Order of Summoners

# **Order of Summoners (Wizard)**

Summoning Adepts are wizards with a knowledge of conjuration magic who decide to specialize in summoning. Wielding the power to beckon forth creatures from other planes of existence to aid them, Summoners use these creatures for many purposes, either as a helping hand for construction projects. Or something more glamorous like becoming an adventurer.

### Adept Familiar

Beginning when you select this school at 2nd level, you learn the find familiar spell. When you cast it you can choose between an Astral Eagle, Littleviathan, Shroomwalker, or any of the normal familiar options. Normally familiars cannot attack, but this feature allows you to use an action to allow your familiar to attack on its next turn.

**Astral Eagle**

Medium Aberration

Armor Class 13 Natural armor

Hit Points 10 (2d8 + 1)

Speed 10 ft., fly 60 ft.

STR 10 (+0) DEX 16 (+3) CON 12 (+1) INT 8 (-1) WIS 16 (+3) CHA 10 (+0)

Saving Throws DEX +5

Senses Darkvision 30 ft, Passive Perception 13

Languages --

Challenge 1 (200 XP)

Proficiency Bonus +2

Flyby. The eagle doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Astral Nature. The eagle doesn’t require air, food, drink, or sleep.

Actions

Featherslash. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 7 (1d8 + 3) slashing damage.

Bonus Actions

Astral Shift. The eagle teleports to an unoccupied space it can see within 10 feet of it.

**Littleviathan**

Medium Dragon

Armor Class 12 Natural armor

Hit Points 15 (3d8 + 2)

Speed 30 ft., swim 80 ft.

STR 16 (+3) DEX 14 (+2) CON 14 (+2) INT 8 (-1) WIS 12 (+1) CHA 6 (-2)

Senses Blindsight 30 ft, Darkvision 120 ft, Passive Perception 11

Languages --

Challenge 1 (200 XP)

Proficiency Bonus +2

Bioluminescence. The leviathan sheds bright light in a 20 foot radius, and another 20 feet of dim light. It can turn this light on or off at will.

Amphibious. The leviathan can breathe air and water.

Actions

Constrict. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 6 (1d6 + 3) bludgeoning damage.  The target is also grappled. The escape DC for the grapple is 16.

**Shroomwalker**

Large Plant

Armor Class 15 Natural armor

Hit Points 21 (4d8 + 2)

Speed 40 ft.

STR 12 (+1) DEX 12 (+1) CON 16 (+3) INT 8 (-1) WIS 12 (+1) CHA 6 (-2)

Damage Resistances Poison

Condition Immunities Poisoned

Senses Tremorsense 40 ft, Passive Perception 11

Languages --

Challenge 1 (200 XP)

Proficiency Bonus +2

Actions

Spore Shot. Ranged Weapon Attack: +5 to hit, range 20/60 ft., 1 target. Hit: 6 (1d6 + 3) poison damage.

Reactions

Symbiotic Shielding. As a reaction when a creature within 5 feet of the shroomwalker is hit by an attack, it can give the creature a temporary +2 bonus to AC against the triggering attack.

### Greater Bond

Beginning at 2nd level, your bond with your familiars strengthens. Creatures summoned by the find familiar spell have a bonus to attack rolls, damage, and armor class equal to your proficiency bonus, as well as a bonus to HP equal to your wizard level.

### Focused Summoning

Starting at 6th level, your focus on summoned creatures improves. When you make a concentration save to retain concentration on a wizard summoning spell you may add your proficiency bonus to the save, even if you already have proficiency on the save.

Summoning spells include: Summon Ooze, Summon Living Spell, Summon Plant, Summon Astral Anomaly, Summon Shadow, Conjure Minor Elementals, Wall of Spirits, Arcane Hand, Conjure Elemental, Summon Draconic Being, Summon Arcane Aspect.

### Sorcerous Summons

Beginning at 10th level, the magical power of your summons grows in tandem with yours, increasing their power. Any damage creatures summoned from your wizard spells deal is magical, and ignores all resistances.

### Faithful Companions

Starting at 14th level, the bond between you and your summoned companions becomes unbreakable. If a creature summoned from one of your wizard spells falls to 0 hit points you can use a reaction to restore their hit points to half of their hit point maximum. After this you take damage equal to the amount you healed. This damage is typeless and cannot be reduced or negated.