Class: Summoner

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**-----------------------------------------------------------------------------Spell Slots Per Level-------**

**Spell Save DC is 8 + Spellcasting Modifier + Proficiency Bonus**

(Click For) **Summoner Spell List**

Bonds:

* Accursed
* Constructive
* Dragon Master
* Feral
* Hallowed
* Lost

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**Hit Points**

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***Hit Dice:** 1d8*

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***Hit Points at 1st Level:** 8+Constitution Modifier*

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***Hit Points at Higher Levels:** 1d8 (or 5) + Constitution Modifier*

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**Proficiencies**

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**Armor:** *Light Armor, Medium Armor, Shields*

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**Weapons:** *Simple Weapons,Short Sword, Whip*

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**Tools:** *Herbalism Kit*

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**Saving Throws:** *Any Mental, Any Physical*

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**Superior Stats:** *1 of Any*

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**Skills:** *3 From, Arcane, Animal Handling, Insight, Medicine, Nature, Perception, Religion, And Survival*

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**Starting Equipment**

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You start with the following items, plus anything provided by your background.

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*(A) Scale Mail or (B) Leather Armor*

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*(A) 2 Simple Weapons or (B) Shortsword and Whip*

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*(A) A dungeoneer's pack or (B) Scholar’s Pack*

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*(A) Shield or (B) Shortbow*

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*Uncommon magic Item*

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**Alternately, you may start with 5d4 x 10 Gp to buy and an uncommon magic item**

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*(Level 1)* **Writ:**

* Writ is an ancient magic that summoners pass on with one another. Many casters have adopted the art in many other forms of magic and are commonly mistaken with its weaker form conjuration magic. Gaining a level into summoner provides you 1 Writ point and that amount increases as you level up in the summoner class. You gain half of your maximum writ points back on a short rest and regain all of them back on a long rest.

**Containing Creatures**

* Along with writ a level one summoner gains the ability to store other living creatures in a separate dimension that they gain access with spending writ. A summoner can carry a number of creatures equal to their proficiency modifier. They can also only have 2 bonded creatures out at once. To contain a creature you must make a bond with that creature explained below.

**Bonding**

* A summoner can spend 1 hour performing a ritual to attempt to bond with a willing or unwilling creature. The creature must be at a CR that you can summon and no higher. If the creature is not willing then they get to roll a Intelligence Saving throw and if you have attacked them in the past 24 hours they roll with advantage. The DC for the save is equal to your summoner spell save DC. The summoner can choose to break the bond with a creature through a 1 hour long dismissing ritual. Once the bond is broken the creature loses all magical abilities you granted it and is released in front of you.

**Orders and Summon Combat**

* When the summon has a bonded creature they can spend their action to spend Writ according to the creatures CR examples provided in the table below. The summon is spawned within 60 feet of the summoner and stays for the next hour, until it falls to 0 hit points, or until the summoner dismisses it as a bonus action. If the summon falls to 0 hit points it becomes stable and you can use your reaction to send it back to your storage. A summon will only heal at the end of a longrest and if dismissed will still cost Writ to summon back. On the summoners turn they can also choose to use a bonus action to give all summons one of the following orders. The summon will fallow the order at the end of the summoners turn.

* **Attack: The creature will attack one target of your choice.**
* **Cast: If the creature you summon has spells you can command it to cast them. They can choose to keep casting spells until told otherwise.**
* **Dash: The creature runs any direction of your choice with double its movement speed.**
* **Protect: The creature Guards you or one creature of your choice by attacking anyone who targets them.**

* When a creature you summon doesn’t have any orders it will take the dodge action and attack anyone that targets them with an attack. You can also choose to move the creature equal to its movement speed (No action required).  When the summoner dies all creatures that the summoner is bonded with are released from the bond and are summoned within 10 feet of where the summoner died.

*(Level 1)* **Spell Casting**

* By 1st level, you have learned to draw on magic through meditation and your summons allowing you to cast spells.

**Cantrips** (0-Level Spells)

* At 1st level, you know two cantrips of your choice from the summoner spell list. At higher levels, you learn additional summoner cantrips of your choice, as shown in the Cantrips Known column of the Summoner table. When you gain a level in this class, you can replace one of the Summoner cantrips you know with another cantrip from the artificer spell list.

**Preparing and Casting Spells**

* The Summon table shows how many spell slots you have to cast your summoner spells. To cast one of your Summoner spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
* You prepare the list of summoner spells that are available for you to cast, choosing from the Summoner spell list. When you do so, choose a number of summon spells equal to your Spellcasting modifier + half your Summoner level. The spells must be of a level for which you have spell slots.
* For example, if you are a 5th-level summoner, you have four 1st-level and two 2nd-level spell slots. With a Spellcasting modifier of 14, your list of prepared spells can include seven spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell Healing Word, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
* You can change your list of prepared spells when you finish a long rest. Preparing a new list of summoner spells requires time spent in meditation and bonding with summons: at least 1 minute per spell level for each spell on your list.

**Spellcasting Ability**

* You can choose charisma, wisdom, or Intelligence to be your spellcasting ability for your summoner spells, since their power derives from the strength of your summons. In addition, you use your Spellcasting modifier when setting the saving throw DC for a summoner spell you cast and when making an attack roll with one.
* Spell save DC = 8 + your proficiency bonus + your spellcasting modifier of your choice
* Spell attack modifier = your proficiency bonus + your spellcasting modifier of your choice
* Spellcasting Focus
* You can use your summons or a whip as a spellcasting focus for your summoner spells.

*(Level 1)* **Summoner Senses**

* *You can control, hear, see, and smell out of your summon. Perception checks using your summon use its stats. This has infinite range. You can enter your summon as a action and dismiss it as a bonus action.*

*(Level 2)* **Bond Ability**

* *At 2nd level, you choose a bond that shapes the nature of your summoning. Your choice grants you features at 2st level and again at 5th, 9th, 14th, and 20th levels.*

*(Level 2)* **Fighting style**

*-Choose one of the following benefits.*

* ***Arcane Warrior:** You learn two cantrips of your choice from the Druid spell list. They count as druid spells for you, and you use your spell casting modifier and spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Druid.*
* ***Archery:** You gain a +2 bonus to attack rolls you make with ranged weapons.*
* ***Defense:** While you are wearing armor, you gain a +1 bonus to AC.*
* ***Dueling:** When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.*
* ***Great Weapon Fighting:** When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.*
* ***Interception:** When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.*
* ***Protection:** When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.*
* **Thrown Weapon Fighting:** *You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.*
* **Two-Weapon Fighting:** *When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.*
* **Unarmed Fighting**: *Your unarmed strikes can deal bludgeoning damage equal to 1d6+ your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.*

*(Level 3)* **Branding Strike**

* *When you hit a creature with an attack your summons do extra damage to that target for the next minute. The extra damage they deal is equal to your proficiency modifier.*

*(Level 4)* **Life Link**

* *When you get hit as a reaction you can make your summon take the damage instead, and vice versa. Neither can sacrifice hit points for the other if they are below half of their hit point maximum.*

*(Level 4)* **Ability Score Improvement**

* *When you reach 4th 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. If your DM allows the use of feats, you may instead take a feat.*

*(Level 5)* **Bond Ability**

* *At 5th level, you gain a feature from your summoning bond.*

*(Level 6)* **Summoning Style**

***-**Choose one of the following benefits.*

* ***Multi Summon:** You can summon 2 summons at once. Max summons you can have captured at once increases by 1.*
* ***Summon Dependent:** Your gain Temporary hit points 5 times the Writ you spend when summoning.*
* **Minion Vitality:** Your summons gain an extra amount of health equal to your profiency modifer and gain +1 AC.
* **Selfish Training:** You gain another fighting style from the summoner fighting style list.
* **Quick Creator:** You gain +5 movement speed and all of your summons gain +10 movement speed.

*(Level 7)* **Mythical Creatures**

* *The bonded creature attacks count as magical to overcome resistance and immunity to non magical attacks. Additionally your summons gain a +1 bonus to attack and damage.*

*(Level 8)* **Ability Score Improvement**

* *When you reach 8th 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. If your DM allows the use of feats, you may instead take a feat.*

*(Level 9)* **Bond Ability**

* *At 9th level, you gain a feature from your summoning bond.*

*(Level 10)* **Unbreakable Bond**

* Choose one creature under half your Max CR (Rounded Up). That creature can be summoned for free once per long rest and stays summoned until you finish a long rest or dismiss it.

*(Level 11)* **Summon Buff**

* *You can summon a creature as a bonus action or action.*

*(Level 12)* **Ability Score Improvement**

* *When you reach 12th 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. If your DM allows the use of feats, you may instead take a feat.*

*(Level 14)* **Bond Ability**

* *At 14th level, you gain a feature from your summoning bond.*

*(Level 15)* **Missing Link**

* You gain a second summoning style of your choice.

*(Level 16)* **Ability Score Improvement**

* *When you reach 16th 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. If your DM allows the use of feats, you may instead take a feat.*

*(Level 18)* **True Conjuration**

* *You can teleport yourself or any willing target somewhere within 30 feet of you or swap places with any willing creature within 60 feet of you. You activate this ability as a bonus action.*

*(Level 19)* **Ability Score Improvement**

* *When you reach 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. If your DM allows the use of feats, you may instead take a feat.*

*(Level 20)* **Bond Ability**

* *At 20th level, you gain a feature from your summoning bond.*