Summoner

*You are attuned to the pathways of life, connected with the flora and fauna of the land around you, and you are able to manipulate ley energy to call these creatures to your aid.*

### Ally of the Ancients

At 2nd level, beasts can understand your speech, and you gain the ability to decipher their noises and motions. As an action, you can stengthen the ley energy within a specific area. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.

Once you have used this feature, you cannot do so again until you’ve finished a short or long rest.

### Summon Beast

At 2nd level, you are able to conjure a beast as an action. A beast with a CR equal to or less than 1/3 your channeler level (rounded down) appears within 30 feet of yourself, which acts on its own initiative but listens to your commands. You must keep concentration on this, or the beast will dispel. You can only have one beast summoned through this feature at a time, and using this feature again replaces your currently summoned beast with a new one.

You can use this feature a number of times per day equal to your proficiency bonus.

### Mighty Summoner

At 6th level, beasts, plants and fey that you conjure are more resilient than normal. Any beast or fey summoned or created by a feature or spell that you cast gains two benefits:

* The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has.
* The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.

### Seeds of the Earth

At 10th level, you gain the ability to create seeds instilled with the essence of life. When you finish a long rest, you can create a number of magical seeds equal to your Wisdom modifier (minimum of 1). The seeds last for 24 hours or until you finish another long rest (whichever comes first).

As an action, you can throw a seed to an unoccupied space on the ground you can see within 30 feet of you. The ground must be at least partially earth or stone. When you do so, a Medium-sized ferocious plant sprouts from the seed. You choose the color and shape of the plant.

As a bonus action on your turn, you can have the plant lash out at a creature you can see within 15 feet of it. When you do so, you make a melee spell attack roll against the creature. On a hit, the target takes 1d10 bludgeoning damage, and if it is Large or smaller, you can move it 10 feet toward or away from the plant (your choice).

When a creature you can see within 15 feet of the plant makes an attack roll or ability check, you can use your reaction to have the flora harry the creature. The target has disadvantage on that attack roll or ability check.

In addition, you can expend a spell slot of 4th level or higher to infuse the seed with additional magical power. When you do so, the plant you create gains the following benefits:

* **Rapid Growth.** The plant is Large instead of Medium, and it can hit or harry creatures that are within 30 feet of it.
* **Mighty Thorns.** When the plant hits a creature, you can have it pierce the creature with sharp thorns, dealing an additional 2d8 piercing damage to the target.
* **Invigorating Spores.** As an action on your turn, you can have the plant rain down invigorating spores on your allies. Each creature of your choice within 10 feet of the plant gains 2d6 temporary hit points. You can use a plant’s invigorating spores once.

If you have multiple plants, you can command only one of them at a time. You can command your plant for 10 minutes after it sprouts. Afterwards, the plant remains indefinitely and has game statistics appropriate to its form (GM’s discretion).

### Faithful Summons

Starting at 14th level, the nature spirits you commune with protect you when you are the most defenseless. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of *conjure animals* as if it were cast with a 9th-level spell slot.

It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required).

Once you use this feature, you can’t use it again until you finish a long rest.

### Master of the Ancients

At 18th level, while creatures are charmed by your Ally of the Ancients feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn.