##### The Summoner | Level | Proficiency Bonus | Features | Evolution Points| Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Devotion, Summoner's Bond, Spellcasting, Devotion Feature, Basic Evolutions|6| 3 | 2 | — | — | — | — | — | — | — | — | | 2nd | +2 | Shared Senses | 8 | 3 | 3 | — | — | — | — | — | — | — | — | | 3rd | +2 | - | 10 | 3 | 4 | 2 | — | — | — | — | — | — | — | | 4th | +2 | Ability Score Improvement, Novice Evolutions | 12 | 4 | 4 | 3 | — | — | — | — | — | — | — | | 5th | +3 | - | 16 | 4 | 4 | 3 | 2 | — | — | — | — | — | — | | 6th | +3 | Devotion Feature, Lifelink | 18 | 4 | 4 | 3 | 3 | — | — | — | — | — | — | | 7th | +3 | - | 20 | 4 | 4 | 3 | 3 | 1 | — | — | — | — | — | | 8th | +3 | Ability Score Improvement, Advanced Evolutions | 22| 4 | 4 | 3 | 3 | 2 | — | — | — | — | — | | 9th | +4 | - | 24 | 4 | 4 | 3 | 3 | 3 | 1 | — | — | — | — | | 10th | +4 | Devotion Feature | 28 | 5 | 4 | 3 | 3 | 3 | 2 | — | — | — | — | | 11th | +4 | - | 30 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 12th | +4 | Ability Score Improvement, Expert Evolutions | 32 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 13th | +5 | ─ | 34 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 14th | +5 | Devotion Feature | 36 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 15th | +5 | ─ | 40 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 16th | +5 | Ability Score Improvement, Master Evolutions | 42 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 17th | +6 | ─ | 44 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | | 18th | +6 | Twin Summons | 46 | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | | 19th | +6 | Ability Score Improvement | 48 | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | | 20th | +6 | Ultimate Evolution | 52 | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
# _ Scholars across the world have long attempted to conjure forces from beyond the prime material plane through the manipulation of the Weave. Many have managed to summon simple spells but few have successfully brought in creatures accross planar boundaries and been able to maintain them for long. The exact nature of how each summon manifests and binds themselves to their summoner is unique. In a moment of weakness on the verge of death a celestial might intervene to protect the defenseless and seeks to protect them from further harm. A mad mage receives visions from beyond the planes and performs rituals alien to this world summoning forth a creature from the Far Realm. A fey's harmless pranks foster a friendship with a young druid leading to a mutually beneficial partnership. The two parties work together hand and hand as two parts of a whole. ### Creating a Summoner As you make your summoner you must consider how they formed their bond with the summon. Do you share ideals? Is the summon bound to you by force? How has the summoned influenced you? These may help you decide on the appearance, nature, and evolutions of your summon. #### Quick Build You can make a summoner quickly by following these suggestions. First, intelligence should be your highest score, followed by constitution. Second, choose the cloistered scholar background. Third choose spells to support your summon like entangle, frostbite, and faerie fire. \page ## Class Features As a summoner, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d6 per summoner level - **Hit Points at 1st Level:** 6 + your Constitution modifier - **Hit Points at Higher Levels:** 1d6 (or 4) + your Constitution modifier per summoner level after 1st #### Proficiencies ___ - **Armor:** light - **Weapons:** simple weapons - **Tools:** Artian's tools ___ - **Saving Throws:** Constitution, Intelligence - **Skills:** Choose two from Arcana, History, Insight, Investigation, Perception, and Religion #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* a simple melee weapon or *(b)* a shortbow with 10 arrows - *(a)* a component pouch or *(b)* an arcane focus - *(a)* leather armor or *(b)* padded armor - *(a)* a sholar's pack or *(b)* an explorer's pack - a spellbook ### Devotion At 1st level, you devote yourself to a type of creature from the outer planes. You can choose to bind yourself to an aberration, a celestial, an elemental, a fey, or a fiend. Your choice grants you features at 1st level and again at 6th level, 10th level, and 14th level. ### Summoner's Bond At 1st level, you spend 1 hour to perform a ritual in which you summon a creature from another plane matching the type of creature you are devoted to. The creature is tiny size and its appearance is determined by you, has a starting hp of 2 x your summoner level + your summon's constitution modifier, base armor class of 10 + dexterity modifier, walking speed of 20 feet, proficiency bonus of +2, stat distribution of 14, 12, 10, 10, 8, 6 in any order of your choice, and has proficiency in 1 saving throw of your choice. Your summon acts on your initiative and obeys your orders. Your summon is improved by evolutions listed below. Each evolution costs an amount of evolution points that increases as you level up. If your summon dies its body reforms in its home plane and can be summoned again after a long rest. You may change your summon's evolutions whenever you summon it to you ### Spellcasting Your spellbook contains the spells and rituals you use to summon forces from the outer planes. #### Cantrips At 1st level, 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. #### Spellbook At 1st level, you have a spellbook containing six 1st-level summoner spells of your choice. The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library. **Copying a Spell into the Book** When you find a summoner spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it. Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the person who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation. For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells. **Replacing the Book** You can copy a spell from your own spellbook into another book-for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell. If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many summoners keep backup spellbooks in a safe place. **The Book's Appearance** Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap. #### Preparing and Casting Spells The summoner table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of summoner spells that are available for you to cast. To do so, choose a number of summoner spells from your spellbook equal to your Intelligence modifier + your summoner level (minimum of one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. Preparing a new list of summoner spells requires time spent studying your spellbook and memorizing the incantiations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list. \page #### Spellcasting Ability Intelligence is your spellcasting ability for your summoner spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence 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 Intelligence modifier **Spell attack modifier** = your proficiency bonus + your Intelligence modifier #### Ritual Casting You can cast a summoner spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared. #### Spellcasting Focus You can use an arcane focus as a spellcasting focus for your summoner spells. #### Learning Spells of 1st level and higher Each time you gain a summoner level, you can add two summoner spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the summoner table. On your adventures, you might find other spells that you can add to your spellbook. ### Shared Senses At 2nd level, as an action you gain the ability to perceive through the senses of your summon from any distance so long as you are on the same plane. While perceiving through your summon's senses your own senses are suppressed. ### Lifelink At 6th level, when you or your summon take damage you can use your reaction to transfer half the damage to your summon or yourself. Damage transfered in this way ignores immunities and resistances. ### Twin Summons At 18th level, you have the ability to conjure 2 summons. You choose how the evolution points are distributed.
##### Art Yamaorce's "PF Signifier" https://www.deviantart.com/yamaorce/gallery
\page ## Devotions ### Devotion to Aberrations You devote your study to binding the service of a creature from the Far Realm, a realm of madness where logic is meaningless and the mortal mind shatters. ##### Expanded Spell list | Spell Level | Spell | |:----:|:-------------| | 1st | Arms of Hadar, Dissonant Whispers| | 2nd | Blur, Crown of Madness | | 3rd | Hunger of Hadar, Tongues | | 4th | Evard's Black Tentacles, Hallucinatory Terrain | | 5th | Synaptic Static, Telekinesis | | 7th | Conjure Aberrations | #### Bonus Proficiency You and your summon learn to speak and read Deep Speach #### Telepathic Anchor At 1st level, while you are within 30 feet of your summon you can telepathically communicate with any creature within 30 feet of your summon. You don't need to share a language with the creature, but the creature needs to be able to understand at least 1 language. #### One with Many Eyes At 6th level, your connection to your summon has heightened your senses and as a result you and your summon cannot be suprised and you add your intelligence modifier to your initiative roll. #### Shielded Mind At 10th level, you and your summon gain resistance to psychic damage and have advantage on saving throws against enchantment and illusion spells. #### Master of Puppets At 14th level, when you or your summon deal psychic damage to a single creature you may choose to force that creature to make a wisdom saving throw against your spell save DC. On a failure the creature is charmed and on its turn obeys your commands. The creature can make another saving throw at the end of its turn. Once you use this feature, you can't use it again until you finish a long rest.
##### Art Unable to find exact source but found here https://dungeoninspiration.tumblr.com/post/156077266762
\page ### Devotion to Celestials Your research has lead you to holy temples where you learned how to summon a being of goodness from the positive energy planes. ##### Expanded Spell List | Spell Level | Spell| |:----:|:-------------| | 1st | Cure Wounds, Guiding Bolt| | 2nd |Lesser Restoration,Spiritual Weapon | | 3rd| Revivify, Spirit Guardians | | 4th | Aura of Purity, Sickening Radiance | | 5th | Greater Restoration, Mass Cure Wounds | | 7th | Conjure Celestial | #### Bonus Proficiency You and your summon learn to speak and read Celestial #### Divine Senses At 1st level, your summon becomes acutely aware of the presence of any celestials, fiends, or undead within 30 feet of it and will alert you. #### Divine Resistance At 6th level, you and your summon gain resistance to radiant damage and when you or your summon use a healing spell you can treat any 1s or 2s rolled as a 3. #### Bright Burst At 10th level, when you or your summon inflict radiant damage on a creature you can force each creature of your choice within 10 feet of the target to make a constitution saving throw against your spell save DC. On a failure each of the creatures you chose take radiant damage equal to your summoner level or half as much damage on a successful save. Once you use this feature, you can't use it again until you finish a long rest. #### Shining Light At 14th level, as an action you cause your summon to glow bright light out in a 30 foot radius and dim light out 15 feet beyond that. Any magical darkness of 6th level and lower that overlaps with the light is dispelled. This effect lasts until you use your action to end it.
##### Art Minigiant2709 "Half-Orc Celestial Warlock" https://www.reddit.com/user/Minigiant2709/
\page ### Devotion to Elementals You have tapped into the primal elemental planes of existance and conjured a creature made of these elements. ##### Expanded Spell List | Spell Level |Spell | |:----:|:-------------| | 1st | Absorb Elements, Chaos Bolt | | 2nd | Heat Metal, Warding Wind | | 3rd | Elemental Weapon, Erupting Earth | | 4th | Fire Shield, Conjure Minor Elementals, Stoneskin | | 5th | Conjure Elemental, Maelstrom, Transmute Rock | #### Bonus Proficiency You and your summon learn to speak and read Primordial #### Resilient Summon At 1st level, your summon becomes immune to damage from your choice of acid, cold, fire, lightning or thunder damage. You can change the type of damage immunity at the end of a long rest #### Elemental Shield At 6th level, your body takes on traits of your summon granting you resistance to the damage type that your summon is immune to. In addition you can share your resistance to a number of creatures equal to your summoner level divided by 5 rounded down. #### Calamity
At 10th level, as an action you gain the ability to radiate an aura of your summon's chosen elemental immunity out to a radius of 10 feet and lasts up to a minute.
•**Acid** causes the area to have acid rain dealing 2d10 acid damage to creatures that start their turn in or move into the radius and causes damage to armor reducing armor class by 1 for every round spent in the radius.
•**Cold** causes a freezing blizzard around you causing 2d10 cold damage to creatures that start their turn in or move into the radius and reduces their movement speed by 25 feet.
•**Fire** causes a wildfire to surround you dealing 2d10 fire damage to creatures that start their turn in or move into the radius and creatures are ignited taking an additional 1d10 fire damage per round until a creature uses their action to put the fire out.
•**Lightning** causes a lightning storm to form above you causing 2d10 lightning damage to creatures that start their turn in or move into the radius and high winds cause ranged weapon attacks passing through the storm to be made with disadvantage.
•**Thunder** causes a small earthquake around you dealing 2d10 bludgeoning damage to creatures that start their turn in or move into the radius and knocks creatures in the radius prone and creates difficult terrain. You are not affected by the effects of the calamity. Once you use this feature, you can’t use it again until you finish a long rest. #### The Perfect Storm At 14th level, your summon gains immunity to a second damage type. You gain the second damage type as resistance. When you use your calamity feature you trigger both effects.
##### Art Bill Christian's "The Elementalist" https://www.deviantart.com/billcreative
\page ### Devotion to Fey Your studies have lead you to forming a bond with a mischievous creature of the Feywild ##### Expanded Spell List | Spell Level | Spell | |:----:|:-------------| | 1st | Charm Person, Sleep | | 2nd |Misty Step, Moonbeam | | 3rd | Conjure Animals, Gaseous Form, Nondetection | | 4th | Confusion, Conjure Woodland Beings, Dominate Beast | | 5th | Dominate Person, Insect Plague | | 6th | Conjure Fey | #### Bonus Proficiency You and your summon learn to speak and read Sylvan #### Charming Personality At 1st level, when you or your summon cast an enchantment or illusion spell you can add 1d4 to the spell save DC. This feature can be used a number of times equal to your intelligence modifier. #### The Ol' Switcheroo At 6th level, as a bonus action you and your summon swap places for a round and swap again at the start of your next turn. This feature can be used a number of times equal to your intelligence modifier. #### Sleight of Hand At 10th level, when you or your summon recieve damage you can use your reaction to cast a prepared enchantment spell of 4th level or lower that has a casting speed of an action or bonus action. Once you use this feature, you can't use it again until you finish a short or long rest. #### Now You See Me At 14th level, you and your summon can cast the greater invisibility spell once as a bonus action without using a spellslot. When you turn invisible anyone that saw you disappear must make a wisdom saving throw against your spell save DC. On a failure the creature forgets that you ever existed. Creatures that are immune to being charmed and creatures that can see invisible creatures automaticly succeed their saving throw. Once you use this feature, you can't use it again until you finish a long rest.
##### Art Naomi Baker's "Concept Art" http://conceptartworld.com/artists/naomi-baker/ https://naomiful.tumblr.com/
\page ### Devotion to Fiends Your studies have taken you down a dark path and lead to you binding yourself to an evil creature from the negative energy planes. ##### Expanded Spell List | Spell Level | Spell | |:----:|:-------------| | 1st | Armor of Agathys, Hellish Rebuke | | 2nd | Flaming Sphere, Hold Person | | 3rd | Blinding Smite, Glyph of Warding, Summon Lesser Demons | | 4th | Blight, Summon Greater Demon, Wall of Fire | | 5th | Hold Monster, Immolation, Infernal Calling | #### Bonus Proficiency You and your summon learn to speak and read abyssal or infernal #### Devil's Sight At 1st level, you and your summon gain darkvision out to 30 feet and are able to see through magical darkness. If you already have darkvision the spell adds 30 feet to your darkvision. #### Hellish Protection At 6th level, you and your summon add your charisma modifier to your armor class while not wearing armor. Additionally you gain resistance to poison damage and have advantage against being poisoned. #### Self Destruct At 10th level, as an action you can order your summon to self destruct. All creatures within a 20 foot radius make a dexterity saving throw against your spell save DC. On a failure target takes fire damage equal to half of your summons current health, or half as much on a successful save. In addition you can summon during a short rest. #### From Ashes At 14th level, if you or your summon drop to 0 hit points, you drop to 1 hit point instead, and each creature of your choice within 30 feet of you or your summon that you can see takes fire damage equal to 2d10 + your summoner level. Once you use this feature, you can’t use it again until you finish a long rest.
##### Art Final Fantasy XIV Summoner Artwork
\page ## Evolutions ### Basic Evolutions (1st level, 1 Evolution Point Each) #### Basic Spellcasting ###### **Spell save DC** = 8 + your summon's proficiency bonus + your summon's Charisma modifier **Spell attack modifier** = your summon's proficiency bonus + your summon's Charisma modifier ###### Your summon learns one 1st level spell from the summoner's spell list that does not require a gold cost. This spell can be cast once per long rest and costs no material componants. This evolution can be taken multiple times. Each time you take this evolution you must select a different spell. #### Bite Your summon grows sharp teeth. As an action your summon can make a bite attack. Your summon is proficent with this attack. Reach is 5 feet. The damage increases as your summon's size increases. **Tiny**: 1d6 piercing damage + strength modifier. **Small**: 1d8 piercing + strength modifier. **Medium**: 1d10 piercing damage + strength modifier. **Large**: 2d6 piercing damage + strength modifier. **Huge**: 2d8 piercing damage + strength modifier. #### Claws Your summon grows sharp claws. As an action your summon makes a claw attack. Your summon is proficent with this attack. Reach is 5 feet. The damage increases as your summon's size increases. **Tiny**: 1d6 slashing damage + strength or dexterity modifier. **Small**: 1d8 slashing damage + strength or dexterity modifier. **Medium**: 1d10 slashing damage + strength or dexterity modifier. **Large**: 2d6 slashing damage + strength or dexterity modifier. **Huge**: 2d8 slashing damage + strength or dexterity modifier. #### Darkvision Your summon gets darkvision out to 30 feet. This evolution can be taken multiple times increasing the darkvision by 20 feet every time after. #### Healthy Increases your summon's maximum hp by 5. Can be taken a number of times equal to your summon's constitution modifier x 2. #### Mobile Your summon's walking speed increases by 20 feet. This evolution can be taken 5 times for an additional 10 feet of walking speed each. #### Skilled Your summon becomes proficent in one skill of your choice. This evolutioncan be taken multiple times. #### Slam Your summon bludgeons their target. As an action your summon makes a slam attack. Your summon is proficent with this attack. Reach is 5 feet. The damage increases as your summon's size increases. **Tiny**: 1d6 bludgeoning damage + strength or dexterity modifier. **Small**: 1d8 bludgeoning damage + strength or dexterity modifier. **Medium**: 1d10 bludgeoning damage + strength or dexterity modifier. **Large**: 2d6 bludgeoning damage + strength or dexterity modifier. **Huge**: 2d8 bludgeoning damage + strength or dexterity modifier. #### Thick Hide Your summon's armor class increases by 1. This evolution can be taken again when your summon's size increases. #### Verbose Your summon learns to speak and read one language. This evolution can be taken multiple times.
##### Art Gkrit's "Faerie" https://www.deviantart.com/gkrit
\page ### Novice Evolutions (4th level, 2 Evolution Points Each) #### Ability Score Improvement Your summon increases one of its ability scores by 2. This evolution can be taken 6 times but each time must be for a different ability score. #### Additional Limbs Your summon grows an additional pair limbs for the purpose of having another natural weapon or holding a set of weapons. #### Barbed Hide ###### Prerequisite: Devotion to Fiends Any creature grappling your summon at the start of its turn takes 2d10 piercing damage. #### Constrict On a successful melee hit your summon may choose to grapple their target rather than inflicting damage. A creature that starts their turn grappled by your summon takes 2d8 bludgeoning damage. Your summon can only have one creature grappled at a time. #### Damage Resistances Choose one damage type. Your summon gets resistance to that damage type. This evolution can be taken 6 times. #### Elemental Attack ###### Prerequisite: Devotion to Elementals Choose one of your summon's natural attacks. That attack now deals an additional 1d4 damage of one of the following damage types: acid, cold, fire, lightning, or thunder. This evolution can be taken twice for each of your summon's natural weapons. The damage choice can be the same or different damage type when taken twice. #### Gills Your summon can be underwater for an indefinite period of time #### Mental Scars ###### Prerequisite: Devotion to Aberrations When your summon hits a target with a spell or melee attack. Deal an additional 1d4 psychic damage. #### Novice Spellcasting Your summon learns one 2nd level spell from the summoner's spell list that does not require a gold cost. This spell can be cast once per long rest and costs no material componants. This evolution can be taken multiple times. Each time you take this evolution you must select a different spell. #### Proficiency Bonus Increase Increases your summon's proficiency bonus by 1. Can be taken again when your proficiency bonus increases. #### Small Size Your summon's size becomes small, starting hp becomes 3 x your summoner level + your summon's constitution modifier, strength or dexterity increases by 2, constitution increases by 2, a mental stat increases by 2. #### Tail ###### Prerequisite: Small size or larger Your summon grows a tail giving it advantage on acrobatics skill checks. #### Webbed Feet Your summon gains a swimming speed of 30 feet. This evolution can be taken 3 times for an additional 30 feet of swimming speed.
##### Art Spiked Devil from Dungeons and Dragons 5e Monster Manual
\page ### Advanced Evolutions (8th level, 3 Evolution Points Each) #### Advanced Spellcasting Your summon learns one 3rd level spell from the summoner's spell list that does not require a gold cost. This spell can be cast once per long rest and costs no material componants. This evolution can be taken multiple times. Each time you take this evolution you must select a different spell. #### Arachnid Your summon is always under the effect of a spider climb spell. #### Burrow Your summon gets a burrowing speed of 20 feet. This evolution can be taken 3 times for an additional 20 feet of burrowing speed each. #### Camouflage ###### Prerequisite: Medium size or smaller Perception check made against your summon are made with disadvantage #### Divine Strike ###### Prerequisite: Devotion to Celestial Choose one of your summon's attacks. That attack now deals an additional 1d8 radiant or necrotic damage. This evolution can be taken multiple times but only once for each attack. #### Expert ###### Prerequisite: Skilled Your summon gains expertise in a skill they are proficient in. #### Fey Step ###### Prerequisite: Devotion to Fey Your summon is able to teleport up to 30 feet as a bonus action #### Flight Your summon gains a flying speed of 30 feet. This evolution can be taken 3 times for an additional 30 feet of speed each. #### Hellish Attacks ###### Prerequisite: Devotion to Fiends Choose one of your summon's attacks. That attack now deals an additional 1d8 fire or poison damage. This evolution can be taken multiple times but only once for each attack. #### Keen Hearing and Smell Your summon's senses are heightened. Your summon gains advantage on perception checks that rely on hearing or smelling. #### Magic Attaks Your summon's attacks are magical #### Medium Size ###### Prerequisite: Small Size Your summon's size becomes medium, starting hp becomes 4 x your summoner level + your summon's constitution modifier, strength or dexterity increases by 2, constitution increases by 2, a mental stat increases by 2. #### Mind Blast ###### Prerequisite: Devotion to Aberrations Your summon magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a Intelligence saving throw or take 4d8 + your summon's intelligence modifier psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once you use this feature, you can't use it again until you finish a long rest. #### Mount Your summon functions as a mount. Your summon must be at least 1 size larger than the rider. #### Multiattack your summon can attack twice, instead of once, whenever it takes the Attack action on its turn. Each must be made with a different attack. #### No Breath Your summon has no need to breath. Your summon is immune to any spell or effects that rely on breathing ie suffocation and stinking cloud. #### Pincers Your summon develops a pair of pincers on their limbs. As an action your summon can make a pincer attack. Your summon is proficent with this attack. Reach is 5 feet. The damage increases as your summon's size increases. **Tiny**: 1d8 bludgeoning damage + strength modifier. **Small**: 1d10 bludgeoning damage + strength modifier. **Medium**: 2d6 bludgeoning damage + strength modifier. **Large**: 2d8 bludgeoning damage + strength modifier. **Huge**: 2d10 bludgeoning damage + strength modifier. If the target is at least one size smaller than your summon it is grappled. Your summon has two pincers, each can grapple one target. If your summon has the constrict evolution this attack inflicts 2d8 bludgeoning damage to grappled creatures on their turn. #### Saving Throw Proficiency Your summon becomes proficient in a saving throw of your choice. #### Stinger A stinger grows out of your summon. As an action your summon can make a stinger attack. Your summon is proficent with this attack. The damage increases as your summon's size increases. **Tiny**: 1d6 piercing damage + dexterity modifier. **Small**: 1d8 piercing damage + dexterity modifier. **Medium**: 1d10 piercing damage + dexterity modifier. **Large**: 2d6 piercing damage + dexterity modifier. **Huge**: 2d8 piercing damage + dexterity modifier. On a hit the target makes a constitution saving throw. On a failure the target takes 2d8 poison damage and is poisened, and half as much on a successful save. #### Weapon Mastery Your summon becomes proficent with one weapon type of your choice. This evolution can be taken multiple times for multiple weapon types. \page ### Elite Evolutions (12th level, 4 Evolution Points Each) #### Amplify Elements ###### Prerequisite: Devotion to Elementals When your summon deals the type of damage they are immune to roll an additional damage dice. #### Blinding Aura ###### Prerequisite: Devotion to Celestials As an action your summon radiates an aura of blinding light shedding bright light out to 30 feet and dim light 30 feet beyond that for 1 minute. Each creature in the bright light makes a constitution saving throw. On a failure creatures are blinded for 1 minute. Blinded creatures can repeat the saving throw at the end of their turn. #### Charge ###### Prerequisite: Large or Huge Size When your summon moves at least 20 feet in a line then makes an attack, the target must make a strength saving throw. On a failure the target takes 2d8 bludgeoning damage and is knocked prone if the target is a smaller size than your summon, on a success the target takes half damage and is not knocked prone. #### Contamination ###### Prerequisite: Devotion to Fiends Your emits an aura of corruption 20 feet in every direction. Plants that aren't creatures wither in the aura, and the ground in it is difficult terrain for other creatures. Creatures of your summon's choice that start their turn in the aura must succeed on a constitution saving throw or take 3d6 poison damage. A creature that succeeds on the save is immune to this effect for 24 hours. #### Damage Immunities ###### Prerequisite: Damage Resistances Your damage resistance becomes immunity. This evolution can be taken 3 times #### Elite Spellcasting Your summon learns one 4th level spell from the summoner's spell list that does not require a gold cost. This spell can be cast once per long rest and costs no material componants. This evolution can be taken multiple times. Each time you take this evolution you must select a different spell. #### Flyby ###### Prerequisite: Flight Your summon doesn't provoke opportunity attacks when it flies out of an enemy's reach. #### Hypnotic/Frightening Gaze ###### Prerequisite: Devotion to Fey As a bonus action your summon targets one creature it can see within 60 feet. That creature must succeed on a wisdom saving throw against your summon's spell sve DC. On a failure the target is charmed or frightened by your summon. On a success that creature is immune to this effect for 24 hours. #### Large Size ###### Prerequisite: Medium Size Your summon's size becomes Large, starting hp becomes 5 x your summoner level + your summon's constitution modifier, strength or dexterity increases by 2, constitution increases by 2, a mental stat increases by 2, and melee reach is extended by 5 feet. #### Regeneration Your summon regenerates 5 hit points at the start of their turn #### Spiked Tail ###### Prerequisite: Tail Your summon's tail becomes spiked like a flail. As an action your summon can make a tail swipe attack. Your summon is proficient with this attack. Reach is 10 feet. The damage increases as your summon's size increases. . **Small**: 2d6 bludgeoning damage + 1d6 piercing damage + strength modifier. **Medium**: 2d8 bludgeoning damage + 1d8 piercing damage + strength modifier. **Large**: 2d10 bludgeoning damage + 1d10 piercing damage + strength modifier. **Huge**: 2d12 bludgeoning damage + 1d12 piercing damage + strength modifier. On a hit the tartget is pushed 10 feet back. #### Tremorsense Your summon gets tremorsense out to 30 feet. This evolution can be taken multiple times increasing the tremorsense by 20 feet every time after.
##### Art Unable to find exact source but found here https://www.pinterest.com/pin/297941331596571111/
\page ### Master Evolutions (16th level, 5 Evolution Point Each) #### Blindsight Your summon gets blindsight out to 30 feet. This evolution can be taken multiple times increasing the blindsense by 20 feet every time after. #### Breath Weapon Your summon exhales your choice of damage type in a 60-foot cone. Each creature in that area must make a dexterity saving throw, taking 12d6 of your chosen damage on a failed save, or half as much damage on a successful one. Once you use this feature, you can’t use it again until you finish a long rest. #### Huge Size ###### Prerequisite: Large Size Your summon's size becomes Huge, starting hp becomes 6 x your summoner level + your summon's constitution modifier, strength or dexterity increases by 2, constitution increases by 2, a mental stat increases by 2, your summon deals double damage to objects and structures, stealth checks are made with disadvantage, and melee reach is extended 5 more feet. #### Legendary Resistance If your summon fails a saving throw, it can choose to succeed instead. Once you use this feature, you can’t use it again until you finish a long rest. This evolution can be taken 3 times increasing the number of times it can be used. #### Magic Resistance Your summon has advantage on saving throws against spells and other magical effects. #### Master Spellcasting Your summon learns one 5th level spell from the summoner's spell list that does not require a gold cost. This spell can be cast once per long rest and costs no material componants. This evolution can be taken multiple times. Each time you take this evolution you must select a different spell. #### Misty Form ###### Prerequisite: Devotion to Fey As an action your transforms into toxic mist for 1 minute while concentrating. While in mist form your summon has a flying speed of 30 feet and can pass through other creatures. Creatures that enter the summon's space take 4d8 poison damage. #### Wind Form ###### Prerequisite: Devotion to Elementals Your summon can move through an enemy's space and can squeeze through a space as narrow as 1 inch without squeezing.
##### Art Ki-Rin from Dungeons and Dragons 5e Volo's Guide to Monsters https://www.pinterest.com/pin/297941331596571111/
\page ### Ultimate Evolutions (20th level, 10 Evolution Points, Only 1 per Summon) #### Cruelty ###### Prerequisite: Devotion to Fiends When a creature your summon can see within 60 feet is reduced to 0 hit points, you and your summon gains 15 temporary hit points. #### Extra Attack ###### Prerequisite: Multiattack Your summon can attack three times whenever you take the Attack action on your turn. Each must be made with a different attack. #### Eye Rays ###### Prerequisitie: Devotion to Aberrations As an action your summon shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it. Once you use this feature, you can’t use it again until you finish a long rest. 1. **Charm Ray.** The targeted creature must succeed on a wisdom saving throw or be charmed by the summon for 1 hour, or until the beholder harms the creature. 2. **Paralyzing Ray.** The targeted creature must succeed on a constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 3. **Fear Ray.** The targeted creature must succeed on a wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 4. **Slowing Ray.** The targeted creature must succeed on a dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 5. **Enervation Ray.** The targeted creature must make a constitution saving throw, taking 8d8 necrotic damage on a failed save, or half as much damage on a successful one. 6. **Telekinetic Ray.** If the target is a creature, it must succeed on a strength saving throw or your summon moves it up to 30 feet in any direction. It is restrained by the ray's telekinetic grip until the start of your summon's next turn or until your summon is incapacitated. If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 feet in any direction. Your summon can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container. 7. **Sleep Ray.** The targeted creature must succeed on a wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead. 8. **Petrification Ray.** The targeted creature must make a dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic. 9. **Disintegration Ray.** If the target is a creature, it must succeed on a dexterity saving throw or take 10d8 force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it. 10. **Death Ray.** The targeted creature must succeed on a dexterity saving throw or take 10d10 necrotic damage. The target dies if the ray reduces it to 0 hit points. #### Healing Touch ###### Prerequisite: Devotion to Celestials As an action your touches another creature. The target magically regains 8d8 + your summon's charisma modifier hit points and is freed from any curse, disease, poison, blindness, or deafness. This ability can be used a number of times equal to your summon's charisma modifier. #### Heart of the Storm ###### Prerequisite: Devotion to Elementals Your summon is always under the effect of your calamity feature. #### Limited Magic Immunity ###### Prerequisite: Devotion to Fey Your summon can't be affected or detected by spells of 3rd level or lower unless it wishes to be. #### Ultimate Spellcasting Your summon learns one 6th, 7th, and 8th level spell from the summoner's spell list that does not require a gold cost. Each spell can be cast once per long rest and costs no material componants. \page ### Summoner Spells
##### Cantrips (0 Level) - Acid Splash - Dancing Lights - Firebolt - Friends - Frostbite - Light - Mage Hand - Message - Minor Illusion - Prestidigitation - Vicious Mockery - Word of Radiance ##### 1st Level - Alarm (R) - Burniing Hands - Cause Fear - Chromatic Orb - Color Spray - Comprehend Languages (R) - Detect Magic (R) - Disguise Self - Entangle - Faerie Fire - False Life - Feather Fall - Find Familiar (R) - Fog Cloud - Grease - Ice Knife - Identify - Jump - Mage Armor - Shield - Silent Image - Tasha's Hideous Laughter - Tenser's Floating Disk (R) - Unseen Servant (R) - Witch Bolt ##### 2nd Level - Alter Self - Arcane Lock - Blindness/Deafness - Cloud of Daggers - Continual Flame - Darkness - Darkvision - Detect Thoughts - Dust Devil - Enlarge/ Reduce - Enthrall - Flame Blade - Healing Spirit - Invisibility - Magic Weapon - Maximillian's Earthen Grasp - Mirror Image - Scorching Ray - See Invisibility - Shadow Blade - Skywrite (R) - Snilloc's Snowball Swarm - Spike Growth - Web ##### 3rd Level - Animate Dead - Bestow Curse - Blink - Call Lightning - Dispel Magic - Fireball - Fly - Life Transference - Magic Circle - Major Image - Meld into Stone (R) - Melf's Minute Meteors - Phantom Steed (R) - Remove Curse - Sleet Storm - Water Breathing (R) ##### 4th Level - Arcane Eye - Banishment - Control Water - Elemental Bane - Fabricate - Grasping Vine - Greater Invisibility - Ice Storm - Locate Creature - Mordenkainen's Faithful Hound - Phantasmal Killer - Polymorph - Shadow of Moil - Storm Sphere ##### 5th Level - Animate Objects - Cloudkill - Cone of Cold - Contact Other Plane - Creation - Far Step - Flame Strike - Legend Lore - Mislead - Negative Energy Flood - Planar Binding - Scrying - Wrath of Nature ##### 6th Level - Chain Lightning - Create Homunculus - Create Undead - Drawmiji's Instant Summons (R) - Eyebite - Forbiddance (R) - Mental Prison - Otiluke's Freezing Sphere - Planar Ally - Primordial Ward - Scatter - Sunbeam - Wall of Ice ##### 7th Level Crown of Stars
Etherealness
Fire Storm
Mordenkainen's Magnificent Mansion
Plane Shift
Regenerate
Whirlwind ##### 8th Level Antimagic Field
Demiplane
Illusory Dragon
Incendiary Cloud
Maddening Darkness
Maze
Tsunami ##### 9th Level Astral Projection
Gate
Imprisonment
Meteor Swarm
Psychic Scream
Storm of Vengeance
Wish
\page ### New Spell #### Conjure Aberrations *7th-level Conjuration* ___ - **Casting Time:** 1 Minute - **Range:** 90 feet - **Components:** V, S, M (an eyeball for each summon, which the spell consumes) - **Duration:** Concentration, up to 1 hour You summon aberration creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: ###### •One aberration of challenge rating 6 or lower ###### •Two aberrations of challenge rating 3 or lower ###### •Three aberrations of challenge rating 2 or lower ###### •Six aberrations of challenge rating 1 or lower A summoned creature disappears when it drops to 0 hit points. If the spell ends for any other reason, the creatures immediately becomes hostile to all non-aberration creatures it can see. Roll initiative for the summoned creatures as a group, which has its own turns. While they are friendly, they obey any verbal commands you issue to them (no action required by you). If you don’t issue commands to them, or if they are neither friendly nor hostile to you, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures’ statistics. **At higher level** When cast using a 9th level spell slot, you conjure twice as many creatures.