Caller

While those who summon must focus on a wider array of talents such as Eidolons or all the trappings of conjuration and other schools of magic, you have focused on one thing and one thing only: summoning creatures and making them work for you.
== Additional Feats ==
6th Ostentatious Arrival (summoner playtest); 10th Quickened Casting; 16th Effortless Concentration
== Caller Dedication (archetype, dedication) - FEAT 2 ==
Prerequisites: spellcasting class feature
You've focused your studies and practice into the arts of summoning, breaking the boundaries of magical disciplines. Treat all summon spells as being from your magic's discipline (at this time this includes: Summon Animal, Summon Construct, Summon Elemental, Summon Dragon, Summon Celestial, Summon Fiend, Summon Fey, Summon Entity, Summon Plant or Fungus, Summon Giant).
Special: You can't select another dedication feat until you have gained two other feats from the caller archetype.
== Augmented Summoning (archetype) - FEAT 2 ==
Prerequisites: focus pool
You learn the Augment Summoning wizard focus spell, being able to cast it as if it was your class' focus spell. Increase the number of Focus Points in your focus pool by 1.
== Share Senses (archetype, concentrate, divination, magical) - FEAT 2 ==
You project your senses into a single creature you have summoned. When you do, you lose all sensory information from your own body but can sense through your summon's body for up to 1 minute. You can Dismiss this effect.
*this is adapted from the Summoner playtest
== Sustained Conjuration (archetype) - FEAT 4 ==
Your conjuration magic lingers when you summon your allies. Duration of summon spells you cast changes to sustained up to 10 minutes. When you use the Sustain a Spell action to sustain a summon spell, the duration of the spell continues for two rounds instead of one. You must still use Sustain a Spell to give your summoned creature two actions, if you don't the creature will do nothing, not even defend itself or escape obvious harm.
== Reactive Boost (archetype, concentrate, transmutation) - FEAT 4 ==
1 ACTION
You empower a single creature you've summoned, granting it the ability to use reactions for 1 round.
== Reactive Start (archetype) - FEAT 6 ==
Prerequisites: reactive boost
When you cast a summon spell, you may immediately use Reactive Boost as a free action on the creature you just summoned (this allows the summoned creature to use it's reactions on it's first turn).
== Intense Concentration (archetype) - FEAT 8 ==
You may now concentrate harder to give your summons more actions. When you use the Sustain a Spell action to sustain a summon spell, you may spend an additional action to give the summoned creature an additional action.
== Reactive Supremacy (archetype) - FEAT 10 ==
Prerequisites: reactive boost
Reactive Boost now grants the target the ability to use reactions until it is dismissed.
== Primal Summoning (archetype) - FEAT 12 ==
Prerequisites: focus pool
You learn the Primal Summons druid focus spell, being able to cast it as if it was your class' focus spell. Increase the number of Focus Points in your focus pool by 1.
== Behind the Scenes ==
I wanted to create an archetype that focused on using the summon spells and augmenting the creatures summoned in order to make this archetype be able to do things with summoned creatures that no other class or archetype could.
Unique things this archetype allows you to do are: use all the summon creature spells regardless of your spell discipline, maintain several summons at once, make your summons last longer, allow your summons to use three actions, and allow your summons to use their reactions.
While giving your summons reactions is powerful, locking it's full potential behind 3 feats I believe balances it out. I was initially concerned with Sustained Conjuration allowing the character to have a ton of summons out at once, the number of spells per day the character has is a more than effective limiter.
I considered adding different buffing abilities, but only spellcasters can select this archetype and there are plenty of spells that you can pick to accomplish the effect of buffing your summoned creature, haste being one of the most popular.
I'm not sure how I feel about giving the archetype access to the druid's Primal Summons and wizard's Augment Summoning focus spells. I could go either way on it.
I considered making many of the Summoner's feats apply to summons instead of eidolons, but I decided not to as to not step on the toes of what makes summoners & eidolons unique. Likewise, I considered making many of the feats that apply to animal companions apply to summons, but I decided not to as to not step on the toes of what makes animal companions unique.
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