Summoner

## **Summoner Leveling Table**

* Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per summoner level after 1st

### Proficiencies

* Armor: Light Armor, Medium Armor
* Weapons: Finesse and Elegance Weapons
* Saving Throws: Dexterity, Constitution
* Skills: Choose Three from Animal Handling, Arcana, Deception, Insight, Intimidation, Nature, Performance, Persuasion, Religion

### Equipment

* Leather Armor
* (a) a simple weapon and a shield or (b) two martial weapons
* (a) a light crossbow and 20 bolts or (b) a longbow, and 20 arrows
* (a) a dungeoneer's pack or (b) an explorer's pack

## Faithful companion

At 1st level, Pick one of your stat blocks as a companion, they will have access to a limited form out of combat, In this form they can

* Speak telepathically with you
* They gain Temp HP equal to your level
* As a reaction when you would take damage, they can intercept at take the damage for you
* it has one trait always active on it at no cost, it needn't be one you know, only one you meet the perquisites for (this can be changed on level up)

They can change into a combative stance when initiative is rolled, at which point they lose these features and Temp HP, but in turn they can take their combat actions

it takes an hour to summon them back to you out of combat, however has no cost to do so

## Summoners call

When you gain this class, choose an amount of stat blocks equal to your PB base stat-blocks (each with its own default trait)

As an action you can summon one creature, spending Summoners Arts points to determine the traits they gain when summoned, the amount you can summon per use of this ability changes at higher levels; 2 at 5th, 3 at 7th, 4 at 11, and 5 at 18th, with an extra summoners art point spent for each extra summon at one time (so one point to summon two as well as whatever costs their traits have), all summons appearing within 30ft of you

When creatures are summoned, you can spend an action to have an amount of summons equal to your PB to take actions as listed on their stat-blocks, only one of which can be an attack or casting of a spell

At any time you can only have an amount of creatures summoned equal to your con modifier

You can use this ability an amount of times per long rest equal to your PB+Con before summons begin to cost 3 points each, and you can no longer apply traits

(they are counted as half of your level rounded down+1 for casting levels and ranged summons come with 6 temporary ammunition whenever they are summoned)

## Summoners Arts

When you gain this feature at second level, pick 4 traits from the provided list, you can apply these to your summons by spending Summoners Arts points (as listed in the Summoner Class Table), when they are summoned, regaining your points on a long rest. you can replace one known trait whenever you gain a level, you also gain a new trait slots at levels 5, 7, 9, 11 and 15

## Summoner Masteries

At 3rd level, you hone your craft and skills, mastering a method of summoning grants you features at 3rd level and then again at 6th, 10th, and 18th level.

* Card Caller
* Animated Armoury
* Elemental Essence
* Creature Captor (TBA)

## Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 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.

## Unit Strike

Starting at 5th level, you begin to become more of a well trained unit along with your summons, when you use your action to command your summons, you can also make one attack yourself or have a second summon be able to attack or cast a spell

(This does not stack with extra attack, as you still must take an attack action for those, not a command action)

## Field Tactician

Beginning at 7th level, You can take the Dash, Disengage and Dodge actions as Bonus Actions instead, additionally when you take the help action to give another creature advantage, it can be done at a range of 15ft, or an additional 10ft if it would go above that

## Infused Bond

By 9th level, you have learnt to put energy into already existing summons, by spending double the usual cost using a bonus action you can apply traits to a summon after it has been summoned, additionally by spending a Summoners Art point as an action, you can heal them all by 1d4+PB HP, or you can spend 5 summoners arts points to instead to heal a single summon an amount of D8 equal to your con modifier +PB

## Unit Strike (2)

At 11th level, your Unit Strike feature improves, allowing an additional summon to make an attack or cast a spell when you use it (be that three attacking or casting spells from the one command, or two and yourself)

## One with Creations

Starting at 13th level, you can also spend points to give yourself some of the same traits that you give to your summons, when you do so they cost twice as much and you have a limit equal to half your proficiency bonus rounded down

## Signature Summoning

Starting at 14th level, you have begun to fully grasp the connection to a specific trait, giving all your summons a single 1 point trait for free as a signature trait, this signature trait can be changed at a long rest, Additionally your Faithful Companion gains this trait, if it is the same trait it already had, you can pick a different single point trait that you meet the prerequisites for

## Syphoned Energies

By 15th level, you can spend 10 hp as an action to recover 1 Summoners Arts point, or 25 for 3, this can be done an amount of times equal to half your Con mod per long rest

## Practiced Talent

Beginning at 17th level, You can use your Summoner's Call ability as a bonus action, rather then a main action, additionally whenever you have below half your Summoners Arts points during a shortrest, regain an amount equal to your Con mod up to half your max summoners arts points

## Ever Ready Team

At 20th level, if you enter combat and have no summoners arts points left, regain 5 Summoners arts points and can create one summon as a reaction if a creature that isn't an Ally would go before you

## Card Caller (In Progress, your welcome to try tho)

### Time to Duel

Starting at 3rd level, add all your summons, spells and traits onto a list/table, this is referred to as your Deck and when those results are rolled, they would be added to your "hand" (You can reorder this stack outside of missions to put the cards you want more closer to the center where its more likely, and you needn't add everything to them, but you wont be able to use a card that isnt in the deck)

Outside of combat you have a max hand size of 2, during combat you have a max hand size of 5, whenever you take a long rest draw three cards and freely discard one, drawing one card when initiative would be rolled, cards cost 1 less to activate to a minimum of 1 summoners arts points, removing a card from your hand without using it costs 1 point as well, but can be done as part of the same bonus action where you draw a card

additionally whenever you gain traits, you gain 2 traits rather then one, you also gain 2 traits when you take this mastery

### Card Casting

Also at 3rd Level, you gain the ability to cast spells of your own, as shown by them being littered throughout your deck, although unlike normal spellcasting, you do have to draw the spell from your deck before you can cast it, Charisma is your spellcasting ability for this feature

### Heart of the Cards

Starting at 6th level, you begin to be able to manipulate your luck with your cards, allowing you to spend 1-3 points, to go that many higher or lower then your card pull to change its results to be more for in your favour

At 15th level you can now spend 3 points to just choose a card from your deck, you also can use multiple copies of the same card at the same time if they are in your hand in order to reduce the cost of the trait more-so

## Animated Armoury

### Unified Being

Starting at 3rd level, Rather then your summons being fully sentient creatures, what if they were more... consistent constructions, when you take this Mastery you gain the option to integrate your summons with your weapons and armour, Tanker summons confer their AC to you whenever your wearing them, counting as Medium armour, Scouts let you use their cunning action, Spell, Ranger and Attacker become weapons for you to use of their respective types (spells letting you cast spells as they would), Healer giving you their healing action and Scanner giving you advantage on Perception and Investigation checks

Alternatively these can all be applied to your Faithful companion instead and have them be geared up, rather then yourself

Additionally your Unit strikes begin to function as Extra attack, letting you attack that many times in a attack action should this armour be on yourself

### Forge Summoning

Starting at 6th level, your understanding of forging has become a far greater level then the average smith giving you proficeincy in Smiths tools and letting you subtracting 0.1 from the crafting modifiers of checks for objects that would use metal normally and the cost of your Wielding trait is lowered by 1

At level 15 this improves to a -0.2 and a -2 to the crafting modifier and trait cost respectively

## Elemental Essence

### Alchemical Fusions

Starting at 3rd level, you can during combat fuse your summons, having their traits and HP stack, doing so takes an action but also gives you 2 Summoners Arts points back in return, this also lets you change the element of any elemental traits they have to another you meet the prerequisites for if both had the same kind of trait with different elements (it can also just change to one of the current ones), this fusion can only be done to one level at this level, to fuse fusions to do so is later

Also, elemental traits for you cost 1 less

### Elemental Harmony

Starting at 6th level, you can ignore the prerequisite of elemental traits where they must be of the same element as any other elemental traits you have, provided they aren't the same kind of trait

At 15th level they can also be of the same trait, allowing for multiple resistances or damage types applied to summons even though they are variants of the same trait

## Traits

Once you hit Level 2, you gained the knowledge of some of these, adding them to a list, when you create a summon (and eventually even after you create them) you design them by using your knowledge that you drew from this list, some of them even make your summons cost less, allowing you to add more traits, each trait can only be taken once, unless otherwise stated, and you can only use one tier of a trait at a time, the trait cost of summons can never go below 0, so if it would it still costs 0 and you get pay the cost of summoning normally

## Spells

Some traits give access to spells, this is just here to be a list of em