Summoner Subclass: Constructive

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**Constructive Spells:**

* You always have certain spells prepared after you reach particular levels in this class, as shown in the Constructive 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)* **Tools for the Job**

* *You have proficiency in martial weapons and you have an infinite storage that you cannot put living creatures in. You can only fit medium and small objects into the space which you can put in and take out as a bonus action.*

*(Level 2)* **Gear Minion**

* *You gain a small Construct summon that you can summon at anytime using your Writ. Once per short rest you can summon 2 gear minion and it doesn't take a capture slot. When you capture a Construct type Creature it costs less to summon it, -2 Writ cost to a minimum of 1.*

***Hit Points** Spellcasting modifier + 3 times your summoner level*
 **STR**
13 (+1)
14 (+2)
10 (+0)
18 (+4)
12 (+1)
 ***Saving Throws**: 4+ PB to INT saves*
***Skills:** Investigation +PB*
***Senses** passive Perception 11*
***Languages:** All languages you know*
 ***Backpack Weaponry.** When you summon the Construct you can choose for it to have any weapon inside your storage space or on your person, you can change the item it has as a bonus action. While the construct is wielding it uses your spell attack modifier to hit and damage.*
***False Appearance.** While the gear minon remains motionless, it is indistinguishable from a normal pile of gears.*
***Versatile**. The construct has been programmed to have proficiency in all weapons. If it needs to reload it will automatically do that.*

*(Level 5)* **Extra Attack**

* *Starting at 4th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.*

*(Level 9)* **Horde of Objects**

* *You have the ability to summon a random collection of items that collect together to make a shield circling your allies. The items circle 10ft around its center and provide half cover while within. The items part for allies and attacks to allow them to pass though. If an enemy enters the circle they take 2d6 bludgeoning damage on the start of their turn within the sphere.  Enemies also have difficult terrain within the circle of items. This can be used once every short rest and lasts for 1 minuet and can be done as a bonus action.*

*(Level 14)* **Gear Golem**

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

***Hit Points** 3+ Spellcasting Modifier + 8 times your summoner level*
 **STR**
21 (+5)
12 (+1)
16 (+3)
7 (-2)
12 (+1)
 ***Saving Throws**: STR 5+PB, CON 3+PB*
***Skills Athletics:** 5+PB*
***Senses** passive Perception 11*
***Languages** All languages you know*
 ***Immutable Form**. The golem is immune to any spell or effect that would alter its form.*
***Magic Resistance**. The golem has advantage on saving throws against spells and other magical effects.*

*(Level 20)* **Garbage Dump**

* *If you deal damage from an attack you can quickly summon an object to fall on an opponent. You quickly summon an object within 60ft of you and retract it back from where it came. The object deals 3d8 bludgeoning damage and the opponent can make a strength saving throw to half the damage. If it fails the saving throw you can choose to knock it prone. If you choose to not use your object for attack you can use it to shield yourself from an attack. As a reaction you can choose to block incoming damage to you or an ally within 60ft by 3d8.*