Summoner

Summoner

Call upon creatures of power to aid you in your travels. The summoner summons creatures that can last a single round or travel with you. Drawing upon these summons takes a great deal of power and even more to control. 

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

Starting Proficiencies

You are proficient with the following items, in addition to any Proficiencies provided by your race or Background.
Armor: Shields
Weapons: Simple Weapons
Tools: 1 tool of your choice
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion

Starting Equipment

You start with the following items, plus anything provided by your Background.
• (a) a mace or (b) a simple weapon
• (a) a tool of your choice
• (a) a Light Crossbow and 20 bolts or (b) any simple weapon
• (a) a Priest's Pack or (b) an Explorer's Pack
• A Shield and a focus

Table: The Summoner

Level  Proficiency  Bonus Features  
1st        +2                Strands of Magic, Partner Domain 
2nd      +2                Power Transfer (1/rest), Partner Domain feature 
3rd        +2               Call Back
4th        +2              Ability Score Improvement 
5th        +3              Strands of Magic Feature 
6th        +3              Power Transfer (2/rest), Partner Domain feature 
7th        +3               Limit Burst
8th       +3               Ability Score Improvement, Partner Domain Feature
9th       +4              Strands of Magic Feature    
10th      +4             Caller 
11th       +4              Burst Reduction 
12th      +4              Ability Score Improvement 
13th      +5             Strands of Magic Feature
14th      +5             Limit Burst Improvement 
15th      +5  
16th      +5            Ability Score Improvement 
17th       +6           Strands of Magic Feature , Partner Domain feature 
18th       +6           Power Transfer (3/rest) 
19th       +6           Ability Score Improvement
20th      +6           Caller improvement 

Strands of Magic

You have the ability to pull at the strands of magic as it flows and can capture small amounts to wield as your own. Choose a number of schools of magic equal to your Wisdom modifier (min. 1). You are able to cast spells of this type from the bard, cleric or druid spell list. When your Wisdom Modifier increases or decreases, you adjust the number of schools to match. Additionally, you can choose three cantrips that you can cast at any time. Also choose two spells to memorize from one of the chosen schools of 1st level. You can cast each of these spells one and regain all uses when you finish a long rest. You choose additional spells when you reach higher levels. Choose 2 spells of 3rd level or below when you reach 5th level, 2 spells of 5th level or below when you reach 9th level, 2 spells of 7th level or below at 13th level and 1 spell of 9th level or below at 17th level. 

Spellcasting Ability
Wisdom is your Spellcasting Ability for your Summoner Spells. The power of your Spells comes from your ability to pull magic strands. You use your Wisdom whenever a Summoner spell refers to your Spellcasting Ability. In addition, you use your Wisdom 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 Wisdom modifier
Spell Attack modifier = your Proficiency Bonus + your Wisdom modifier

Partner Domain

Choose one domain related to determine how your Summon Magic works. Your choice grants you Partner Spells and other features when you choose it at 1st level. It grants additional benefits at 2nd, 6th, 8th, and 17th levels.
Partner Spells
Each domain has a list of spells that you get in addition to your Strand of Magic feature and work in the same fashion as it does. Partner spells that you gain at the Summoner levels noted in the description. Once you gain a Partner spell, you always have it. If you have a domain spell that doesn't appear on the Summoner spell list, the spell is nonetheless a Summoner spell for you.

  • Burst
  • Egi Lord
  • Fusion

Power Transfer 

At 2nd Level, you gain the ability to mirror energy directly from your summons, using that energy to fuel magical Effects. You start with two such effects: Mirror Move and an Effect determined by your domain. Some domains grant you additional Effects as you advance in levels, as noted in the domain description.
When you use your Power Transfer, you choose which Effect to create. You must then finish a short or Long Rest to use your Power Transfer again.
Some Power Transfer Effects require Saving Throws. When you use such an Effect from this class, the DC equals your Summoner spell save DC.
Beginning at 6th level, you can use your Power Transfer twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or Long Rest, you regain your expended uses.

Power Transfer: Mirror Move

As an action, you call out your summons name and speak one of its attacks, abilities or features. You unleash the effect and it takes effect for 1 minute or until you dismiss it as a bonus action. If it is an attack, you use it as if you had done it, using your stats.

Call Back

Starting at 3rd level, as a reaction, you can dismiss your summon as long as it still has at least 1 hit point. You can use this feature a number of times equal to your wisdom modifier. Once you finish a long rest you regain all expended uses. 

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.

Limit Burst

Starting at 7th Level, when your summon takes 75% (rounded up) of its health in damage within the last 1 minute it can use its Limit Burst ability. Once it uses this feature it cant do so again until the next dawn. When you reach 14th, level you can use this feature twice instead of once.
If you are a Burst Summoner, then you can use your Limit Burst once every 7 days minus your Wisdom modifier. (ex. Wisdom of +3 would reduce it to 4 days instead of 7 days).

Caller

Beginning at 10th level, when you call upon your summon you can now do it as a bonus action instead of an action. Additionally, when you call your summons, they gain a bonus effect based on the domain chosen as listed below. These effects double when you reach level 20.

  • Burst: Deal additional damage equal to your Summoner Level.
  • Companion: Gain Hit points equal to twice your Summoner Level.
  • Merge: Gain a bonus to each ability score equal to your Wisdom Modifier

Burst Reduction

At 11th level, your Limit Burst damage percentage is reduced to 60% (rounded up).

Chains of the Unnatural

Starting at 15th level, you can attempt to dominate a creature that is not natural to the plane you are on. As an action, choose a creature that is within 60ft of you, it must make a Wisdom Saving Throw. On a failure, the creature is bound to you and must follow your commonads, but it will not put itself in harm such as walking into lava or jumping off a cliff. If the creature is natural to the current plane, then the spell has no effect. Once you use this feature you cant do so again until you finish a long rest.