Archetype - Summoner

## Summon forth Powerful Beings to your Aid

The Summoner represents Characters in fiction who rely upon the services of other, more powerful beings to achieve their goals. They can be mediators between our world and the worlds of spirits, they can be occult practitioners who bind otherworldly entities to their bidding, or explorers who seek to interact with and nurture their relationships with monstrous beings.

### Features

The Summoner uses their close relationships with these spirits to protect themselves from harm as well as call upon their awesome power. As the Summoner accrues more experience they gain the ability to call upon the abilities of these spirits more, as well as call upon the powers of more powerful beings. Additionally, Summoner's through this practice accrue great knowledge of Supernatural magic through pacts they have made with these beings, allowing them to call upon this magic to aid their endeavors further.

### Recommended Ability Bonuses

* High Focus, Intelligence or Charisma
* Good Endurance and/or Dexterity

### Alternate Names

* Modern, Historic and High Fantasy Settings: Summoner
* Futuristic Setting: Researcher

## Level 0

In addition to the features your Character gains at Level 1, they gain the following for starting their adventure as a Summoner .

### Skill

* You gain either the Social, Lore or Creativity Skill (your choice).
	+ If you already have one of these Skills, you may choose any Skill of your choice.

### Weapon and Armor Training

* Trained in Simple Weapons.
* Trained in Light Armor.

### Saving Throw Skills

* Skilled in Focus Saving Throws
* Skilled in Intelligence Saving Throws

### Cantrip

* You learn one Cantrip of your choice from the Supernatural Spell List.
* You may choose Intelligence, Charisma or Focus as your Spellcasting Ability for this Spell (your choice)

## Level 1

### Increased Damage Limit

* Your Damage Limit increases by 5 for each level of this Archetype you have.

### Will

* You gain a resource called Will Points, which represent your profound connection to the Natural World to create extraordinary effects, such as you Summon Spirit feature.

* When you gain this feature you have two Will Points.
* You regain all Will when you finish either a Long or Short Rest.
	+ You may only gain the benefits of a Short Rest twice, after which you must take a Long Rest to gain further benefits from a Short Rest.
* The maximum amount of Will Points you have increases whenever you gain the Additional Will feature from this Archetype, or from another Archetype, or from a Theme which also grants this feature.

### Summon Spirit

* You have learned to manifest a Spirit which wards you from harm and grants you greater power. This Spirit may represent a part of your own being such as your good or evil tendencies or your strength of will, or it may be a being external to yourself such as the spirit of a Fiend, Celestial or Aberration.
* As a Minor Action, or as a Reaction which you make in response to taking Damage, you may expend one or more Will Points to Summon this Spirit.
	+ You decide the appearance of this Spirit, but it must appear to be of a similar or smaller size than your Character and it remains within 5ft of you at all times.
	+ The Spirit is Immune to all Conditions and cannot be interacted with directly in any way.
	+ The Spirit speaks all the languages you can speak, and you may speak to it Telepathically. However it cannot perform Skill Checks or assist you in them.
* The Spirit has a Damage Limit equal to 5 times the number of Will Points expended when it was Summoned.
* Whenever you take Damage, including the Damage which may trigger this feature, the Spirit takes Damage instead of you.
* Effects which would reduce your Damage cannot be used to reduce your Spirit's Damage.
* The Spirit remains for 10 minutes, or until it has exceeded it's Damage limit, or until you use this feature again.
	+ Any Damage dealt to the Spirit which exceeds it's Damage Limit is taken by you.
* If you are Concentrating on a Spell or similar effect, you do not need to make a Checks to maintain your Concentration due to Damage caused against you, provided the Spirit absorbs all of the Damage.
	+ The DC of an Endurance Saving Throw due to Damage which exceed a Spirit's Damage Limit is determined by the remaining Damage dealt against you.

### Summon Blast

* You are able to summon forth a blast of raw energy by opening unstable extraplanar rifts to other planes of existence.
* You learn a Cantrip Unique to Summoners: Summon Blast
* Additionally many Summons available to Summoners confer additional benefits to your Summon Blast Spell (see Summons).

#### Summon Blast Spell Description

* **Availability:** Summoner Only
* **Level:** Cantrip
* **Casting Time:** 1 Action
* **Range/Area:** 120ft
* **Components:** V, S, M (Summoner's Spellcasting Foci)
* **Duration:** Instantaneous
* **School:** Evocation
* **Attack/Save:** Dexterity Save
* **Damage and Effect:** Two Support Die, Force Damage
* **Description:** You briefly open an unstable rift in space, whose collapse unleashes an explosive blast. Choose a point you can see within 120ft of you. Targets within a 5ft radius sphere of that point must make a Dexterity Saving Throw or take Force Damage equal to two rolls of your Support Die. You may choose to protect Characters of your choice which you can see from the effects of this Spell.
* **Scaling:** When you reach higher levels of the Summoner Archetype, the radius of the effect increases.
	+ The radius of the effect increases to 10ft, 15ft and 20ft at Levels 5, 11 and 17 respectively.

### Support Die

* At Level 1 your Support Die is a d4. This die represents your Character's ability to provide help and guidance to those around them.
* At levels 5, 9, 13 and 17 of Summoner, the Improved Support Die feature increases the size of your Support Die to a d6, a d8, a d10 and a d12 respectively.
* If you gain the Improved Support Die feature from another source (such as the Paragon or Guardian Archetypes), increase the Support Die by one size category. The maximum die size the Support Die can use is a d12.

### Spellcasting: Supernatural Pact

You have learned to channel Supernatural Power by communicating with Spirits. This may be seen as you acting as a guide or mediator for them, and your Spellcasting abilities are granted to you by them in return.

All Spells you learn through this Archetype, or the Themes granted by this Archetype may be referred to as Summoner Spells.

#### Cantrips

* Cantrips are a subset of Spells which you may Cast without expending Mana or Pact Power.
* You learn one Cantrip of your choice from the Supernatural Spell List.
* You learn additional Supernatural Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Summoner Archetype Features Table.
* You may replace one Cantrip of your choice with another from the Supernatural Tradition of Magic whenever you Level Up.

#### Pact Magic

The Summoner Archetype benefits from a special form of Spellcasting called Pact Magic, which represents how their magic is derived from a source outside of themselves.

* Gaining this feature grants you a special resource called Pact Power.
* You begin with two uses of Pact Power when you gain this feature.
	+ When you gain the Additional Pact Power feature from this Archetype, another Archetype or another Feature, your uses of Pact Power increase by one. You cannot have more than 4 Pact Power.
* The number times you may use Pact Power before you must regain uses increases as you gain levels in this Archetype.
* You regain all expended uses of Pact Power when you finish a Long or Short Rest.
	+ You may only gain the benefits of a Short Rest twice, after which you must take a Long Rest to gain further benefits from a Short Rest.
* You may expend a use of Pact Power to Cast a 1st Level Spell without expending Mana.
* When you gain the Improved Pact Power feature, the level of Spell you may Cast using Pact Power increases, as shown by the Pact Power Level column of the Summoner Archetype features Table.
	+ Spells of lower Level Cast using Pact Power are Upcast to match the Level of your Pact Power.
	+ Expending Pact Power also allows you to forgo spending Mana on features other than Spellcasting which require Mana. The amount of Mana you may forgo expending on such features is equal to the Pact Power Level.
	+ Your Pact Power Level cannot be increased beyond 5.

#### Spells known of 1st Level and Higher

* You may know up to two Spells at a time, and you may choose these Spells from the Supernatural Spell list.
* The number of Spells you may know at any time increases as you gain levels in this Archetype.
* Whenever you gain the Additional Spell Known feature from this Archetype or another Archetype or feature, you may learn an additional Spell, and you may choose this Spell from the Supernatural Spell List.
	+ For New Players, we recommend that whenever you may learn an additional Spell, you learn a Spell of the highest Spell Level available to you (see Additional Spellcasting Rules for Summoners).

#### Spellcasting Ability: Flexible

* You may choose their Spellcasting Ability from the following options: Intelligence, Charisma or Focus.
* Your magic comes from your either your understanding, your force of will over, or your attunement to the Spirits which embody the Supernatural world.
* You use this Ability Bonus whenever an Summoner Spell refers to your Spellcasting Ability.
* In addition, you use this Bonus when setting the Saving Throw DC for an Summoner Spell you Cast and when making an Attack roll for such a Spell.
	+ Spell Save DC = 8 + your Skill Bonus + your Intelligence, Charisma or Focus Bonus
	+ Spell Attack Bonus= your Skill Bonus + your Intelligence, Charisma or Focus Bonus
* You may change your choice of Spellcasting Ability when you Level Up.

#### Ritual Casting

* You can cast any Spell you have learned as a Ritual if that Spell has the ritual tag.
* The duration to cast a Ritual is the Spell's usual casting time plus 10 minutes.
* When you Cast a Spell as a Ritual you do not expend Mana or Pact Power.
	+ Casting a Spell as a Ritual requires you maintain Concentration on the Spell throughout performing the Ritual.

#### Additional Spellcasting Rules for Summoners

##### Maximum Spell Level

* The maximum level of a Spell you may learn through this Archetype is equal to half your Spellcasting level rounded up, up to a maximum of 5th level, with the exception of Spells granted to you by the Miracle feature.

##### Changing Spells Known

* Whenever you level up, you may change any number of Spells learned through this Archetype for other Spells you may learn from the Supernatural Spell List.
* These Supernatural Spells may be of any Spell Level available to you through this Archetype, but we recommend having a balanced number of Spells from each Level.

##### Spellcasting Focus: Magical Object

* You may use a Spellcasting Focus whenever a costless material component is required to perform a Summoner Spell.
* You may use a range of objects magically significant objects as Spellcasting focus. Staves, wands, a set of bells or tuning forks and a variety of crystals are common in fantasy and medieval settings, while in modern and futuristic settings a focus may take the form of a hand-held scientific apparatus.
* Choose one such object which may be easily held in one hand which would act as a Spellcasting focus for your Summoner Spells.
	+ You may not choose a Weapon or an object you may wear such as a Shield or piece of clothing or accessories as a Spellcasting Focus unless a feature specifically grants you that ability.
* You may have only one Spellcasting Foci capable of Casting Summoner Spells at a time, and you may change the objects representing your Spellcasting Foci at the end of a Long Rest.
* If you lose a Spellcasting Foci, you may replace it by performing a 10 minute Ritual in which you prepare another suitable object of magical significance for the task.
	+ Whether an object is deemed suitable or not as a Spellcasting Focus is at the GM's discretion.

##### Spirit Bargain Magic

* All Summoner Spells and Features require a Verbal Component, even if the Spell does not usually require this.

## Level 2

### Summons

* You have learned to augment your Summon Blast and Protective Spirit features by Summoning the services of Spirit who may grant you additional benefits.
* Choose two Summons for which you qualify from the list presented at the end of this Archetype.
* As you gain additional levels in this Archetype, you learn additional Summons of you choice, as shown in the Summons Known column of the Summoner Archetype Features Table.
	+ A level prerequisite for a Summon refers to your Level in this Archetype, and some Summons have additional prerequisites.
	+ In some cases, Summons which change the form of your Summon Spirit will require you expend additional Will Points to gain their benefits.
* When you gain a level in this Archetype, you can choose any number of Summons you know and replace them with other Summons that you could learn at that Level.

### Additional Spell Known

* The number of Spells you may know at a time increases by one.

## Level 3

### Theme

* At Level 3 you may choose a Theme compatible with this Archetype, such as the Life Theme.
* At Levels 6, 10 and 14 the Theme Improvement feature unlocks additional benefits from this Theme.
* Summoner Specific Themes may grant you a specific Patron who represents the source of much of your magic.
* See the Optional Rules concerning Patrons at the end of this Archetype.

### Improved Pact Power

* The Level of your Pact Power increases by one

### Additional Will and Spell Known

* Your Will Point Maximum increases by one.
* The number of Spells you may know at a time increases by one.

## Level 4

### Major Improvement

* You may either: Increase an Ability Bonus by 1; Train Two Abilities; Train One Ability and Gain a Basic Feat; or Choose one Advanced Feat
	+ You cannot increase an Ability Bonus to higher than +5 at this level.

### Additional Cantrip and Spell Known

* You learn one additional Cantrip from the Arcane Spell List.
* The number of Spells you may know at a time increases by one.

## Level 5

### Improved Support Die

* Your Support Die increases from a d4 to a d6.

### Improved Summon Blast

* The radius of effect of the Summon Blast Spell increases to 10ft

### Improved Pact Power

* The Level of your Pact Power increases by one

### Additional Will, Summon and Spell Known

* Your Will Point Maximum increases by one.
* You learn an additional Summon of your choice.
* The number of Spells you may know at a time increases by one.

## Level 6

### Theme Improvement

* You unlock the 6th Level Features of a Theme you gained from this Archetype.

### Additional Spell Known

* The number of Spells you may know at a time increases by one.

## Level 7

### Additional Pact Power, Will, Summon and Spell Known

* Your maximum uses of Pact Power increases by one.
* Your Will Point Maximum increases by one.
* You learn an additional Summon of your choice.
* The number of Spells you may know at a time increases by one.

### Improved Pact Power

* The Level of your Pact Power increases by one

## Level 8

### Major Improvement

* You may either: Increase an Ability Bonus by 1; Train Two Abilities; Train One Ability and Gain a Basic Feat; or Choose one Advanced Feat
	+ You cannot increase an Ability Bonus to higher than +5 at this level.

### Additional Cantrip and Spell Known

* You learn one additional Cantrip from the Arcane Spell List.
* The number of Spells you may know at a time increases by one.

## Level 9

### Improved Support Die

* Your Support Die increases from a d6 to a d8.

### Improved Pact Power

* The Level of your Pact Power increases by one

### Additional Will, Summon and Spell Known

* Your Will Point Maximum increases by one.
* You learn an additional Summon of your choice.
* The number of Spells you may know at a time increases by one.

## Level 10

### Theme Improvement

* You unlock the 10th Level Features of a Theme you gained from this Archetype.

### Additional Spell Known

* The number of Spells you may know at a time increases by one.

## Level 11

### Improved Summon Blast

* The radius of effect of the Summon Blast Spell increases to 15ft

### Additional Will, Summon and Spell Known

* Your Will Point Maximum increases by one.
* You learn an additional Summon of your choice.
* The number of Spells you may know at a time increases by one.

### Miracle (6th Level Spell)

* You learn one 6th Level Spell from the Supernatural Spell list of your Choice. You may Cast this Spell once, and you regain the ability to do this again when you complete a Long Rest.
	+ You may change the Spell chosen with this feature when you gain a New Level.

## Level 12

### Major Improvement

* You may add +2 to an Ability Score or +1 to two different Ability Scores
* Alternatively, you may choose an Advanced Feat which will grant your Summoner powerful new abilities.

### Additional Spell Known

* The number of Spells you may know at a time increases by one.

## Level 13

### Improved Support Die

* Your Magic Die increases from a d8 to a d10.

### Miracle (7th Level Spell)

* You learn one 7th Level Spell from the Supernatural Spell list of your Choice. You may Cast this Spell once, and you regain the ability to do this again when you complete a Long Rest.
	+ You may change the Spell chosen with this feature when you gain a New Level.

### Additional Will, Summon and Spell Known

* Your Will Point Maximum increases by one.
* You learn an additional Summon of your choice.
* The number of Spells you may know at a time increases by one.

## Level 14

### Theme Improvement

* You unlock the 14th Level Features of a Theme you gained from this Archetype.

### Additional Spell Known

* The number of Spells you may know at a time increases by one.

## Level 15

### Additional Pact Power, Will, Summon and Spell Known

* Your maximum uses of Pact Power increases by one.
* Your Will Point Maximum increases by one.
* You learn an additional Summon of your choice.
* The number of Spells you may know at a time increases by one.

### Miracle (8th Level Spell)

* You learn one 8th Level Spell from the Supernatural Spell list of your Choice. You may Cast this Spell once, and you regain the ability to do this again when you complete a Long Rest.
	+ You may change the Spell chosen with this feature when you gain a New Level.

## Level 16

### Major Improvement

* You may either: Increase an Ability Bonus by 1; Train Two Abilities; Train One Ability and Gain a Basic Feat; or Choose one Advanced Feat
	+ You cannot increase an Ability Bonus to higher than +5 at this level.

### Additional Cantrip and Spell Known

* You learn one additional Cantrip from the Arcane Spell List.
* The number of Spells you may know at a time increases by one.

## Level 17

### Improved Support Die

* Your Support Die increases from a d10 to a d12.

### Additional Will, Summon and Spell Known

* Your Will Point Maximum increases by one.
* You learn an additional Summon of your choice.
* The number of Spells you may know at a time increases by one.

### Improved Summon Blast

* The radius of effect of the Summon Blast Spell increases to 20ft

### Miracle (9th Level Spell)

* You learn one 9th Level Spell from the Supernatural Spell list of your Choice. You may Cast this Spell once, and you regain the ability to do this again when you complete a Long Rest.
	+ You may change the Spell chosen with this feature when you gain a New Level.

## Level 18

### Bargain

* As an Action, you may take 80 Damage to immediately regain all your Will Points
	+ This Damage cannot be absorbed by your Summon Spirit feature and it cannot be reduced in any way.
* You may use this feature once, and regain the ability to use this feature after completing a Long Rest.

### Additional Spell Known

* The number of Spells you may know at a time increases by one.

## Level 19

### Major Improvement

* You may either: Increase an Ability Bonus by 1; Train Two Abilities; Train One Ability and Gain a Basic Feat; or Choose one Advanced Feat
	+ You cannot increase an Ability Bonus to higher than +5 at this level.

### Additional Summon and Spell Known

* You learn an additional Summon of your choice.
* The number of Spells you may know at a time increases by one.

## Level 20

### Final Summon

* You learn how to call upon the services of an immensely powerful being.
* As an Action, you may expend 10 Will Points to Cast the Wish Spell.
* You may use this feature once, and you regain your ability to use this feature after completing a Long Rest.

### Additional Spell Known

* The number of Spells you may know at a time increases by one.

### Epic Improvement

* You may either: Increase an Ability Bonus by 1; Train Two Abilities; Train One Ability and Gain a Basic Feat; or Choose one Epic Feat

## Summons

Summons represent a Summoner calling upon the services of extraplanar beings to grant additional benefits to either their Summon Blast Spell or Summon Spirit feature.

Many of these include prerequisites, such as being of a certain level of Summoner.

### Summon Blast Forms

You may only apply one of the following Summons to a Casting of Summon Blast at any one time.

#### Summon Minor Thunder Elemental

* When you Cast Summon Blast, you may choose to Summon the services of a Minor Thunder Elemental
* When you do so, Summon Blast causes Thunder Damage instead of Force Damage
* Additionally, when Characters fail their Saving Throw against this Casting of Summon Blast, they are pushed up to 10ft away from the blast's center point. Characters may only be moved horizontally, unless they were already airborne when you Cast this Spell.

#### Summon Minor Void Elemental

* When you Cast Summon Blast, you may choose to Summon the services of a Minor Void Elemental
* When Characters fail their Saving Throw against this Casting of Summon Blast, they are pulled up to 10ft towards the blast's center point. If multiple Characters fail this saving throw, the Summoner chooses in which order the Characters are moved. Characters may only be moved horizontally, unless they were already airborne when you Cast this Spell.

#### Summon Minor Fire Elemental

* When you Cast Summon Blast, you may choose to Summon the services of a Minor Fire Elemental
* When you do so, Summon Blast causes Fire Damage instead of Force Damage
* Additionally you may add your Spellcasting Ability Bonus to the Damage caused by this Casting of Summon Blast.

#### Summon Greater Blast

* When you Cast Summon Blast, you may choose to open a wider rift in space provided it's focus is closer to you.
* When you do so, the point of origin of your Summon Blast is centered on yourself, and the radius of it's effect is doubled.

#### Summon Seraph

* When you Cast Summon Blast, you may choose to Summon the services of a minor celestial being known as a Seraph.
* When you do so, Summon Blast causes Radiant Damage instead of Force Damage
* Additionally, when a Character fails it's Saving Throw against this Casting of Summon Blast, they become Illuminated with Radiant Light.
* The next Attack Roll made against an Illuminated Target before the end of your next turn has Advantage. Additionally, until the End of your Next Turn they cannot benefit from being Invisible.

#### Summon Imps

* When you Cast Summon Blast, you may choose to Summon the services of a host small fiendish imps.
* On this Casting of Summon Blast a host of tiny imps briefly appear upon each Character which was a Target of this Spell. The Imps each make a Melee Attack against the Spell's original Targets instead of them each making a Dexterity Saving Throw.
	+ The Imps' Attack Bonus is equal to your Summoner's Spell Attack Bonus, and they each have Darkvision with a range of 60ft.
* Characters Hit by the Imps take Necrotic Damage equal to the Damage the Summon Blast Spell would have caused.
	+ Roll Separate Damage Dice for each Target of the Attack. Double the number of dice rolled if an Attack results in a Critical Hit.
* The Imps immediately disappear after making their Attacks.

#### Summon Phantasm

* When you Cast Summon Blast, you may choose to Summon the services of a Phantasm.
* When you do so, Summon Blast causes Psychic Damage instead of Force Damage
* Additionally, the Targets of the Spell must make an Intelligence Saving Throw to prevent the Spell's effects instead of a Dexterity Saving Throw.
* Characters which fail their Saving Throw against this Casting of the Spell have Disadvantage on the next Attack Roll they make before the end of your next Turn.

### Summon Spirit Forms

You may only apply one of the following Summons to a use of the Summon Spirit feature at any one time.

You may change which Summon is used when you use the Summon Spirit feature again.

If a Spirit Form grants you a Damage Resistance, this Damage Resistance may be applied to the Damage which triggers the Summoning of a Spirit with a Reaction.

#### Level 1 Spirit Forms

##### Bull Spirit

* When you use the Summon Spirit feature, you may request the aid of a Bull Spirit.
* While the Spirit remains with you, you may add a roll of your Support Die to any Strength Skill Checks and Strength Saving Throws you make.

##### Cat Spirit

* When you use the Summon Spirit feature, you may request the aid of a Cat Spirit.
* While the Spirit remains with you, you may add a roll of your Support Die to any Dexterity Skill Checks and Dexterity Saving Throws you make.

##### Bear Spirit

* When you use the Summon Spirit feature, you may request the aid of a Bear Spirit.
* While the Spirit remains with you, you may add a roll of your Support Die to any Endurance Skill Checks and Endurance Saving Throws you make.

##### Owl Spirit

* When you use the Summon Spirit feature, you may request the aid of a Fox Spirit.
* While the Spirit remains with you, you may add a roll of your Support Die to any Focus Skill Checks and Focus Saving Throws you make.

##### Fox Spirit

* When you use the Summon Spirit feature, you may request the aid of a Fox Spirit.
* While the Spirit remains with you, you may add a roll of your Support Die to any Charisma Skill Checks and Charisma Saving Throws you make.

##### Monkey Spirit

* When you use the Summon Spirit feature, you may request the aid of a Monkey Spirit.
* While the Spirit remains with you, you may add a roll of your Support Die to any Intelligence Skill Checks and Intelligence Saving Throws you make.

##### Rabbit Spirit

* When you use the Summon Spirit feature, you may request the aid of a Rabbit Spirit.
* While the Spirit remains with you, your Movement Speed increases by 10ft and you may use the Disengage Action as a Minor Action.

##### Wolf Spirit

* When you use the Summon Spirit feature, you may request the aid of a Wolf Spirit.
* While the Spirit remains with you, you may as a Minor Action use the Distract Action against a Character within 30ft of you, granting the Next Attack against them by a Character other than yourself Advantage.

##### Bat Spirit

* When you use the Summon Spirit feature, you may request the aid of a Bat Spirit.
* While the Spirit remains with you and you are not Deafened you have 30ft Blind Sight. You automatically detect hidden Characters, doors and objects within this range.

#### Level 5 Spirit Forms

##### Angel Spirit

* *Prerequisite: Level 5 Summoner or Higher*
* When you use the Summon Spirit feature and expend at least 3 Will Points, you may request the aid of an Angelic Spirit.
* While the Spirit remains with you, if a Character you can see within 60ft of you is Hit by an Attack, you may as a Reaction treat the Attack as having Hit you instead.

##### Devil Spirit

* *Prerequisite: Level 5 Summoner or Higher*
* When you use the Summon Spirit feature and expend at least 3 Will Points, you may request the aid of a Devil Spirit.
* While the Spirit remains with you, if a Character you can see within 60ft you Damages you, you may as a Reaction have it make a Dexterity Saving Throw. On a Failed Save, they take Necrotic Damage equal to two rolls of your Support Die.
	+ You may use this feature as part of the same Reaction with which you Summon your Spirit.

##### Fey Spirit

* *Prerequisite: Level 5 Summoner or Higher*
* When you use the Summon Spirit feature and expend at least 3 Will Points, you may request the aid of a Devil Spirit.
* While the Spirit remains with you, you may Cast Suggestion without expending Mana or Pact Power. You may only Cast Suggestion in this way on the same Target once, and must finish a Long Rest before you may use it on the same Target again.

##### Ghost Spirit

* *Prerequisite: Level 5 Summoner or Higher*
* When you use the Summon Spirit feature and expend at least 3 Will Points, you may request the aid of a Ghostly Spirit.
* While the Spirit remains with you, you may Cast the Invisibility Spell on yourself without expending Mana or Pact Power.

##### Psychic Spirit

* *Prerequisite: Level 5 Summoner or Higher*
* When you use the Summon Spirit feature and expend at least 3 Will Points, you may request the aid of a Dragon Spirit.
* While the Spirit remains with you, if a Character you can see within 60ft you Damages you, you may as a Reaction have it make an Focus Saving Throw. On a Failed Save, they are Frightened of you for one Minute. They may repeat their Saving Throw to end this effect at the End of their Next Turn.
	+ You may use this feature as part of the same Reaction with which you Summon your Spirit.

##### Air Spirit

* *Prerequisite: Level 5 Summoner or Higher*
* When you use the Summon Spirit feature and expend at least 3 Will Points, you may request the aid of an Air Spirit.
* While the Spirit remains with you, you gain a Flying Speed equal to your Movement Speed and you may take the Disengage Action as a Minor Action.

##### Fire Spirit

* *Prerequisite: Level 5 Summoner or Higher*
* When you use the Summon Spirit feature and expend at least 3 Will Points, you may request the aid of a Fire Spirit.
* While the Spirit remains with you, you may Cast the Fire Bolt Spell as a Minor Action, and you may Cast it as part of the same Minor Action with which you Summon your Summon Spirit.

##### Earth Spirit

* *Prerequisite: Level 5 Summoner or Higher*
* When you use the Summon Spirit feature and expend at least 3 Will Points, you may request the aid of an Earth Spirit.
* While the Spirit remains with you, you have Resistance to Physical Damage (Bludgeoning, Piercing and Slashing Damage.
	+ If Damage exceeds your Spirit's Damage Limit, you lose your Resistances to Physical Damage at the end of the current Turn.

##### Water Spirit

* *Prerequisite: Level 5 Summoner or Higher*
* When you use the Summon Spirit feature and expend at least 3 Will Points, you may request the aid of a Water Spirit.
* While this Spirit remains with you, you gain the following benefits:
	+ You gain a Swimming Speed equal to your Movement Speed and you may breathe underwater.
	+ You may Cast the Fog Cloud Spell without expending Mana or Pact Power.

##### Tree Spirit

* *Prerequisite: Level 5 Summoner or Higher*
* When you use the Summon Spirit feature and expend at least 3 Will Points you may request the aid of a Tree Spirit.
* While the Spirit remains with you, you may Cast the Entangle Spell without expending Mana or Pact Power.

##### Lightning Spirit

* *Prerequisite: Level 5 Summoner or Higher*
* When you use the Summon Spirit feature and expend at least 3 Will Points, you may request the aid of a Metal Spirit.
* While this Spirit remains with you, you may Cast the Shocking Grasp Spell as a Minor Action, and you may Cast it as part of the same Minor Action with which you Summon your Spirit.

##### Metal Spirit

* *Prerequisite: Level 5 Summoner or Higher*
* When you use the Summon Spirit feature and expend at least 3 Will Points, you may request the aid of a Metal Spirit.
* While the Spirit remains with you, you may Cast the Shield Spell without expending Mana or Pact Power.

##### Ice Spirit

* *Prerequisite: Level 5 Summoner or Higher*
* When you use the Summon Spirit feature and expend at least 3 Will Points, you may request the aid of an Ice Spirit.
* While the Spirit remains with you, you may Cast the Ray of Frost Spell as a Minor Action, and you may Cast it as part of the same Minor Action with which you Summon your Spirit.

#### Level 9 Spirit Forms

##### Chimera Spirit

* *Prerequisite: Level 9 Summoner or Higher*
* When you use the Summon Spirit feature and expend at least 5 Will Points, you may request the aid of a Chimera Spirit.
* While the Spirit remains with you, you gain the following benefits:
	+ You have a Flying Speed equal to your Movement Speed.
	+ Choose three of the following Spells when you Summon your Protective Spirit: Acid Splash, Firebolt, Ray of Frost, Shocking Grasp, Shockwave\* or Poison Spray. You may Cast these Spells as a Minor Action, and you may Cast one of them as part of the same Minor Action with which you Summon your Spirit.

##### Fire Djinn Spirit

* *Prerequisite: Level 9 Summoner or Higher*
* When you use the Summon Spirit feature and expend at least 5 Will Points, you may request the aid of a Fire Djinn Spirit.
* While the Spirit remains with you, you gain the following benefits:
	+ You may Cast the Scorching Ray Spell without expending Mana or Pact Power.
	+ You have Resistance to Fire Damage.
		- If Damage exceeds your Spirit's Damage Limit, you lose your Resistance to Fire Damage at the end of the current Turn.

##### Water Djinn Spirit

* *Prerequisite: Level 9 Summoner or Higher*
* When you use the Summon Spirit feature and expend at least 5 Will Points, you may request the aid of a Water Djinn Spirit.
* While the Spirit remains with you, you gain the following benefits:
	+ You may Cast the Misty Step Spell without expending Mana or Pact Power and you may Cast it as part of the same Minor Action with which you Summon your Spirit.
	+ You gain a Swimming Speed equal to your Movement Speed and you may breathe underwater.
	+ You have Resistance to Cold Damage.
		- If Damage exceeds your Spirit's Damage Limit, you lose your Resistance to Cold Damage at the end of the current Turn.

##### Air Djinn Spirit

* *Prerequisite: Level 9 Summoner or Higher*
* When you use the Summon Spirit feature and expend at least 5 Will Points, you may request the aid of a Air Djinn Spirit.
* While the Spirit remains with you, you gain the following benefits:
	+ You may Cast the Shatter Spell without expending Mana or Pact Power.
	+ You gain a Flying Speed equal to your Movement Speed.
	+ You have Resistance to Thunder Damage.
		- If Damage exceeds your Spirit's Damage Limit, you lose your Resistance to Thunder Damage at the end of the current Turn.

##### Earth Djinn Spirit

* *Prerequisite: Level 9 Summoner or Higher*
* When you use the Summon Spirit feature and expend at least 5 Will Points, you may request the aid of an Earth Djinn Spirit.
* While the Spirit remains with you, you gain the following benefits:
	+ You may Cast the Spike Growth Spell without expending Mana or Pact Power.
	+ You have Resistance to Physical Damage (Bludgeoning, Piercing and Slashing Damage.
		- If Damage exceeds your Spirit's Damage Limit, you lose your Resistances to Physical Damage at the end of the current Turn.

#### Level 13 Spirit Forms

##### Dragon Spirit

* *Prerequisite: Level 13 Summoner or Higher*

* When you use the Summon Spirit feature and expend at least 7 Will Points, you may request the aid of a Dragon Spirit.
* While the Spirit remains with you, you gain the following benefits:
	+ You have a Flying Speed equal to your Movement Speed.
	+ Choose one of the following Elemental Damage Types when you Summon your Protective Spirit: Acid, Cold, Fire, Lightning, Poison or Thunder. You gain resistance to this Damage Type.
		- If Damage exceeds your Spirit's Damage Limit, you lose this Resistance at the end of the current Turn.
	+ Additionally you may as a Minor Action exhale Draconic Breath in a 5ft wide and 60ft line or a 30ft cone. Targets within the area of this exhalation must make a Dexterity Saving Throw or take Damage equal to 4 rolls of your Support Die. The Damage matches the Damage Resistance granted by this feature.
		- You may use this feature as part of the same Minor Action with which you Summon this Spirit.

#### Level 17 Spirit Forms

##### Archangel Spirit

* *Prerequisite: Level 17 Summoner or Higher*

* When you use the Summon Spirit feature and expend at least 9 Will Points, you may request the aid of an Archangel Spirit.
* While the Spirit remains with you, you gain the following benefits:
	+ You may as a Minor Action cause Characters of your Choice you can see within 60ft of you to make an Focus Saving Throw.
	+ On a Failed Saving Throw, they take Radiant Damage equal to 2 rolls of your Support Die, and they are Blinded until the Start of your Next Turn.
		- You may use this feature as part of the same Minor Action with which you Summon this Spirit.

##### Archdevil Spirit

* *Prerequisite: Level 17 Summoner or Higher*

* When you use the Summon Spirit feature and expend at least 9 Will Points you may request the aid of an Archdevil Spirit.
* While the Spirit remains with you, you gain the following benefits:
	+ You may as a Minor Action cause Characters of your Choice you can see within 60ft of you to make a Charisma Saving Throw.
	+ On a Failed Saving Throw, they take Necrotic Damage equal to 2 rolls of your Support Die, and they are Frightened of you until the Start of your Next Turn.
		- You may use this feature as part of the same Minor Action with which you Summon this Spirit.

##### Archfey Spirit

* *Prerequisite: Level 17 Summoner or Higher*

* When you use the Summon Spirit feature and expend at least 9 Will Points, you may request the aid of an Archfey Spirit.
* While the Spirit remains with you, you gain the following benefits:
	+ You may as a Minor Action cause Characters of your Choice you can see within 60ft of you to make a Charisma Saving Throw.
	+ On a Failed Saving Throw, they take Psychic Damage equal to 2 rolls of your Support Die, and they are Charmed by you until the Start of your Next Turn.
		- You may use this feature as part of the same Minor Action with which you Summon this Spirit.

##### Eldritch Spirit

* *Prerequisite: Level 17 Summoner or Higher*

* When you use the Summon Spirit feature and expend at least 9 Will Points, you may request the aid of an Eldritch Spirit.
* While the Spirit remains with you, you gain the following benefits:
	+ You may as a Minor Action cause Characters of your Choice you can see within 60ft of you to make an Intelligence Saving Throw.
	+ On a Failed Saving Throw, they take Psychic Damage equal to 2 rolls of your Support Die, and until the Start of your Next Turn you may subtract a roll of your Support Die from any Attack Rolls they make.
		- You may use this feature as part of the same Minor Action with which you Summon this Spirit.

## **Patrons (Optional Rule)**

* You have made a bargain with a powerful entity, allowing you to strike a Pact with them. You draw power from this Patron, who grants you additional Spells known and powerful additional Features. Your choice of Patron may be represented by a Theme gained through the Summoner Archetype.
* Your Patron may communicate with you Telepathically at any time of the GM's choosing. You may also attempt to contact your Patron Telepathically at any time, but the GM determines whether or not they are listening or will answer.

### Punishments and Rewards

The features presented for the Summoner Archetype are presented with the assumption that the GM, through the acts of the Patron, will **not** restrict access to the features they gain in any way if the Character acts contrary to their wishes.

We recommend GMs and Players using a Character with the Summoner Archetype discuss the nature of the Pact made between the Character and their Patron, and together they may choose to implement the Patron Rewards and Punishments Optional Rule. Note we recommend that this decision have the agreement of both parties, and either the GM or Player may choose to opt out of the rule if they find it is leading to unfun gameplay.

This rule consists of a number of recommendations for how a Patron may either reward *or* punish a Character based upon their Actions. The intent is that the Player may both benefit or be hindered by this rule, depending upon their actions, such that the net mechanical impact of this rule should be minimal. If a Character goes to great lengths to further a Patron's goals, they may find themselves gaining Rewards (see Suggested Rewards). If they go to great lengths to oppose a Patron's goals they may find themselves being punished (see Suggested Punishments).

Additionally we suggest a number of Patron Tasks which a Player may accomplish in order to either earn a Reward or end a Punishment. Discuss with your GM what Patron Tasks would be acceptable to earn a Reward or overcome a certain Punishment. We recommend against a GM presenting Patron Tasks which directly effect or oppose the actions of other Player Characters.

#### Suggested Rewards

* One free use of Pact Power
* An additional Spell Known.
* A magical item.
* Monetary rewards.
* Momentum Points.

#### Suggested Punishments

* The Character is cursed with the Doomed Condition, for a set number of days or until they complete a Patron Task.
* The Character cannot gain additional levels of Chosen or make changes to their Spells known or Invocations for a set number of days or until they complete a Patron Task.
* Recover No Pact Power when they finish a Short Rest, for a set number of days or until they complete a Patron Task.

#### Suggested Patron Tasks

* Accomplish a specific Task described by the Patron.
* Perform an act which increases the Patron's influence or is closely aligned with their goals and/or domain.
* Sacrifice a significant monetary sum, a significant object or something else in your possession to your Patron (e.g. a certain set of memories, ownership over property or land, a portion of your soul, your time etc)

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## Copyright Notice

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode

## Credit this Work

To Credit material presented here which is unique from that contained in the System Reference Document 5.1 (see Copyright Notice), copy the following to your Credits Section:

This work includes material taken from "7e” by Peter Rees and materials taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC. Both "7e" and the "SRD5.1" are Licensed under the Creative Commons: By Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode