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View Full Version : D&D 5e/Next 5e Summoner Class workshop, pitch in or PEACH



BerzerkerUnit
2021-03-05, 01:28 AM
Alright, I've taken a pass at this a half dozen times and never been satisfied, but the new Tasha's spells have given me a little inspiration.
Most recent iteration in PDF at link below:

Summoner (https://drive.google.com/file/d/1TVF51xtPBcw3Z8O42U_wMA_oplYWTviF/view?usp=sharing)


Summoner


Level
Proficiency Bonus
Features
Cantrips Known
Spells Known
Spell Slots
Slot Level
Considerations


1st
+2
Pact Magic, Ritual Casting, Summoner's Command
3
2
1
1
0


2nd
+2
Contract Feature
3
3
2
1
0


3rd
+2
Considerations
3
4
2
1
2


4th
+2
Ability Score Improvement
4
5
2
2
2


5th
+3

4
6
2
3
3


6th
+3
Contract Feature
4
7
2
3
3


7th
+3

4
8
2
4
4


8th
+3
Ability Score Improvement
4
9
2
4
4


9th
+4

4
10
2
5
5


10th
+4
Contract Feature
5
10
2
5
5


11th
+4
Mystic Arcanum (6th level), Arcane Considerations
5
11
3
5
5


12th
+4
Ability Score Improvement
5
11
3
5
6


13th
+5
Mystic Arcanum (7th level)
5
12
3
5
6


14th
+5
Contract Feature
5
12
3
5
6


15th
+5
Mystic Arcanum (8th level)
5
13
3
5
7


16th
+5
Ability Score Improvement
5
13
3
5
7


17th
+6
Mystic Arcanum (9th level)
5
14
4
5
7


18th
+6
Impose Offering
5
14
4
5
8


19th
+6
Ability Score Improvement
5
15
4
5
8


20th
+6
Summoner's Call
5
15
4
5
8


Pact Magic
At 1st levels your studies into otherworldly beings has granted you facility with spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the Summoner spell list.

Cantrips
You know three cantrips of your choice from the Summoner spell list. You learn additional summoner cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Summoner table.

Spell Slots
The Summoner table shows how many spell slots you have to cast your Summoner spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Summoner spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell Cure Wounds, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher
At 1st level, in addition to Find Familiar you know two 1st-level spells of your choice from the Summoner spell list.

The Spells Known column of the Summoner table shows when you learn more summoner spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new Summoner spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the Summoner spells you know and replace it with another spell from the Summoner spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability
Intelligence is your spellcasting ability for your Summoner spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Charisma 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 Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus
You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your Summoner spells.

Ritual Casting
standard

Summoner's Command
At 1st level the power of your Summoner's art allows you to momentarily empower any creature you have created or conjured with a spell until the beginning of your next turn. As an action, you grant the conjured creature a d4 which remains until the beginning of your next turn or until spent. This die can be added to an attack roll or saving throw. The die increases in size to a d6 at level 5, a d8 at level 11, and a d10 at level 17.

Using Summoner’s Command on a Familiar or other conjured creature not normally able to attack, such as an Unseen Servant, allows that creature to make an attack using your Spell Attack bonus to hit and dealing its own damage or 1d6+your Intelligence modifier damage of an appropriate type, usually Bludgeoning from a Slam.

Contract
Beginning at 2nd level you master a particular form of Contract. Choose Soulbond, Menagerie, or Lost. This Contract grants you additional features at levels 2, 6, 10, and 14.

Considerations
At 3rd level you learn to incorporate specific Considerations into the Contract you make with the creatures conjured or created by your Summoner spells. By exchanging a measure of your vigor or accepting some form of curse you can enhance your summoned creatures in a variety of ways. The potential costs and benefits of Considerations are detailed below. When you gain a level in this class you can trade a Consideration you know for another for which you meet the prerequisites.

Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Mystic Arcanum (6th level)
At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the Summoner spell list as this arcanum.

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

At higher levels, you gain more Summoner spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.

Mystic Arcanum (7th level)
At 13th level, your patron bestows upon you a magical secret called an arcanum. Choose one 7th-level spell from the Summoner spell list as this arcanum.

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

At higher levels, you gain more Summoner spells of your choice that can be cast in this way: one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.

Mystic Arcanum (8th level)
At 15th level, your patron bestows upon you a magical secret called an arcanum. Choose one 8th-level spell from the Summoner spell list as this arcanum.

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

At 17th level, you gain a 9th-level Summoner spell of your choice that can be cast in this way. You regain all uses of your Mystic Arcanum when you finish a long rest.

Mystic Arcanum (9th level)
At 17th level, your patron bestows upon you a magical secret called an arcanum. Choose one 9th-level spell from the Summoner spell list as this arcanum.

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

You regain all uses of your Mystic Arcanum when you finish a long rest.

Arcane Considerations
Beginning at 11th level, when casting a spell that conjures or creates a creature of 5th level or below, you can offer your use of a Mystic Arcanum to cast the spell, enhancing it as if cast with a spell slot of the Arcanum’s level and allowing you to waive the offering for one Consideration.

Impose Offering
When you employ a Consideration in the casting of a Summoner spell you can attempt to impose the offering on another creature within 30 feet. The creature must not be conjured or created by a spell and know a language. An unwilling creature can avoid paying the sacrifice with a successful Intelligence save against your Spell DC. On a success you must make the sacrifice normally. You can use this feature once and regain its use after a long rest.

Summoner's Call
At 20th level there's nothing in the multiverse beyond your reach. You can call out the name of any creature you have seen or know the True Name of and it will appear before you in an empty space within 30 feet that you can see. This summoned being can benefit from your Contracts like your other summons. You can use this feature once and regain its use after a long rest. The summoned creature's response to such a summoning will depend entirely on its attitude, circumstances at the time of its summoning, and relationship with you if any. Calling a god, the Tarrasque, or a Demon Prince into your presence may result in a swift, brutal end to your life, but you can do it if you want. Your experience with spirits of different realms has given you a preternatural insight into the nature of your own soul and this understanding allows you to form a unique Contract with a particular spirit. Through your bond this spirit becomes an Eidolon as it manifests its ultimate potential when assuming forms granted to it by your Summoner Spells.

Eidolon
Beginning at 2nd level, you create a Soulbond with a particular type of spirit. Choose whether your Eidolon is a Celestial, Fiendish, or Fey Spirit. As long as this Spirit exists you can choose to incarnate it as the creature normally summoned or created by a Summoner spell you cast, such as Find Familiar, Find Steed, Conjure Elemental or Summon Construct, etc.

If Incarnated as a Familiar, your Eidolon can assume the form of a Psychopomp or Mechanoid if Celestial, an Imp or Quasit if Fiendish, a Sprite or Blink Dog if Fey. Your Eidolon can only Incarnate as one creature at a time. Having it incarnate in another form through one of your Summoner spells causes its previous form to wink out of existence, however, if the previous form was your familiar, it will reappear in the creature's space in this form when the spell ends. Regardless of its form your Eidolon's type will match that of the Spirit you chose.

The Eidolon is always Charmed by you and grows in power as you gain levels in this class. Any form it is given through one of your Summoner spells gains additional hit points equal to your class level and deals additional damage with its first successful attack each turn equal to your Proficiency bonus.

Sidebar: Destroying a Spirit is nearly impossible, akin to destroying a Soul but more troublesome since little magic directly affects Spirits beyond their summoning or incarnation. Destroying one generally requires a Wish or similar magic and nothing would stop such a Summoner from Contracting with another.

Aligned Command
When you use your Summoner’s Command on your Eidolon it can add the die to its damage roll. This additional damage can be Radiant if the Spirit is Celestial, Necrotic or Fire if Fiendish, or Psychic if Fey.

Wings
Beginning at 6th level, when you incarnate your Eidolon its form has wings granting it a fly speed of 30 feet. The wings are angelic if the spirit is Celestial, Batlike if it is Fiendish, Gossamer if Fey. If the form already has a fly speed, its speed increases by 10 feet.

Piercing Gaze
At 10th level the evolution of your spirit as it responds to your Eidolon grants you an enhanced sense based on your alignment. If your alignment has more than one of the following elements you may choose the sense gained. You can use the sense granted a number of times equal to your Proficiency bonus and regain all uses after a long rest. If your alignment changes before you have exhausted all your uses, the new sense granted will be limited to your remaining uses of this feature.
Good-Alignment Detection. As an action you can force a creature within 30 feet to make a Charisma save vs your spell DC. On a success you learn their alignment.
Evil- Death Eyes. As an action you can see the ties of fate that will lead to a creature's death. As an action you can determine a creature's current hit points and severity of exhaustion if any.
Lawful- Sense of Fundamental Absolutes. As an action you can determine what spells or magical effects, if any are affecting a creature. While this will tell you if they have been disguised by an illusion or transformed, it does not reveal their true form.
Chaotic- Luck Sense. When you Ready an action you can choose to gain advantage on any attack roll or check made as part of the readied action.

God Denying Barrier
At 14th level, your soul’s resonance with that of your Eidolon allows you to momentarily create an absolute defense. When your Eidolon would take damage you can use your reaction to reduce all damage from the source to 0. You can use this feature once and regain its use when you complete a Long rest or sacrifice one of your uses of Mystic Arcanum.Where a Soulbonded Summoner specializes in a relationship with one spirit, you focus on quantity over quality.

Familiar Enhancement
Beginning at 2nd level, when you cast Find Familiar you can summon up to 3 creatures. They can all take identical forms or vary wildly from each other. If any of your Familiars dies while another lives you can restore the lost familiar by expending a 1st level or higher spell slot as an action or by performing the Find Familiar Ritual though it requires no expensive components. You can only share senses with one familiar at a time. Beginning at 2nd level, any Considerations employed when casting Find Familiar apply to all the creatures summoned.

Command Chorus
Beginning at second level, when you use your Summoner’s Command it can affect a number of Summoned creatures equal to your Proficiency bonus.

Spiritual Siblings
At 10th level, all the creatures conjured or created by one of your Summoner Spells gain the benefit of any Considerations you employ in the casting.

Dual Summons
Upon attaining 14th level you learn to draw forth the energies of other realms creating a miraculous tension that can create or summon two servants at once. When you use a Mystic Arcanum to cast a Summon Spell of a lower level, you can choose to use the difference in levels to summon a second creature using the same spell or another Summoner Spell you know. Any Considerations you employ applies to both creatures.

Example: By using your 6th level Mystic Arcanum you could cast Summon Fey and conjure 2 Fey beings or use the remaining 3 levels to cast Summon Shadow. By using a 7th level Mystic Arcanum, you could cast one of the spells as 4th level and cast the other at its normal level. You can use this feature once and regain its use after a long rest.Unsatisfied with spirits and beings from other planes you call out beyond the farthest shore. There, horrors unborn in this realm lay spawning abominations, and entities that have lost their purchase on reality await someone to remember them. You make Contracts with the Lost, vestiges of those abhorred by existence or the gods’ half baked creations that have no place there. Desperate for any taste of the existence they are denied, they will empower you in exchange for sharing your experiences.

Vestiges
At 2nd level you master the Rites to call beyond the farthest shore and the abjurations to create a semipermeable prison in your mind that allows you to channel a Vestige's power without being subject to its influence. At the end of a long rest you can perform a 1 minute Ritual and bind a Vestige to yourself. These entities grant you powers reminiscent of those they had or would have had and in exchange experience existence as you do.

While bound in this way you gain access to the Vestige's Command, Taboo and Taboo Curse traits, and Atonement Rite. Complete rules for these can be found in the Vestige's section below.

Vestiges exist in an incomprehensible, fractured state outside of time and space. Multiple Summoners can have the same Vestige bound simultaneously and each aspect will have no comprehension of what the other has done or will do on behalf of the other.

Spiritual Panoply
Beginning at 6th level, when you bind a Vestige a potent item unique to its legend and nature manifests. The specifics of these items are detailed in each Vestige's description.

Vestige Cloak
Beginning at 10th level the influence of a bound Vestige can extend into creatures conjured with your Summoner spells. As an action you can divest yourself of the Vestige’s Spiritual Panoply and grant its use to a creature you have conjured or created with a summoner spell. The creature can employ or wield the item, using your spellcasting modifier in place of its own attack bonus. These items are lost when the Vestige is unbound as normal but otherwise return to you when the spell ends. At 14th level and beyond you may also cast Vestige Arcana spells as if you were in the space of a creature empowered by Vestige Cloak.

Vestige Arcana
Beginning at 14th level you gain access to the Vestige's Arcana, a list of additional prepared spells unique to each Vestige. A Vestige's Arcana can be found in its description.Vestiges
Vestiges are often insane entities that live beyond the confines of time and space. Some claim knowledge of the future, but this may be the disjointed memory of a foreign world or ancient past. Nevertheless, their achronological existence allows multiple iterations to be bound simultaneously and their poor understanding of linear time after experiencing unreality prevents them from “remembering” for one Summoner what another had done elsewhere.

Many Vestiges allow you to cast spells or grant abilities that require enemies to make saving throws, the save DC for these is your Summoner Spell Save DC.

Taboos and Taboo Curses
If you violate a Vestige’s Taboo you bear its curse. The curse remains until you perform the required Atonement or Rite or the Vestige is unbound at the end of your next long rest or death, whichever comes first.

Vestige Command
While hosting the Vestige your Summoner’s Command feature will be modified as the power and nature of the Vestige bleed into the creatures you summon or create. The exact effect of this is detailed in the Vestige’s description.

Vestiges

The Dark Star
One of the infinite multitudes, it was the first to dim and disappear from the eyes of gods and mortals. As one of the first lights to shine on existence it lingers, granting its Host powers akin to those of other better known stars in the dark between.

Vestige Command: “Lose yourself in darkness...” When you use your Summoner’s Command, the empowered creature becomes ink black as it absorbs all light. It is heavily obscured as if in magical darkness but can still see normally. The obscuration ends when it expends the bonus die or the beginning of your next turn.

Taboo: Don’t let direct sunlight touch your skin
Taboo Curse: You and your summoned creatures suffer Sunlight sensitivity
Atonement Rite: Blind yourself for 1 minute
Spiritual Panoply: Dead Star Hammer: This floating orb of absolute darkness hovers in your space when not in use. It counts as a simple melee weapon with the Heavy and Reach properties and dealing 1d12 Force damage. It requires no hands to wield. You can use your Intelligence bonus to determine attack and damage bonuses with this weapon instead of strength.
Arcana: Armor of Agathys, Darkness, Hunger of Hadar, Melf's Minute Meteors, Meteor Swarm

The Forgotten Prince
The Forgotten Prince was one of the first beings to experience ambition. Son to the first King but not the heir, that unfulfilled desire to lord over others haunted the entity long after the first mortals name’s were lost to time. It grants abilities related to rule and the appearance of Royalty.
Vestige Command: “Sacrifice yourselves if you have to!” When you use your Summoner’s Command, the empowered creature can gain advantage on any attack rolls it makes, but grants advantage to attackers until the beginning of your next turn.

Taboo: You cannot voluntarily accept any order, command, or comply with a demand (you can choose to comply with requests)
Taboo Curse: Any action you take without first receiving permission has disadvantage.
Atonement Rite: You must serve a hostile creature for 1 round. If the creature refuses or is unable to issue an order, you can use your action to prostrate yourself within 5 feet of it as an action, falling prone and ending your turn.
Spiritual Panoply: Royal Cloak- This billowing garment wards you against harsh climate and has numerous pockets that can hold more than they appear (functions as a Handy Haversack and negates hot and cold weather hazards)
Arcana: Friends, Charm Person, Command, Suggestion, Crown of Stars

The Dancing Clown
This monster was hurled from reality to prevent its predation on the innocent. Why are you letting it back in?
Vestige Command: “Don’t hide your fears...” When you use your Summoner’s Command, the empowered creature appears to its target as its greatest fear. Once per turn you can force a creature hit by the empowered creature to make a Wisdom save vs your Spell DC or become Frightened until the beginning of your next turn.

Taboo: You can offer no comfort (cannot heal, stabilize ally, or offer sympathy)
Taboo Curse: You must dance when you move, reducing your speed by half.
Atonement Rite: You must damage an ally or non hostile humanoid.
Spiritual Panoply: Comedy Umbrella- Holding the umbrella grants advantage on Acrobatics checks. When you or a creature you’re adjacent to is the subject of an area effect, you can use your reaction to interpose the umbrella. Doing so adds a +2 to both your saving throws and you take no damage on a success.
Arcana: Disguise Self, Tasha’s Hideous Laughter, Phantasmal Force, Phantasmal Killer, Otto's Irresistible Dance, Phantasmal Terrain

The Fallen Angel
The Fallen Angel was banished from the realm of its deity and performed innumerable crimes in its bitterness. Now it clings to its former nature and seeks penance in the hope of being restored.
Vestige Command: “Peace and Grace unto you...” When you use your Summoner’s Command, the empowered creature can grant temporary hit points to a creature within 30 feet equal to the result of the bonus die.

Taboo: Neither you nor creatures conjured or created by your spells can do harm to another living creature
Taboo Curse: Your wounds cannot be healed.
Atonement Rite: You must fail a death saving throw
Spiritual Panoply: The Essential Dram- a flask filled with a single dose of a miracle elixir that restores the newly dead to life (as Revivify). After this liquid has been used the flask turns any liquid placed in it into a Tier appropriate Healing Potion after the next short rest.
Arcana: Spare the Dying, Bless, Healing Word, Heal, Regeneration

The Wicked Architect
The Wicked Architect is believed to have built the first dungeon. Miserly and afraid of having his hoard stolen, the Architect grants powers related to his role as a Wizard and Dungeons.
Vestige Command: “No one will steal it…” When you use your Summoner’s Command, the empowered creature gains Blindsense 10’ until the beginning of your next turn.

Taboo: You cannot take what isn’t given to you freely. (you can’t knowingly steal or even pick up seemingly lost or abandoned items. You can’t even buy things.)
Taboo Curse: Every object you use will break after its first use, magic items have their properties suppressed for the duration.
Atonement Rite: You must bury everything you are carrying (this takes an hour, either digging the hole or an hour inventorying items before sealing them in a tomb etc, then another hour to get it all back, digging it up or counting it as its recovered).
Spiritual Panoply: You summon a Wand that lets you cast a Wizard cantrip of your choosing. It also has 6 charges. Choose a Wizard spell of up to 3rd level. Casting that spell with the Wand requires a number of charges equal to its level.
Arcana: Detect Magic, Arcane Lock, Detect Traps, See Invisible, Glyph of Warding, Mental Prison, Truesight

The Red Handed Betrayer
Believed to have betrayed a god, this warrior eventually became a vampire. Its powers are related to its cursed nature as a betrayer and undead.
Vestige Command: "Drink Deep!" When you use your Summoner’s Command, the empowered creature can make a bite attack and deals additional Necrotic damage equal to your Proficiency bonus. It regains hit points equal to the necrotic damage dealt.

Taboo: You cannot speak truth (though your lies can be painfully obvious)
Taboo Curse: You treat every humanoid as a potential threat and are Frightened of them.
Atonement Rite: You must catch a foe unaware to regain the upper hand (attack from stealth)
Spiritual Panoply: The Bloody Blade- Famed for lopping off the hand of its bearer’s master, the Bloody blade is a magical longsword crusted with dried blood. A creature hit by the Bloody Blade must make a Constitution saving throw or be unable to cast spells until the beginning of your next turn. A creature that succeeds on this save becomes immune to this effect until the following dusk.
Arcana: Detect Magic, Detect Thoughts, Charm Person, Dominate Person, Gaseous Form, Vampiric Touch

The Dauntless Warrior
The soul of a warrior lost to time after sacrificing their existence to end a cosmic threat. This entity stood tirelessly resolute in the face of his foes with his trusty steed at his side.
Vestige Command: “Stand firm old friend!” When damaged, a creature empowered by your Summoner’s Command can use its reaction to gain resistance to all the damage from the source.

Taboo: You may not harm Beasts
Taboo Curse: You gain vulnerability to Claw, Bite, Tail, and Sting attacks
Atonement Rite: You must return the beast or another creature of the same or greater size to the earth (burying a dead body takes 2 hours + 2 per size above medium).
Spiritual Panoply: You gain a magical Breastplate with which you are proficient. While mounted you provide your mount Cover and can divide damage between your mount as you desire.
Arcana: Bladeward, Booming Blade, False Life, Warding Bond, Resist Energy, Stoneskin, Tenser's Transformation

The Inverted Nemesis
The first rival to the first hero. The Inverted Nemesis was a hero of strength rivaling that of the first, but their talents lay at odds. Frustrated, the Inverted Nemesis fell to villainy and created a league of wicked beings and minions to harass the first hero. A treacherous path of villainy and redemption was walked and echoes throughout time as others meet their matches. The Inverted Nemesis grants powers pertaining to hindrance of a foe and directing the forgotten spirits of their wicked minions to slay their targets.
Vestige Command: "Face me!" When you use your Summoner’s Command, once per turn the empowered creature can reduce a target's speed by 10 feet on a hit.

Taboo: You must accept every spoken challenge
Taboo Curse: You have disadvantage on Wisdom Saving throws
Atonement Rite: You must name a rival and best them in a test of their choosing: strength, wits, or guile. If they throw the test it is invalid and the Taboo Curse persists.
Spiritual Panoply: The Mirrored Shield- as a bonus action you may reach forward and ensconce your arm up to the shoulder in articulated mail, a round shield polished to a mirror finish is already affixed to the arm. While equipped the shield functions as a Ring of Spell Turning.
Arcana: Compelled Duel, Hex, Bane, Ray of Enfeeblement, Slow, Bestow Curse, Feeblemind
Summoner Spells

Cantrips
Acid Splash
Create Bonfire
Magic Stone
Blade Ward
Friends
Guidance
Light
Mage Hand
Presitidigitation
Resistance
Swordburst

1st Level
Animal Friendship
Find Familiar
Unseen Servant
Command
Comprehend Languages
Cure Wounds
Detect Magic
Detect Evil and Good
Entangle
Fog Cloud
Grease
Heroism
Jump
Longstrider
Speak with Animals
Protection from Evil and Good
Sanctuary

2nd Level
Aid
Beast Sense
Summon Beast
Calm Emotions
Darkvision
Dragon's Breath
Enhance Ability
Enlarge/Reduce
Find Steed
Healing Spirit
Lesser Restoration
Locate Animals or Plants
Misty Step
Pass without Trace
Rope Trick
Spider Climb
Warding Bond
Web

3rd Level
Magic Circle
Catnap
Conjure Animals
Create Food and Water
Fly
Haste
Intellect Fortress
Remove Curse
Speak with Plants
Summon Fey
Summon Lesser Demons
Summon Shadowspawn
Summon Undead
Thunder Step
Tiny Servant
Water Breathing

4th Level
Banishment
Evard's Black Tentacles
Charm Monster
Conjure Minor Elementals
Conjure Woodland Beings
Death Ward
Dimension Door
Dominate Beast
Mordenkainen's Faithful Hound
Find Greater Steed
Grasping Vine
Guardian of Faith
Leomund's Secret Chest
Summon Aberration
Summon Construct
Summon Elemental
Summon Greater Demon

5th Level
Bigby's Hand
Conjure Elemental
Conjure Ooze (New Spell)
Cloudkill
Contact Other Plane
Dispel Evil and Good
Far Step
Geas
Greater Restoration
Hold Monster
Infernal Calling
Planar Binding
Reincarnate
Summon Celestial
Teleportation Circle

6th Level
Arcane Gate
Summon Fiend
Conjure Fey
Drawmij's Instant Summons
Forbiddance
Guards and Wards
Heroes' Feast
Planar Ally
Scatter
Wall of Thorns

7th Level
Conjure Celestial
Create Magen
Dream of the Blue Veil (useless I know)
Mordenkainen's Magnificent Mansion
Plane Shift
Symbol
Teleport

8th Level
Antimagic Field
Demiplane
Dominate Monster
Feeblemind
Maze
Mindblank

9th Level
Blade of Disaster
Gate
Astral Projection
Imprisonment
Meteor Swarm
WishConsiderations
Considerations are unique alterations to spells that conjure or create creatures that serve you. In order for a Summoner to know a Consideration, they must meet its prerequisites and in order for a Consideration to be granted, an offering must be made. Offerings generally take the form of the Summoner's vitality, reducing their hit point maximum for the duration of the spell or requiring the expenditure of an additional Summoner spell slot. However, a few more esoteric or extreme forms of offering are required for some.

If an offering cannot be paid, such as a demand for an alignment change to an alignment already held by the Summoner, then the Consideration requires one of the alternate payments or the spell fails. The vitality lost when a Summoner employs a Consideration is recovered only after their next long rest.

If a spell conjures or creates more than one creature, only one creature benefits from the Consideration unless otherwise specified.

Finally, when a Summoner conjures or creates a creature with a Mystic Arcanum they can gain the benefit of one Consideration they know and without the need to make an offering. This is known as the Arcane Consideration. Full details for Considerations can be found below.

Extended Servitude
Offering: reduce max hit points by level of spell
This Consideration doubles the duration of a spell that conjures or creates a creature.

Selfless
Offering: reduce max hit points by level of spell
When a creature within 5 feet of your servant is attacked, the servant will use its reaction to interpose itself applying disadvantage on the attack. If the attack misses, the servant is hit instead.

Sizemorph
Prerequisite: Level 14, Enlarge/Reduce known
Offering: Reduce max hit points by 2 per level of the spell
The creature conjured or created appears under the effect of Enlarge or Reduce for duration of the spell that created it.

Vicious
Offering: Reduce max hit points by 1d4 per level of the spell
Once per turn the creature deals additional damage equal to your proficiency bonus.

Tireless
Offering: 1 level of Exhaustion
The creature becomes immune to exhaustion, does not require sleep, and cannot be forced to sleep by magical means.

Durable
Offering: reduce max hit points by 1 per level of the spell
This consideration grants the creature a +2 bonus to AC and additional hit points equal to 2x the level of the spell.

Familiar Bond
Prerequisites: Familiar
Offering: Your familiar is absorbed into the creature's form for the duration of the spell, while absorbed the familiar cannot act or be targeted by any spell or effect. When the spell conjuring or creating the creature ends the familiar reappears in its space.
For the duration of the the spell you can share senses with the creature as you would with a Familiar as long as you are both on the same plane of existence. Additionally the creature can deliver touch spells you cast with its reaction as your familiar could.

Unconquerable
Prerequisites: Heroism known
Offering: Summoner Spell slot or reduce max hit points by 1 per level of the spell
The creature appears under the effect of the Heroism spell which persists until the Spell conjuring or creating the creature ends.

Dauntless
Offering: Last Breath (you have 1 failed death save until the spell ends)
Once during the duration of the spell, if an effect would reduce the creature to 0 hit points it can instead drop to 1 hit point.

Mighty Ability
Prerequisite: Level 3, Enhance Ability known
Offering: Summoner Spell slot or accept an Ability Curse, gaining disadvantage on ability checks with the chosen ability
The creature appears under the effects of the Enhance Ability which persists until the Summoner spell enhanced by this Consideration ends.

Abyssal Spores
Prerequisite: Level 5, Soulbond, Fiendish Spirit
Your Soulbonded Spirit can use an action to exude a cloud of spores that extends in a 15 foot radius. Other creatures in the cloud must succeed on a Constitution save vs your Spell DC or become Poisoned. Creatures poisoned in this way take 1d10 poison damage at the start of their turn. They can repeat the saving throw at the end of their turn. The Spirit can use these spores a number of times equal to your Charisma modifier.

Infernal Armament
Prerequisite: Soulbond, Fiendish Spirit
Offering: Alignment change to Evil or Summoner Spell Slot
The creature appears with a fiery whip or icy spear. It can attack with this weapon as an action using your Spell Attack modifier and dealing Fire or Cold damage as appropriate equal to 2d4+the level of the spell+your Intelligence modifier. If the creature can take the multiattack action it can make an attack with this weapon as a bonus action.

Infernal Fortitude
Prerequisite: Level 7, Soulbond, Fiendish Spirit
Offering: Alignment change to Evil and reduce maximum hit points by 1d6 per level of the spell
The creature appears with overt fiendish traits. It is Immune to Poison and Fire and gains resistance to Cold, Slashing, Piercing, and Bludgeoning from nonmagical weapons that aren't silver.

Flames of Phlegothos or Stygian Frost
Prerequisite: Soulbond, Fiendish Spirit
Offering: reduce maximum hit points by 1 per level of the spell.
Choose Fire or Cold. The creature appears with a Pool of d6s equal to the level of the spell. When it is hit by an attack it can see, it can spend 1 or more of these dice (limit 5) to deal Fire or Cold damage as appropriate to the attacker if they are within 30 feet.

Divine Judgment
Prerequisite: Level 7, Soulbond, Celestial Spirit
Offering: Alignment change to Good or Summoner Spell Slot
The creature appears with a pool of D8s equal to the level of spell. On a hit it can expend one or two of these dice to deal additional radiant damage to the target.

Divine Grace
Prerequisite: Soulbond, Celestial Spirit, Sanctuary known
Offering: Alignment change to Good or reduce maximum hit points by 1 per level of the spell
The creature appears under the effect of the Sanctuary spell which persists until the spell conjuring or creating the creature ends or the creature acts in a way that would end the Sanctuary spell.

By Hammer Birthed
Prerequisite: Level 7, Soulbond, Celestial Spirit
Offering: Alignment change to Lawful and reduce maximum hit points by 3 per level of the spell
The creature appears as a Construct. It is Immune to Exhaustion, Poison, Psychic damage, and disease, it does not need to eat, sleep, or breathe. It is resistant to slashing, piercing, and bludgeoning damage dealt by non magical, non adamantine weapons. It cannot regain hit points through rest but can be repaired with metalsmith or tinker's tools restoring 10 hit points per hour of work or the Mending Cantrip restoring 1d6 hit points per casting.

Golden Ichor
Prerequisite: Level 12, Soulbond, Celestial Spirit
Offering: Alignment change to Good or reduce maximum hit points by 1 per level of the spell.
The creature bleeds the golden blood of the celestials. It gains Resistance to Radiant and Necrotic damage. As an action it can generate bright light in a 30 ft radius and dim light for another 30 feet. This light is Sunlight and persists until the creature dismisses it as an action.

Swift
Prereq: Longstrider known
Offering: 1/lvl of spell
Appears under effect of Longstrider and can dash as bonus action

Accelerated
Prerequisite: Level 9, Haste Known
Offering: Summoner Spell Slot or 1 hit point per level of the spell and when the Haste ends you also become lethargic as described
The creature appears under the effects of Haste which persists for 1 minute or the spell conjuring or creating the creature ends.

Guardian Binding
Prerequisite: Level 7
Offering: reduce maximum hit points by 1 per level of the spell
The creature appears within a 30ft cube. The duration of its summoning is extended 8 hours. During this time it attacks any creature that enters the space other than you and creatures you specify such as "any not speaking the password" etc.

Waking Nightmare
Prerequisite: Level 7, Lost
Offering: reduce maximum hit points by 2 per level of the spell or suffer Curse of Vulnerability- Bludgeoning
The creature appears as an obviously warped variant of its kind. Its type is Aberration. Its unnatural biology is immune to critical hits and capable of squeezing through any gap at least 1 inch wide.

Unliving Familiar
Prerequisite: Level 5, Lost
Offering: Reduce maximum hit points by 2
Your familiar can assume one of the following forms: Crawling Claw, Chattering Skull, Telltale Heart

Elemental Gift
Prerequisite: Level 7, spell that conjures or creates an elemental known
Offering: reduce maximum hit points by 3 per level of the spell or gem dust worth 100gp x the level of the spell
An elemental creature you conjure or create with a spell gains a boon determined by its type. If the elemental has more than one of these aspects (such as a mud mephit being water and earth), you can choose which it gains.
Ephemeral Flames. Fire elementals gain resistance to slashing, piercing, and bludgeoning damage from nonmagical weapons
Disturbing Presence. Earth elementals have a rumbling aura that creates treacherous terrain within 5 feet of themselves requiring 3 feet of movement for each 1 foot traveled.
Charybdissian Hold. Water elementals that successfully grapple a target may prevent it from speaking or breathing
Thundering Blows. Once per turn an Air elemental's melee attacks deal additional thunder damage equal to your proficiency bonus and can push a target up to 10 feet.

more to come

JNAProductions
2021-03-05, 12:25 PM
Obligatory Link (https://forums.giantitp.com/showthread.php?521278-Preset-Class-Tables-for-5e-Homebrew)

Summoner's Command has no listed action cost.

And this class is incomplete, but even before seeing the spell list, there's the issue that there aren't many summoning spells, especially at low levels.

sandmote
2021-03-05, 07:27 PM
Obviously, you'll need to write up some low level summoning spells that are summoner only, to get the feel at low levels.

For subclasses, I wouldn't do outer/inner/far realm. As shown by the first drafts, I think they end up just granting very tiny bonuses that don't really have anything to do with each other. I'd select a combo of theme + planes, so there's some more substance to the concept.

Off the top of my head:
Lower Planes/ bonuses to send summons against a single target
Upper Planes/ healer? controller?
Lawful planes/ one permanent contracted summon (ie. lawfully stays by your side)?
Chaotic planes/ something with more general transmutation or problem bypassing.
Shadowfell and the Far Realms can probably be tied together better as some sort of "horror" theme (hopefully more fleshed out than eyes + tentacles)
Elemental Planes/ change up damage types, maybe (fluffed as summoning from a different elemental plane)?
Fey Realm/ debuffer with various status effects
No specific plane/ more general buffer; may be able to buff non-summoned allies
No specific plane/ turns into summon, for tanking.


I realize this then creates the problem that it could end up feeling weird to use a variety of summoning spells if you're tied to such specific planes. Perhaps give bonuses based on subclass that make all summons more similar to those of the associated plane (if there is one)?

BerzerkerUnit
2021-03-05, 07:59 PM
New content added to older posts closer to OP.

Conjure Ooze
4th level Conjuration
Range: 90ft
Casting Time: 1 Action
Duration: 1 hour (Concentration)
Reaching into the Abyssal realm dominated by Juiblex you draw a dollop of the filth it spawns into your presence. Choose Gray, Ochre, or Clear. This Ooze is considered Charmed by you but unless the Grey Ooze is summoned, it does not understand commands. It moves toward the nearest animate thing it can sense and tries to consume it mercilessly. It's never sated and moves from one target to the next indiscriminately.

Ooze Spirit
Medium Ooze
Armor Class: 8+Level of the Spell
Hit Points: 40+15 x level of the spell
Speed: 10 ft, Climb 10 ft (Ochre only)

Str 16, Dex 6, Con 18, Int 1 (6 Gray Only), Wis 6, Cha 1

Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
Resistances Acid, Lightning and Slashing (Ochre only), Cold and Fire (Gray Only)
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 8
Languages -- Telepathy 60'(Gray Only)
Challenge
Traits
Ooze Cube. Clear only. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw.

Creatures inside the cube can be seen but have total cover.

A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful Strength check against your Spell Save DC, and the creature making the attempt takes 7 (2d6) acid damage.

The cube can hold only one Medium creature or up to four Small or smaller creatures inside it at a time.

Transparent. Clear Only. Even when the cube is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised by the cube.

Amorphous. Ochre and Gray only. The jelly can move through a space as narrow as 1 inch wide without squeezing.

Spider Climb. Ochre only. The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

False Appearance. Gray only. While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.

Actions
Pseudopod. Melee Weapon Attack: your Spell attack bonus to hit, reach 5 ft., one target. Hit: 1d6 + 3 bludgeoning damage plus acid damage equal to the spell's level.

Engulf. Clear Only. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 12 Dexterity saving throw.

On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.

On a failed save, the cube enters the creature's space, and the creature takes 7 (2d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 2d6+the level of the spell acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.

An engulfed creature can try to escape by taking an action to make a Strength check against your Spell Save DC. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.

Upcast. When you cast this spell with a spell slot of 6th or 7th level, the Ooze's size becomes Large. When you cast with a spell slot of 8th level, the Ooze's size becomes Huge. When cast with a spell slot of 9th level, the Ooze's size is Gargantuan.


Obligatory Link (https://forums.giantitp.com/showthread.php?521278-Preset-Class-Tables-for-5e-Homebrew)

Summoner's Command has no listed action cost.

And this class is incomplete, but even before seeing the spell list, there's the issue that there aren't many summoning spells, especially at low levels.

Oh thank god. I’ve been googling this for ages.

BerzerkerUnit
2021-03-05, 08:05 PM
Obviously, you'll need to write up some low level summoning spells that are summoner only, to get the feel at low levels.

For subclasses, I wouldn't do outer/inner/far realm. As shown by the first drafts, I think they end up just granting very tiny bonuses that don't really have anything to do with each other. I'd select a combo of theme + planes, so there's some more substance to the concept.

Off the top of my head:
Lower Planes/ bonuses to send summons against a single target
Upper Planes/ healer? controller?
Lawful planes/ one permanent contracted summon (ie. lawfully stays by your side)?
Chaotic planes/ something with more general transmutation or problem bypassing.
Shadowfell and the Far Realms can probably be tied together better as some sort of "horror" theme (hopefully more fleshed out than eyes + tentacles)
Elemental Planes/ change up damage types, maybe (fluffed as summoning from a different elemental plane)?
Fey Realm/ debuffer with various status effects
No specific plane/ more general buffer; may be able to buff non-summoned allies
No specific plane/ turns into summon, for tanking.


I realize this then creates the problem that it could end up feeling weird to use a variety of summoning spells if you're tied to such specific planes. Perhaps give bonuses based on subclass that make all summons more similar to those of the associated plane (if there is one)?

Summoner’s Command is supposed to be an Action. Every subclass should grants it a unique buff 2nd so you’re encouraged to stick with your typed summons.

I actually hadn’t planned on adding any summon spells, letting PCs get the hang of Managing pets with familiars and/or Unseen Servants.

“I make a thing, it’s expendable, I can buff it to attack.” There’s little to manage in the way of HP or AC etc. an owl with flyby is virtually immune to melee, unseen servants are improved invis but slow, we’ll see as we progress.

Morphic tide
2021-03-05, 09:02 PM
So, looking at D&D Beyond, the bulk of the material is 3rd level and up. Before that, you have just Find Familiar, Find Steed, and Summon Beast. I'd suggest focusing on abstractions like Infestation and Healing Spirit for these bottom-level slots, things that aren't technically creatures providing action-free benefit over several rounds. Concentration-free but action-hungry buffs, for example, where you cast the spell and then have to instruct it to activate when relevant. Also CR 1/8th and maybe 1/4th should be fine on a standard low-duration summon at 1st level, though the naming conventions don't have "room".

The current precedent for 5e is that summons aren't viable front line outside a narrow band in the middle and mostly run on Concentration, so having the class's main bonus-providing mechanic eat their health, and giving them only d8 to work with, really doesn't make sense. They are a keystone to be taken down fast, and may be harshly penalized for being hit in the first place, so you're making them dependent on Intelligence, Constitution, and Dexterity all to rather harsh degrees.

Also, both summons and buffs use Concentration, so the class should probably have a lot of focus on dealing with this problem. The Healing Spirit model of not-quite-summon is a good starting point, giving Good Things to a bunch of classes that aren't exactly power creep as much as quality of life changes. It'd be a careful tightrope to have a similar function of scaling effect instead of targets with many of the buff spells without completely outmoding them, but then again you don't exactly have reasons to use most of those spells at higher levels because they're kinda pathetic in comparison.

My own suggestion would be having the Contracts operate as the main way to resolve the Concentration issue. Using Pact Magic means you want to unload all your spells, so you need to have a way to actually use multiple Summons and buff spells simultaneously. Main idea for the core mechanic would be "reserving" spell slots to automatically add something to the summoned creature, with an explicit option for non-Instantaneous targeted spells so your 1st-level summon comes with Heroism automatically to actually have a chance to not be one-shot.

sandmote
2021-03-07, 01:56 AM
Summoner’s Command is supposed to be an Action. Every subclass should grants it a unique buff 2nd so you’re encouraged to stick with your typed summons. I see a modified familiar, which I guess guarantees you one typed summon.


I actually hadn’t planned on adding any summon spells, letting PCs get the hang of Managing pets with familiars and/or Unseen Servants. Both of these spells explicitly state the summon cannot attack. If there's a change to this property in the class features, I don't see it. For completion's sake, flock of familiars says it works the same way as the regular familiar you get from find familiar.

Spells to summon sorted by creature type and level of the spells available:

Choice of Celestial/Fey/Fiend: 1st/2nd/2nd/4th
Beast: 2nd/3rd
Fiend: 3rd/4th/5th/6th
Fey: 3rd/4th/6th
Monstrosity/Undead: 3rd/3rd
Elemental: 4th/4th/5th
Construct: 1st(ish)/3rd(ish)/4th
Aberration: 4th
Celestial: 5th/7th


Not all relevant spells are listed (ex: Healing Spirit, Giant Insect, and spells to reanimate undead). However, I do think most potential themes will need some help to function even across the majority of tiers.

BerzerkerUnit
2021-03-07, 12:09 PM
I see a modified familiar, which I guess guarantees you one typed summon.

Both of these spells explicitly state the summon cannot attack. If there's a change to this property in the class features, I don't see it. For completion's sake, flock of familiars says it works the same way as the regular familiar you get from find familiar.

...

There was some dropped text in the earlier version of Summoner's Command that said the creature could attack when buffed by Summoner's Command. I'll add it back in.

While both kinds of Level 1 summons are frail, the Unseen Servant and Owl Familiar are fairly amazing. The Servant in particular since being invisible and capable of tool use etc is so versatile. Naturally you'll see less use in combat when the proper summons come into play at level 3 with Summon Beast, but for a 1st level character, they're just fine.

By default, all familiars regardless of form have a type of Celestial, Fey, or Fiend. In any case, some of this discussion is irrelevant since the core assumptions RE subclasses have changed from Planar associations to methodology.

Soulbond will be 1 Spirit that gets buffs. Menagerie will be a specialization in fielding multiple spirits. Lost will hearken back to the Binder class of 3.5 ToM which has always been a personal favorite, but is a self buffing Gish/Utility type.

BerzerkerUnit
2021-03-08, 03:45 PM
Ready for playtest.

Here's the PDF: Summoner (https://drive.google.com/file/d/1TVF51xtPBcw3Z8O42U_wMA_oplYWTviF/view?usp=sharing)

1 class, 3 subclasses, 23 Considerations including general and those unique to subclasses.

I think the damage champ will be menagerie, particularly after level 10 but Eidolon won’t be a slouch. Lost should present some Gish options and serious casting versatility but it will pay to specialize in 1 or two vestiges almost breaking down to 6 unique subclasses of its own. Which is fine considering the number of cleric and Wizard types.

BerzerkerUnit
2021-03-14, 06:18 PM
3/14 Update: Summoner (https://drive.google.com/file/d/1TVF51xtPBcw3Z8O42U_wMA_oplYWTviF/view?usp=sharing)