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African Tribes

Nolan Brewer
Summoner
The Summoner Table
— Spell Slots Per Spell Level —
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th
1st +2 Enigmatic Circle, Summoners Pen, Spellcasting 2 2 — — — —
2nd +2 Summoner’s Embodiment 2 2 — — — —
3rd +2 Academic Savant 2 3 — — — —
4th +2 Ability Score Improvement, Enigmatic Circle Improvement 2 3 — — — —
5th +3 Sovereign’s Strike 2 4 2 — — —
6th +3 Summoner’s Embodiment Feature 2 4 2 — — —
7th +3 Summoning Improvement 2 4 3 — — —
8th +3 Ability Score Improvement, Enigmatic Circle Improvement 2 4 3 — — —
9th +4 Academic Virutoso 2 4 3 2 — —
10th +4 Summoner’s Embodiment Feature 3 4 3 2 — —
11th +4 Heightened Prowess 3 4 3 3 — —
12th +4 Ability Score Improvement, Enigmatic Circle Improvement 3 4 3 3 1 —
13th +5 Beast Masters Tenacity 3 4 3 3 1 —
14th +5 Summoner’s Embodiment Feature 4 4 3 3 2 —
15th +5 ─ 4 4 3 3 2 —
16th +5 Ability Score Improvement, Enigmatic Circle Improvement 4 4 3 3 3 —
17th +6 ─ 4 4 3 3 3 1
18th +6 Secrets of the Weave 4 4 3 3 3 1
19th +6 Ability Score Improvement 4 4 3 3 3 2
20th +6 Divergent Path, Enigmatic Circle Improvement 4 4 3 3 3 2

Sovereign of Beasts Proficiencies

Studying both the druidic and arcane arts summoners Armor: Light armor, shield
harness both to accomplish their goals. Instead of being Weapons: Simple weapons, scimitars, hand crossbows
one with and worshipping nature, summoners choose to Tools:Alchemist’s Supplies
use their arcane knowledge to take control of its power. Saving Throws: Intelligence, Wisdom
Some summoners seek power above all, while others Skills:Choose two from Investigation, Arcana, Animal
may simply see it as a tool to be used for good and to Handling , Insight, Nature, Survival
help others. No matter the wielder’s intent and purpose, Equipment
they all have worked hard to mix two sources of magic You start with the following equipment, in addition to
into one art. the equipment granted by your background:
Most of a summoner’s arcane power goes to (a) a dagger or (b) a scimitar
controlling the beasts they have and, as such, still make (a) a hand crossbow and 20 crossbow bolts
use of nature spells typically used by druids. A (a) a shield, leather armor and an scholar’s pack
summoner gain new spells and exotic beasts as they (a) a druidic focus
devote more time to their studies and perfect their
rituals, granting them a greater path to enlightenment
or power.
Class features
Hit Points
Hit Dice:1d8 per Summoner Level
8 + your Constitution modifier
Hit Points at 1st Level:
Hit Points at Higher Levels:1d8 (or 5) + your
Constitution modifier per Summoner level after 1st
Enigmatic Circle Spellcasting
Starting at 1st level, you summon beasts with a Siphoning on the divine essence of nature itself, you can
challenge rating as high as your summoner level divided cast spells to shape that essence to your will. See Spells
by 4, rounded down(minimum of 1/4). You can have one Rules for the general rules of spellcasting and the
summon out at a time and while a summon is out you Spells Listing for the druid spell list.
can’t use any conjuration spells. The user can make a Multiclassing- Add half your levels (rounded up) in the
complex circle as a bonus action on almost any surface. summoner class to the appropriate levels from other
The circles magic lasts for 10 hours or until the circle is classes to determine your available spell slots.
broken(ex. ripping the paper it was written on) and the
creature can be summoned from the circle using an Cantrips
action from a max of 30 feet away by the summoner. At 1st level, you know two cantrips of your choice from
When summoned the beast occupys the space where the druid spell list. You learn additional druid cantrips
the circle was, if there isnt enough room it get pushed to of your choice at higher levels, as shown in the Cantrips
the nearest open space. The summoned creature shares Known column of the Summoner table.
your initiative and goes directly after you. The circle has Preparing and Casting Spells
a slight magical glow around it. You can refresh the The Summoner table shows how many spell slots you
magic of a circle if it dissipated after the 10 hour mark have to cast your druid spells of 1st level and higher. To
by using another action, and you can prepare no more cast one of these druid spells, you must expend a slot of
than two of these circles ahead of time. If you make the spell’s level or higher. You regain all expended spell
another circle when you already have two in use then slots when you finish a long rest.
the oldest one loses its magical abilities. These You prepare the list of druid spells that are available
summons can be out for an amount of hours equal to for you to cast, choosing from the druid spell list. When
1/3 of your summoner level rounded down(minimum 1). you do so, choose a number of druid spells equal to your
The CR of beasts you can summon and their Intelligence modifier + half(rounded down) of your
limitations are based on the enigmatic circle table. This Summoner level (minimum of one spell). You can also
refreshes on a long rest. change your list of prepared spells when you finish a
Summoners Pen long rest. Preparing a new list of druid spells requires
A summoners pen is the space that holds all of the time spent in prayer and meditation: at least 1 minute
creatures a summoner controls. This pen starts with per spell level for each spell on your list. The spells
one of every creature they can summon. Starting at 1st must be of a level for which you have spell slots.
level a summoner has the ability to kill or greatly Spellcasting Ability
harm(knock unconcious) a creature and they can then Intelligence is your spellcasting ability for your spells.
put the creature under their full control and add it to Due to departing from Nature your magic draws from
their summoners pen as long as it’s within their CR your finesse and skill. You use your Intelligence
range. If a creature that the summoner controls is whenever a spell refers to your spellcasting ability. In
incapacitated or killed it vanishes and goes to the pen addition, you use your Intelligence modifier when
where it takes 24 hours to fully heal before it can be setting the saving throw DC for a spell you cast and
summoned again. when making an attack roll with one.
Spell Save DC = 8 + your proficiency bonus + your
Enigmatic Circle Intelligence modifier
Spell Attack Modifier = your proficiency bonus + your
Summoner Uses per long Max Intelligence modifier
Level rest CR Travel limitations Spellcasting Focus
1st 2 1/4 No flying or swimming
You can use a druidic focus (see the Adventuring Gear
4th 2 1
speed
No flying speed or
section) as a spellcasting focus for your druid spells.
swimming Summoner’s Embodiment
8th 2 2 No flying speed
12th 2 3 ─ At 2nd Level the user can choose a source of power and
16th 2 4 ─ knowledge to harness. The Embodiment Of Undeath
20th 2 5 ─ and Embodiment of Innovation is detailed at the end of
the class description. Your choice grants you features at
2nd level and again at 6th, 10th, and 14th levels.
Academic Savant
When you reach 3rd level you gain proficiency in one
skill of your choice from the list of skills available to
summoners at 1st level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th,
and 19th level, you can increase one ability score of
your choice by 2, or you can increase two ability scores
of your choice by 1. As normal, you can’t increase an
ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this
feature to take a feat of your choice instead.
Sovereign’s Strike
Beginning at 5th level you harness the energy of the
beasts within your pen and as a result you can
strengthen your attacks. When a creature takes damage
from one of your cantrips or weapon attacks, you can
also deal 1d6 force damage to that creature. Once you
deal this damage, you can’t use this feature again until
the start of your next turn.
Summoning Improvement
At 7th level summons attacks now they count as
magical in order to overcome resistances.
Academic Virtuoso
When you reach 9th level you access further arcane
knowledge and gain a wizard cantrip. This cantrip
doesn’t count against the number of summoner cantrips
you know.
Heightened Prowess
At 11th level you’ve begun using your magic to enhance
your beasts and yourself. Your beasts gain 10 ft of
blindsight, and you gain the ability to add your
intelligence modifier to an ability check you make as a
reaction. You can use this feature a number of times
equal to your intelligence modifier.
Beast Masters Tenacity
At 13th level summoning magic comes natural to you,
when you roll initiative and have no enigmatic circle
uses left you regain one use.
Secrets of the Weave
By 18th level, you have inherited further aspects of the
weave. Choose two spells from the wizard spell list that
are second level or lower and add them to your spell list.
They don’t count against your spells known and are
always prepared.

Half Human
Soheil Danesh
Divergent Path If you choose to commune with nature it forgives you for
how you’ve twisted its beasts and grants you features of
At 20th level you’ve come to a crossroads. decide certain beasts listed below. At the beginning of each day
whether you wish to dive deeper into the arcane by you can choose two of the creatures listed below to
picking the Arcanist or commune with nature and pray adopt the powers of. As a bonus action you can choose
for its forgiveness by becoming a Naturalist. one of your two chosen animals and channel their
power for 1 minute. You have uses of this feature equal
Arcanist to half your proficiency bonus. While channeling some
If you choose to dive deeper into the arcane and further of your body features such as hands and legs may
assert your control over other creatures you initate a 1 morph to fit the appearance of the animal better. And
hour ritual. During this ritual you muster all the power you may switch between the two chosen creatures as a
of you weave you have and carve exquisite versions of bonus action:
your summoning runes into your very bones. Once this
ritual is complete you gain access to The Mole- While in this form you gain a burrow speed equal
Amalgamation. The Amalgamation is a grey humanoid to your move speed. And 60 feet of tremor sense.
with no discernable features such as eyes or ears. It Cheetah- While in this form your you gain an extra 15
lives within the runes carved into your bones, as a feet of movement and your high and long jump distance
bonus action on your turn you can release bright light in are both doubled.
a 10 ft radius from your body as the creature comes Goblin Shark- While in this form you gain the ability to
shooting out as black sludge within 10 ft of you and breath in water, a swim speed equal to your movement
forms into a grey humanoid, it acts directly after you. and the ability to speak to aquatic animals.
You must finish a long rest before you can use this Vulture- While in this form you gain a fly speed equal to
feature again. your move speed, advantage on Wisdom(Perception)
checks and other creatures don’t gain advantage on
The Amalgamation attack rolls against you as a result of being unseen by
Medium creature, same alignment as summoner you.
Porcupine- While in this form you gain the ability to
Armor Class 15 (Natural Armor)
defend yourself. When hit by a melee attack the attacker
Hit Points 47(2 + 6d8 + 12)
receives 1d8 magical piercing damage, and you also
Speed 30ft.
gain a natural armor of 17 if you arent wearing light
STR DEX CON INT WIS CHA medium or heavy armor.
8 (-1) 18 (+4) 15 (+2) 6 (-2) 10 (0) 8 (-1)

Skills Stealth + 6
Senses blindsense 60 ft., passive Perception 10
Languages All languages you speak
Challenge 3 (700 XP)

Abominable Transformation. Once on each of its turns the


Amalgamation can turn into any cr 3 or lower beast that you
have the ability to summon. When transformed it adopts all of
the traits of the beast but keeps its own ac, and health. If it’s in
the presence of a humanoid for 10 or more minutes it can also
transform into them for one hour. It adopts none of its traits
just it’s physical form.
Actions
Rending Strike. Melee Weapon Attack: +6 to hit, reach 5ft., one
target. Hit 11 (2d6 + 4) slashing damage

Naturalist
Summoner’s Embodiment
Embodiment of Undeath The Bond of the Afterlife
A Summoner who goes down this pathway embraces all At 6th level you can absorb the force of an attack, when
of nature as a tool to be used at their whim, even if that you or your summon is hit by an attack you can reduce
tool is no longer living. This path follows weaves the damage by an amount equal to your summoner level
undead energy into its beasts + intelligence modifier(minimum 1). The next attack you
or your beasts make gains an additional 1d10 necrotic
Undeath Features damage as you release the power of the absorbed
Summoner Level Feature attack. This ability can be used per long rest.
2nd Undeath Spells, Undead Spawn Walk with the dead
6th The Bond of the Afterlife
10th Walk with the Dead At 10th level you’ve become adept with all aspects of
14th Pinnacle Of Undeath death and avoiding it. You gain advantage on death
saving throws and when you or your allies take a short
Undeath Spells rest you use the highest possible result on the die.
You always have certain spells prepared after you reach Pinnacle of Undeath
particular levels in this class, as shown in the Undeath At 14th level when you are reduced to 0 hit points but
Spells table. These spells count as summoner spells for not killed outright, you can choose a creature that you
you, but they don’t count against the number of can summon of the highest CR available to you and
summoner spells you prepare. erase it from your summoners pen temporarily, and
Undeath Spells become incapable of using it again until you finish a
Summoner Level Spells long rest. If you choose to do so you drop to 1 hit point
instead and release a wave of necrotic energy from
2nd False Life, Shield
yourself in a 10 ft radius, dealing 4 times the cr of the
5th Blindness/Deafness, Misty Step
sacrificed creature damage to all hostile creatures near
9th Revivify, Melf’s Minute Meteors
you. You can’t use this feature again until you finish a
13th
17th
Banishment, Phantasmal Killer
Dominate Person, Telekinesis long rest. Undead March
Nik-Moskvin
Undead Spawn
Starting at 2nd level you choose a different way of
obtaining power by studying swift death and the
properties of necromancy. As a result when a you kill a
creature, you gain an amount of temporary hit points
equal to your Intelligence modifier plus your proficiency
bonus(rounded down). You can use this feature an
amount of times equal to half of your proficiency bonus.
This ability resets on a long rest.
You also gain proficiency with a poisoner’s kit, and
you gain the toll the dead cantrip if you don’t already
know it. This cantrip doesn’t count against the number
of summoner cantrips you know.
Summoner’s Embidoment if it stays out longer it loses its magic and power until
reinstalled into your fingertip for one hour or longer.
Embodiment of Innovation The fly uses the statistics of an owl.
A Summoner who goes down this pathway studies Cyber Enhancements
robotics just as much as they study nature and the At 10th level you give your summonings cybernetics to
arcane, realizing that when combined the three can boost their adrenaline and reaction time, granting them
have amazing results. As a result a Mechanic Pathway a +1 bonus to their Armor class, and if you or an ally is
Summoner enhances their beasts with cybernetics to currently mounting the summon then they gain the +1
further their cause. bonus to their Armor Class instead.
Innovation Features Also, at 14th level your chosen companion gains the
Deflect Attack reaction.
Summoner Level Feature
2nd Scientific Spells, Mechanical Cowboy
Deflect Attack. The defender imposes disadvantage on the
6th Bioenhancement
attack roll of one creature it can see that is within 5 feet of it,
10th Cyber Enhancements provided the attack roll is against a creature other than the
14th Chosen Companion defender.

Scientific Spells
Chosen Companion
You always have certain spells prepared after you reach
particular levels in this class, as shown in the At 14th level once per long rest you can choose one
Innovation Spells table. These spells count as summon and focus your time and best cybernetics on it.
summoner spells for you, but they don’t count against Because of this the summon can stay out until it is killed
the number of summoner spells you prepare. instead of 1/3 your summoner level hours. At the end of
a long rest if you wish to keep it outside you must use
Scientific Spells one of your enigmatic circles. Also, if a battle starts
Summoner Level Spells while this summon is still alive and you are within 60 ft
2nd Command, Sanctuary of it you gain 15 temporary hit points as small balls of
5th Mirror Image, Scorching Ray metal shoot out of it’s body and form a shield around
9th Haste, Thunderstep you. If you wish to change your chosen companion you
13th Storm Sphere, Faithful Hound can do so at every dawn.
17th Cone Of Cold, Passwall

Frankenstein’s Beast
At 2nd level you’ve experimented on each large or
larger creature, installing a mechanical saddle on each.
When mounted the summon can still take actions and
moves as if it wasn’t mounted and being controlled.
Each medium and smaller creature gains 10 ft of
movement speed as you modify their lower body.
You also gain proficiency with smith’s tools, and you
gain the firebolt cantrip if you don’t already know it.
This cantrip doesn’t count against the number of
summoner cantrips you know.
Bioenhancement
At 6th level you become adept at self enhancements,
bolstering your endurance. You can choose one damage
type, other than Force, whenever you finish a Short or
Long rest. You gain Resistance to that damage type
until you choose a different one with this feature.
In addition you install a magical mechanical fly into
on of your fingertips. As an action you can release the fly
from your fingertip. You can see through the fly and use
its senses as an action. If the fly is killed you can create
a new one at the end of a long rest. The fly can be used
a number of hours equal to half your proficiency bonus,
Big Five
Robert Chew

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