Contract of Life Proficiency) to hit, reach 5ft., one target. Hit: (as
You walk down a corridor glowing softly with pale, golden per Summoner Damage Die + Wisdom modifier)
light. You feel serene and calm as you continue. A creature at radiant damage
the end of the passage extends their hand towards you:
'Sign, young master. And let us become a light in the
darkness together' Contract Spells
As you sign, the form of your manifestation glows Your contract with the Spirit of Life affords you access to
brilliantly, taking on a new form. additional spells when you reach 3rd, 5th, 9th, 13th and 17th
levels. These spells do not count against the number of spells
known you have displayed in the Spells Known column of the
Summoner table. In addition you gain the sacred flame
cantrip.
Contract of Life
Summoner Level Contract Spells
3rd bless, cure wounds
5th calm emotions, lesser restoration
9th aura of vitality, revivify
13th aura of purity
17th mass cure wounds
Empower Consecrate
At 3rd level, your spirit gains the following ability: At 14th level, your spirit gains the following ability:

Bonus Actions Actions


Empower (Recharge 5-6). Your spirit empowers an Consecrate (Recharge long rest). Your spirit
ally within 5ft. The next successful melee or ranged consecrates an area of ground within 60ft with
weapon attack made by the target deals 2x radius 20ft. You may choose creatures within the
Summoner Damage Die extra radiant damage on a area to experience the following effects. You may
hit. choose the same or different creatures for each
effect:
Creatures you choose gain the effects of the
Emissary greater restoration spell
At 6th level, your spirit gains the following ability: Creatures you choose are able to use their
reaction to expend available hit die in order to
regain hit points
Creatures you choose must make a Wisdom
Passives saving throw. On a failed save, a target takes 4x
Summon Damage Die radiant damage and is
Emissary. Your spirit becomes an emissary for your frightened by your spirit until the end of its next
spells. You may cast any beneficial spell as if turn. On a successful save, a target takes half as
originating from your spirit as long as your spirit is much damage and is not frightened.
within 120ft of you. In addition, you may choose to
centre any spell with 'aura' in its name on your spirit
instead of yourself.
In addition, you can increase one ability score for your spirit
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
In addition, you can increase one ability score for your spirit score above 20 using this feature.
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 Contract of Death
score above 20 using this feature.
You walk down a corridor of utter darkness. The ground
Saviour appears to rot away behind you as you continue. A creature at
At 10th level, your spirit gains the following ability: the end of the passage extends their hand towards you:
'Sign, young master. And let us shed our fears of mortality
together'
As you sign, the form of your manifestation darkens and
Reactions shimmers, taking on a new form.
Saviour (Recharge short rest). When a target within
60ft of your spirit would drop to 0 hit points as a
result of taking damage, your spirit can use its
reaction to cast death ward on that target.

In addition, you can increase one ability score for your spirit
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.
Wither
Spirit of Death At 3rd level, your spirit gains the following ability:
Medium Elemental, Alignment - same as character

Armor Class 12 (Unarmored Defence)


Hit Dice: 1d10 per Summoner level
Actions
Hit Points at 1st Level: 10 + Constitution modifier Wither (Recharge 5-6). Your spirit reaches out
Hit Points at Higher Levels: 1d10 (or 6) + towards a creature within 5ft. The creature must
Constitution modifier per Summoner level after make a constitution saving throw. On a failed save,
1st the target takes 1d4 Strength + Dexterity damage.
Speed 30ft. On a successful save, a target takes no damage. If a
Proficiency Bonus Same as character target's Strength or Dexterity is reduced to 0, the
Spell Save DC 8 + INT + proficiency bonus target instantly dies. This effect lasts until the target
Spell Attack Bonus INT + proficiency bonus takes a long rest and can be removed by means of a
remove curse or greater restoration spell.
STR DEX CON INT WIS CHA
8 (-1) 10 (+0) 14 (+2) 16 (+3) 16 (+3) 12 (+1)
Marked for Death
At 6th level, your spirit gains the following ability:
Saving Throw Proficiencies Intelligence, Wisdom
Skills Perception
Damage Resistances necrotic
Condition Immunities Charm, Sleep, Fear
Languages Same as character
Bonus Actions
Marked for Death. Your spirit marks a target within
All consuming rot. Damage dealt by this entity 5ft for death. On subsequent turns, your spirit can
ignores damage resistance. use a bonus action to teleport to an unoccupied
space adjacent to the affected target as long as they
are within 60ft. Your spirit can only have one target
Actions marked at a time. This effect ends after one minute,
Attack. Melee Weapon Attack: +(Intelligence + if the target is reduced to 0 hit points or by means
Proficiency) to hit, reach 5ft., one target. Hit: (as of a remove curse or greater restoration spell.
per Summoner Damage Die + Intelligence modifier)
necrotic damage
In addition, you can increase one ability score for your spirit
of your choice by 2, or you can increase two ability scores of
Contract Spells your choice by 1. As normal, you can't increase an ability
Your contract with the Spirit of Death affords you access to score above 20 using this feature.
additional spells when you reach 3rd, 5th, 9th, 13th and 17th
levels. These spells do not count against the number of spells Ill Omen
known you have displayed in the Spells Known column of the At 10th level, your spirit gains the following ability:
Summoner table. In addition you gain the chill touch cantrip.
Contract of Death
Summoner Level Contract Spells Actions
3rd bane, inflict wounds Ill Omen (Recharge short rest). A target within 60ft
5th blindness/deafness, darkness of your spirit must make a Wisdom saving throw or
become frightened of your spirit for up to 1 minute
9th bestow curse, vampiric touch (if the target has been afflicted with marked for
13th blight death it makes this save with disadvantage). While
frightened, the creature must use all its movement
17th contagion to move away from your spirit via the safest
available route unless there is nowhere to move. If a
creature ends its turn in an area where it does not
have line of sight of your spirit. It can make a
Wisdom saving throw, ending the effect on a
success.

In addition, you can increase one ability score for your spirit
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.
Thin the Veil
At 14th level, your spirit gains the following ability:

Actions
Thin the Veil (Recharge long rest). An area of ground
within 60ft of your spirit with radius 20ft is filled
with necrotic energy for 1 minute, becoming
difficult terrain. A creature that enters the area for
the first time or begins its turn in the area must
make a dexterity saving throw. On a failed save a
creature takes 4x Summoner Damage Die necrotic
damage and is restrained. On a successful save, a
creature takes half as much damage and is not
restrained. A restrained creature can use its action
to make a Strength check against your Summon's
spell save DC. On a success, it frees itself.

In addition, you can increase one ability score for your spirit
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.
Summoner Spells
1st Level Longstrider Enlarge/Reduce Create Food and Water
Absorb Elements Protection from Evil and Heat Metal Daylight
Chromatic Orb Good Hold Person Dispel Magic
Color Spray Purify Food and Drink Invisibility Feign Death
Detect Magic Sleep Locate Object Glyph of Warding
Detect Poison and Disease Misty Step Hypnotic Pattern
Disguise Self 2nd Level Protection from Poison Magic Circle
Expeditious Retreat Aid See Invisibility Protection from Energy
Faerie Fire Alter Self Silence Remove Curse
Fog Cloud Augury Sending
Identify Darkvision 3rd Level Speak with Dead
Illusory Script Detect Thoughts Blink Tongues
Enhance Ability Clairvoyance
4th Level Divination Antilife Shell Hallow
Arcane Eye Elemental Bane Commune with Nature Hold Monster
Banishment Greater Invisibility Contact Other Plane Legend Lore
Compulsion Hallucinatory Terrain Dispel Evil and Good Passwall
Confusion Locate Creature Dream Reincarnate
Dimension Door Geas Scrying
5th Level

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