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How to Use this Document From the Same Author
https://www.dmsguild.com/browse.php?author=Leprous%20Harry
This player option is meant to be used alongside official

Dungeons & Dragons 5th Edition’s books. This is a list Circle of the Old Gods
https://www.dmsguild.com/product/368617
of recommended books:
phb
Player’s Handbook Ravings of the Mad Leper
dmg https://www.dmsguild.com/product/368620
Dungeon Master’s Guide
mm
Monster Manual
Lost Pages of the Mad Leper’s Grimoire
xgte
Xanathar’s Guide to Everything https://www.dmsguild.com/product/424034

tcoe
Tasha’s Cauldron of Everything
sacoc
Strixhaven: A Curriculum of Chaos

*Ravings of the Mad Leper


rotml Credits
lpmlg
*Lost Pages of the Mad Leper’s Grimoire Design, edition and layout:

Samuel Bouchard
*Also published by Leprous Harry on DMsGuild

Artwork:

Acknowledgment Dall•E 2

DUNGEONS & DRAGONS, D&D, Wizards of the


Tool:
Coast, Forgotten Realms, the dragon ampersand,
The Homebrewery
Player’s Handbook, Dungeon Master’s Guide, Monster

Manual, Xanathar’s Guide to Everything, Tasha’s


Playtest and review:
Cauldron of Everything, D&D Adventurers League, all
Christian Veilleux
other Wizards of the Coast product names, and their
François Fenchel
respective logos are trademarks of Wizards of the Coast
François Veillette
in the USA and other countries. All characters and their
Gabriel Martin
distinctive likenesses are property of Wizards of the
Marleine Beauséjour
Coast. This material is protected under the copyright
Philippe Beaulieu Savard
laws of the United States of America. This work
Sébastien L’Écuyer
contains material that is copyright Wizards of the Coast
Sébastien Pelletier
and/or other authors. Such material is used with

permission under the Community Content Agreement.


Additional thanks:
All other original material in this work is copyright 2023
Edward Beauséjour
by Leprous Harry and published under the Community
Hélénie Beauséjour
Content Agreement for Dungeon Masters Guild. Any
 
reproduction or unauthorized use of the material or

artwork contained herein is prohibited without the

express written permission of Wizards of the Coast.

CREDITS
2
Summoner

S
TANDING IN THE DRY SAND OF THE ARENA, A HUMAN Looming over a complex hexagram, a scholarly dwarf

trainer coaches his magical beasts for an recites esoteric incantations to conjure the spirit of her

upcoming friendly tournament. This year ancestor. Answers she calls for, regarding the location

surely, shall he triumph against his rival and of the lost heirloom of her clan unbeknownst by all but

win the prized scroll of the Golden Spirit. her long-dead great-grandmother.

Called forth in a last-ditch gamble to defeat Summoners are magic-users that focus their study

an evil enchanter, a yugoloth bursts from a around the summoning of spirits of all kind. They do not

fiery portal and requests upfront payment in exchange limit themselves to arcane, divine, or primal magic,

of its service. A red-robed halfling hands it a king’s instead learning whichever is useful in their search of

ransom in gold, ordering the fiend to strike down their allies, which they find from throughout the multiverse,

treacherous antagonist. always careful never to lock themselves in a pact.

The Summoner

— Spell Slots Per Spell Level —

Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th Callings Known

1st +2 Spellcasting, Summoning Adept 2 2 — — — — — — —


2nd +2 Mystic Callings 2 3 — — — — — — 2
3rd +2 Summoner Discipline 2 3 — — — — — — 2
4th +2 Ability Score Improvement 2 4 2 — — — — — 2
5th +3 Withhold Summon 3 4 3 — — — — — 2
6th +3 Summoner Discipline feature 3 4 3 — — — — — 2
7th +3 — 3 4 3 2 — — — — 2
8th +3 Ability Score Improvement 3 4 3 3 — — — — 2
9th +4 — 3 4 3 3 — — — — 3
10th +4 Summoner Discipline feature 3 4 3 3 1 — — — 3
11th +4 Sustained Summon 4 4 3 3 2 — — — 3
12th +4 Ability Score Improvement 4 4 3 3 2 — — — 3
13th +5 — 4 4 3 3 3 1 — — 3
14th +5 Summoner Discipline feature 4 4 3 3 3 2 — — 3
15th +5 — 4 4 3 3 3 2 — — 4
16th +5 Ability Score Improvement 4 4 3 3 3 2 1 — 4
17th +6 Enduring Summon 4 4 3 3 3 2 1 — 4
18th +6 Potent Summon 4 4 3 3 3 2 1 — 4
19th +6 Ability Score Improvement 4 4 3 3 3 2 1 1 4
20th +6 Mystic Guru 4 4 3 3 3 2 1 1 4

 
Callers of Mystical Spirits

Through the study of conjuration magic, a summoner

relies on the strength of the summoned creatures

belonging to other planes: ghosts, fairies, elemental

minions, angelic beings, and fiendish beasts, giving the

magic-user privileged access to a wide range of services.

Unlikely Adventurers

While summoners are less likely to be found traveling

than other spellcasters, their expertise is always a boon

for parties in search of supernatural assistance. Those

few that do go on adventure attract to them guardian

spirits that fight and do menial tasks in their stead,

leaving the summoners to direct their own efforts


 
toward strengthening their mystical servants.

CLASS DESCRIPTION
3
 

Creating a Summoner Proficiencies

Armor: None
To create a summoner, consult the following
Weapons: Daggers, darts, slings, quarterstaffs, light
subsections, which give you hit points, proficiencies,
crossbows
and starting equipment. Then look at the Summoner

table to see which features you get at each level. The Tools: Calligrapher’s tools

descriptions of those features appear in the “Summoner Languages: any 3

Features” section. Saving Throws: Intelligence, Wisdom

Skills: Choose three from Arcana, History, Religion,


Quick Build
Nature, Animal Handling, Insight, Deception,
You can make a summoner quickly by following these
Intimidation, Persuasion.
suggestions. First, put your highest ability score in

Intelligence, followed by Constitution or Dexterity, then Starting Equipment

choose the sage background.


You start with the following equipment, in addition to
When choosing cantrips, take chill touch and mage
the equipment granted by your background:

hand. When preparing your first spells, consider find

familiar, sanctuary, and unseen servant. any simple weapon of your choice

At 2nd level, take the Might of the Champion and your choice of a component pouch or arcane focus

Shelter of the Cerberus mystic callings. At 3rd level, your choice of a scholar’s pack or a priest’s pack

take the Binder discipline. calligrapher’s tools

Hit Points If you forgo this starting equipment, as well as the

Hit Dice. 1d6 per summoner level items offered by your background, you start with

4d4 × 10 gp to buy your equipment.


Hit Points at 1st Level: 6 + your Constitution modifier
 
Hit Points at Higher Levels: 1d6 (or 4) + your

Constitution modifier per summoner level after 1st

CLASS DESCRIPTION
4
Spellcasting Ability  
Class Features
Intelligence is your spellcasting ability for your
As a summoner, you gain the following class features,
summoner spells; your understanding of the theory
which are summarized in the Summoner table.
behind magic allows you to wield these spells with

superior skill. You use your Intelligence whenever a


Spellcasting
summoner spell refers to your spellcasting ability. In

1st-level summoner feature addition, you use your Intelligence modifier when

setting the saving throw DC for a summoner spell you


You have studied the occult arts and learned to draw

arcane and divine magic from the other planes of cast and when making an attack roll with one.

existence, giving you the ability to cast spells to conjure


Spell save DC = 8 + your proficiency bonus +
forth spirits and bend them to your will, as well as to
your Intelligence modifier
assist you in that purpose. See chapter 10 of the

Player’s Handbook for the general rules of spellcasting.


Spell attack modifier = your proficiency bonus +
The summoner’s spell list can be found below.
your Intelligence modifier

Cantrips (0-Level Spells)

You know two cantrips of your choice from the Summoner Spell List

summoner spell list. At higher levels, you learn Here’s the list of spells you consult when you learn or

additional summoner cantrips of your choice, as shown prepare a summoner spell. The list is organized by spell

in the Cantrips Known column of the Summoner table. level, not character level. Spells indicate whether they

When you gain a level in this class, you can replace require concentration, are rituals, or summon creatures.

one of the summoner cantrips you know with another The book in which they can be found is also indicated

cantrip from the summoner’s spell list. (see How to Use this Document). The Mad Leper

Presents ‒ The Summoner sum also contains new spells


Preparing and Casting Spells
in its last chapter.
The Summoner table show how many spell slots you

have to cast your summoner spells. To cast one of your Lvl. Name Conc. Rit. Sum. Src.

summoner spells of 1st level or higher, you must 0 bolster spirit * yes no no sum
expend a slot of the spell’s level or higher. You regain all 0 chill touch no no no phb
expended spell slots when you finish a long rest. 0 create bonfire yes no no xgte
You prepare the list of summoner spells that are 0 dancing lights yes no no phb
available for you to cast, choosing from the summoner 0 helping hand no no no rotml
spell list. When you do so, choose a number of 0 infestation no no no xgte
summoner spells equal to your Intelligence modifier + 0 mage fisticuffs no no no lpmlg
two-thirds your summoner level, rounded up. The spells 0 mage hand no no no phb
must be of a level for which you have spell slots. 1st arms of Hadar no no no phb
For example, if you are a 5th-level summoner, you 1st ceremony no yes no xgte
have four 1st-level and three 2nd-level spell slots. With 1st find familiar no yes yes phb
an Intelligence of 14, your list of prepared spells can 1st protection from evil and good yes no no phb
include five spells of 1st or 2nd level, in any 1st sanctuary no no no phb
combination. If you prepare the 1st-level spell unseen 1st summon monster * yes no yes sum
servant, you can cast it using a 1st-level or a 2nd-level 1st unseen servant no yes yes phb
slot. Casting the spell doesn’t remove it from your list of 2nd dust devil yes no no xgte
prepared spells. 2nd earthbind yes no no xgte
You can change your list of prepared spells when you 2nd find steed no no yes phb
finish a long rest. Preparing a new list of summoner 2nd healing spirit yes no no xgte
spells requires time spent memorizing true names and 2nd hold person yes no no phb
magical formulas: at least 1 minute per spell level for 2nd misty step no no no phb
each spell on your list. 2nd see invisibility no no no phb
2nd spiritual weapon no no no phb
Ritual Casting
2nd summon beast yes no yes tcoe
You can cast a summoner spell as a ritual if that spell 2nd summon murder yes yes yes rotml
has the ritual tag and you have the spell prepared. 3rd counterspell no no no phb
3rd dispel magic no no no phb
Spellcasting Focus
3rd hunger of Hadar yes no no phb
You can use an arcane focus as a spellcasting focus for
3rd Leprous Harry’s murderous specters yes no no lpmlg
your summoner spells.
3rd magic circle no no no phb
3rd phantom steed no yes yes phb

CLASS DESCRIPTION
5
Lvl. Name Conc. Rit. Sum. Src.  
Summoning Adept
3rd speak with dead no no no phb
3rd spirit guardians no no no phb 1st-level summoner feature

3rd spirit shroud yes no no tcoe You learn the bolster spirit cantrip and you always have

3rd summon fey yes no yes tcoe the summon monster spell prepared. Neither count

3rd summon lesser demons yes no yes phb against the maximum number of cantrips you know or

3rd summon shadowspawn yes no yes tcoe against the number of spells you can prepare.

3rd summon undead yes no yes tcoe Additionally, when casting a spell with material

4th banishment yes no no phb components that summons a creature, you halves the

4th conjure minor elemental yes no yes phb spell’s cost in gp. The same applies to the material

4th conjure woodland beings yes no yes phb components you provide when creating a spell scroll for

4th dimension door no no no phb such a spell, but not for the creation of the scroll itself.

4th Evard’s black tentacles yes no no phb


4th find greater steed no no yes xgte Mystic Callings

4th giant insect yes no yes phb 2nd-level summoner feature


4th guardian of faith no no yes phb
In your study of otherworldly lore, you have unveiled
4th guardian of nature yes no no phb
Mystic Callings, powerful enhancements to your
4th Leprous Harry’s cthonian entreaty no no yes sum
summoning magic.
4th Mordenkainen’s faithful hound yes no no phb
4th summon aberration yes no yes tcoe Callings Known
4th summon construct yes no yes tcoe When you gain this feature, you learn two mystic
4th summon elemental yes no yes tcoe callings of your choice, choosing from the “Mystic
4th summon greater demon yes no yes phb Callings” section at the end of the class’s description.
4th summon siege weapon no yes yes rotml You learn additional callings of your choice when you
5th conjure elemental yes no yes phb reach certain levels in this class, as shown in the
5th dispel evil and good yes no no phb Callings Known column of the Summoner table.
5th hold monster yes no no phb When you gain a level in this class, you can replace
5th inescapable transpicuous bastille no yes no rotml one of the mystic callings you know with a new one.
5th infernal calling yes no yes phb
5th insect plague yes no no phb Using Mystic Callings

5th planar binding no no no phb As an action, you chant words of power and choose a

5th summon celestial yes no yes phb creature within 30 feet that was summoned by you,

5th summon draconic spirit yes no yes ftod imbuing the target with one of your mystic callings.

5th teleportation circle no no no phb The creature remains imbued with the mystic calling

6th arcane gate no no no phb until it is killed or unsummoned. You can end the calling

6th call upon a friend yes no yes sum early as a bonus action. It also counts as a spell-like

6th conjure fey yes no yes phb effect and can be dispelled as such.

6th druid grove no no no xgte A summoned creature can only be imbued by a single

6th forbiddance no yes no phb mystic calling at a time. If you give it another calling, the

6th Mammon’s bargain no yes no lpmlg former calling is dispelled.

6th planar ally no no yes phb Some mystic callings require creatures to make

6th soul cage no no no xgte saving throws. The DC for those saves is the same as

6th summon fiend yes no yes tcoe your spell save DC.

6th true seeing no no no phb


7th conjure celestial yes no yes phb Summoner Discipline
7th dream of the blue veil no no no tcoe
7th forcecage no no no phb 3rd-level summoner feature

7th plane shift no no no phb Choose a specific discipline to pursue: Binder,

7th sequester no no no phb Collector, or Thaumaturgist, each of which is detailed

7th teleport no no no phb after the class’s description. Your choice grants you

features immediately and at 6th level, 10th level, and

14th level.

CLASS DESCRIPTION
6
 
Ability Score Improvement Sustained Summon

4th-level summoner feature 11th-level summoner feature

When you reach 4th level and again at 8th, 12th, 16th, Through stronger incantations, you increase the

and 19th level, you can increase one ability score of duration of your summons beyond their normal limit.

your choice by 2, or you can increase two ability scores The duration of your spells that summon creatures is

of your choice by 1. As normal, you can’t increase an doubled.

ability score above 20 using this feature.

Enduring Summon
Withhold Summon
17th-level summoner feature

5th-level summoner feature You learn to give greater durability to your summons.

At 5th level, you gain the ability to shunt into a pocket Whenever you summon a creature, you can immediately

dimension a summoned creature that is under your give it a number of temporary hit points equal to its

control and within 30 feet of you, as a bonus action. number of hit dice + your Intelligence modifier.

While shunted away in that fashion, the target is Additionally, as an action, you can touch one of your

incapacitated. It can breathe normally, doesn’t require summoned creatures to give it that same number of

sustenance, and can take a short or long rest, assuming temporary hit points again.

it has sufficient time to do so. If the target was

summoned through a spell, the spell’s duration is Potent Summon


suspended until the creature is released.

As an action, you can release a shunted creature, 18th-level summoner feature

making it reappear in an empty space within 30 feet of Your mastery over conjuration magic empowers your

you. While there is no limit to the number of creatures servants. Whenever you cast a spell that summons at

you can shunt away with this feature, any concentration least one creature, the spell is upcast as though you

required must still be maintained. were using a spell slot of 1 level higher.

When you complete a long rest, for each of the

creatures that are still shunted away, you must choose Mystic Guru
between expending anew the resource that was used to
20th-level summoner feature
summon it or to lose the shunted creature. For example,

if a creature was summoned using the summon You gain the ability to replace one of your mystic

monster spell by expending a 2nd-level spell slot, you callings for another one whenever you complete a long

must expend a 2nd-level spell slot at the end of the long rest. If the calling was currently affecting one of your

rest to keep the creature shunted, or the spell is simply summons, that calling is immediately dispelled.

lost. The same applies for creatures summoned through Additionally, whenever you summon a creature, you

other ways, such as with a class feature with a limited can immediately give it one of your mystic callings as

number of uses. part of the action used to summon it.

CLASS
CLASS DESCRIPTION
DESCRIPTION
7
 
Summoner Disciplines Binder

Summoners pursue various avenues with regards to the Binding is the mystical art for exerting one’s will upon

intricacies of summoning magic. Here are discipline supernatural beings by means of onomancy and

options you can choose from at 3rd level. powerful enchantments. Summoners who follow that

discipline learn to attract the service of a mighty

otherworldly retainer: the bondservant.

You focus your studies on the esoteric arts of spirit

binding. This provides you greater control over your

summons, but also over other people and creatures.

Binder Extended Spell List

3rd-level Binder feature

Your focus on sealing arcana gives you the means to

force your will upon other creatures and manipulate

them to do your bidding.

Your list of summoner spells is extended to include

the following spells, giving you additional choice when

you learn a cantrip or prepare a spell.

Lvl. Name Conc. Rit. Sum. Src.

0 friends yes no no phb


1st animal friendship no no no phb
1st beast bond yes no no xgte
1st charm person no no no phb
1st command no no no phb
2nd enthrall no no no phb
2nd suggestion yes no no phb
4th charm monster no no no xgte
4th compulsion yes no no phb
4th dominate beast yes no no phb
5th dominate person yes no no phb
5th geas no no no phb
6th mass suggestion no no no phb

Bondservant

3rd-level Binder feature

When you enter this discipline, you bind a powerful

spirit to your service. It takes a physical form and

creature type of your choosing amongst the following

options: celestial, elemental, fey, fiend, or undead.

As an action, you can summon forth this spirit. The

Servant Spirit stat block lists its characteristics. It has

special traits and actions based on its creature type. The

spirit disappears if it dies or if you dismiss it as a bonus

action.

In combat, the spirit shares your initiative count, but it

takes its turn immediately after yours. It can move and

use its reaction on its own, but the only action it takes

on its turn is the Dodge action, unless you take a bonus

action on your turn to command it to take another

action. That action can be one in its stat block or some

other action. If you are incapacitated, the spirit can take

any action of its choice, not just Dodge.

Once you summon this spirit, you can’t do so again

until you complete a long rest. You can also expend a

spell slot to summon it anew. If you already have a spirit

from this feature, the first one immediately perishes.

DISCIPLINE | BINDER
8
   

DISCIPLINE | BINDER
9
Onomancy  

6th-level Binder feature

You learn the abstruse mysteries of onomancy, or

naming magic, giving you the ability to exert greater

influence on creatures by using their true name.

By uttering the true name of a creature while casting

a spell that targets it and requires it to make a saving

throw, the creature has disadvantage on its save.

If the target has the Legendary Resistance trait, it

can’t spend one of its uses to automatically succeed.

Instead, by expending one use, the target instead simply

receives advantage on that saving throw.

See the True Names sidebar to determine what

constitutes a true name.

Favored Champion

10th-level Binder feature

You gain the ability to give a larger shape to your

servant spirit. When using your Bondservant feature to

summon the spirit, you can choose to increase its size to

huge, which increases the range of its melee attacks to

10 feet and makes its Strike damage rolls deal an extra

die of damage.

Definitive Binding

14th-level Binder feature

Your mastery of onomancy is indisputable. When using

your Onomancy feature, you can choose to have the

target automatically fail its saving throw. If you do, you

can’t do so again on any creature until you complete a

long rest.

DISCIPLINE | BINDER
10
 
Collector

Some summoners revel in accumulating an assortment

of thralls in their service. Those summoners, sometimes

known as collectors, allocate more of their studies to

keep control over multiple summons at once through

the use of advanced shunting conjuration. They also

become adept at catching new minions through the use

of a special ritual.

You fancy yourself a collector. You aim to become the

best trainer of monsters by having the largest collection.

After all, what are foes if not future allies?

Seize Control

3rd-level Collector feature

Your excellence at conjuration magic enables you to

capture new spirits to add to your muster.

You can perform a special 1 hour ritual in the location

of a creature’s death that occurred no more than 1

minute before the start of the ritual. In place of a dead

creature, you can also target a creature indigenous to

another plane of existence that is willing and remains

within 5 feet of you for the duration of the ritual. Either

way, the creature’s CR must be no higher than your

proficiency bonus.

To accomplish the ritual, you also require special

incense and candles consumed by the ritual and worth a

number of gold pieces equal to 10 × the creature’s CR.

Once the ritual is complete, you gain the ability to call

upon that creature’s spirit through a special use of your

summon monster spell. When doing so, you ignore the

CR limitation of that spell, but you can’t call upon that

specific spirit until you complete a long rest. When

summoned, the spirit uses its original stat block.

Training Expertise

3rd-level Collector feature

Your experience in training magical beasts has given

you an edge with matters of improving relations with

creatures of all sort.

You gain proficiency with two of the following skills:

Animal Handling, Intimidation, Persuasion, and

Deception.

Additionally, choose two of the above skills with

which you are proficient. Your proficiency bonus is

doubled for any ability check you make that uses either

of the chosen skills.

Finally, when serving as an instructor to a training

creature (see rules for Downtime Activities from the

Player’s Handbook, Dungeon Master’s Guide and/or

Xanathar’s Guide to Everything), you reduce the

required time for the training by a number of

workweeks equal to your proficiency bonus.

With your DM’s approval, you can spend your own

downtime training one of your summons to teach it

skills appropriate to its capabilities.

DISCIPLINE | COLLECTOR
11
Improved Shunt Throng of Allies  

6th-level Collector feature 10th-level Collector feature

You learn to use your dimensional shunting to free your As an action, you can release at once all of the creatures

mind for other endeavors. that are currently shunted in a pocket dimension with

You do not need to maintain concentration on your Withhold Summon and Improved Shunt features,

summoned creatures while they are shunted into a without having to maintain concentration for any of

pocket dimension using your Withhold Summon them. However, each of the released creatures that

feature. Once you release such a summoned creature would otherwise require concentration is then released

from its pocket dimension, however, you must start at the end of its next turn, either freeing them or

maintaining concentration again. dispelling them as would normally be the case.

If a summoning spell provides you with more than

one creature and at least one of them isn’t shunted into Masterful Shunt

a pocket dimension, you have to maintain concentration 14th-level Collector feature

on the spell. However, you gain the ability to shunt away


Your mastery of pocket dimensions enables you to
any number of creatures summoned through the casting
shunt away any willing creature, such as your allies,
of a single spell as a bonus action, and to release any
whether or not it was even summoned, using your
number of them as an action.
Withhold Summon feature. Outside of your summons,

you can only hold a number of creatures in this fashion

up to your proficiency bonus and, if you die, they are lost

in a random location of the astral plane.

DISCIPLINE
DISCIPLINE || COLLECTOR
COLLECTOR
12
 
Thaumaturgist

Sometimes called miracle workers, practitioners of

thaumaturgy learn to mesh arcane powers with divine

influences to accomplish greater feats of magic, when

compared to other summoners, adding divination in

particular to their capabilities.

Finding a renewed source of might from the divine

realm, you leverage thaumaturgy and make your

potency manifest.

Improved Spellcasting

3rd-level Thaumaturgist feature

By entering this discipline, you improve significantly

your spellcasting abilities. You use the thaumaturgist

spell slot progression as shown in the Thaumaturgist

Spellcasting table, instead of the regular summoner’s

spell slot progression.

You also learn two additional summoner cantrips of

your choice, which do not count against the maximum

number of cantrips you know.

Thaumaturgist Spellcasting

— Spell Slots Per Spell Level —

Class Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

3rd 4 2 — — — — — — —
4th 4 3 — — — — — — —
5th 4 3 2 — — — — — —
6th 4 3 3 — — — — — —
7th 4 3 3 1 — — — — —
8th 4 3 3 2 — — — — —
9th 4 3 3 3 1 — — — —
10th 4 3 3 3 2 — — — —
11th 4 3 3 3 2 1 — — —
12th 4 3 3 3 2 1 — — —
13th 4 3 3 3 2 1 1 — —
14th 4 3 3 3 2 1 1 — —
15th 4 3 3 3 2 1 1 1 —
16th 4 3 3 3 2 1 1 1 —
17th 4 3 3 3 2 1 1 1 1
18th 4 3 3 3 3 1 1 1 1
19th 4 3 3 3 3 2 1 1 1
20th 4 3 3 3 3 2 2 1 1

DISCIPLINE | THAUMATURGIST
13
Thaumaturgist Extended Spell List Mystic Recovery  

3rd-level Thaumaturgist feature 6th-level Thaumaturgist feature

You widen your magical curriculum, adding spells of Through special esoteric meditations, you regain some

divination and distant communication to your syllabus. of your arcanic energy. During a short rest, you choose

Your list of summoner spells is extended to include expended spell slots to recover. The spell slots can have

the following spells, giving you additional choice when a combined level that is equal to or less than half your

you learn a cantrip or prepare a spell. Spells for the 8th summoner level (rounded up), and none of the slots can

and 9th level are also added to your spell list. be 6th level or higher. You can’t use this feature again

Additionally, when preparing spells at the end of a until you finish a long rest.

long rest, you prepare a larger number of spells equal to For example, when you are an 8th-level summoner,

your Intelligence modifier + your summoner level. you can recover up to four levels worth of spell slots.

You can recover either a 4th-level slot, a 3rd-level slot

Lvl. Name Conc. Rit. Sum. Src. and a 1st-level slot, two 2nd-level slots, a 2nd-level-slot

0 guidance yes no no phb and two 1st-level slots, or four 1st-level slots.

0 message no no no phb
0 thaumaturgy no no no phb Minor Intervention
1st comprehend languages no yes no phb 10th-level Thaumaturgist feature
1st detect evil and good yes no no phb
You learn ways to call upon divine powers to intervene
1st detect magic yes yes no phb
on your behalf in limited ways.
1st emotion read no no no lpmlg
When you complete a long rest, you can accomplish a
1st speak with animals no yes no phb
special ritual to channel the power of a clerical domain.
2nd animal messenger no no no phb
When you do so, you gain the ability to use one 2nd-level
2nd augury no yes no phb
Channel Divinity feature from any domain (see the
2nd beast sense yes yes no phb
cleric’s Divine Domain feature). Alternatively, you can
2nd borrowed knowledge no no no sacoc
choose to gain the ability to use the Turn Undead
2nd detect lie no no no lpmlg
Channel Divinity option.
2nd detect thoughts yes no no phb
Whichever you choose, you may use an arcane focus
2nd locate animals or plants no no no phb
in place of a holy symbol, you use your summoner level
2nd magic mouth no yes no phb
instead of cleric level, and you use your Intelligence
2nd zone of truth no no no phb
instead of your Wisdom, where appropriate.
3rd clairvoyance yes no no phb
You can use that Channel Divinity twice. You regain
3rd sending no no no phb
expended uses of that feature and can choose to replace
3rd speak with plants no no no phb
the Channel Divinity with another, when you
3rd tongues no no no phb
accomplish the ritual again at the end of a long rest.
4th arcane eye yes no no phb
4th divination no yes no phb
Improved Channeling
4th locate creature yes no no phb
14th-level Thaumaturgist feature
5th commune no yes no phb
5th commune with nature no yes no phb You choose an additional Channel Divinity option when

5th contact other plane no yes no phb you complete your special ritual, using your Minor

5th dream no no no phb Intervention feature. You also gain a third use of that

5th legend lore no no no phb Channel Divinity, regaining all expended uses during

5th Rary’s telepathic bond no yes no phb the special ritual.

5th scrying yes no no phb  

6th word of recall no no no phb


7th Mordenkainen’s distant reach yes no no rotml
8th demiplane no no no phb
8th expose being no no no rotml
8th glare of Hadar yes no no lpmlg
8th maze yes no no phb
8th telepathy no no no phb
8th summon mythic hero yes no yes sum
9th astral projection no no no phb
9th estate transference no no no lpmlg
9th foresight no no no phb
9th gate yes no no phb
9th imprisonment no no no phb
9th summon minor deity no no yes sum

DISCIPLINE
DISCIPLINE || THAUMATURGIST
THAUMATURGIST
14
Composure of the Attendant  

Prerequisite: bolster spirit cantrip

When you cast bolster spirit on the target, it gains a

bonus to its next saving throw equal to your spellcasting

ability modifier.

Everlasting Life of the Immortal

Prerequisite: 15th-level summoner

Whenever the target is magically healed, it regains the

maximum number of hit points possible instead of the

result of any roll that would otherwise be made.

Eyes of the Seer

Prerequisite: Thaumaturgist feature

You perceive through all senses of the target at all time,

and spells you cast with a range other than self can

originate from the target.

Mystic Callings Footfall of the Colossus

Mystic callings are magical enhancements to Prerequisite: 9th-level summoner

summoning magic, imbuing your summoned creatures Target: large or larger

with additional traits and bonuses.


The target can move through the space of any creature
If a mystic calling has prerequisites, you must meet
that is smaller than the target’s size. When it does so,
them to learn it. You can learn the calling at the same
creatures that aren’t its allies must succeed on a
time you meet its prerequisites. You can’t learn a calling
Strength saving throw or fall prone.
more than once.

If a mystic calling specifies a type of target, a creature Form of the Specter

must first meet that criteria or attempts to imbue it with As an action, the target can become incorporeal until

that mystic calling automatically fail. the end of its next turn, enabling it to move through

other creatures and objects as if they were difficult


Aegis of the Pantheon
terrain. It takes 1d10 force damage if it ends its turn

Prerequisite: 15th-level summoner inside an object.

The target gains resistance to 3 damage types of your


Hand of the Devoted Custodian
choice.

Prerequisite: bolster spirit cantrip


Aspects of the Chimaera
When you cast bolster spirit on the target, you also

Prerequisite: Binder feature receive the same amount of temporary hit points.

Target: Servant Spirit


Hostility of the Enforcer
The target gains an additional creature type (celestial,
Prerequisite: bolster spirit cantrip
elemental, fey, fiend, or undead), along with its unique

trait and action. When you cast bolster spirit on the target, it gains a

The target gains a third creature type when you reach bonus to its next weapon attack roll equal to your

10th level in this class. spellcasting ability modifier.

Blessing of the Faithful Mantle of the Avatar

Prerequisite: Thaumaturgist feature Prerequisite: 9th-level summoner

The target is under the effect of one of the following Target: at least one size larger than you

spells: bless, protection from evil and good, sanctuary, As an action, you can touch the target to merge into its

or shield of faith. Neither you nor the target has to form. Until you leave it as an action, you are merged

maintain concentration on the spell. The mystic calling within the target and cannot take any other action,

ends when spell would end. bonus action or reaction, with the exception of actions

required to give orders to any of your summons. While


Bulwark of the Conscript
you are merged in this fashion, you are invisible and

Prerequisite: bolster spirit cantrip invulnerable to all damage, and you share the target’s

When you cast bolster spirit on the target, you add your space. If the target is reduced to 0 hit points, you are

spellcasting ability modifier to the number of temporary immediately separated from it and any excess damage

hit points gained. carries over to you.

MYSTIC CALLINGS
15
Might of the Champion Tides of the Legion  

The target adds a d4 to its melee weapon damage rolls. Prerequisite: Collector feature

This bonus damage die becomes a d8 when you reach Target: medium or smaller

10th level in this class.


Additional individuals of the target’s kind appear around

it, moving in unison and turning it into a swarm of


Mirage of the Impostor
identical creatures. They collectively have the following
A duplicate of the target appears, as if it was under the
traits:
effects of the mirror image spell. This mystic calling

ends if the duplicate is destroyed. The size of the swarm is two steps larger than the

A second duplicate is created when you reach 10th size of the target (tiny to medium, small to large,

level in this class, and the mystic calling only ends when medium to huge).

both duplicates are destroyed. The swarm’s hit dice and maximum hit points are

multiplied by 4.
Passageway of the Astral Seafarer
The swarm has resistance to bludgeoning, piercing,
Prerequisite: 5th-level summoner, Collector feature
and slashing damage.

When using your Withhold Summon feature, you can The swarm has immunity against the charmed,

shunt away or release the target on your turn without frightened, grappled, paralyzed, petrified, prone,

using an action or bonus action. restrained, and stunned conditions.

The swarm can’t regain hit points or gain temporary


Respite of the Veteran
hit points.
Prerequisite: 5th-level summoner, Collector feature
The swarm can occupy another creature’s space and

Whenever you shunt away the target using your vice versa, and the swarm can move through any

Withhold Summon feature, it can immediately benefit opening large enough for a single individual of the

from a short rest. swarm.

The swarm is able to make the same attacks, but the


Rune of the Sealed Fiend
damage dice of its weapon attacks are increased by
Prerequisite: Binder feature
one size (maximum d12) and the reach of its melee

The target gains a +1 bonus to its weapon attack and weapon attacks is reduced to 0 ft.

damage rolls, and its weapons attacks are magical. As long as the swarm has more than half its

The bonus increases to +2 when you reach 10th level maximum number of hit points, it adds one extra die

in this class. to its weapon damage rolls.

Sign of the Caged Angel Veil of the Ghost Hound

Prerequisite: Binder feature As an action, the target can become invisible until the

The target gains a +1 bonus to its AC and saving end of its next turn.

throws.

The bonus increases to +2 when you reach 10th level

in this class. Feat


The following feat is available to players gaining an
Shelter of the Cerberus
Ability Score Improvement, in addition to those in the
When you take damage from an attack while the target
Player’s Handbook, Tasha’s Cauldron of Everything,
is within 5 feet of you, it can use its reaction and
and Ravings of the Mad Leper.
interpose itself to take half the damage you received,

giving you resistance against the damage that triggered


Calling Adept
the reaction.
Prerequisite: ability to cast at least one spell that

Strings of the Marionette summons a creature

Prerequisite: Thaumaturgist feature Your time spent practicing summoning magic has

given you an edge when it comes to casting such spells.


You can take an action on your turn to have the target
You gain the following benefits:
take any of its actions as a reaction.

Increase your Intelligence, Wisdom or Charisma


Talent of the Muse
score by 1, to a maximum of 20.
The target gains a number of skill or tool proficiencies
You learn a mystic calling of your choice from the
of your choice equal to your spellcasting ability modifier.
summoner class. You can only take a mystic calling

that has a prerequisite if you meet the prerequisite

and if you are a summoner.

MYSTIC CALLINGS
16
Call Upon a Friend  

6th-level conjuration

Casting Time: 1 action

Range: 15 feet

Components: V, S

Duration: Concentration, up to 1 hour

Classes: bard, summoner

You summon a faraway comrade to support you in a

time of need. The target creature instantly teleports to

an empty space within 15 feet of you. When the spell

ends, the target is teleported back to the nearest empty

space of the location it was before being summoned. If

you cast this spell without first targeting a creature, the

spell has no effect.

You must designate the target by first casting this

spell in its presence. The target must be both willing

and familiar to you, otherwise the spell has no effect.

Designating a new target replaces the former target.

Leprous Harry’s Cthonian Entreaty

4th-level conjuration

Casting Time: 1 minute

Range: 30 feet

Components: V, S, M (money and gems worth a total of

at least 500 gp, consumed by the spell)

Duration: 24 hours

Classes: cleric, summoner, warlock, wizard

You summon a mezzoloth (see the Monster Manual),

one of the lower classes of the yugoloth, and hire it for a

short term contract.

As you cast this spell, you give it a single command,

which the yugoloth will try to follow to the best of its

capabilities, even risking its own life, but it will do so by

any means it sees fit.

Spells Once the task is completed or if 24 hours pass

The following spells are tailored to the needs of without the task being completed, the contract ends and

summoners. Other classes that have access to those are the yugoloth is free to act in its own accord.

listed at the bottom of the description of each spell. At Higher Levels. If cast using a 7th-level spell slot,

you instead summon a nycaloth (see the Monster

Bolster Spirit Manual), but the money and gems must instead amount

to at least 1000 gp.


Conjuration cantrip

Casting Time: 1 action


Summon Minor Deity
Range: 30 feet
9th-level conjuration
Components: V, S

Duration: 1 minute Casting Time: 1 minute

Classes: cleric, druid, summoner, warlock, wizard Range: 60 feet

Components: V, S, M (a religious symbol of the minor


You recite a magical formula while pointing a finger
deity being summoned worth at least 1000 gp)
toward a creature that was magically summoned
Duration: Instantaneous
through a spell, class feature, or creature trait. The
Classes: cleric, summoner (Thaumaturgist only)
target gains 1d4 temporary hit points. Remaining

temporary hit points are lost at the end of the spell. You beseech a minor deity known to you for aid. It

At Higher Levels. The temporary hit points given by manifests as an avatar, appearing in an unoccupied

this spell increase by 1d4 when you reach 5th level space within range. The spell otherwise works exactly

(2d4), 11th level (3d4), and 17th level (4d4). like the planar ally spell.

SPELLS
17
Summon Monster  

1st-level conjuration

Casting Time: 1 action

Range: 30 feet

Components: V, S

Duration: Concentration, up to 1 minute

Classes: summoner, wizard

You call forth a monster spirit. It manifests in an

unoccupied space that you can see within range. This

corporeal form uses the stat block of a creature of CR

1/2 or less. The DM has the creatures’ statistics.

The creature is an ally to you and your companions.

In combat, the creature shares your initiative count, but

it takes its turn immediately after yours. It obeys your

verbal commands (no action required by you). If you

don’t issue any, it takes the Dodge action and uses its

move to avoid danger.

If the creature has any of the Spellcasting, Pact

Magic, or Innate Spellcasting features, you must expend

a spell slot of the appropriate level for any spell it casts,

while it must also expends its limited uses or spell slots.

At Higher Levels. When you cast this spell using a

2nd-level spell slot, you can summon a creature of CR 1

or less. If you cast this spell using a spell slot of 3rd-

level or higher, the CR increases by 1 for every two slot

levels above the 2nd.

Summon Mythic Hero

8th-level conjuration

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (a tapestry, scroll, book, painting

or other media worth at least 1000 gp that relates the

hero’s tales)

Duration: Concentration, up to 1 minute

Classes: bard, cleric, summoner (Thaumaturgist only)

You summon the very stuff of legends, a champion of

yore, calling upon its name to succor you in a time of

great need. The heroic spirit appears in an empty space

within 30 feet of you and is friendly to you. It takes its

turn immediately after yours and, while it may heed

your plea for help, it acts of its own accord coherently

with its mythic tale. It is dismissed if its hit points are

reduced to 0 or if the spell ends.

If neither you nor your DM have its character sheet or

stat block, you can use the Living Legend stat block or

another appropriately themed humanoid NPC stat block

of CR 15 or less.

SPELLS
18

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