Summoner Subclass: Hallowed

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**Hallowed Spells:**

* *You always have certain spells prepared after you reach particular levels in this class, as shown in the Hallowed Spells table. These spells count as Summoner spells for you, but they don't count against the number of summoner spells you prepare.*

 1st
 2nd
 3rd
 4th
 5th

*(Level 2)* **Divine Soul**

* *You can prepare spells from the cleric spell lists. You also gain more spells because of your connection to the Fey. You gain 1 level spell slot, and at level 5 gain an extra 2nd level spell slot, at level 9 gain another 3rd level spell slot, and at 13th level you gain another 4th level spell slot. For each level you receive an extra spell slot you can gain an extra known prepared spell from the cleric spell list, you can change the chosen spell once every long rest.*

*(Level 2)* **Hallow Minion**

* *You gain a Hallow Minion that you can summon once at anytime using no writ, once per long rest. After that you must spend Writ to summon your Minion. Once per short rest you can summon a maximum of 3 Hallow Minion plus the free one and it doesn't take a capture slot. Also when you capture a Fey or Celestial Creature it costs less to summon it, -2 Writ cost to a minimum of 1.*

***Hit Points** Spellcasting Modifier + three times your summoner level*
 **STR**
6 (-2)
19 (+4)
10 (+0)
12 (+1)
12 (+1)
 ***Saving Throws:** INT, WIS, CHA + Your spell casting  Modifier*
***Skills***
***Senses** passive Perception 10*
***Languages** All languages you know*
 ***Ephemeral.** The Fey can't wear or carry anything.*
***Incorporeal Movement**. The Fey can move through other creatures and objects as if they were difficult terrain. It takes (1d10) force damage if it ends its turn inside an object.*
***Variable Illumination**. The Fey sheds bright light in a 5 to 20-foot radius and dim light for an additional number of ft equal to the chosen radius. The Fey can alter the radius as a bonus action.*

*(Level 5)* **Commanding Voice**

* *A number of times equal to your proficiency modifier you can use your reaction to grant someone an action That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, hide, or Use an object  action.*

*(Level 5)* **Arcane Fuel**

* *As a bonus action you can spend Writ points to regain spell slots. Each spell slot equals 1 Writ Point + the spell slot level. (1st level = 2, 2nd level= 3)*

*(Level 9)* **Magic Rush**

* *You can cast a spell that takes an action as a bonus action a number of times equal to your proficiency modifier. You regain the ability to magic rush on a long rest.*

*(Level 14)* **Celestial Bond**

* *You gain a Celestial Spirit summon that you can summon at anytime using your Writ. Once per short rest you can summon 1 Celestial Spirit and it doesn't take a capture slot.*

***Hit Points** 2+ Your spellcasting Modifier + seven times your summoner level*
 **STR**
20 (+5)
16 (+3)
14 (+2)
15 (+2)
16 (+3)
 ***Saving Throws:** INT, WIS, CHA + Your spell casting modifier*
***Skills Perception +2 times your PB***
***Senses** passive Perception 10+2 times your PB*
***Languages** All languages you know*
***Damage Immunities** Necrotic and Poison*
 ***Magic Resistance**. The Celestial has advantage on saving throws against spells and other magical effects.*
***Divine Awareness**. The Celestial knows if it hears a lie.*
***Angelic Weapons**. When the celestial weapon hits, the weapon deals an extra 1d8 radiant damage (included in the attack).*
***Celestial Smite**. Melee Weapon Attack: your spell attack modifier to hit, reach 10 ft., one target you can see. Hit: 1d10 + PB slashing damage plus an extra 1d8 Radiant.*

*(Level 20)* **Blessed With the Arcane**

* You gain 2 6th level spell slots and you can now prepare 6th level spells from the cleric spell list.