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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
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.
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.
Magic Items