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v1.

10

“My will is law. Obey me.”

CLASS TRAITS
Role: Controller. You control the ebb and flow of the
battlefield by bringing aid in the form of otherworldly
creatures and by assaulting the minds of your enemies.
Power Source: Arcane. You've attuned yourself with the
arcane energies of another plane, granting you access to
the power therein.
Key Abilities: Charisma, Wisdom, Intelligence.

Armor Proficiencies: Cloth, leather


Weapon Proficiencies: Dagger, sickle, staff
Implement: Orb
Bonus to Defense: +2 Will

Hit Points at 1st Level: 12 + Constitution score


Hit Points per Level Gained: 5
Healing Surges per Day: 7 + Constitution modifier

Trained Skills: Religion. From the class skills list below,


choose three more trained skills at 1st level.
Class Skills: Arcana (Int), Bluff (Cha), Diplomacy (Cha),
Dungeoneering (Wis), History (Int), Insight (Wis),
Intimidate (Cha), Nature (Wis), Religion (Int)

Build Options: Contractual Summoner, Ruinous


Summoner
Class Features: Controlled Summons, Covenant of the
Planes, summon minion, Ritual Casting, Summon Minion

Summoners are an unscrupulous lot. Practitioners of magic so


foul it shakes the boundaries between worlds and is the type to
ruin empires. By scourging a creature of its basic essence,
summoners send their minds into the furthest reaches of the
cosmos, calling forth the inhabitants they find there. While
some summoners are power hungry monsters, who simply
seek to destroy, many are visionaries, working with flawed tools
in an attempt to create beautiful masterpieces.
As a summoner you choose either the tireless powers
of the mindless undead or the carefully bartered services of the
immortal devils to accomplish your goals, calling either creature
into service as needed. You must carefully balance your need
of their abilities versus the risk of not being to control the thing
you've summoned.
Experience has taught you that infernal claws and
decayed fangs rend cloth as easily as flesh, and you have the
scars to prove it. You've learned to work in heavier armor than
most spellcasters, and your body has been hardened by the
tribulations or your training. That which doesn't kill you, right?
ability to control the battlefield to maximum effect.
New Keyword Usage A contractual summoner should choose the soul barter
Psychic Stance: A psychic stance is any power with both the covenant.
psychic and stance keywords. Psychic stances only replace Suggested Feat: Skill Focus (Religion)
other psychic stances, as opposed to fighter stances, for Suggested Skills: Arcana, Diplomacy, Insight
example. Psychic stances do not require line of sight or line of Suggested At-will Powers: Summon Familiar, Twisted
effect. Reflection
Reliable: in addition to the normal benefits, a power with both Suggested Encounter Power: Astral Current
the reliable and summon keywords does not require a Suggested Daily Power: Summon Imp
knowledge check to successfully control the summoned
creature (see Controlled Summons below).
Summon: similar to conjuration, a power with the summon Ruinous Summoner
keyword brings something into existence where once there was Calling upon the destructive might of the Shadowfell, you bring
nothing. Unlike a conjuration, however, this something was a forth creatures of great strength and fortitude to rain destruction
creature that already existed somewhere else. wherever they tread. Wisdom plays an integral role in your
ability to enhance your minions. Select powers that cause your
summons to do as much damage as possible.
Playing a Summoner A ruinous summoner should choose the shadow sworn
It is strongly advised that you consult your Dungeon Master covenant.
regarding the use of this class in their games. Introducing Suggested Feat: Skill Focus (Religion)
additional monsters to the battlefield can potentially bog down Suggested Skills: Bluff, Dungeoneering, Intimidate
the game speed quite a bit. Try to keep things flowing and be Suggested At-will Powers: Skitterbolt, Summon Minion
sure to have combat information regarding creatures you Suggested Encounter Power: Summon Zombie
control readily available. Your Dungeon Master will appreciate Suggested Daily Power: Frenzy
it!
See the Summoner Tips and Tricks section after the feats for a
helping hand on playing a summoner from the designer's point
Implements
of view. Summoners make use of orbs as their chosen implement,
adding any enhancement bonus to attack and damage rolls for
all summoner powers and summoner paragon path powers with
the implement keyword. A summoner can still use their powers
without an orb, but they lose access to their important Shatter
the Mind Orb option when summoning.

Summoner Class Features


Summoners have the following class features.

Controlled Summons
Your ability to control the lives of other creatures is tentative.
Absolute Control: When under your control a summoned
creature always acts on your turn, after you complete your own
actions. A summoned creature will perform only the actions
listed under of the Effect entry of a power with the stance
keyword. If you do not have an active stance, a summoned
creature you control is treated as helpless.
Attack Bonus: All creatures you summon, controlled or not,
gain a bonus to attack rolls equal to half your level.
Duration: Unless stated otherwise, a summoned creature
remains only while sustained, returning alive and well to where
it came from when it dies, or when you cease to sustain it.
Additionally, a summoned creatures cannot act the turn they
are summoned unless specifically stated otherwise.
Out of Control: Whenever you use a power to summon a
creature you must demonstrate master level knowledge of that
Creating a Summoner creature and its abilities, in order to control it. To do this you
The two basic builds of a summoner are the contractual need to know the creature's name, type and keywords, its
summoner and the ruinous summoner. Summoners rely on powers, and it's resistances and vulnerabilities (DC 25, 30 and
Charisma the most, followed equally by Intelligence and 35 for heroic, paragon and epic tier creatures, respectively).
Wisdom. Many summoner powers make use of healing surges, Success: you completed the summon without a problem. The
and Constitution will help protect a summoner from a summon creature will persist and obey your commands so long as you
that's out of control. Summoner powers do not depend on sustain it.
Strength or Dexterity. Failure: you have failed to control the creature you have
summoned. The power resolves as normal with the exception
Contractual Summoner that the new creature is now under the control of the Dungeon
As a contractual summoner you expect your temporary allies to Master, not the summoner. It will persist so long as the
be skilled creatures able to perform useful services, making the Dungeon Master chooses.
most of their unique powers. Intelligence further enhances your Multiple Creatures: if a summon creates multiples of the same
powers. creature you make one knowledge check per type of creature,
Select powers that make the most of your intelligence and you which determines the control of all creatures of the same type.
Shatter the Mind Orb: as a standard action you may shatter Summon Minion
an orb used to summon a creature (if any), destroying it utterly. Choose either Summon Familiar or Summon Minion as an at-
The unfortunate creature whose essence is bound to the device will power, and choose one other 1st level at-will power from
dies instantly. Summoners most often use this power as a last the list below to compliment your choice.
ditch effort to defeat summons that have gone out of control.
Summon Familiar Summoner Class Feature
Covenant of the Planes You draw upon minds of the dead that inhabit the Shadowfell
You have sworn fealty to the denizens of another world in a and summon forth a shard of your soul mate's essence in the
binding covenant. The covenant you choose determines the shape of a tiny, shadowy animal.
following summoner abilities. At-Will ♦ Arcane, Conjuration
Advanced Understanding: It is easier for you to summon
Standard Action Personal
creatures you are more familiar with.
Covenant Blessing: Your specific covenant grants you a Target: One creature
covenant blessing when summoning the creatures you know Summon: Lose a healing surge, but do not regain hit points.
best. Place a familiar (see Appendix) in the nearest unoccupied
The covenant you take also provides bonuses to certain space adjacent to yourself. The familiar acts immediately.
summoner powers. Individual powers detail the effects (if any) At 6th, 11th and 16th level the power of your familiar
your Covenant of the Planes selection has on them. increases.
Sustain None: Familiars do not need to be sustained.
Shadow Sworn Covenant
The lost souls of the Shadowfell are at your beck and call, Summon Host Summoner Class Feature
granting you dominion over the manipulation of life itself. Using your own essence as a conduit, you break down the
Members of the Shadow Sworn Covenant summon undead. barriers between worlds, ushering forth a union of allies
Advanced Understanding: You receive a +5 bonus on drawn to your power.
monster knowledge skill checks when attempting to summon At-Will ♦ Arcane, Summon
creatures with the undead subtype. Powers that grant benefits Standard Action Area burst 1 within 5
according to your covenant have a greater effect on creatures Summon: Lose a healing surge, but do not regain hit points.
with the undead subtype. Place a minion representing your covenant in any
Shadow Infusion: When you summon a creature with the unoccupied square within the burst. All creatures summoned
undead subtype, that creature receives a bonus to damage by this spell use the statistics of a Decrepit Skeleton (page
rolls equal to your wisdom modifier. 234).
At 6th, 11th, 16th, 21st and 26th level, increase the number
Soul Barter Covenant of minions summoned by 1.
You've pledged your undying soul to the immortal devils of the Sustain Minor: You can sustain the creatures this power
Astral Sea. They will answer your summons and obey your creates until the end of the encounter.
commands, for now. Members of the Soul Barter Covenant
Shadow Sworn Covenant: Summon a Shadow Guard, a
summon devils.
dark and sinister being that was never really more than a
Advanced Understanding: You receive a +5 bonus on
monster. Shadow Guards have the shadow origin and the
monster knowledge skill checks when attempting to summon
undead subtype.
creatures with the devil subtype. Powers that grant benefits
according to your covenant have a greater effect on creatures Soul Barter Covenant: Summon a Damned Soul, a
with the devil subtype. creature beyond redemption that has yet to prove
You gain Supernal as a bonus language. themselves useful. Damned Souls have the immortal origin
Quid Pro Quo: When a summon you control with the devil and the devil subtype.
subtype is slain against your will, you gain temporary hit points No Covenant: Summon a Farworld Squabbler, a twisted
equal to the monster's level + your Intelligence modifier. reflection of humanity in the form of a cackling, ghoul-like
teen. Farworld Squabblers have the aberrant origin.
No Covenant
A summoner may opt to not have a planar covenant. Choosing Summoner Powers
this option makes it harder to control any given summon at low Your powers are also known as spells. Each power may be a
level, however, it allows the summoner to choose the Covenant summon, a mental command that controls and enhances your
Breaker Paragon Path without consequence at 11th level. summons, or a power that attacks another creature.
Advanced Understanding: You receive a +2 bonus on
monster knowledge skill checks when attempting to summon a Bonus Powers
creature.
Regardless of their level, summoners know one additional
Passive Aggressive: The creatures you summon are not
power with both the Psychic and Stance keywords, and one
particularly inclined to see you as their enemy. When out of
additional power with the Summon keyword.
control, your summons attack the nearest creature to the best
of their ability until the end of your next turn, after which they
depart. Summoner Stances
Summoners use special abilities called psychic stances in
combat to issue blanket commands to their summons. If its
Ritual Casting controller has an active psychic stance, and it is out of range of
You gain the Ritual Caster feat (page 200) as a bonus feat,
that stance, a summoned creature acts as though under the
allowing you to use magical rituals (see Chapter 10). You
effects of a Recall command until it is within range of the
possess a ritual book, and start play knowing the ritual Make
power. It adopts the effects of that stance as soon as it arrives.
Whole.
Summoner Commands Level 1 At-will Spells
Assault Summoner Command Exploitation of Will Summoner Attack 1
A simple mental command is all it takes to turn your Your mind is weak. Allow me to put it to better use.
monster's wrath upon a single target. At-will ♦ Arcane, Charm, Implement, Psychic
At-Will ♦ Arcane, Psychic, Stance Standard Action Ranged 5
Move Action Close burst 20 Target: One creature
Target: Each summoned creature you control in burst Attack: Charisma vs. Will
Effect: The target attempts to attack a secondary target to Hit: 1d6 + Charisma modifier psychic damage, and the target
the best of its ability. Choose a secondary target. is dazed (save ends).
Secondary Target: One creature. Increase damage to 2d6 + Charisma modifier at 11th level
and 3d6 + Charisma modifier at 21st level.
Defend Summoner Command Special: If the target is a summoned creature you do not
You call for protection, and receive it. control the target is dominated instead (save ends).
At-Will ♦ Arcane, Psychic, Stance
Move Action Close burst 20 Living Sacrifice Summoner Attack 1
Target: Each summoned creature you control in burst With a sadistic smile and a malevolent flourish you pave the
Effect: The target moves adjacent to a secondary target to way for future accomplishments.
the best of its ability. Choose a secondary target. At-Will ♦ Martial
Secondary Target: One creature Standard Action Melee weapon
Effect: If at least one primary target is adjacent to it the Requirements: You must be wielding a dagger or sickle.
target gains cover, and once per round when targeted by a Target: One creature
melee or ranged attack may designate an adjacent primary Attack: Charisma vs. AC
target as the subject of the attack instead. Hit: 1[W] + Charisma modifier, and you gain temporary hit
points equal to your level + Charisma modifier.
Recall Summoner Command Increase damage to 2[W] + Charisma modifier at 11th level
Here boy! and 3[W] + Charisma modifier at 21st level.
At-Will ♦ Arcane
Minor Action Ranged infinite Skitterbolt Summoner Attack 1
Target: One or more summoned creatures you control You unleash a burst of wild primal energy upon your foes.
Effect: The target instinctively knows your location and At-Will ♦ Arcane, Lightning, Radiant
direction and returns to your side as quickly as possible, Standard Action Ranged 10
following you once it arrives. This power does not require Target: One creature
line of sight or line of effect. Attack: Charisma vs. Reflex
Hit: 2d4 + Charisma modifier lightning and radiant damage,
Suspend Summoner Command and choose a secondary target.
You order your servants to wait for further commands. Increase damage to 3d4 + Charisma modifier at 11th level
At-Will ♦ Arcane, Psychic, Stance and 5d4 + Charisma modifier at 21st level.
Minor Action Close burst 20 Secondary Target: One creature within 2 squares of the
Target: Each summoned creature you control in burst previous target, but further away from you.
Effect: The target waits in, or as close to, a designated Secondary Attack: Charisma vs. Reflex
square as possible. It is treated as helpless. Hit: Reduce the number of damage dice by 1 and roll
damage again.
Effect: The target is marked and no longer gains any
benefits from concealment until the end of your next turn.
Skitterbolt will continue to strike secondary targets until it
deals 1 dice worth of damage, or an attack misses.

Twisted Reflection Summoner Attack 1


Perception is reality. I do not need to alter reality, I simply
need to alter the way you perceive it.
At-Will ♦ Arcane, Illusion, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 1d6 + Charisma modifier psychic damage, and choose a
secondary target.
Secondary Target: One ally or summoned creature you
control
Effect: The target gains concealment against the primary
target until the end of your next turn.
At 21st level the effect becomes total concealment.
Level 1 Encounter Spells Depths of Delirium Summoner Attack 1
Have you ever been lost in the furthest reaches of insanity?
Astral Current Summoner Attack 1 Come, let me show you.
The waves of an endless sea ebb and flow, trapping all Daily ♦ Arcane, Psychic, Stance
existence within. Standard Action Close burst 30
Encounter ♦ Arcane, Cold, Implement Target: Each summoned creature you control in burst
Standard Action Ranged 10 Effect: On its turn the target takes 5 psychic damage, and
Target: One creature attacks the nearest enemy to the best of its ability. On a hit it
Attack: Charisma vs. Fortitude deals additional psychic damage equal to 1d6 + your
Hit: 2d6 + Charisma modifier cold damage, and an ally or Charisma modifier, and ongoing 5 psychic damage (save
controlled summon of your choice may shift a number of ends).
squares equal to your Intelligence modifier.
Soul Barter Covenant: The target is slowed (save ends). Frenzy Summoner Attack 1
Rip them apart!
In the Face of Doom Summoner Attack 1 Daily ♦ Arcane, Implement, Necrotic
Rally, my friends, and stand firm! Standard Action Ranged 10
Encounter ♦ Arcane, Psychic, Stance Target: One creature
Standard Action Close burst 20 Attack: Charisma vs. Will
Target: Each summoned creature you control in burst Hit: 1d6 + Charisma modifier necrotic damage, and an ally or
Effect: The target acts as if under the effects of the Assault controlled summon of your choice within 10 squares may
or Defend command (your choice) until you activate another make a melee basic attack as a free action. Make a
psychic stance power. The target gains a +2 power bonus to secondary attack.
all defenses and is immune to fear. Secondary Attack: Charisma vs. Will
Hit: 1d6 + Charisma modifier necrotic damage, and an ally
Rampage Summoner Attack 1 or controlled summon of your choice within 10 squares may
Discretion is for the weak. Kill them all. make a melee basic attack as a free action.
Encounter ♦ Arcane, Psychic, Stance Shadow Sworn Covenant: Your ally or controlled summon
that benefits from this power may shift a number of squares
Standard Action Close burst 20
equal to your Wisdom modifier before attacking.
Target: Each summoned creature you control in burst
Effect: On its turn the target goes on a rampage, attacking Summon Imp Summoner Attack 1
the nearest enemy to the best of its ability, gaining a bonus to
With the fury of a thousand angels you summon forth the
attack and damage rolls equal to your Charisma modifier.
ultimate avatar of annoyance.
Daily ♦ Arcane, Fire, Implement, Summon
Summon Zombie Summoner Attack 1
Standard Action Ranged 5
Fear the walking dead I command.
Target: One creature
Encounter ♦ Arcane, Implement, Necrotic, Summon
Attack: Charisma vs. Reflex
Standard Action Ranged 10
Hit: 2d6 + Charisma modifier fire damage, and perform a
Target: One creature summon.
Attack: Charisma vs. Fortitude
Summon: Place an imp (page 63) in the nearest
Hit: 1d6 + Charisma modifier necrotic damage, and perform unoccupied space adjacent to the target. The Imp is dazed
a summon. until the beginning of your next turn.
Summon: Place a Zombie (page 274) in the nearest Soul Barter Covenant: Summoned Imp's Vanish is a
unoccupied space adjacent to the target. The Zombie is move action.
dazed until the beginning of your next turn.
Sustain Minor: You can sustain the creature this power
Shadow Sworn Covenant: Summoned Zombie gets +2 creates until the end of the encounter.
speed and does not suffer from Zombie Weakness.
Sustain Minor: You can sustain the creature this power
creates until the end of the encounter.
Level 2 Utility Spells
Contractual Obligation Summoner Utility 2
Level 1 Daily Spells You invoke your right of asylum as laid out in the terms of
your planar covenant.
Devil's Dance Summoner Attack 1
Encounter ♦ Arcane
Swaying with the motion of your opponents, your summons
Immediate Interrupt Personal
dance about the battlefield in a deadly display of murder and
mayhem. Trigger: You are hit by an attack
Daily ♦ Arcane, Psychic, Stance Effect: Force the attacker to reroll their attack with a -2
penalty. The second result stands, even if it's better.
Standard Action Close burst 20
Soul Barter Covenant: The attacker uses the lower of the
Target: Each summoned creature you control in burst
two results, with both attacks receiving a -2 penalty.
Effect: Once per round when an enemy moves, as an
immediate interrupt, the target may shift up to 3 squares and
make a melee basic attack.
Soul Barter Covenant: The target may shift a number of
squares equal to 3 + your Intelligence modifier.
Dual Essence Summoner Utility 2 Level 3 Encounter Spells
You got a little more than you bargained for.
Daily ♦ Arcane Corrupt Addiction Summoner Attack 3
Immediate Interrupt Personal Ultimate power ultimately corrupts. I can give you that
Trigger: You hit with a spell with the summon keyword power.
Effect: Choose one creature about to be summoned and Encounter ♦ Arcane, Implement, Psychic
increase the number summoned by 1. The cost to sustain Standard Action Ranged 20
the summon increases from free to minor, minor to move, Target: One creature
and move to standard. Summons that require a standard Attack: Charisma vs. Will
action to sustain cannot be increased. Hit: Ongoing 5 psychic damage, and the target adds your
Charisma modifier to their attack and damage rolls (save
Entropic Transfer Summoner Utility 2 ends both). At the start of its turn the target may choose to
What's mine is yours. not make a saving throw against this spell.
At-Will ♦ Arcane, Healing Miss: Ongoing 5 psychic damage (save ends).
Immediate Interrupt Personal
Trigger: You gain temporary hit points Read the Fine Print Summoner Attack 3
Effect: Transfer your existing temporary hit points (if any) to You make abundantly clear to your opponent the
a chosen creature within 10 squares. ramifications of their actions.
Special: You may transfer hit points in this way a number of Encounter ♦ Arcane, Implement, Psychic
times per encounter equal to your Constitution modifier Standard Action Ranged 10
(minimum 1). Target: One creature.
Attack: Intelligence vs. Will
Hit: 1d6 + Intelligence modifier psychic damage, and the
False Life Summoner Utility 2 target is dazed (save ends) and knocked prone.
My life is no longer my own, and I will not assume as much. Soul Barter Covenant: The target is stunned (save ends)
Daily ♦ Arcane, Healing instead of dazed.
Standard Action Personal
Effect: You gain temporary hit points equal to 1d10 + your Rotten Harvest Summoner Attack 3
Charisma modifier + your level. The ground cracks open in a long twisting rend and a fetid
mass of rotten flesh claws its way out.
Encounter ♦ Arcane, Implement, Necrotic, Summon
Standard Action Area wall 6 within 6
Effect: Creatures caught within the wall as it forms take 1d4
+ Charisma modifier damage and are pushed out of the wall
into the nearest unoccupied space.
Summon: Place six Zombie Rotters (page 274) in the
spaces that the wall occupies. Zombie Rotters are
immobilized (no save).
Shadow Sworn Covenant: Add your Wisdom modifier to
the initial damage of the spell.
Sustain Minor: You can sustain the creatures this power
creates until the end of the encounter.

Twisting Spite Summoner Attack 3


How easy it is to contort the idea of a memory.
Encounter ♦ Arcane, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d8 + Charisma modifier psychic damage, and the target
makes a melee or ranged basic attack against the creature of
your choice as a free action.
Level 5 Daily Spells
Soul Cinders Summoner Attack 5
Blind Man's Gambit Summoner Attack 5 Don't worry, you won't need it anyway.
I give to you a piece of myself, but in exchange I want to Daily ♦ Arcane, Fire, Healing
watch them suffer. Standard Action Ranged 5
Daily ♦ Arcane, Implement Target: One creature
Standard Action Ranged 20 Attack: Charisma vs. Fortitude
Target: One or two creatures Hit: 1d6 + Charisma modifier fire damage
Attack: Charisma vs. Fortitude, and lose one healing surge Effect: The target regains hit points as if they'd spent a
per target healing surge, and gains additional hit points equal to 2d6 +
Hit: 4d6 + Charisma modifier, and make a secondary attack. your Charisma modifier. In addition, they gain regeneration
You are blinded until the end of your next turn. equal to your Charisma modifier until the end of the
Secondary Attack: Charisma vs. Fortitude encounter, however, the target also takes 1d6 additional fire
Hit: 2d6 + Charisma modifier damage, and the target is damage whenever they are hit by an attack that targets their
blinded (save ends). AC, Fortitude or Reflex defense.

Boneshard Skeleton Summoner Attack 5 Level 6 Utility Spells


This husk of twisting splintered bones barely resembles the
skeleton it's made from. Body Swap Summoner Utility 6
Daily ♦ Arcane, Implement, Necrotic, Summon You, get over here. I need to be there.
Standard Action Ranged 10 Encounter ♦ Arcane, Teleportation
Target: One creature, and each creature in burst Move Action Ranged 10
Attack: Charisma vs. Reflex Target: You, an ally or one summoned creature you control
Hit: 2d6 + Charisma modifier necrotic damage, and perform Effect: Choose a secondary target.
a summon. Secondary Target: You, an ally, or one summoned
Summon: Place a Boneshard Skeleton (page 235) in the creature you control
nearest unoccupied space adjacent to the target. The Effect: The targets switch places.
Boneshard Skeleton is dazed until the start of your next
turn. Eye for an Eye Summoner Utility 6
Shadow Sworn Covenant: The Boneshard Skeleton The whole world shall go blind.
makes an explosive entrance. Make an attack with its Daily ♦ Arcane, Psychic
boneshard ability as a free action. Immediate Reaction Personal
Sustain Minor: You can sustain the creatures this power Trigger: You are hit by an attack
creates until the end of the encounter.
Effect: Your attacker takes an equal amount of psychic
damage and is blinded (save ends).
Fury of the Fallen Summoner Attack 5
You channel the subversive energies of the Shadowfell Exchange of Sin Summoner Utility 6
through your mind, sending all before you into a self
Your sins are mine, and mine yours. Together we shall
annihilating, berserk rage.
embrace the lords of damnation.
Daily ♦ Arcane, Psychic, Stance
At-Will ♦ Arcane, Healing
Standard Action Close Burst 10
Standard Action Ranged 10
Target: Each summoned creature you control in burst
Target: You, one ally or one summoned creature you control
Effect: At the start of its turn the target takes 5 psychic within range
damage, and moves towards the nearest creature. If at the
Effect: The target loses a healing surge and loses hit points
end of its turn the target is adjacent to a creature it makes
equal to their healing surge value. Choose a secondary
two melee basic attack against an adjacent creature.
target.
Shadow Sworn Covenant: At any point on its turn the
Secondary Target: You, one ally or one summoned
target may shift a number of squares towards the nearest
creature you control within 10
creature equal to your Wisdom modifier.
Effect: The target may spend a healing surge.
Special: Creatures under the effects of this power will not
attack you or each other.
Reaper's Shadow Summoner Utility 6
Gaze of the Abyss Summoner Attack 5 I shall shroud myself in darkness and bring death to the sun.
Look deep into my eyes and be lost in the never ending void Daily ♦ Arcane
you find there. Standard Action Close burst 3
Daily ♦ Arcane, Implement, Psychic Effect: A cloud of absolute blackness appears around you
Standard Action Ranged 5 and moves with you until the end of your next turn. The
effect grants total concealment and blocks line of sight for all
Target: One creature
creatures except you and summoned creatures you control.
Attack: Charisma vs. Will
Other creatures within the cloud are blinded.
Hit: 1d8 + Charisma modifier psychic damage, and the target
Shadow Sworn Covenant: You can sustain the effect as a
is stunned (save ends, or until it takes any damage).
move action.
Soul Barter Covenant: Target is stunned for a number of
rounds equal to your Intelligence modifier (or until it takes
damage).
Level 7 Encounter Spells
Level 9 Daily Spells
Burnt Offerings Summoner Attack 7
Taste the flames of Asmodeus! Corpse Explosion Summoner Attack 9
Encounter ♦ Arcane, Fire, Psychic, Stance Boom, baby.
Standard Action Area burst 20 Daily ♦ Arcane, Necrotic, Psychic, Stance
Target: Each summoned creature you control in burst Move Action Ranged 20
Effect: The target bursts into flames, emanating waves of Target: Each summoned creature you control in burst
searing heat in all directions At the start of its turn the target Effect: The target acts as if under the effects of the Assault
takes 10 psychic damage, is immobilized, stunned and gains or Defend command (your choice) until you activate another
aura 1; 2d6 + controller's Charisma modifier fire damage. psychic stance power. If it the target dies, and it has the
undead subtype, it explodes violently. Make an attack,
Guardian Legion Summoner Encounter 7 Charisma vs. Reflex, dealing 2d6 + your Charisma modifier
You face not me alone, but the legions I command. necrotic damage to all adjacent creatures.
Encounter ♦ Arcane, Fire, Implement, Summon Shadow Sworn Covenant: As a move action you may
Standard Action Ranged 5 cause one creature with the undead subtype under the
effects of this stance to detonate, as above. Add your
Target: One creature
Wisdom modifier to all damage rolls from this power.
Attack: Charisma vs. Reflex
Hit: 1d6 + Charisma modifier fire damage, and perform a
Foul Replacement Summoner Attack 9
summon.
By the sacred covenant and the powers I command, face
Summon: Place two Legion Devil Grunts (page 64) in the
the... what is that?
nearest unoccupied spaces adjacent to yourself.
Daily ♦ Arcane, Implement, Force, Summon
Soul Barter Covenant: Summoned Legion Devil Grunts
have the Contractual Obligation power (no covenant bonus; Standard Action Ranged 10
Summoner Utility 2, as above). Target: One creature
Sustain Minor: You can sustain the creatures this power Attack: Charisma vs. AC
creates until the end of the encounter. Hit: 2d8 + Charisma modifier force damage, and the target is
dazed (save ends). Perform a summon.
Persuasive Argument Summoner Attack 7 Summon: Place a Foulspawn Mangler (page 112) in the
I am not the one you're looking for. nearest unoccupied space adjacent to the target. The
Foulspawn Mangler acts immediately.
Encounter ♦ Arcane, Implement, Psychic
Sustain Minor: You can sustain the creature this power
Standard Action Ranged 10
creates until the end of the encounter.
Target: One creature
Miss: You are dazed (save ends). Summon a creature, as
Attack: Charisma vs. Will
above, but place it in the nearest unoccupied square
Hit: 1d6 + Charisma modifier psychic damage, and make a adjacent to yourself.
secondary attack.
Secondary Attack: Choose one ally or summoned Hostile Negotiations Summoner Attack 9
creature you control and have them make a basic melee
I think it's about time we negotiated the terms of a
attack against the target.
settlement.
Hit: Ally's basic melee attack damage + your Charisma
Daily ♦ Arcane, Psychic, Stance
modifier, and the target is marked by your ally.
Standard Action Close burst 10
Soul Barter Covenant: Your ally may shift a number of
squares equal to your intelligence modifier before attacking, Target: Each summoned creature you control in burst
and the target is immobilized (save ends) if your ally hits. Effect: The target attacks the nearest enemy to the best of
its ability. Whenever it hits with an attack it deals an
Siphon Pain Summoner Attack 7 additional 1d6 + Charisma modifier psychic damage and you
gain temporary hit points equal to the damage dealt.
Fuel me with your suffering.
Soul Barter Covenant: Deal additional damage equal to
Encounter ♦ Arcane, Implement, Necrotic, Psychic
your Intelligence modifier.
Standard Action Ranged 10
Target: One creature Magic Jar Summoner Attack 9
Attack: Charisma vs. Fortitude
You attempt to usurp control of another creature by replacing
Hit: 1d6 + Charisma modifier psychic damage, and you gain its soul with your own.
an amount of temporary hit points equal to the damage dealt.
Daily ♦ Arcane, Psychic
If you currently have any temporary hit points, transfer those
hit points to an ally or summoned creature you control within Standard Action Ranged 5
10 squares. The target is weakened, and make a secondary Target: One creature
attack. Attack: Charisma vs. Will, and lose a healing surge
Secondary Attack: Charisma vs. Fortitude Hit: 2d6 + Charisma modifier psychic damage.
Hit: 1d6 + Charisma modifier psychic damage, and you Effect: You are unconscious and the target is dominated
gain an amount of temporary hit points equal to the until the start of your next turn.
damage dealt. If you currently have any temporary hit Sustain Free: The effect persists. Spend a healing surge
points, transfer those hit points to an ally or summoned but do not regain hit points. You can sustain this power even
creature you control within 10 squares. The target is when unconscious.
slowed.
Level 10 Utility Spells Early Grave Summoner Attack 13
You're much closer than you think.
Deal With a Devil Summoner Utility 10 Encounter ♦ Arcane, Implement
No matter how much you think it is, it's never a good deal. Standard Action Ranged 10
Daily ♦ Arcane, Conjuration Target: One creature
Standard Action Ranged 5 Attack: Charisma vs. Reflex
Target: You or one creature Hit: 2d10 + Charisma modifier damage and the target is
Effect: The target receives a heroic tier item of your choice pulled down into a grave-like chamber beneath the battlefield
that lasts until the end of the encounter or for 5 minutes. until the end of your next turn.
Effect: The target is restrained and prone a number of
Psychic Backlash Summoner Utility 10 squares beneath the battlefield equal to its reach (minimum
You push and I push back harder. 1). This does not prevent the creature from escaping via
other means, such as teleportation or burrowing.
At-Will ♦ Arcane
Sustain Move: The effect persists.
Immediate Reaction Personal
Miss: The target is immobilized (save ends).
Trigger: You are hit by an attack that targets your Will
defense
Deadly Grounds Summoner Attack 13
Effect: The creature that hit you takes a penalty to their Will
defense equal to your Charisma modifier until the end of their Call down your shepherd, for you walk through the valley of
next turn. the shadow of death.
Encounter ♦ Arcane, Psychic, Zone
Sufferance Summoner Utility 10 Standard Action Area burst 2 within 10
Excess is the penultimate in decadence. Target: Each enemy in burst
Encounter ♦ Arcane Attack: Charisma vs. Will
Immediate Reaction Personal Hit: 2d8 + Charisma modifier psychic damage, and creates a
zone that lasts until the end of your next turn.
Trigger: You use an encounter power
Zone: If the target ends their turn outside of the zone they
Effect: Lose a healing surge but do not gain hit points, and
take 1d8 + Charisma modifier psychic damage and are
take damage equal to your healing surge value. You regain
dazed until the end of their next turn.
the use of the power that triggered this power.
Sustain Free: Spend a healing surge each turn. You can
sustain this power until the end of the encounter.
Susurrus Summoner Utility 10
I hear the whispers of the gods. They tell me all your
secrets.
Encounter ♦ Arcane
Move Action Personal
Effect: Choose one creature. Until the end of the encounter
you gain a power bonus to all defenses equal to your
Charisma modifier against that creature.

Level 13 Encounter Spells


Ashes to Ashes Summoner Attack 13
Equally forged of dust and shadow we are one and the
same, and unto these things we shall be again.
Encounter ♦ Arcane, Fire, Implement, Necrotic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 1d6 + Wisdom modifier necrotic damage and 1d6 +
Intelligence modifier fire damage.
Effect: The target becomes weakened and insubstantial until
the end of your next turn. You become insubstantial until the
end of your next turn.
Sustain Move: The effect persists.
Foul Attendant Summoner Attack 13 Mind Quake Summoner Attack 15
Our bond is in blood. Our minds are one. Under pain of Do you feel that? That's what insanity feels like.
death, you shall... not you again! Daily ♦ Arcane, Implement, Psychic
Encounter ♦ Arcane, Force, Implement, Summon Standard Action Area burst 3 within 10
Standard Action Ranged 10 Target: Each creature in burst
Target: One creature Attack: Charisma vs. Will
Attack: Charisma vs. AC Hit: 2d6 + Charisma modifier psychic damage, and the target
Hit: 1d8 + Charisma modifier force damage, and perform a slides 2 squares in a random direction.
summon. Effect: At the end of its next turn the target slides 2 squares
Summon: Place a Foulspawn Grue (page 112) in the in a random direction and makes a melee basic attack
nearest unoccupied space adjacent to the target. The against a random adjacent creature (if any), then falls prone.
Foulspawn Grue is dazed until the beginning of your next Sustain Standard: Make a Charisma vs. Will attack against
turn. the target. On a hit, the target takes psychic damage equal
Sustain Minor: You can sustain the creature this power to your Charisma modifier and the effect continues. On a
creates until the end of the encounter. miss, the effect ends.

Level 15 Daily Spells Level 16 Utility Spells


Astral Rebirth Summoner type X Bidding of the Master Summoner Utility 16
Calling upon the source that summoned them, you infuse My strength of my mind alone shall drag you to this world,
your creations with a powerful surge of sustaining energy. willing or not.
Daily ♦ Arcane, Healing, Psychic, Stance Daily ♦ Arcane
Immediate Interrupt Personal
Standard Action Close burst 10
Trigger: You hit with a spell with the summon keyword
Target: Each summoned creature you control in burst
Effect: Gain a power bonus on the skill check required to
Effect: The target acts as if under the effects of the Assault control the summon equal to your Charisma modifier.
or Defend command (your choice) until you activate another
psychic stance power. The target gains regeneration equal Essence of Abundance Summoner Utility 16
to your Charisma modifier.
Can I get that in triplicate?
Daily ♦ Arcane
Foul Guard Summoner Attack 15
Immediate Interrupt Personal
Quake in terror before the awesome might of... of... yeah, Trigger: You hit with a spell with the summon keyword
that'll work.
Effect: Choose one creature about to be summoned and
Daily ♦ Arcane, Force, Implement, Summon increase the number summoned by 2. The cost to sustain
Standard Action Ranged 10 the summon increases from free to minor, minor to move,
Target: One creature and move to standard. Summons that require a standard
Attack: Charisma vs. AC action to sustain cannot be increased.
Hit: 2d8 + Charisma modifier force damage, and perform a
Slipshift Summoner Attack 16
summon.
Whoops.
Summon: Place a Foulspawn Hulk (page 113) in the
Encounter ♦ Arcane, Teleportation
nearest unoccupied space adjacent to the target.
Move Action Personal
Sustain Move: You can sustain the creature this power
Effect: You teleport 3d6 squares in a random direction. If
creates until the end of the encounter.
you cannot occupy the space in which you land, randomly
determine a new destination.
Horror of the Planes Summoner Attack 15 Soul Barter Covenant: Pick the direction you travel.
You send your will to another place on another plane and call Special: This ability does not require line of sight or line of
upon the terror that resides there. To your amazement, it effect.
answers.
Daily ♦ Arcane (Cold, Fire, Lightning or Thunder), Sons of Orcus Summoner type 16
Implement, Summon
Three human skulls trailing sickly black flames and smelling
Standard Action Ranged 10 of burnt flesh appear around you, flying about randomly.
Target: One creature Encounter ♦ Arcane, Conjuration, Necrotic
Attack: Charisma vs. Reflex
Standard Action Personal
Hit: 2d8 + Charisma modifier cold, fire, lightning or thunder
Effect: Up to three times before the end of the encounter,
damage (choose one), and perform a summon.
when you are hit by an attack, you may send forth one of
Summon: Place a Helmed Horror (page 155) in the three skulls to torment and assail your attacker, imposing a
nearest unoccupied space adjacent to the target. The -2 penalty on all of their attack rolls and defenses until the
Helmed Horror is dazed until the beginning of your next end of the encounter.
turn.
Shadow Sworn Covenant: You may detonate a single
Sustain Move: You can sustain the creature this power skull as a minor action, dealing 1d6 + Wisdom modifier
creates until the end of the encounter. necrotic damage to its target.
Level 17 Encounter Spells Mortal Coil Summoner Attack 17
Harken to the sound of a million shuffling fools.
Blackburn Arc Summoner type 17 Encounter ♦ Arcane, Fear, Psychic
You throw forth your hand, sending a blistering beam of Standard Action Ranged 10
crackling black lightning at your target, bouncing it across the Target: One creature
battlefield. Attack: Charisma vs. Will
Encounter ♦ Arcane, Implement, Fear, Lightning Hit: 2d10 + Charisma modifier psychic damage, and the
Standard Action Ranged 20 target is weakened (save ends). Push the target a number of
Target: One creature squares equal to your Charisma modifier.
Attack: Charisma vs. Reflex
Hit: 4d6 + Charisma modifier lightning damage, and make a Level 19 Daily Spells
secondary attack.
Secondary Target: One creature within 10 squares of the Dire Replication Summoner Attack 19
target, but further away from you, and one other creature With every gouging claw, stinging tail, and rending of the
within 10 squares of the secondary target, but further away flesh your minions perform, they tear down the barrier
from you. between worlds, calling further assistance.
Secondary Attack: Charisma vs. Reflex Daily ♦ Arcane, Conjuration, Psychic, Stance
Hit: 2d6 + Charisma modifier lightning damage. Standard Action Close burst 20
Shadow Sworn Covenant: All targets take additional Target: Each summoned creature you control in burst
damage equal to your Wisdom modifier, and are Effect: The target acts as if under the effects of the Assault
immobilized (save ends). command until you activate another psychic stance power.
Soul Barter Covenant: All targets take additional damage Whenever it hits a creature with an attack it conjures an exact
equal to your Intelligence modifier, and are weakened duplicate of itself in an adjacent, unoccupied square with 1 hit
(save ends). point. The duplicate acts immediately and persists until the
end of the encounter. Duplicated creatures copy their
Firing Squad Summoner Attack 17 creator's actions to the best of their ability. They do not need
A team of blazing skeletons explodes into existence before to be sustained or controlled, but do not gain the benefits of
you, scorching the ground as they peel forward from your this stance or any other.
opponent flesh, ready to open fire at your command.
Encounter ♦ Arcane, Fire, Implement, Summon Empowered Will Summoner Attack 19
Standard Action Close blast 5 My will is strength and power. My mind is yours, embrace it!
Target: Each creature in burst Daily ♦ Arcane, Psychic
Attack: Charisma vs. Reflex Standard Action Close burst 20
Hit: 1d4 + Charisma modifier fire damage. Target: Each ally and summoned creature you control in
Summon: Place four Blazing Skeleton (page 234) in the burst
nearest unoccupied space within the blast. The Blazing Effect: The target gains a bonus to attack and damage rolls
Skeletons are dazed until the start of your next turn. equal to your Charisma modifier until the end of your next
Sustain Move: You can sustain the creatures this power turn.
creates until the end of the encounter. Sustain Minor: The effect persists.
Miss: Half damage, and summon one Blazing Skeleton, as
above. Foul Following Summoner Attack 19
Look, there's just no room in my army for... how many of you
Foul Vision Summoner Attack 17 are there?
If you're going to insist on being here, I'm going to decide Daily ♦ Arcane, Force, Reliable, Summon
when you show up, okay? Standard Action Close burst 5
Daily ♦ Arcane, Force, Implement, Summon Target: Each creature in burst
Standard Action Ranged 10 Attack: Charisma vs. AC
Target: One creature Hit: 2d4 + Charisma modifier force damage.
Attack: Charisma vs. AC Summon: Place a Foulspawn Grue, Foulspawn Mangler,
Hit: 1d8 + Charisma modifier force damage, and perform a Foulspawn Berserker, Foulspawn Seer and Foulspawn Hulk
summon. (page 112 and 113) in the nearest unoccupied spaces
Summon: Place a Foulspawn Berserker (page 112) in the adjacent to yourself.
nearest unoccupied space adjacent to the target. The Sustain Standard: You can sustain the creatures this
Foulspawn Berserker is dazed until the beginning of your power creates until the end of the encounter.
next turn. Miss: Perform a summon, as above.
Sustain Move: You can sustain the creature this power
creates until the end of the encounter.
Mind Foil Summoner Attack 19
Like a great tapestry of woven colors I can see the absolute
ends to which your thoughts extend and the image the
threads of your memories create.
Daily ♦ Arcane, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 4d6 + Charisma modifier psychic damage
Effect: Until the end of your next turn the target cannot tell
which thoughts are yours and which are its own. Whenever it
makes an attack you choose the target. If it moves any
number of squares, choose the direction that it moves. If it
delays or takes no action, treat it as dominated.
Sustain Move: Make an attack, Charisma vs. Will. On a hit
the target takes psychic damage equal to your Charisma
modifier and the effect persists. On a miss the effect ends.
Miss: Half damage, and the target is dazed until the end of
your next turn.
On Golden Wing Chosen Soul Utility 12
Your deity gifts you with wings befitting their image, and
sends you majestically across the battlefield.
Daily ♦ Divine
Standard Action Personal
Effect: You gain a speed of fly 8 (hover) until the end of your
next turn.
Sustain Move: You can sustain this power until the end of
the encounter. If you do not sustain it, the power ends
immediately and you plummet to the ground, taking fall
damage as normal.

Vengeance Incarnate Chosen Soul Attack 20


In an explosion of blinding light you assume the form of a
Paragon Paths fearsome avatar of vengeance, issuing forth a clarion call for
the blood of the faithless.
Chosen Soul Encounter ♦ Divine, Radiant, Reliable, Summon
“Your dedication impresses me greatly.” Standard Action Close burst 3
Target: Each creature in burst
Prerequisites: Summoner class, and must worship a single Attack: Charisma vs. Will
deity. Hit: 2d6 + Charisma modifier radiant damage.
Summon: Remove yourself from the battlefield and place an
You've seen the very depths of a deprived soul, and still you've Angel of Vengeance (page 17) in your space. Lose one
toiled for the purpose of a greater cause. Your efforts have not healing surge and hit points equal to your bloodied value or
gone unnoticed. Your deity has chosen you to be their the summon fails.
champion and has granted you the service of their personal Sustain Minor: Spend a healing surge but do not regain hit
agents. Continue the work you started and become something points.
more than mortal. Miss: Summon a creature, as above.
Special: When the Angel of Vengeance departs it activates
Chosen Soul Path Features its Coldfire Pillar ability (regardless of its hit points). Place
Favored Child (11th level): The deity whom you serve smiles yourself back on the battlefield in one of its most recently
upon you as you struggle before them. You gain resistance 5 occupied squares.
to radiant damage.
Shoulder Angel (11th level): Emboldened by the words of
your god, you call upon the services they have promised you.
Covenant Breaker
“I once was blind, but now I see.”
Creatures you summon with the angel subtype are treated the
same as creatures of your Planar Covenant for the purposes of
Prerequisites: Summoner class, no covenant
feats and bonuses that rely on your Planar Covenant.
Immortal Promotion (16th level): Your service in the cause is
There's so much more than what you previously imagined. So
rewarded once again. When using your Guardian Angel power
many worlds to tap for power. You've broken the sacred
you may summon an Angel of Protection (page 15) instead of
covenant, freeing yourself to scour the depths of places you've
an Angel of Valor.
only heard of in legend. Such actions are not without
consequence, however.
Guardian Angel Chosen Soul Attack 11
Special: Covenant Breakers with an active covenant when they
You are the champion of my cause. I send to you my enter this path lose the benefits that class feature. In addition,
warriors to aid and protect you. they suffer a -5 penalty on all attack rolls, defenses and skill
Encounter ♦ Divine, Radiant, Reliable, Summon checks. Each time one milestone is reached this penalty is
Standard Action Ranged 10 reduced by 1.
Target: One creature
Attack: Charisma vs. Will Covenant Breaker Path Features
Hit: 1d6 + Charisma modifier radiant damage, and perform a Gambling with Lives (11th level): You understand better than
summon. most the risk in failing to control a summon. Once per day you
Summon: Place an Angel of Valor (page 15) in the nearest may gain a +5 bonus on a monster knowledge check made to
unoccupied space adjacent to yourself. control a summoned creature, after you know the results of
Sustain Move: You can sustain the creature this power your check.
creates until the end of the encounter. Mental Corruption (11th level): The furthest depths of the
planes have been touched by your mind, making it a wholly
alien thing. You gain a +2 bonus to your Will defense.
True Summoner (16th level): Your knowledge of the cosmos
is unparalleled. You gain a +5 bonus on monster knowledge
checks made to control a summoned creature.
Omnisummon, Lesser Covenant Breaker Attack 11 summons a creature with the devil subtype.
Have you ever seen one of these before? Seasoned Lawyer (11th): Mortal politics seem so utterly
Encounter ♦ Arcane, Psychic, Summon mundane compared to the intricacies of the nine hells. You
gain a +2 bonus on all diplomacy and insight skill checks.
Standard Action Ranged 10
Legion Commander (16th): You've earned your station, and
Target: One creature those you call upon rightfully respect it, usually. Once per
Attack: Charisma vs. Will encounter you may reroll a failed monster knowledge check
Hit: 1d8 + Charisma modifier psychic damage, and perform a made to control a summoned creature with the devil subtype.
summon. The second result stands, even if its worse.
Summon: Place a creature of your choice (see below) in
the nearest unoccupied space adjacent to the target. You Personal Attendant Legionnaire Attack 11
may summon any creature with the aberrant, elemental, Will there be anything else, my queen?
fey, immortal or shadow origin that is level 6 or lower.
Encounter ♦ Arcane, Fire, Reliable, Summon
Sustain Minor: You can sustain the creature this power
Standard Action Ranged 5
creates until the end of the encounter.
Target: One creature
Special: Your Dungeon Master may optionally dictate that
Attack: Charisma vs. Reflex
this power replicates any summoner power with the summon
keyword of level 7 or lower as a reliable summon. You Hit: 1d6 + Charisma modifier fire damage, and perform a
cannot summon Elite or Solo monsters with this power. summon.
Summon: Place a Succubus (or an Incubus, their male
Astral Mind Covenant Breaker Utility 12 counterpart, page 67) in the nearest unoccupied space
adjacent to yourself. Summoned Succubi and Incubi,
Do what you will to me, my allies shall act in my absence.
cannot charm creatures for longer than one encounter.
Daily ♦ Arcane
Sustain Minor: You can sustain the creature this power
Immediate Reaction Personal creates indefinitely.
Trigger: You are somehow prevented from sustaining or
controlling your summons, such as when you are dominated Uniformed Agent of Hell Legionnaire Utility 12
or stunned, or even dead.
Hot enough for you?
Effect: For a number of rounds equal to your Charisma
At-Will ♦ Arcane, Fire
modifier you may sustain your summons as normal and can
still activate powers with both the psychic and stance Standard Action Personal
keywords. If you later regain the ability to control your Effect: Until the end of your next turn you gain resistance 10
summons, you must resume sustaining them as normal. against fire, and Shroud of Flame (Fire) aura 1; any creature
that enters or starts its turn in the aura takes 5 fire damage.
Omnisummon, Greater Covenant Breaker Attack 20 Sustain Minor: The effect persists.
My mind is all places at all times. There is nothing I have not
seen. No creature I cannot call.
Daily ♦ Arcane, Psychic, Summon
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d8 + Charisma modifier psychic damage, and perform a
summon.
Summon: Place a creature of your choice (see below) in
the nearest unoccupied space adjacent to the target. You
may summon any creature with the aberrant, elemental,
fey, immortal or shadow origin that is level 12 or lower.
Sustain Minor: You can sustain the creature this power
creates until the end of the encounter.
Special: Your Dungeon Master may optionally dictate that
this power replicates any summoner power with the summon
keyword of level 15 or lower as a reliable summon. You
cannot summon Solo monsters with this power.

Legionnaire
“I pledge to you my eternal soul, and in exchange purchase an
elevation in station amongst the ranks of the damned.”

Prerequisites: Summoner class, Soul Barter Covenant

Not content to trade your soul away one piece at a time, you've
sold off the whole damn thing to the powers below. Now it's a
matter of improving your market value.
Legionnaire Path Features
Call for Reinforcements (11th): There's always more where
that came from. Once per day you may regain the use of a
daily or encounter power with the summon keyword that
Chain of Command Legionnaire Attack 20 Cloak of Death (11th): You've come to embody the perfect
The ground ripples and trembles before cracking and splitting killer, silent, swift and deadly. You gain Skill Training (Stealth)
to reveal an endless pit of fire. Screams of agony rush as a bonus feat, or Skill Focus (Stealth), if you're already
upward from within, vomiting a pillar of ash skyward as you trained.
summon your superior officer to the battlefield. Death's Apprentice (16th): Perhaps you've spent a little too
Daily ♦ Arcane, Fire, Summon much time in contact with the realm of the dead. You gain the
undead subtype, immunity to poison and disease, resistance 10
Standard Action Area burst 3 within 5
to necrotic damage and vulnerability 10 to radiant damage.
Target: Each creature in burst
Attack: Charisma vs. Reflex
Phantom Pains Shadow Reaper Attack 11
Hit: 2d6 + Charisma modifier fire damage.
You put your hand to the ground and draw forth the spirits of
Summon: Place an Osyluth (page 62) in the nearest ancient soldiers that died there, countless generations ago.
unoccupied squares adjacent to or within the area, centering
Encounter ♦ Arcane, Necrotic, Summon
it within the burst if possible.
Standard Action Close burst 2
Sustain Minor: You can sustain the creature this power
creates until the end of the encounter. Target: Each creature in burst.
Attack: Charisma vs. Fortitude
Miss: Half damage.
Hit: 1d4 + Charisma modifier necrotic damage.
Summon: Place two Phantom Warriors (page 116) in the
Shadow Reaper nearest unoccupied squares adjacent to yourself. Phantom
“Death comes to us all.” Warriors are dazed until the start of your next turn.
Sustain Minor: You can sustain the creatures this power
Prerequisites: Summoner class, Shadow Sworn Covenant
creates until the end of the encounter.
The Shadowfell is a twisted place inhabited by waking
nightmares and terrifying beasts. Drifting amongst the horrors Reaper's Scythe Shadow Reaper Utility 12
are the souls of the fallen, on their way to their final resting The wicked curve of your signature weapon darkens to the
place beyond the mortal realms. To you, this place is home, shade of an infinite void, twisting and warping the world in
and you'd really like to show it off. which it slides, drawing in all the light that touches it.
Encounter ♦ Arcane, Necrotic
Shadow Reaper Path Features Standard Action Personal
Tools of the Trade (11th): It's all about having the right look. Requirement: You must be wielding a scythe
You gain weapon proficiency (scythe) and weapon focus Effect: Melee attacks with your scythe deal 1d6 additional
(scythe) as bonus feats. You gain the ability to use the Living necrotic damage, and all damage dealt is necrotic. In
Sacrifice power with a scythe and deal 1[W] extra damage with addition, melee attacks with your scythe deal full damage to
that power. insubstantial creatures and ignore up to 10 points of necrotic
resistance.
Sustain Minor: The effect persists.

Wail of the Banshee Shadow Reaper Attack 20


It is the howl of the dead, a sound which no living creature
could possibly replicate. It is a sound that strips bones and
breaks minds.
Daily ♦ Arcane, Thunder
Standard Action Close blast 10
Target: Each creature in blast
Attack: Charisma vs. Will
Hit: 4d6 + Charisma modifier thunder damage.
Effect: The target is pushed 1 square, and is stunned until
the end of your next turn.
Sustain Standard: Deal thunder damage equal to 1d6 +
your Charisma modifier, and the effect persists. You can
sustain this power as a standard action if you do not move.
Miss: Half damage, and the target is pushed 1 square and
dazed until the end of your next turn.
Summoner Feats
Heroic Tier Feats
Prodigious Summoner (Summoner)
Prerequisites: Summoner, Planar Covenant class feature
Benefit: Choose one power with the summon keyword of any
level you can cast. Add that power to your list of spells known.

Soul Scouring (Summoner)


Prerequisites: Summoner, Controlled Summons class feature
Benefit: You gain a +2 bonus on attack rolls when using a
power with the summon keyword.

Stance Dance (Summoner)


Prerequisites: Summoner, Controlled Summons class feature
Benefit: Choose one power with the stance keyword of any
level you can cast. Add that power to your list of spells known.

Acolyte of the Covenant


(Multiclass Summoner)
Prerequisite: Cha 13
Benefit: Once per encounter you can use the summoner's
Summon Minion power (any covenant). You may use all of
their command powers at will.
In addition, you can use an orb as an implement when using a
summoner power or summoner paragon path power and have
access to the Controlled Summons class feature.

Paragon Tier Feats


Overmind (Summoner)
Prerequisites: Stance Dance feat, Summoner, Controlled
Summons class feature of the major benefits of this is that you don't have to worry
Benefit: Once per day you may activate a standard action about your summon getting picked off before it can act,
especially if its a minion The downside is that if you lose
power with the stance keyword as a minor action.
control of the summon it's standing right next to you.
Ego Boost (Summoner) Out of Control: The obvious penalty to an out of control
Prerequisites: Stance Dance feat, Summoner, Controlled summon is that it'll probably try to kill you. The less-than-
Summons class feature obvious problem is that they still gain a bonus on attack rolls
Benefit: Increase the range of your stance powers by 10 equal to half your level, and a bonus to damage if you're of the
Shadow Sworn Covenant, making them far more powerful than
Summoner Tips and Tricks a normal creature of their kind. Regaining control or eliminating
them as a threat should become high priority.
The following section is designed to make playing a summoner
a little more fluid and easier to understand. What you'll find in Understanding Stances: stances can be difficult to understand
this section is basically the author's personal perspective exactly how they work. Try to think of it as a psychic beacon
regarding various intentional design tricks. that pulses throughout your turn, sending mental signals to all
of your summons. If the stance is active, it pulses, regardless
Pre-emptive Stances: knowing how to get your summons to do of whether or not a creature is there to receive the command. If
what you want is difficult in its own right. The intentional design you later summon a creature or change your stance in the
regarding stances makes it problematic, and can force a same turn (perhaps with an action point), at the end of your
summoner to spend a great deal of their time trying to control next turn your summons follow the command that “pulsed” last
their team. Since stances are just that, a stance, they are on your turn.
active until canceled. Initiating a stance at the start of combat, It is very important to note that all of your summons
even before you summon a creature, can grant you much follow exactly the same orders. They attack the same target,
needed time later in the combat when more of your summons move to the same place, follow the same person, etc. This
come into play. This is especially important with the Foul limitation is what makes powers such as In the Face of Doom
Replacement power, where the summoned creature acts more powerful, as it makes your summons seek cover to the
immediately. If you have no active stance, the Foulspawn best of their ability. That is to say, they can actively choose a
Mangler does nothing until its next turn, even though it could better place to hide if one chosen hiding place is already
have. occupied.
It is also important to note that while many stances
Self-summoning: if you really need to get a summon on the have a range of 20, some are 10 and a few are 30. This
battlefield against a challenging foe, or when using a daily numerical difference adds a strategic element to each stance,
power, it can be beneficial to target yourself, an ally, or another for the closer you need to be to your summons the closer you
summon, intentionally allowing the power to hit. Various need to be to the front lines on which they fight.
powers, such as False Life and Siphon Pain, can make this a
viable tactic so that you don't damage yourself too much. One
Appendix Familiar, Empowered Level 11 Minion
Tiny shadow animate
A familiar is a tiny, shadowy creature given temporary life
through the power of the Shadowfell. Each familiar looks like Initiative +7; Senses Perception +6; darkvision
some kind of tiny ghostly animal, such as a cat or raven, though HP 1; a missed attack never damages a minion.
all familiars use the statistics presented below. AC 17; Fortitude 15, Reflex, 17, Will 16
As its master increases in power, so too does the familiar. If Speed fly (hover) 10
the master's level is equal to or greater than the levels detailed Self Destruct (standard; at-will)
below, use the corresponding creature entry for that familiar. The familiar lunges forward and detonates on impact.
Master's Charisma vs. Reflex; 3d6 + master's charisma
Familiars cannot speak telepathically with all creatures, only modifier psychic damage, and the familiar dies.
their master. Soul Mate
Two Hearts: While within 1 square of its master both the
If a familiar dies the master becomes dazed (save ends). familiar and its master gain the benefits of the Alertness
feat (not included above).
Familiar Level 1 Minion One Soul: The familiar gains a power bonus to its attack
Tiny shadow animate and damage rolls, as well as its defenses, equal to its
Initiative +2; Senses Perception +1 master's Charisma bonus. While within 1 square of the
HP 1; a missed attack never damages a minion. familiar the master gains a +1 power bonus to all defenses.
AC 12; Fortitude 10, Reflex, 12, Will 11 Summoner's Assistant
Speed fly (hover) 6 While within telepathy range, the familiar can act as a
Self Destruct (standard; at-will) mental relay for its master. If the master has an active
The familiar lunges forward and detonates on impact. +0 psychic stance, that stance also exists around the familiar
vs. Reflex; 1d6 psychic damage, and the familiar dies. in a close burst with one quarter the normal range.
Soul Mate Alignment any Language telepathy 1 mile
Two Hearts: While within 1 square of its master both the Skills Stealth +16 (+4 racial bonus)
familiar and its master gain the benefits of the Alertness Str 3 (-4) Dex 15 (+2) Wis 12 (+1)
feat (not included above). Con 10 (+0) Int 11 (+0) Cha 7 (-2)
One Soul: The familiar gains a power bonus to its attack
and damage rolls, as well as its defenses, equal to its Empowered Familiars have begun to take on the aspects of
master's Charisma bonus. While within 1 square of the their master, feeding off their life energy in a symbiotic two way
familiar the master gains a +1 power bonus to all defenses. transfer.
Alignment any Language telepathy 10
Skills Stealth +11 (+4 racial bonus) Familiar, True Level 16 Minion
Str 3 (-4) Dex 15 (+2) Wis 12 (+1) Tiny shadow animate
Con 10 (+0) Int 6 (-2) Cha 7 (-2) Initiative +10 Senses Perception +9; darkvision, blindsight 5
HP 1; a missed attack never damages a minion.
An ordinary familiar is nothing more than a wayward piece of AC 20; Fortitude 18, Reflex, 20, Will 19
soul, closely tied to its master. Speed fly (hover) 12
Self Destruct (standard; at-will)
Familiar, Improved Level 6 Minion The familiar lunges forward and detonates on impact.
Tiny shadow animate Master's Charisma vs. Reflex; 4d6 + master's charisma
Initiative +5; Senses Perception +4; low-light vision modifier psychic damage, and the familiar dies.
HP 1; a missed attack never damages a minion. Soul Mate
AC 15; Fortitude 13, Reflex, 15, Will 14 Two Hearts: While within 1 square of its master both the
Speed fly (hover) 8 familiar and its master gain the benefits of the Alertness
Self Destruct (standard; at-will) feat (not included above).
The familiar lunges forward and detonates on impact. One Soul: The familiar gains a power bonus to its attack
Master's Charisma vs. Reflex; 2d6 + master's charisma and damage rolls, as well as its defenses, equal to its
modifier psychic damage, and the familiar dies. master's Charisma bonus. While within 1 square of the
Soul Mate familiar the master gains a +1 power bonus to all defenses.
Two Hearts: While within 1 square of its master both the Summoner's Assistant
familiar and its master gain the benefits of the Alertness While within telepathy range, the familiar can act as a
feat (not included above). mental relay for its master. If the master has an active
One Soul: The familiar gains a power bonus to its attack psychic stance, that stance also exists around the familiar
and damage rolls, as well as its defenses, equal to its in a close burst with one quarter the normal range.
master's Charisma bonus. While within 1 square of the Alignment any Language telepathy 10 miles
familiar the master gains a +1 power bonus to all defenses. Skills Stealth +19 (+4 racial bonus)
Alignment any Language telepathy 100 Str 3 (-4) Dex 15 (+2) Wis 12 (+1)
Skills Stealth +14 (+4 racial bonus) Con 10 (+0) Int 14 (+2) Cha 7 (-2)
Str 3 (-4) Dex 15 (+2) Wis 12 (+1)
Con 10 (+0) Int 9 (-1) Cha 7 (-2) True Familiars are nearly living beings in their own right, so
attuned with the animating powers of the planes that they can
Improved Familiars have become infused with a larger portion pinpoint nearby creatures with ease, visible or not.
of the Shadowfell, making them slightly more powerful.
All images used in this document are used without permission and are
taken from the Wizards of the Coast online art galleries listed below.

Book of Vile Darkness


http://www.wizards.com/default.asp?x=dnd/4art/20030126a

Champtions of Ruin
http://www.wizards.com/default.asp?x=dnd/4art/20050513b

Champions of Valor
http://www.wizards.com/default.asp?x=dnd/4art/20060915a

City of Splendors: Waterdeep


http://www.wizards.com/default.asp?x=dnd/4art/20050610b

City of Stormreach
http://www.wizards.com/default.asp?x=dnd/4art/20080222a

Ghostwalk Campaign
http://www.wizards.com/default.asp?x=dnd/4art/20030615a

Complete Champion
http://www.wizards.com/default.asp?x=dnd/4art/20070508a&page=1

Complete Mage
http://www.wizards.com/default.asp?x=dnd/4art/20061006a&page=1

Eberron Campaign Setting


http://www.wizards.com/default.asp?x=dnd/4art/20040618a

Elder Evils
http://www.wizards.com/default.asp?x=dnd/4art/20071218a
Expedition to the Demonweb Pits

http://www.wizards.com/default.asp?x=dnd/4art/20070418a&page=1
Expedition to the Ruins of Greyhawk

http://www.wizards.com/default.asp?x=dnd/4art/20070806a
Fiendish Codex 1: Hordes of the Abyss

http://www.wizards.com/default.asp?x=dnd/4art/20060605a&page=5
Fiendish Codex 2
http://www.wizards.com/default.asp?x=dnd/4art/20061208a&page=1

Libris Mortis
http://www.wizards.com/default.asp?x=dnd/4art/20041008a&page=1

Magic of Incarnum
http://www.wizards.com/default.asp?x=dnd/4art/20050909a&page=1

Shining South
http://www.wizards.com/default.asp?x=dnd/4art/20041008b&page=1

The summoner class presented in this document was created


by, and is copyright, Scott Hamerton. Permission to reproduce
and distribute the information here is granted on the condition
that the document is left unedited and distributed in its entirety,
including this statement.

If you wish to contact the author regarding this article, he can


be found at:

s_hamerton at hotmail dot com

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