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The Summoner Class

An Original Homebrew Class

Made for play with D&D 5e.


The Summoner When creating a Summoner there are a few
questions you can ask yourself to get an idea of
An armored warrior charges the enemy sword in your summoner will act. How does my
hand, taking a moment to glance up he sees summoner view the monsters they summon?
what he already knew to be true, his powerful How did they learn to link with monsters and
wyvern companion gliding above in battle summon them, was it taught to them by an older
formation. The two let out a battle cry and begin master summoner who they were apprenticed
their coordinated attack, sundering their too or is it a family tradition handed down the
enemies defence. generations? The answers to these can help you
shape your own powerful master of monsters.
A cloaked figure flees from a group of muggers,
ducking into a dark alleyway. Her pursuers Quick Build
round the corner expecting to find their prey To quickly make a Summoner follow these
trapped, instead they come face to face with two suggestions: First, make Charisma your highest
hulking Gorgons. Their screams travel through ability score as this will influence the power of
the silent night air as the woman they chased your Summoner’s Soul and the total amount of
sets her beasts on them. monsters you can have as summons. Your next
highest score should be Constitution. Secondly
Though differing in their approach both of these take the Hermit background.
cunning warriors are indeed Summoners. A
magic practice long forgotten by the layman and
​Class Features
only referred to in ancient texts read by a few
scholars, these powerful mages harness the
power of monsters with the only tool strong Hit Points
enough to bring one into submission...Their Hit Dice:​ 1d8 per Summoner level
Soul. Hit Points at 1st Level: ​8 + your Constitution
Modifier.
The brave few who practice the art of Hit Points at Higher Levels: ​1d8(5)+ your
summoning do so at a great risk to their person Constitution Modifier.
as they literally attach a fragment of their very
soul to a monster’s binding it to their will. These Proficiencies
monsters are then housed in magical vessels
known as ‘Summoning’ Crysts and can be Armor: ​Light.
manifested or ‘Summoned’ at will. Weapons: ​Simple Weapons.
Tools: ​Summoning Crysts.
Creating a Summoner Saving Throws: ​Charisma and Constitution.
Some summoners see monsters as mere tools, Skills: ​Choose 3 from Acrobatics, Animal
a means to an end. Meanwhile others forge Handling, Athletics, Insight, Intimidation,
bonds with their monster companions that goes Medicine, Nature, Perception, Persuasion,
beyond the master-servant relationship that is Stealth, Survival.
portrayed. Is your summoner a true friend to its
summons, caring for and fighting beside their Equipment
most unlikely allies or are they cold and cruel
only using monsters as weapons in revenge for
some loss suffered at the hands of the very You start with the following equipment in
monster they now lord over? addition to that granted by your background:
17 +6 Improved Soul Link
● A dagger
● Leather Armor 18 +6 Summoner Archetype
● 6 Summoning Crysts (Standard Quality) Feature
● Explorer’s Pack
● 1 Summoning Cryst containing your 19 +6 Ability score
Initial Summon. improvement.

Level Prof. Features 20 +6 Perfect Soul


Bonus

1 +2 Soul Link, Initial


Summon.

2 +2 Synchronize Soul, Soul Link


Preferred Monster Type.

3 +2 Summoner Archetype. At 1st level you gain access to the summoner


technique Soul Link. The Soul Link is a magical
4 +2 Ability score
summoner technique used to attune a monster's
improvement.
soul to their own. This technique requires an
5 +3 Bolstered Soul empty Summoners Cryst (see appendix for more
information) to focus the Soul Link between
6 +3 -------------------------------- summoner and monster. Once attuned the
monster gains several advantages while linked
7 +3 Summoner Archetype
to the summoner including no longer needing
Feature
physical sustenance while it is attuned to a
8 +3 Ability score Cryst. A summoner can only link with as many
improvement. monsters as its Cha mod equals.

9 +4 Exotic Preferred A monster is eligible to be Soul Linked as long


Monster Type as it is not Humanoid, Construct or Undead and
is not larger than Huge in size. For a creature to
10 +4 Summoner Archetype
Feature be successfully Soul Linked it must be
unconscious or otherwise incapacitated. The
11 +4 Improved Synchronized Summoner then focuses their own life force
Soul through a Summoning Cryst and attempts to link
their life force with the monsters. The Summoner
12 +4 Ability score
must make a Summoner's Cryst ability check
improvement.
with their tool proficiency against a target within
13 +5 Improved Bolster Soul 60ft that they can see. The bonus for this roll is
proficiency bonus + Cha mod. The DC is 10 +
14 +5 ------------------------------- CR of the target monster rounded up (minimum
of 1). Other factors that influence the bonus and
15 +5 Summoner Archetype DC of the roll and are listed in a table below.
Feature

16 +5 Ability score
improvement.
of the circumstances. It gains
proficiency in 2 skills of your choice.
● It’s alignment is unchanged but while
Soul Linked it is completely subservient
and will comply with any of your wishes.
Variable Effect It has full recollection of how it was
treated should you ever release the
Monster has more Hit +The difference in Hit
monster from this bond and will act
Dice than the Dice to the DC
according to its alignment and its
Summoner.
treatment by the Summoner upon such
Standard No Bonus a release.
Summoner’s Cryst ● Once Linked a monster’s Hit Dice will
increase or decrease to match the
Superior Summoner’s -2 to DC +1 bonus to Summoner’s Hit Dice (Level). If this
Cryst roll
should cause a monster to ‘Level Up’
Epic Summoner’s -4 to DC +2 bonus to past 4th, 8th, 12th, 16th or 19th level the
Cryst roll monster benefits from an ability stat
increase just as the Summoner would.
Master Summoner’s -6 to DC +3 bonus to You can increase any stat by 2 or any 2
Cryst roll stats by 1, the normal stat cap of 20
applies. Some monsters will have stats
Target monster is +5 to the DC and
over 20, in this case the ability increase
Legendary disadvantage on roll
cannot be used to further increase a stat
Target monster Gain advantage on above the cap of 20.
belongs to preferred roll ● While Linked and attuned to a Cryst the
type monster has no need for physical
sustenance and requires no food or
The benefits gained are as follows: water to survive. It does however still
● It loses it’s​ MultiAttack​ if it had one as require sleep and can still contract
well as any​ Legendary Actions​, L ​ air diseases unless it is naturally immune to
Actions​ and ​Regional Effects. ​It’s class them.
becomes ‘Summon’ and its background
becomes ‘Monster’. It’s level By its very nature a Soul Link is taxing and a
(represented by its Hit Dice total) potentially dangerous technique in that should a
becomes equal with the Summoner who Summoner’s monster ever die that Summoner
Soul Linked it and it continues to grow in would lose a fragment of their own soul. When a
strength with it’s Summoner gaining monster that is soul linked dies the summoner
levels as the Summoner does. must make a CON saving throw. The DC is 15
● The Summon now uses your proficiency and on a failed save the summoner takes 1d4 x
bonus instead of it’s own and in addition Summoner level Necrotic damage. Should the
to where it would normally apply such a save be failed by more than 5 or a natural 1 is
bonus it also adds it to its AC (to a rolled the Summoner instantly drops to 0 Hit
maximum of 22) and damage rolls. Points from the strain placed on their soul and
● It becomes proficient in all saving throws makes death saving throws per normal. On a
and always has advantage on a save successful save the Summoner takes no
against any charming effects regardless damage but has disadvantage on any ability
check when trying to Soul Link a new monster in
the next 24 hours. If the save is made by 10 or
more or a natural 20 is rolled the monster
At 2nd level you gain the ability to assist your
stabilizes on 1 Hit point as the summoner’s soul
summon in battle. When your Summon is forced
bolsters its own and pulls it from the clutches of
to make a saving throw you can channel your
death, the summoner has disadvantage on the
own abilities through the Soul Link swapping its
next roll it makes due to the strain on its soul.
saving throw bonus with your own. After
assisting your summon in this way you cannot
Initial Summon do so again until you finish a short or long rest
as the stress it imposes on your soul is
significant.
At the completion of your Summoner training
you Soul Linked a monster and this monster
became your first companion. Choose from the
list of monsters below by randomly rolling a dice Preferred Monster Type
or choosing based on personal preference.
At 2nd level you grow an affinity towards the
Roll Monster monster type your Initial Summon belongs too.
This affinity grants you advantage on Linking
1 Axe Beak with other monsters of that type as well as any
Intelligence (History) checks regarding that type
2 Blink Dog
of monster.
3 Darkmantle
Summoner Archetype
4 Gray Ooze

5 Magmin At 3rd level you can choose a Summoner


Archetype. Your powers as a summoner have
6 Needle Blight
progressed to the point where you choose either
to become a Xeno-knight: A warrior who fights
You can only have one summon accompany you side by side with it’s summon coordinating lethal
into battle at a time unless a feature you gain attacks and counter attacks and even fusing its
says otherwise. Once you have more than 1 own physical form with its summon. Or a
summon you can switch them out of battle freely Xeno-mage: A soul mage who can exert control
or take an action in battle to switch them. The over multiple monsters and learn magics to heal
new summon appears in the place the previous and support them as they battle to protect their
summon occupied at its full Hit Points. Any summoner. Further details on both these
summon that spends longer than 8 hours in its archetypes will be covered below.
Cryst benefits from a long rest.
Ability Score Improvement
In battle your summon rolls its own initiative and
acts according to your wishes on its turn. Their
is no communication needed to convey your At 4th level you gain the ability to improve one of
instructions as you are linked at your very your Ability scores by 2 or two of your ability
souls.To this end the Player controls the scores by 1. Alternatively if your DM allows it
summon just as they control the summoner. you can take a Feat instead. You can do this
again at 8th, 12th, 16th and 19th level.
Synchronize Soul
Bolstered Soul
Improved Soul Link
At 5th level you gain the Bolstered Soul feature.
After taking a long rest you can nominate either At 17th level repeated use of soul magics has
the damage resistances or condition immunities strengthened your soul to the point where it is
of the summon accompanying you into battle. easier to gain control of monsters when linking
You gain these effects until your next long rest, with them. The base DC is now 8 + CR of the
the summon becomes incapacitated or target monster rounded up (minimum of 1). The
unconscious or you switch summons. As a same variables still apply to the check. Your
Xeno-mage you can choose only one of your summons now also get advantage on their death
summons that is accompanying you for this saving throws as the strength of your soul helps
feature. them pull back from the void.

Perfect Soul
Exotic Preferred Monster Type
At 20th level your repeated use of soul magics
over a long time has strengthened your soul to a
By 9th level your adventures have brought you
point that it cannot be considered a mortal's
into contact with all sorts of amazing and deadly
soul. You gain the following benefits
monsters. At this point you can choose a second
● In addition to your summons you also
preferred monster type from Aberrations,
have advantage on death saving throws.
Celestials, Dragons, Fiends and Giants. For the
● You no longer age and are immune to
monster type you choose you gain all the
being magically aged. You can still be
benefits you have with your original preferred
slain or die from disease etc.
monster type.
● For every 10 years a summon spends
linked to you its alignment moves one
Improved Synchronize Soul step closer to yours. A creature that was
Legendary gets a saving throw against
At 11th level your Synchronize Soul ability has this effect. The DC is your Summoner
strengthened to the point where not only can Level and the summon uses its Cha
you swap one of your saving throws with your saving throw.
summons to help it but now when the summoner
is forced to make a saving throw they can swap Summoner Archetypes
their bonus with their summons. This ability can
now be used as many times as your Cha mod
equals per long rest. Xeno-Knight
Improved Bolstered Soul
The Xeno-Knight is a summoner who has
chosen a more martial course and over the
At 13th level your Bolstered Soul ability has years trained in combat by the side of his
strengthened to the point where can take on summons becoming a synchronized fighting
both the damage resistances and condition force taking down target after target.
immunities of the summon accompanying you
into battle. All the other restrictions including Greater Proficiencies
duration apply from the Bolstered Soul ability.
At 15th level your summons attacks count as
magical when dealing with resistances if they
At 3rd level when you take this archetype you
aren’t already.
gain the following proficiencies.

Armor: ​Medium armor and shields Improved Assault


Weapons: ​3 Martial weapons of your choice
At 18th level you gain the Improved Assault
You also choose a fighting style from the list
Feature. After years spent fighting side by side
below:
you gain the ability to, when your summon
attacks a target that's within 5ft of you, you can
Defence as a reaction make an attack against the same
While you are wearing armor, you gain a +l target. Also now your summon can make two
bonus to AC. attacks when takes the attack action on its turn.

Dueling
When you are wielding a melee weapon in one
Xeno-Mage
hand and no other weapons, you gain a +2
bonus to damage rolls with that weapon.
The Xeno-Mage focuses not on the physical but
on further strengthening their soul so as to tap
Protection
into magics both arcane and divine with the
When a creature you can see attacks a target
sheer force of will that only one practiced in soul
other than you that is within 5 feet of you, you
magic can manifest. Armed with these magics
can use your reaction to impose disadvantage
as well their ability to command more than one
on the attack roll. You must be wielding a shield.
summon at a time, a Xeno-Mage is a foe to be
reckoned with.
Two Weapon Fighting
When you engage in two-weapon fighting, you
can add your ability modifier to the damage of
Greater Soul Magic
the second attack.
At 3rd level when you take this archetype you
gain access to spells that will assist in keeping
Coordinated Assault your summons alive and your enemies at bay.

At 7th level when you attack a creature within 5ft Cantrips


of your summon it can , as a reaction, make a
You know two cantrips of your choice from the
single attack against the same creature.
Xeno-Mage spell list. You learn additional
Xeno-Mage cantrips of your choice at higher
Extra Attack levels, as shown in the Cantrips Known
column of the Xeno-Mage table.
At 10th level you can make 2 attacks against
enemies when you take the attack action on a Spell Slots
turn. The Xeno-Mage table shows how many spell
slots you have. The table also shows what the
level of those slots is; all of your spell slots are
Irresistible the same level. To cast one of your Xeno-Mage
spells of 1st level or higher, you must expend a
spell slot. You regain all expended spell slots
3 2 2 1 1st
when you finish a short or long rest.
For example, when you are 8th level, you have 4 2 2 2 1st
two 3rd-level spell slots. To cast the 1st-level
spell ​Cure Wounds​, you must spend one of 5 2 3 2 2nd
those slots, and you cast it as a 3rd level spell.
6 2 3 2 2nd

Spells Known of 1st Level and Higher 7 2 4 2 2nd


At 3rd level, you know two 1st level spells of
your choice from the Xeno-Mage spell list. 8 2 4 2 3rd
The Spells Known column of the Xeno-Mage
9 2 5 2 3rd
table shows when you learn more warlock spells
of your choice of 1st level and higher. A spell 10 2 5 2 3rd
you choose must be of a level no higher than
what's shown in the table's Slot Level column for 11 3 6 3 3rd
your level. When you reach 9th level, for
example, you learn a new Xeno-Mage spell, 12 3 6 3 4th
which can be 1st, 2nd, or 3rd level. Additionally,
13 3 7 3 4th
when you gain a level in this class, you can
choose one of the Xeno-Mage spells you know 14 3 7 3 4th
and replace it with another spell from the
Xeno-Mage spell list, which also must be of a 15 3 8 3 4th
level for which you have spell slots.
16 3 8 3 5th
Spellcasting Ability
Charisma is your spellcasting ability for your 17 3 9 3 5th
Xeno-Mage spells, so you use your Charisma
whenever a spell refers to your spellcasting 18 4 9 4 5th
ability. In addition, you use your Charisma
19 4 10 4 5th
modifier when setting the saving throw DC
for a Xeno-Mage spell you cast and when 20 4 10 4 5th
making an attack roll with one. Spell save DC:8
+ your proficiency bonus + your Charisma
modifier.
Spell attack modifier: your proficiency bonus + Twin Soul
your Charisma modifier

At 3rd level when you take this archetype your


Arcane Focus soul magic progresses to the point where you
You can use an arcane focus (found in chapter 5 can exert control over 2 summons
of the PHB) as a spellcasting focus for your simultaneously in battle. You can use any
Xeno-Mage spells. You gain one when taking combination of your summons but the usual
this Archetype. rules apply to switching summons and they can
only be switched one at a time.

Level Cantrip Spells Spell Slot Soul Share


s Known Slots Level
Known
At 7th level you gain the ability to more
effectively protect yourself and your summons in 1st Level Spells
battle. When you cast a Cantrip or higher level Absorb Elements
spell with the range of ​Self​ you can nominate Bless
one of your summons within 60ft that you can Command
see to also receive the effects of the spell at no Cure Wounds
extra cost. Entangle
Fog Cloud
Healing Word
Summoner’s Love Heroism
Identify
Mage Armor
At 10th level your bond with your summons Shield of Faith
exceeds the master-servant relationship Sleep
portrayed. When you cast a spell that restores
Hit Points to your summons you can maximise
2nd Level Spells
the amount healed. After using this ability you
Aid
cannot use it again until you finish a long rest.
Barkskin
Enhance Ability
Irresistible Hold Person
Invisibility
At 15th level your summons attacks count as Mirror Image
magical when dealing with resistances if they Pass Without Trace
aren’t already. Silence
Web
Zone of Truth

Greater Soul Share 3rd Level Spells


Aura of Vitality
At 18th level you gain the Greater Soul Share Clairvoyance
ability. Now when you cast a Cantrip or higher Counterspell
spell with the range of ​Self ​both of your Dispel Magic
summons benefit from the effects as long as Fly
they are within 60ft. Also you can now use the Haste
Summoner’s Love ​ability twice per long rest. Mass Healing Word
Slow
Xeno-Mage Spell List
4th Level Spells
Banishment
Cantrips Confusion
Blade Ward Fire Shield
Guidance Freedom of Movement
Light Locate Creature
Mending Stoneskin
Message
Resistance 5th Level Spells
Spare the Dying
Dispel Evil and Good
Hold Monster
Mass Cure Wounds
Passwall
Wall of Force

Magic Items

Summoner’s Cryst (common)


+1/Superior(Rare) +2/Epic(Very Rare)
+3/Master(Legendary)
A Summoner’s Cryst is a fist sized clear gem
that would easily pass for a large diamond. In
actual fact it is piece of crystalized soul matter
left behind on the Material Plane after the death
of a creature. The matter seeps into the earth
and forms crystals deep in the crust and most
are mined along with other precious gems.
Thought useless by jewelers because of its
brittle texture these are often discarded or kept
as paperweights but a summoner recognizes the
true value of these gems. A summoner’s Cryst is
needed to focus the Soul Magic used to bind
monster to summoner and houses the summon
when its physical presence is not needed.

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