Living Gateway

You have a innate magical power that opens your mind to creatures from around the multiverse. Your own energy can be focused in order to retrieve creatures of all varieties and have them temporarily exist on your current plane. Perhaps your power was a gift from birth, or maybe a specific event granted you this wondrous affinity for summoning, such as a magical outburst or a mighty artifact.

Summoning

At 1st level, you gain access to an array of spells that only those of this origin are able to cast called "Summons". Whenever you would learn a spell, you may select one of these. They are considered to be sorcerer spells.

Your Summons are magical reflections of beings that reside within other planes, elsewhere in your current plane, or no longer are among the living. They know little of what their true selves would know, and therefore are unable to give information other than what they would perceive at the time. Sometimes it seems as if the contacted creatures are aware, while other times not. It's debatable whether or not someone with this ability can actually bond with a Summon.

Outlandish Knowledge

You've contacted humanoids, beasts, and other beings from a multitude of planes. This had granted you knowledge of many creatures. When you make an Intelligence check to recall knowledge about a kind of creature, you can double your proficiency for the roll.

Additional Metamagic

At 3rd level, you gain the ability to use Metamagic. Whenever you're able to choose a Metamagic option, you can choose to pick one of these instead of the normal options.

Forgo Sacrifice

When a summoning spell requires the sacrificing of a 1st level Summon, you can spend 2 sorcery points to omit the requirement.

You can spend an additional 1 sorcery point for every level of Summon, or every extra Summon, required for a sacrifice. (Ex. If a Summon requires the sacrifice of two 2nd level Summons, it would cost 5 sorcery points to omit all the requirements. Instead you could pay less, such as 3 sorcery points, and lower the requirement to one 2nd level and one 1st level Summons.)

Bolster Companion

When you cast a spell or as an action, you can spend 1 sorcery point to give one of your Summons within 60 feet of you a +1 bonus to attack and damage rolls and to make their weapon and unarmed attacks magical until the end of your next turn

You can spend an additional 1 sorcery point for each extra Summon you want to target with this effect.

Bulwark

As a reaction, when one of your Summons is within 5 feet of you and you're targetted by an attack that only has one target, you can spent 1 sorcery point to have your Summon take the damage instead. This must be used before finding out whether or not the attack is successful.

Extended Visit

When you cast a summoning spell, you can spend 1 sorcery point to raise the duration of the spell to 10 minutes.

Summoner Survivalist

At 6th level, the range of all your summoning spells increases by 30 feet. You also gain a +1 bonus to AC for every one of your Summons within 5 feet of you.

Additionally, whenever you sacrifice a Summon to cast a summoning spell, you regain an amount of hit points equal to your Charisma modifier + half your sorcerer level rounded down (minimum 1).

14th level

Under construction.

18th level

Under construction.

Summoning Spells
1st Level
  • Gnarled Rat
  • Blood Bat
  • Petty Demon
  • New-Blood Devil
  • Rat Pack
  • Ancient Soldier
  • Goblin Warrior
  • Black Panther
  • Raging Boar
  • Murder of Crows
  • Bone Guardian
2nd Level
  • Hound of the Fey
  • Doom Spider
  • Fairy Trickster
  • Battle Gorilla
  • Crime Boss
  • Shallow-Water Shark
3rd Level
  • Dissolving Slime
  • Living Lava
  • Shadowfiend
  • Jackal-Man
  • Rotter X
  • Imp X
  • Grizzly Bear X
4th Level
  • Hellhound (Deathdog) X
5th Level
  • N/A
6th Level
  • N/A
7th Level
  • N/A
8th Level
  • N/A
9th Level
  • N/A

Gnarled Rat

1st-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 minute

You call forth a huge black rat. Sharp fangs protrude from its hissing mouth, and it looks and smells as if it came recently from a sewer bath.

The creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the creature, it defends itself from hostile creatures but otherwise takes no actions. The creature disappears when it drops to 0 hit points or when the spell ends. It uses the Giant Rat stat block.

Blood Bat

1st-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 minute

You call fort flying blood-sucking critter from the Underdark. It resembles a bat, but has a point coming from its face that's used to drink blood from its victims.

The creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the creature, it defends itself from hostile creatures but otherwise takes no actions. The creature disappears when it drops to 0 hit points or when the spell ends. It uses the Stirge stat block.

Petty Demon

1st-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 minute

You call forth a weak demon from the Abyss. It resembles a mound of putrid flesh, with stubby legs and clawed fingers.

The creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the creature, it defends itself from hostile creatures but otherwise takes no actions. The creature disappears when it drops to 0 hit points or when the spell ends. It uses the Manes stat block.

New-Blood Devils

1st-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 minute

You call forth 2 weak devils from the Nine Hells. Not even having legs, these mounds of fiendish flesh crawl towards their victims to claw them apart.

The creatures are friendly to you and your companions for the duration. Roll initiative for the creatures, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to the creatures, they defend themselves from hostile creatures but otherwise take no actions. The creatures disappear when they drop to 0 hit points or when the spell ends. They use the Lemure stat block.

Rat Pack

1st-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 minute

You call forth 3 hungry rats. They scurry around, biting at the ankles of any who get in the way of their meals.

The creatures are friendly to you and your companions for the duration. Roll initiative for the creatures, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to the creatures, they defend themselves from hostile creatures but otherwise take no actions. The creatures disappear when they drop to 0 hit points or when the spell ends. They use the Rat stat block.

Ancient Soldier

1st-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 minute

You call forth an armed guard. This man or woman once served an ancient kingdom as a guardian of the people, using a trusty shield and spear to slay evil and capture criminals.

The creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the creature, it defends itself from hostile creatures but otherwise takes no actions. The creature disappears when it drops to 0 hit points or when the spell ends. It uses the Guard stat block.

Goblin Warrior

1st-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (sacrifice of 1 Summon)
  • Duration: 1 minute

You call forth a trained, armed goblin. It makes up for its lack of height with mobility.

To cast this spell, you must sacrifice a creature you've already summoned within 30 feet of you. The target creature permanently disappears, and the new creature takes its place.

The creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the creature, it defends itself from hostile creatures but otherwise takes no actions. The creature disappears when it drops to 0 hit points or when the spell ends. It uses the Goblin stat block.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can cast it without sacrificing a Summon.

Black Panther

1st-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (sacrifice of 1 Summon)
  • Duration: 1 minute

You call forth predatory feline, black as night, that lurks in the darkness ready to pounce.

To cast this spell, you must sacrifice a creature you've already summoned within 30 feet of you. The target creature permanently disappears, and the new creature takes its place.

The creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the creature, it defends itself from hostile creatures but otherwise takes no actions. The creature disappears when it drops to 0 hit points or when the spell ends. It uses the Panther stat block.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can cast it without sacrificing a Summon.

Raging Boar

1st-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (sacrifice of 1 Summon)
  • Duration: 1 minute

You call forth a hungry boar with giant tusks protuding from within its mouth.

To cast this spell, you must sacrifice a creature you've already summoned within 30 feet of you. The target creature permanently disappears, and the new creature takes its place.

The creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the creature, it defends itself from hostile creatures but otherwise takes no actions. The creature disappears when it drops to 0 hit points or when the spell ends. It uses the Boar stat block.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can cast it without sacrificing a Summon.

Murder of Crows

1st-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (sacrifice of 1 Summon)
  • Duration: 1 minute

You call forth a swarm of ravenous crows. They form a cloud of cawing black feathers.

To cast this spell, you must sacrifice a creature you've already summoned within 30 feet of you. The target creature permanently disappears, and the new creature takes its place.

The creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the creature, it defends itself from hostile creatures but otherwise takes no actions. The creature disappears when it drops to 0 hit points or when the spell ends. It uses the Swarm of Ravens stat block.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can cast it without sacrificing a Summon.

Bone Guardian

1st-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (sacrifice of 1 Summon)
  • Duration: 1 minute

You call forth an armed skeleton. It once belonged to a human with great martial training, but the identity of said person is lost forever.

To cast this spell, you must sacrifice a creature you've already summoned within 30 feet of you. The target creature permanently disappears, and the new creature takes its place.

The creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the creature, it defends itself from hostile creatures but otherwise takes no actions. The creature disappears when it drops to 0 hit points or when the spell ends. It uses the Skeleton stat block.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can cast it without sacrificing a Summon.

Hound of the Fey

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 minute

You call forth a magical dog with the ability to teleport around the battlefield.

The creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the creature, it defends itself from hostile creatures but otherwise takes no actions. The creature disappears when it drops to 0 hit points or when the spell ends. It uses the Blink Dog stat block.

Doom Spider

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 minute

You call forth a huge wolf-like arachnid that threatens your foes with a deadly poison.

The creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the creature, it defends itself from hostile creatures but otherwise takes no actions. The creature disappears when it drops to 0 hit points or when the spell ends. It uses the Giant Wolf Spider stat block.

Fairy Trickster

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 minute

You call forth a winged being from the Feywild. It's barely the size of one's own head, but it brings with it powerful magic mischief.

The creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the creature, it defends itself from hostile creatures but otherwise takes no actions. The creature disappears when it drops to 0 hit points or when the spell ends. It uses the Pixie stat block.

Yap and Pap

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 minute

You call forth the kobold brothers Yap and Pap, a duo of fighting, cave-dwelling creatures.

The creatures are friendly to you and your companions for the duration. Roll initiative for the creatures, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to the creatures, they defend themselves from hostile creatures but otherwise take no actions. The creatures disappear when they drop to 0 hit points or when the spell ends. They use the Kobold stat block.

Battle Gorilla

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (sacrifice of 1 Summon)
  • Duration: 1 minute

You call forth a furious ape with arms bludging with muscular strength.

To cast this spell, you must sacrifice a creature you've already summoned within 30 feet of you. The target creature permanently disappears, and the new creature takes its place.

If the Summon used as a sacrifice to cast this spell has a CR of 1/8 or higher, Battle Gorilla receives a permanent +1 bonus to its attack and damage rolls.

The creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the creature, it defends itself from hostile creatures but otherwise takes no actions. The creature disappears when it drops to 0 hit points or when the spell ends. It uses the Ape stat block.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can cast it without sacrificing a Summon.

Crime Boss

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (sacrifice of 1 Summon)
  • Duration: 1 minute

You call forth a man that once led a successful gang of thugs.

To cast this spell, you must sacrifice a creature you've already summoned within 30 feet of you. The target creature permanently disappears, and the new creature takes its place.

If the Summon used as a sacrifice to cast this spell has a CR of 1/8 or higher, Crime Boss receives one free attack with his crossbow immediately when he's summoned. This is considere a reaction.

The creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the creature, it defends itself from hostile creatures but otherwise takes no actions. The creature disappears when it drops to 0 hit points or when the spell ends. It uses the Thug stat block.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can cast it without sacrificing a Summon.

Shallow-Water Shark

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (sacrifice of 1 Summon)
  • Duration: 1 minute

You call forth a ferocious creature of the sea. It lurks in shallow waters, waiting to strike out at any helpless swimmers that are unforunate enough to wander too close.

To cast this spell, you must sacrifice a creature you've already summoned within 30 feet of you. The target creature permanently disappears, and the new creature takes its place.

The creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the creature, it defends itself from hostile creatures but otherwise takes no actions. The creature disappears when it drops to 0 hit points or when the spell ends. It uses the Reef Shark stat block.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can cast it without sacrificing a Summon.

Argigoth the Berserker

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (sacrifice of Summons with levels that equal or exceed 3)
  • Duration: 1 minute

You call forth the terrifying orcish warrior, Argigoth the Berserker. He was known for collecting the heads of those who got in his way.

To cast this spell, you must sacrifice creatures you've already summoned within 30 feet of you. The target creatures permanently disappear, and the new creature takes the place of one of them. The levels of the Summons sacrificed must add up to at least 3.

If a Summon used as a sacrifice to cast this spell has a CR of 1/8, Argigoth receives temporary hit points equal to 1d4+2 for every sacrifice that has a CR of 1/8, and 1d6+2 for every sacrifice that has a CR of over 1/8, when he's summoned.

The creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the creature, it defends itself from hostile creatures but otherwise takes no actions. The creature disappears when it drops to 0 hit points or when the spell ends. It uses the Orc stat block.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can cast it without 1 less level required to sacrifice for each spell slot used after 2nd level.

Dissolving Slime

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 minute

You call forth an acidic but sentient pile of goo, capable of dissolving straight through metal.

The creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the creature, it defends itself from hostile creatures but otherwise takes no actions. The creature disappears when it drops to 0 hit points or when the spell ends. It uses the Gray Ooze stat block.