Schism: Classes

Your interest and choice in a subclass opens up its lore to your input, though bear in mind that a subclass represents a type of received tradition or specific magical alteration that is grouped under a class archetype. In other words, while the class itself is open to quite a bit of interpretation, the subclass usually finds meaning by its role for some community or its purpose in history. Every subclass has an origin and often entails a narrative regarding its development and notoriety.

The examples given below tie each subclass to the setting rather than the standardized "kitchen-sink" variety found in their respective sourcebooks. Your experimentation is encouraged, though keeping a similar flavor will allow you to more easily reconcile your character concept to the world.

If you are brave enough, you can also try a new setting-specific class, labeled as a **Theandric subclass**. These are, in the setting, the primeval archetypes for all other archetypes of the class, based on specific figures in history that defined them. Choosing one of these shall grant you a specific bonus when you officially adopt the subclass, and a plot-related development in the campaign.

## Barbarian

Tribal communities not a part of one of the great settled societies are often called barbarians, and their mightiest warriors undergo animalistic rage in combat. These are most often nomadic tribes, especially from the open plains or steppe.

* ***Path of the Berserker***. Germanic warriors with legendary combat prowess, known for bear-cloaks and running into battle unarmored.
* ***Path of the Totem Warrior***. Celtic orders of worship surrounding particular animals that create small pantheons based on tribal affinity.
* ***Path of the Ancestral Guardian***. The last survivor of a steppe tribe receives special guidance from the dead to help carry his lineage.
* ***Path of the Storm Herald***. Few survive the journey to and from destruction, and those who might become emissaries of its tempest.
* ***Path of the Zealot***. Called the "fourth sect" of Judaism, this ancient order of warriors still seeks the liberation of the Holy Land.
* ***Path of the Beast***. Lycanthropy and related strains turn ordinary people into "turnskins," cursed with bestial aspects.
* ***Path of Wild Magic***. Nomads who thrive near the mysterious Tower and its Plankspear are more sensitive to the ley-lines laid throughout the world.

#### Theandric subclass: Path of Gilgamesh

When the world was flooded, the widespread destruction was meant for the effacement of knowledge and not of things. Though the temples and relics had been ripped from human memory, they still stood in some places underwater, beckoning wonder. The First City was one such place where those who survived united in their collective worship of the old ways, and under the tutelage of tribal leaders, they restarted the engines which fueled their society - without knowing entirely their purpose or designs. Suddenly, the tribes that dwelt near these ruins by the sea were presented opportunities for achieving great deeds, as was the case with the heroic King Gilgamesh who built an empire from this Favor.

The scientific achievements that sustained the civilizations when they stood upon land has now become tribal lore on the tongues of the new tribes that reside or make pilgrimage to these places, and even today the chieftains pass along their oral traditions which present them with insights and power over the world. While it makes demands on the body to retrieve artifacts and folk wisdom from the belly of the ruins, it has ensured generations pass on the lost cunning of the antediluvian societies.

 6th
 10th
 14th

## Bard

These magicians subtly leverage the hidden power of words and stories. Music, poetry and rhetoric all fall under a broad category of performers who express more than just ideas with the narratives they craft in meter and prose.

* ***College of Lore***. Some retain the fading traditions of the troubadours who recite lyric poetry for royal courts across Europe.
* ***College of Valor***. Members of the Germanic skaldic tradition who record sagas in time-spanning epics.
* ***College of Glamour***. A group of twilight elves preserve the remarkable music of latter day Troy, rife with fairy-magic.
* ***College of Swords***. Bogatyrs like Alyosha Popovich use trickery and flourish to slay dragons and catch thrown daggers mid-air.
* ***College of Whispers***. Furtive heretical sects pursue hidden realities and disguise themselves as traveling minstrels.
* ***College of Creation***. Those who know the proper melodies to the Psalms may perform renditions of music from the First Temple.
* ***College of Eloquence***. Rhetoricians that inherit the unique style of the best orators, from Cicero to Saint Augustine.

#### Theandric subclass: College of Clowns

The great inventors of poetry and music come from the wandering descendants of man, though the peaceable performer only known as Bottleboots began the tradition of music capable of weaving from the strands of music latent in creation. His passion for song so enraptured the angels that he was kept safe from the wrath of God, while spelling imprecations upon the unjust.

The progenitor of all bardic colleges began with an appreciation of creation, though indeed the College of Clowns calls more than merely fools. The clown has a subtle and surreptitious demand made of him when he completes his years as a master: to overthrow the tyrant, to redeem his brother and to pour his blood into his sacrifice of song.

***Comedy of Errors***. When a creature you can see with 60 ft. fails an ability check, attack roll or saving throw you can expend one use of Bardic Inspiration as a reaction to chide the target. Choose one of the following effects: 1) If the target can hear you, it takes psychic damage equal to twice the roll of one of your Bardic Inspiration die. A creature is immune to this effect if it cannot be charmed. 2) A creature that can see and hear you within 30 feet of the target gains a Bardic Inspiration die.
 6th
 14th

## Cleric

Saints of the Abrahamic faiths can be rightfully called clerics, who act as vessels for divine action and intervention.

* ***Knowledge Domain***. Saint Thomas Aquinas, one of the most important Doctors of the Church in history.
* ***Life Domain***. Saint Nicholas, who is remembered for various healing miracles including bringing the dead back to life.
* ***Light Domain***. Saint Peter of Moscow, a silent saint whose painted icons illuminate the rooms in which they are placed.
* ***Nature Domain***. Saint Patrick, whose staff became a living tree and banished serpents from Ireland.
* ***Tempest Domain***. Saint Elijah, known to have called on lightning from the sky and associated with various types of natural disasters.
* ***Trickery Domain***. Padre Pio, whose miracles include bilocation and the deception of the Devil.
* ***War Domain***. Saint Dominic, who led Spanish soldiers into battle against the Albigensians.
* ***Forge Domain***. Saint Clement I, known for having produced pure iron from ore and for perishing by an iron anchor.
* ***Grave Domain***. Saint Elisha, whose very bones had the power to bring the dead to life.
* ***Order Domain***. Saint Bernard, leading Crusaders into battle and stamping out heresies with fury and fire.
* ***Peace Domain***. Saint Gregory Thaumaturgus, whose multitude of miracles and intellectual gifts helped settle disputes in the Church.
* ***Twilight Domain***. Saint Anthony the Great, who survived in the desert and in darkness against evil spirits.

#### Theandric subclass: The Apophatic Domain

The mystics who regard the ultimate One through the practice of negative theology, apophatic philosophy or other means come to a darkened enlightenment, beginning with the great prophet Noe who made intercession for the angels. The first great apophaticist was so enraptured with heavenly things he ceased to walk upon the Earth, for God took him. The witness of the mystics comes at a great cost, as none who follow in the wilderness walk of Noe can lay claim to any speech but the high genius of silence.

The apophaticist cannot share what he knows for it is inexpressible, she cannot explain the achievement of the true self for it is also annihilation. What any apophaticist can do is demonstration, and it is the privilege of a holy life.

***Domain spells***. *alarm, silent image; detect thoughts, knock; clairvoyance, slow; confusion, private sanctum; dream, passwall*
 2nd
 6th
 8th
 17th

## Druid

Pagan religious leaders and practioners of old rites, known for shapeshifting and curses. Shamans of Celtic or steppe origin usually fall here.

* ***Circle of the Land***. Orders of druids who erect standing stones for gathering occult knowledge and the favor of mysterious entities.
* ***Circle of the Moon***. The archaic tradition of venerating the entity Trivagante in secluded glades and deserts.
* ***Circle of Dreams***. Since the fall of Troy, the mystic nymphs of the wood have sought druids to enter their service.
* ***Circle of the Shepherd***. Familiar spirits make their way about the Earth anchored by these keepers of forgotten lore.
* ***Circle of Spores***. A longstanding tradition to the gatekeepers of decay, fungi, persists today in a secluded group called the Mycel.
* ***Circle of Stars***. Inheritors of the wisdom of the Egyptians remains the oldest druidic cult in the world.
* ***Circle of Wildfire***. The burning of a wicker man for human sacrifice afford insidious power to their practitioners.

#### Theandric subclass: Circle of the Deluge

When the floodwaters settled, one of the few peoples left to populate the world stayed in the care of the elven king Sigir. The power that Sigir desperately needed to hasten the survival of his elves resulted in the opening of the door to the druidic arts, and all masters of the arcane today owe to Sigir their practice. The druids in their primordial experimentation discovered the pride of the fey and the ultimate refuge of spirits.

The druidic rite of the Deluge treats the firmament waters as both a patron and an enemy, a hostile benefactor of sorts. The oceans are owed their dead, though the abyss accepts its substitutes.

***Circle spells***. *fog cloud, create or destroy water; augury, earthbind; plant growth, tidal wave; watery sphere, control water;* *maelstrom, raise dead*
 6th
 10th
 14th

## Fighter

Though sometimes associated broadly as simply any sort of warrior, fighters are truly a class that embody the peak of martial prowess. Few would dispute their renown or skill. Elite knights of any nation can be found here, as well as the folk heroes of the ancient world.

* ***Champion***. The most esteemed victors of battle employ brute martial strength and skill to maintain their reputation.
* ***Battle Master***. Recent Italian masters have formalized swordsmanship into an art and exercise of the virtues.
* ***Eldritch Knight***. The five Pandava brothers of ancient India were "one-man armies" who wielded both spell and spear.
* ***Arcane Archer***. Paris of Troy, and some after him, can guide their arrows with eldritch precision and potency.
* ***Cavalier***. None who mount a horse have rivaled the ferocity and myth of the Hungarian hussar mercenaries.
* ***Samurai***. Courtiers and noble soldiers from the Far East with unmatched mastery of sword, bow and spear.
* ***Psi Warrior***. Coptic mercenaries occasionally hail from hidden Gnostic knighthoods and possess strange abilities as a result.
* ***Rune Knight***. Warriors from Iceland know entrancing magical staves that can invoke the hidden names of spirits.

## Astral weapon

### Effects

1d12 piercing damage, two-handed, ammunition\*, special\*\*

The bearer of an *astra* or astral weapon, was given only to favored antediluvian warriors. The *astra* came in many forms: iron bows the height of a weaver's beam, slings that cast beads of light and even weapons with a similar description to modern firearms. One who used the *astra,* an Astralarius, remained remote and unseen during battle, coated in shimmering armor and masked by an insidious helm. Though many had wielded weapons before them, the Astralarius was the first to make battle a profession. The war-making profession survived under the primeval brothers King Cobalt and Prince Heragon, who survived the Deluge by knowing the opportune time to fight.

The *astra* were originally gifts from the spiritual realm for commitment of service and pledging to uphold the cause of cosmic war. The *astra* simultaneously comes from the heavens as well as the substance of its user's soul, forging an intimate connection with the person. The time immediately preceding the Deluge is rife with tales about weapons capable of annihilating the entire world, fragmented memories of the powerful *astra* once employed in the service of terrible armies.

 7th
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 15th
*Sanguine:* If you are making an attack at advantage, you can choose to roll the attack at disadvantage. If you do so, any hit you make in spite of the penalty is considered a critical hit. *Choleric:* Your initiative die for your *astral* *weapon* is a 1d4. *Melancholic:* Your attacks can penetrate up to 3 feet through solid objects. *Phlegmatic:* When a creature moves within 5 feet of you, you can use your reaction to make an attack with your *astral weapon*. You have advantage on attacks made in this way.
*Reason:* When declaring an attack, you can choose to gain advantage and deal acid, cold, fire, force, lightning, poison, or thunder damage instead of piercing damage. You can do this a number of times equal to your Intelligence modifier, for a minimum of 1, refreshing upon taking a long rest. *Spirit:* Your movement speed increases by ten feet, and you gain a climbing speed equal to your movement speed. *Desire:* Any damage you deal with your *astral weapon* ignores resistance, and your critical hits ignore immunity.
 18th

## Monk

The philosophy of the monk's religion will play a more important role than the theology, as they require discipline, clarity and focus to achieve their aims. The fictional Shaolin sect, as well as warrior-ascetics around the world, will be at home here.

* ***Way of the Four Elements***. Enlightened holy men from the Himalayas can perform apparent feats of wonder from the Earth's elements.
* ***Way of the Open Hand***. Soldier monks are one of the oldest surviving traditions of Southeast Asia.
* ***Way of Shadows***. Shinobi mercenaries find refuge in Buddhist temples and sell their talents far and wide.
* ***Way of the Drunken Master***. Buddhist and Daoist temples will teach "drunken boxing" as an apt technique for defending their villages.
* ***Way of Kensei***. Emperors of the East require temple servants to become skilled combatants to protect their holy sites.
* ***Way of the Sun Soul***. To nurture living light is the goal of some Nestorian monasteries in the borderlands of the Near and Far East.
* ***Way of Mercy***. Cenobite monks who were especially prominent during the Black Death, both healer and defender against the undead.
* ***Way of the Astral Self***. Sufi mystics who achieve ego death develop incredible, supernatural abilities.

#### Theandric subclass: Way of the Plankspear

The monks that gather at the sacred site of the Tower upon the Plankspear congregate in steeply founded monasteries perched over a glittering Earth. The first monks to populate around the Tower were in fact beastfolk who saw the Tower not as a place, but all places and no place at all, a fragment of a time before distinction. What they taught to later human monastics and what these monks still seek are to attain an interior gaze at the Tower and its two missing companions in time and spacetime.

While the monks at the Tower accept many pilgrims, few stay for long, as their mysterious teachings and laborious activities prevent many from attaining the wealth of poverty and the lie of the untold truth. When the world falls away there shall be the Tower, for the Tower seems to have never been.

 6th
 11th
 17th

## Paladin

Foremost a warrior, then a pious warrior, those who cleave to an Abrahamic faith and fight with a holy cause may in general be described as paladins. The Knights of the Round Table and the Twelve Peers all fit in here.

* ***Oath of the Crown***. Jashobeam; “And thy house shall be faithful, and thy kingdom for ever before thy face: and thy throne shall be firm for ever.”
* ***Oath of Devotion***. Charlemagne; "For if he hath cast off, he will also have mercy, according to His abundant covenant faithfulness."
* ***Oath of Ancients***. Sir Isumbras; "Till the Ancient of days came and gave judgment to the saints of the most High, and the time came, and the saints obtained the kingdom."
* ***Oath of Vengeance***. Ilya Muromets; "O Lord, thou knowest, remember me, and visit me, and avenge me from them that persecute me, do not defend me in thy patience: know that for thy sake I have sufferred reproach."
* ***Oath of Conquest***. Peter the Hermit; "Take courage, and be strong: for thou shalt cast conquer the land, for which I swore to their fathers, that I would deliver it to them."
* ***Oath of Redemption***. Guy of Warwick; "I will deliver them out of the hand of death. I will redeem them from death: O death, I will be thy death; O hell, I will be thy bite: comfort is hidden from my eyes."
* ***Oath of Glory***. Hughes de Payens; "And I will set my glory among the nations: and all nations shall see my judgment that I have executed, and my hand that I have laid upon them."
* ***Oath of the Watchers***. The Swan Knight; "And a lion cried out: I am upon the watchtower of the Lord, standing continually by day: and I am upon my ward, standing whole nights."

#### Theandric subclass: Oath of the Iris

*"On that day he hath broken kings, thereso he shall fill ruins: he shall crush the heads in the land of the many: he shall drink of the torrent in the way and therefore shall he lift up the head."*

The first humans to fulfill their end of a divine covenant thereafter set forth a precedent of devotion to sacred orders. The redemption by the wood of the Ark, confirmed by the image of the rainbow in the heavens, represented the dawn of an age where the first paladins were charged with preventing the world from ever succumbing to such darkness again by the promise of sacred blood. The son of Noe, Sem, rigidly keeps the covenant lain in the post-tempest skies and refused to call the wicked his companions, trusting the promise of one Deluge but foreseeing with sobriety the conflagration to come. Under the guidance of alleged prayers from the patriarch, his successors keep to a simple but arduous task.

***Blood Smite***. When you roll damage for an attack benefiting from Divine Smite or a *smite* spell, choose a creature within 30 feet of you. That creature gains temporary hit points equal to the damage dealt to your target from the smite.
 7th
 15th
 20th

## Ranger

The ranger is one who carries the torch for a tradition or even a pivotal figure in a nation's history. They defend their communities often without gratitude, showing the highest fidelity to the practice of their conclave. This is best exemplified with the fictional Rangers of the North.

* ***Beast Master***. Inheritors of a primeval tradition that once notably bound the first canines to mankind.
* ***Hunter***. Only the highest nobility may join the Order of the Dragon, who defend innocents from the perfidious enemy.
* ***Gloom Stalker***. The last of a French knighthood originating with John de l'Ours, said to have fought the devil himself.
* ***Horizon Walker***. Some today bear the mantle of the otherwordly traveler Tang Seng of medieval China.
* ***Monster Slayer***. The chivalric system of the great hero Dietrich von Bern, who fought all variety of magical foes.
* ***Fey Wanderer***. The patriarchs of the Priamer people uphold this secretive retainer for their own protection.
* ***Swarmkeeper***. The Cult of the Moth treasures their silk moth colonies and the bonds they develop with them.

#### Theandric subclass: The Glaveteris

The wardens of the winter heights follow the traditions of a reserved outsider Geth. Providing for his repentant Lilithid mother, the half-giant Geth alone mastered the wintry life aboard a small glacier, perhaps touched by his mother's magic. He later became the ancestor of all goliaths and the first in a long tradition of rangers. When he passed away from a hard old age, his spirit lived on in his disciples who exhale the furious breath of the hostile glacier and harness the latent energy of the outlands.

***Ranger spells***. *armor of abyss*; *binding ice*; *sleet storm*; *ice storm; cone of cold*
 7th
 11th
 15th

## Rogue

The subtle and the stealthy is the trade of rogues, and they are most known for not being as all they appear. Rogues can come in a wide variety but few would describe a rogue without giving them praise for subterfuge and remaining out of direct sight.

* ***Thief***. One of the oldest professions, an amateur is elevated to the notorious by virtue of their competence – and their subtlety.
* ***Assassin***. The Sicarii of ancient Israel passed on their cloak-and-dagger skills to religious and spiritual successors of their movement.
* ***Arcane Trickster***. In Syria, the legendary Forty Thieves were known for their deception through magic and treachery.
* ***Inquisitive***. Ecclesial authorities rely on these skilled detectives for their formal investigations into heresy.
* ***Mastermind***. The House of Medici is almost synonymous with intrigue and political engines in Italy and beyond.
* ***Scout***. Military success has always depended on proper reconnaissance, from Hannibal to the Battle of Poitiers.
* ***Swashbuckler***. Corsairs from the Maghreb find bountiful loot and high adventure sailing along the Mediterranean shores.
* ***Phantom***. Living knights who vanquish phantom knights in single combat may earn their service so long as they live.
* ***Soulknife***. Clandestine masters of forbidden mysticism in arts such as Kabbalah.

#### Theandric subclass: Word-Cutter

There remains an enclave of those from the First City, whose speechcraft and guile exceeds any modern practice. They have seen every situation and mastered every rhetoric, to the point where they have an unnatural mastery over social interaction. Those proud of the Mark of Cain, especially Yahogd, became called the word-cutters, whose persuasion dressed their motives and disguised foul intention among elfen kind. Their secrets today still permeate high societies around the world, making it perhaps one of the oldest forms of proficient art ever devised.

Word-cutters are not merely political actors who penetrate into socialite circles. The inheritors of this tradition possess unnatural adeptness in targeted phrase and venomous speech. They can cause physical pain with tongue lashings or flawlessly discern hidden secrets by a flit of the eyes. The word-cutter knows forbidden things given by fallen spirits, and it was this very knowledge that flooded the world in the first place.

***Cutting Speech***. You learn the *vicious mockery* cantrip. Charisma is your spellcasting ability for the spell, and you can use the bonus action granted by Cunning Action to cast this spell.
 9th
 13th
 17th

## Sorcerer

The sorcerer finds themselves a victim of circumstance, and usually hold magic powers as a result of exterior forces for which they are merely pawns, or trading in their free will for the ability to recreate reality as they see fit.

* ***Draconic Bloodline***. One who sheds the blood of a dragon under special divine protection may inherit its powers without paying its terrible cost.
* ***Wild Magic***. Wonders without limit can proceed from the hands of those born to the favor of magical interlocutors.
* ***Divine Soul***. A call from birth to seek and to walk the difficult path toward enlightenment brings others to a life of austere mysticism.
* ***Shadow Magic***. The creeping shadow of the Mouth of Dis reaches its hands across ley-lines into the souls of the unfortunate.
* ***Storm Sorcery***. Some who venture deep into the valley of death return as a kindred of storms and natural disasters.
* ***Aberrant Mind***. Gnostics who follow the notorious Simon Magus may too be splintered by something inscrutable to mortal minds.
* ***Clockwork Soul***. Since the age of Pythagoras, mathematics has been envisioned as a conduit for startling deeds.

#### Theandric subclass: Uzbadzirak Scion

The dwarven ruler that slew the mighty king of the giants, Ymir, was so favored for his zealous deed that the dwarves were given the right to survive the Deluge, making their homes in the Earth as to avoid the consuming waters. Rightful succession for the "King-Spike" or *Uzbadzirak* line was originally quite mundane, but after the Deluge, as if to meet the magic of the elves, the dwarven kings possessed latent abilities that accented their daily work. Their own practice of rune-cutting differs from giants, as theirs is an art of piety and not of gain.

The heavenly gift to the dwarves was envied by spirits and men, and opened the way for sorcery of many kinds to enter into the world with the Uzbadzirak as the prototype.

***Dwarven spells***. *heroism, identify; heat metal, magic weapon; elemental weapon, glyph of warding; fabricate, stoneshape; holy weapon, wall of stone*
 6th
 14th
 18th

## Warlock

Those who devote themselves to a created being receive their bounty for the privilege of their patron's desires fulfilled on Earth.

* ***Pact of the Archfey***. The Fairy King confers his favor on the bride to a prince who has built and tended to a magnificent garden.
* ***Pact of the Fiend***. Orc shamans bound to Orcus in blood and deed act as his eyes and ears upon the Earth.
* ***Pact of the Great Old One***. Certain pilgrims bow to a dark blue night said to precede time or change.
* ***Pact of the Celestial***. The Militia Immaculata consecrate themselves to the Virgin Mary and thereby receive uninhibited graces.
* ***Pact of the Hexblade***. The golden apple of Troy wants to be found, and it beckons the calamitous for its retrieval.
* ***Pact of the Fathomless***. Worship of the primordial deep persists today in disparate and unholy ordinations.
* ***Pact of the Genie***. The Friends of Solomon ensures its contact and dealings with the most enigmatic spirits remains concealed.

#### Theandric subclass: The Lover

The original witches were those who were deeply enraptured with their beloved, the ungracious angelic spirits which descended to them at the behest of elemental impulses. All warlock patronage has originated with this pact made in ancient days, though the last of the antediluvian witches, Zilleh, was a repentant one who tearfully abandoned her lover - not to even save her or her son's life, but out of spiritual regret.

Though many forms of patronage have arisen, the original system of lover-beloved has remained. Whether two mortals become so entangled when one is made immortal, a mortal and immortal fall into one another's arms or a primeval pact persists with the patron taking a special interest in its most recent client, it remains the oldest and most believable exchange.

 6th
 10th
 14th

## Wizard

Magicians whose currency is a chant, charm or precise formula perform the work of wizards, and as such rely on grimoires and occult texts for reliably tapping into this power.

* ***Abjuration***. Shamans since days unremembered have sought wards for protection, sanctification and concealment through metrical charms.
* ***Conjuration***. Obtaining a Jewel-Thread can fulfill wishes and move or bend the folds between the material and spiritual worlds.
* ***Divination***. Oracles have long existed, though the most powerful in recent memory have constructed brazen heads who speak in hidden things.
* ***Enchantment***. Through twisted rites and incantations, certain witches of Italy have ways to overcome the free will of ordinary folk.
* ***Evocation***. Collected folk wisdom is heightened in potency within the black tomes of German mystics.
* ***Illusion***. Invoking forgotten Kangxi radicals in ink has allowed some magicians to blend together dream and reality.
* ***Necromancy***. Witches of the Levant have spoken to the dead since the Iron Age, to varying outcomes.
* ***Transmutation***. The "great work" seeks to produce talismans and rare minerals from common ingredients.
* ***War Magic***. Since the age of the *Mahabharata*, the weapons of spirits can come into possession of mortals to practice the ultimate art.
* ***Bladesinging***. Female nobility in China employ sword-dances to communicate with lost spirits and heavenly powers.
* ***Order of Scribes***. A band of peculiar scholars entrusted with the care of grimoires from the Place of Spirits.

#### Theandric subclass: School of Summoning

Though Sigir tried to keep the esoteric knowledge of the arcane firmly in his clutches for years, he could not prevent the cunning of his pupil from changing and expanding upon his rites. Ner the Spider is said to have not chosen harmony with the fey, but to dominate them and employ them for his own use. The first summoners, the Arachne, rose to prominence during the first war against humans and swayed the tide in favor of the elves.

Summoners do not merely conjure or deceive but bind spirits to their whims, and for this they have alarmed the elemental powers to their ends.

 6th
 10th
 14th
***Contingent Summons***. You can modify the conditions of a spell in your concentration to add to the number of creatures summoned, the kinds of creatures summoned and the location where they were summoned as listed in the spell description as a bonus action. You can do this once per short or long rest.