The Summoner

Version 6.0:

Inspired by the various Summoners of Final Fantasy this new class for Dungeons and Dragons 5th Edition allows you to call on the might of an otherworldy being to aid you in combat with subclasses focused on melee, spell casting, and ranged builds.

Summoner

A traveller from an antique land, with a connection to powers that had been lost to the sands of time.
An elven sailor emerges from the water to face down an army, alongside his Guardian’s avatar, a being composed of the very surf that they emerged from. With one nod of the elf’s head, the tidal avatar unleashes a torrent of water in an elemental attack that crushes the officer who dared to think that the land was more powerful than the sea.

In the city, a halfling urchin finds himself in that nightmare space between worlds and takes a piece of it back to his city with him. Using his knowledge of the shadows and nightmares, the urchin works with his avatar to seek vengeance on those who tormented him, while feeding his Guardian’s hunger for souls.

A gnome outlander, finds a Fae Guardian stuck in a trap set by people looking to expend a settlement to a city. He releases her and now roams the forests with his beautiful, yet deadly, avatar companion terrorising any and all who would think to encroach on their forest.

Summoners hold special a connection with a guardian, a powerful entity from beyond this world. While these beings are not quite God like in power, they make up for it by having a much closer relationship with their summoner.

Creating a Summoner

As you create a summoner, the most important question to consider is which Guardian to join with and the Avatar you call. Choosing your Avatar is an integral part of being a summoner. The following section, ‘Summon Avatar’, contains information about the avatar you summon. Your Avatar takes a form of your choosing. Once you've chosen a Guardian, consider your summoner's relationship to them. Are you bound together through friendship? Or through a debt? Did you do the choosing? Or were you chosen? Does your guardian have a special task in mind for you? Or you striving to prove yourself worthy of a great quest?

Quick Build

You can make a summoner quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Strength or Constitution. Second, choose the outlander background.

Class Features

As a Summoner you gain the following class features;

Hit Points

  • Hit Points 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

  • Weapons: Simple weapons
  • Tools: Choose one type of artisan's tools or one musical instrument
  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from Arcana, Deception, History, Insight, Intimidation, and Persuasion

    Equipment

    You start with the following equipment, in addition to the equipment granted by your background:
  • (a) any simple weapon or (b) one type of atisan's tools or (c) a musical instrument
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • a summoner's focus
  • Two daggers

Summon Relationship

At 1st level, you have struck a bargain with an otherworldly being of your choice: the Elemental, the Fae, or the Great Old One. Each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 2nd, 6th, 10th, 14th, and 18th level.

Summon Magic

Your relationship with your guardian has given you facility with spells. See chapter 10 for the general rules of spellcasting and page 8 of this document for the summoner spell list.

Cantrips

You know four 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.

Spells Known of 1st Level and Higher

You learn 2 1st level spells of your choice, and you learn more at higher levels, as shown in the Spells Known column of the summoner table. You may not learn a spell of a level higher than your Max Spell Level, and you may learn a spell at the same time you learn its prerequisite.

Spell Points

You have a number of spell points as shown in the Spell Points column of the Summoner table. The cost of spells can be found in the DMG (p.288) but is also added on page 9 of this document for convenience.

Max Spell Level

Many spells can be overpowered, consuming more spell points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Spell column of the Summoner table. You may only cast spells at 6th, 7th, 8th, and 9th-level once. You regain the ability to do so after a long rest.

Summoner
Level Proficiency Bonus Features Cantrips Known Spells Known Max Spell Level Spell Points
1st +2 Summon Relationship, Summon Magic 4 2 1st 4
2nd +2 Channel Summon (1/rest), Summon Domain Feature 4 3 1st 6
3rd +2 Summon Avatar 4 4 2nd 14
4th +2 Ability Score Improvement 5 5 2nd 17
5th +3 5 6 3rd 27
6th +3 Channel Summon (2/rest), Summon Domain Feature 5 7 3rd 32
7th +3 Avatar Increase 5 8 4th 38
8th +3 Ability Score Improvement 5 9 4th 44
9th +4 5 10 5th 57
10th +4 Channel Summon (3/rest), Summon Domain Feature 6 11 5th 64
11th +4 Avatar Increase 6 12 6th 73
12th +4 Ability Score Improvement 6 12 6th 73
13th +5 6 13 7th 83
14th +5 Channel Summon (4/rest), Summon Domain Feature 6 13 7th 83
15th +5 Avatar Increase 6 14 8th 94
16th +5 Ability Score Improvement 6 14 8th 94
17th +6 Avatar Increase 6 15 9th 107
18th +6 Channel Summon (5/rest), Summon Domain Feature 6 15 9th 114
19th +6 Ability Score Improvement 6 15 9th 123
20th +6 Summon Body 6 15 9th 133

Spellcasting Ability

As your magical ability is determined by your relationship with your guardian, Charisma is your spellcasting ability for your summoner spells. You use your Charisma 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 a summoner's focus as a spellcasting focus for your summoner spells. This can take the form of your artisan's tools or your musical instrument.


Channel Guardian

At 2nd level, you gain the ability to channel energy directly from your Guardian, using that energy to fuel magical effects. You start with two such effects: Strong Personality and an effect determined by your summon. Some domains grant you additional effects as you advance in levels, as noted in the domain description. When you use Channel your Guardian, you choose which effect to create. You must then finish a short or long rest before you can Channel your Guardian again.

Some Channel Guardian effects require saving throws. When you use such an effect from this class, the DC equals your summoner spell save DC.

Beginning at 6th level, you can use your Channel Guardian twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

Channel Guardian: Strong Personality

As an action, you can use your connection to your Guardian to create a display of power against your enemies. A creature type determined by your guardian, that can see or hear you within 30 feet must make a Wisdom saving throw. If the creature fails its saving throw, it is frightened for 30 seconds or until it takes any damage.

A frightened creature has disadvantage on Ability Checks and Attack rolls while the source of its fear is within line of sight. The creature can’t willingly move closer to the source of its fear.

Guardian Avatar

Your Guardian’s avatar is what makes you stand out from the crowd, and as such the Choosing your Avatar is an integral part of being a summoner. Your Avatar takes a form of your choosing by following the ‘Avatar Features’ section below. Alternatively, your GM can choose what form your Avatar takes based on your environment.

At 3rd level, your relationship with your Guardian has developed to the extent that they will provide you with an Avatar of their essence, and will support you for up to 8 hours per long rest or until you dismiss it (free action). The Avatar you gain is determined by your summon. Your Guardian’s Avatar gets a power increase at levels 7, 11, 15, and 17.

Avatar Features

All Avatars share the following traits.

  • Your avatar is medium in size
  • You assign your Avatar companion’s ability scores using the array 16 - 14 - 14 - 12 - 10 - 8 as you see fit.
  • The Avatar obeys your commands as best it can. It acts on your turn, and you determine its actions, decisions, attitudes, and so on.
  • If you are incapacitated or absent, your Avatar acts on its own.
  • Your Avatar's level is equal to your Summoner level and for each Summoner level you gain after 3rd, your summoner's Avatar gains an additional hit die and increases its hit points accordingly.
  • Your Avatar has the proficiency bonus of a player character of the same level.
  • Whenever you gain the Ability Score Improvement feature in this class, your Avatar’s abilities also improve. Your Avatar can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your Avatar can’t increase an ability score above 20 using this feature unless its description specifies otherwise. Your avatar cannot gain feats through this method.

Hit Points

  • Hit Dice: 1d8 per Avatar companion level
  • Hit Points at 3rd Level: 3d8 + your Avatar’s Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Avatar’s Constitution modifier per Avatar level.

Proficiences

  • Languages: Your Avatar can understand simple commands spoken in two languages of your choice, as well as hand signals, but it can not speak
  • Saving Throws: Choose one from Strength, Intelligence, or Charisma, and another from Dexterity, Constitution, or Wisdom
  • Skills: Choose two from Acrobatics, Athletics, Intimidation, Perception, Performance, Survival, and Stealth

Ability Score Increase

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.

Share Senses

Starting at 5th level, as an action, you can see through your Avatar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the avatar has. During this time, you are deaf and blind with regard to your own senses.

Tough Summon

At level 15, your Avatar’s AC increases by +2

Summon Body

a note on Summon Body

Your summon body should be an amalgam of yours and your Avatar’s features. Consider how its features might merge and fuse with your own.

At Level 20, Your relationship with your summon has become such that your summon imbues your body with its presence. Once per long rest, you and your avatar can merge into one being for 10 minutes.

Guardians

The beings that serve as guardians for summoners come from as diverse places as the summoners that call them. Guardians can be found anywhere from forgotten temples in thick jungles to caves at the deepest points of the ocean. There are even some stories of entities from nightmare worlds pulling their way into this world through the dreams of their summoners.

Guardian Spells

Each Guardian has a list of spells - its Guardian spells - that you gain at the cleric levels noted in the Guardian description. Once you have a guardian spell, it doesn't count against the number of spells you know. If you have a guardian spell that doesn't appear on the summoner spell list, the spell is nonetheless a summoner spell for you.

The Elemental

Your guardian is part of the very nature of the world you find yourself in. Their personalities are often a reflection of their element; fire elementals are passionate, ice elementals are cold, etc. Although there are always exceptions to the norm.

Elemental Spells

Elemental Guardian Spells

A Note on Elemental Spells

As part of the Elemental Spells you can choose one elemental cantrip. In the below table are three examples but you are not confined to these three. You can work with your DM to come up with a new cantrip that better suits your Elemental Guardian.

Level Spell
1st Level Fire Bolt, Ray of Frost, or Shocking Grasp
5th Level Enlarge/Reduce
9th Level Conjure Barrage & Water Breathing
13th Level Wall of Fire & Wall of Ice

Channel Guardian – Strong Personality

Your ‘Strong Personality’ feature effects Elementals

Channel Guardian - Elemental Strike:

Upon cementing your relationship with your elemental guardian at level 2, you can call upon a fraction of their power to imbue your melee attacks with their element.

For one minute, your attacks can be made with your spellcasting modifier, your weapon becomes coated in your guardian’s element, and you add 1d6 of that damage type to your melee attacks for the duration. As part of this action you may make one melee attack. This weapon counts as a magical weapon for the purposes of overcoming resistances.

Avatar

At level 3, your guardian bequeaths you with their avatar. You summon a medium humanoid composed of your summon element's type. The Avatar takes its turn immediately after your own:

  • Armour Class: 11 + your Avatar’s Strength modifier
  • Speed: Matches your speed and must stay within 10 feet of you.
  • Elemental Attack: Your Avatar companion can make one melee attack per turn with an elemental effect, such as fire or ice. On a hit, it deals 1d8 + your spellcasting modifier damage of that element type.
  • Your relationship with your guardian has developed so that they are always protecting you. You are resistant to any damage dealt of your guardian’s element type.
    
    

Go Get ‘Em

At level 6, As an action, you can command your avatar to attack a nearby enemy. Your summon can use its reaction to immediately move up to 10 feet (that does not count against its movement) and make one attack. Once the avatar has made its attack, it returns to your side and does not provoke opportunity attacks.

Defensive Summon

From level 7, Your Avatar takes a protective stance around you, while your Avatar is summoned you may add your charisma modifier to your AC. This is not affected by ‘Colossal Summon’. Your avatar must be within your reach for this to be effective.

Elemental Weapon

At level 10, Your connection to your guardian grants you access to a weapon made from their element. This weapon takes on a form you chose, although restricted to your chosen element. The weapon has the standard stats of its kind as well as dealing 1d4 of your elemental type in damage.

You can dismiss the weapon, shunting it into your Guardian's elemental plane, and it appears whenever you summon your Elemental Weapon thereafter.

Elemental Bond

At level 11, the bond that you share with your avatar increases as an ethereal, elemental chain connects the two of you. This chain has no effect on the physical world, but your avatar now gains their own movement speed of 40 feet and does not have be by your side to give you the benefit of Defensive Summon.

Elemental Rage

At level 14, as a bonus action, your avatar can channel all of the ferocity of the element that powers it into an elemental rage. They have advantage on Strength Checks and Strength Saving Throws. When your avatar makes their Elemental Attack, they gain a +2 bonus to the damage roll. They have resistance to bludgeoning, piercing, and slashing damage. If they have weaknesses to any opposing elements, that is removed while they are raging. Elemental Rage lasts for 1 minute. It ends early if your avatar is reduced to 0 hit points or if they haven’t attacked a Hostile creature since their last turn or taken damage since then. Your Avatar can use elemental rage twice as a medium elemental or once as a large elemental. You must finish a long rest before your avatar can use Elemental Rage again.

Large Summon

At level 17, as an action, your summon can use spell points to increase the size of your summon as if it had been affected by the Enlarge spell with no duration or concentration.
Your avatar’s AC drops by 1 as it becomes a lot easier to hit and its speed decreases as it increases in size. If you summon had been raging before enlarging, it is no longer raging and cannot rage until it goes back to medium sized. Avatars larger than ‘Large’ can NOT use elemental rage.

You can increase the size of your Avatar by expending spell points. To do so, please refer to the Enlarge Summon Table below.

A note on avatars huge and above

Your avatar could, and should, change appearance as it changes its size. Consider how its features might move and warp as it increases in size.

Enlarge Summon Table
Size Spell Points Size (sq. feet) AC Modifier Elemental Attack Modifier Speed
Medium +0 5 0 N/A 40 feet
Large +9 10 -1 +1d8 30 feet
Huge +10 15 -2 +2d8 20 feet
Gargantuan +11 20 -3 +3d8 10 feet
Colossal +13 30 -4 +4d8 0 feet

Elemental Gust

At level 18, you have a flying speed equal to your current walking speed as long as there is enough of your element in the vicinity to carry you (DM discretion).

Summon Body

Your whole body pulsates with elemental energy. Your skin cracks and in the gaps, you can see the pure elemental energy pulsating underneath the flesh. You become a large being as yours and your Avatar’s forms merge. While in this form:

  • Your AC is: 12 + Your Dexterity Modifier + Your Avatar’s Strength Modifier + Any effect that increases YOUR AC -1.
  • Your Speed is: (Your Speed + Your Avatar’s Speed) divided by 2
  • Your Melee Attack: Has both the benefits of Elemental Attack and your Summon Weapon. The weapon is now entirely made from your chosen element instead of just radiating it. The weapon has the standard stats of its kind + 2d8 elemental damage + Your spell casting modifier.
  • You gain advantage on a charisma check of your choice
  • As an action you may increase the size of your summon body in line with the Enlarge Summon Table, so long as you have the necessary amount of skill points.

The Fae

A distant ancestor of the inhabitants of the Feywild. The ancestors of these Guardians left their ancestral homes in the Feywild to live in and protect the forests of this plane. A Fae Guardian could be a beautiful carefree forest spirit, or even a malevolent force looking to reclaim all the world for the forests.

Fae Guardian Spells
Level Spell
1st Level Sacred Flame
5th Level Blur
9th Level Conjure Animals & Halluncinatory Terrain
13th Level Conjure Fey & Wall of Thorns

Channel Guardian – Strong Personality

Your ‘Strong Personality’ feature effects Fey creatures

Channel Guardian – Empowered Magic:

Upon cementing your relationship with your Guardian, you can call upon a fraction of their power to imbue your spell attacks with their power. For one round, you may add your wisdom modifier to either your Spell Attack Bonus or your Spell Save DC. Also, your spells have their range doubled. If the spell’s range is touch, its range becomes 30 feet.

Avatar

At level 3, your guardian bequeaths you with their avatar. You summon a medium fey inspired by your Guardian’s appearance. The Avatar takes its turn immediately after your own.

  • Armour Class: 10 + your Avatar’s Spellcasting modifier
  • Speed: Your Speed
  • Fae Magic: Your Avatar companion has access to the same spell list that you have and can cast one spell each round so long as you have the spell points for it. Charisma is the spellcasting ability for your Avatar’s spells, so you use your Avatar’s Charisma whenever a spell refers to their spellcasting ability. In addition, you use their Charisma modifier when setting the saving throw DC for an Avatar spell you cast and when making an attack roll with one.

Spell save DC = 8 + your avatar’s proficiency bonus + your avatar’s Charisma modifier

Spell attack modifier = your avatar’s proficiency bonus + your avatar’s Charisma modifier

  • As part of the magical nature of the Fae Guardian you gain an additional two spell points this level, and gain spell points equal to half your summoner level (rounded down) for every subsequent level.

SE: Dodge This

At level 6, Your connection to your Guardian boosts the power with which you (not your avatar) cast spells. This is your first of three Spell Enhancements (SE). You may only use one per spell so long as you have the spell points available.

If a spell you cast requires a saving throw, you may use an extra three spell points to impose disadvantage on the first saving throw made against the spell.

Forest’s Fury

Starting at 7th level, when your avatar hits a creature with an attack, they can use this feature to cast one instance of ‘Grasping Vine’.

This spell does not count as one of your known spells as only your Guardian’s Avatar knows it. It also does not cost any spell points to cast it and does not require concentration. Your Avatar can use this feature twice per long rest

SE: Coming at ya

At level 10, your relationship with your summon has developed so that they can provide faster spells for you to cast. When you Cast a Spell that has a Casting Time of 1 action, you can spend 2 spell points to change the Casting Time to 1 Bonus Action for this casting.

Calling Support

At level 14, You gain the ability to cast the spell ‘Conjure Animals’ at 5th level, once per long rest without expending any spell points.

SE: Don’t feel left out

At Level 17, When you Cast a Spell that Targets only one creature and doesn’t have a range of self, you can spend a number of spell points equal to the spell’s level to target a second creature in range with the same spell (1 spell point if the spell is a cantrip).

To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, Magic Missile and Scorching Ray aren’t eligible, but Ray of Frost is.

Summon Body

Your whole body pulsates with Feywild energy. Your skin cracks and in the gaps, you can see the green essence of nature pulsating underneath the flesh. You become a medium being as yours and your Avatar’s forms merge. While in this form:

  • Your AC is: 10 + Your Dexterity Modifier + Your Avatar’s Spellcasting Modifier + Any effect that increases YOUR AC.
  • Spell Attacks: Has both the benefits of your spellcasting modifier AND your avatar’s spellcasting modifier.
  • You gain advantage on a charisma check of your choice
  • You sprout fairy-style wings and gain a flying speed equal to your walking speed while you are in this form.
  • You may use two of your Spell Enhancements per spell instead of one.

The Great Old One

Deep in the nightmare realm, lives the Great Old Ones. Whilst often perceived as wholly evil, the Great Old Ones never bother themselves with trivial matters such as morality.

Great Old One Spells
Level Spell
1st Level Chill Touch
5th Level Darkness
9th Level Animate Dead & Hold Monster
13th Level Raise Dead & Conjure Undead

Channel Summon – Strong Personality

Your ‘Strong Personality’ feature effects Monstrosities

Channel Summon - Nightmare Strike:

Upon cementing your relationship with your Guardian you can call upon a fraction of their power to imbue your ranged attacks with their power. For one minute, your ranged attacks can be made with your spellcasting modifier, your weapon becomes coated in a thick slime reminiscent of your guardian, and you add 1d6 psychic damage to your ranged attacks for the duration. As part of this action you may make one ranged attack.

Avatar

At level 3, your guardian bequeaths you with their avatar. You summon a medium monstrosity inspired by your Guardian’s appearance. The Avatar takes its turn immediately after your own.

  • Armour Class: 15 + your Avatar’s Dexterity modifier
  • Speed: Your Speed
  • Nightmare Attack: Your Avatar companion has ranged attacks that inflict psychic damage. On a hit, it deals 1d6 + your spellcasting modifier psychic damage.
  • Your relationship with your guardian has developed so that they are always protecting you. You are resistant to psychic damage.

Shadow Step

At level 6, Your connection to your guardian grants you access to their shadow realm. As a bonus action, you may step into a shadowed area and emerge from another shadow up to 30 feet away

Nightmare Plane

Starting at 7th level, when your avatar hits a creature with an attack, and you are not already using the ‘Nightmare Hit’ Feature, they can use this feature to instantly transport the target through their nightmare realm. The creature disappears and hurtles through a nightmare landscape. At the end of your avatar's next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a monstrosity, it takes 5d10 psychic damage as it reels from its horrific experience. Once you use this feature, you can't use it again until you finish a long rest.

Shadow Illusion

Shadow Protection: At level 10, your relationship with your summon has developed so that they are always protecting you. As an action, your avatar projects a magical illusion that makes it appear that you are standing near your actual location, causing attack rolls to have disadvantage. If you are hit by an attack, the illusion drops until the end of your next turn. The illusion is also disrupted if you are incapacitated or have a speed of 0. Once you have used this feature you cannot use it again until you finish a short or long rest.

Shadow Blade

At level 11, Your understanding and knowledge of the nightmare realm allow you to pull a Shadow Blade out of any shadow larger than your hand. The shadow knife has the following status: ranged weapon (thrown, dagger) Damage: 1d6+1 Damage Type: Piercing Range: 20/60 Properties: Light, Range, Thrown When using the Shadow Blade you make your ranged attack with your Spell Casting Modifier. When throwing the Shadow Blade, rather than throwing it directly at your target, you may choose to throw the blade into a shadow and have it emerge from another shadow within 30 feet for the remainder of its range

Nightmare Hit

At Level 14, When your avatar hits with its ‘Nightmare Attack’, if the target is not a monstrosity, you may roll a d6 and consult the below table:

Nightmare Hit Table
d6 Result
1 No further Effect
2 No further Effect
3 The target becomes Incapacitated and spends the Duration weeping until the end of their next turn.
4 The target becomes Frightened and must use their action and Movement each round to flee from the source of the fear until the end of their next turn.
5 The target experiences vivid hallucinations and has disadvantage on Ability Checks until the end of their next turn
6 The target retreats into their mind and becomes Paralyzed until the end of their next turn

Tentacles

At level 17, You can use your action to turn up to two of your arms into tentacles and make an attack. Your range increases by 10ft. The tentacle uses your spell attack modifier as their attack bonus and causes 1d6+Spell Attack Modifier of bludgeoning damage. On a successful hit, the target must succeed on a dexterity or strength (target's choice) check against your spell DC or be grappled.


Summon Body

Your whole body pulsates with dark energy. Your skin cracks and in the gaps, you can see the pure nightmare energy pulsating underneath the flesh. You become a medium being as yours and your Avatar’s forms merge. While in this form:

  • Your AC is: 15 + Your Dexterity Modifier + Your Avatar’s Dexterity Modifier + Any effect that increases YOUR AC.
  • Your Speed is: (Your Speed + Your Avatar’s Speed) divided by 2
  • Your Ranged Attack: Has both the benefits of Nightmare Attack and your Shadow Blade. Your weapon is now bathed in a sticky black slime that seems to ooze down the weapon, reminiscent of Nightmare Strike. The weapon has the standard stats of its kind + 2d6 psychic damage + Your spell casting modifier.
  • You gain advantage on a charisma check of your choice
  • Once per day, as an action you may summon a four (4) Darkmantles. They appear in an unoccupied space that you can see within range. The Darkmantles disappear when they drop to 0 hit points or when the spell ends.

    Dark Mantles

    The Dark Mantles are friendly to you and your companions for the duration. Roll initiative for the Darkmantles, which take all of their turns as one. They obey any verbal commands that you issue to them (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the Darkmantles, they defend themselves from hostile creatures but otherwise take no actions. If your concentration is broken, the Darkmantles don’t disappear. Instead, you lose control of them, they become hostile toward you and your companions, and they might attack. An uncontrolled Darkmantle can't be dismissed by you, and it disappears 1 hour after you summoned it. The DM has the Darkmantle’s statistics. Alternatively, you may work with your DM to summon a monstrosity (or monstrosities) with a total challenge rating of 2.

Spell List

Summoner Spells

Cantrips (o Level)

Blade Ward
Create Bonfire
Friends
Light
Mage Hand
Mending
Message
Minor Illusion
Prestidigitation
True Strike
.

1st Level

Bless
Cure Wounds
Detect Magic
Featherfall
Find Familiar
Fog Cloud
Mage Armor
Shield
Sleep
.

2nd Level

Dust Devil
Healing Spirit
Hold Person
Invisibility
Lesser Restoration
Levitate
Skywrite
Warding Wind
.

3rd Level

Beacon of Hope
Counterspell
Dispel Magic
Fly
Haste
Revivify
Slow
Tiny Hut

4th Level

Banishment
Conjure Minor Element
Conjure Woodland Beasts
Death Ward
Greater Invisibility
Guardian of Faith
Polymorph
Secret Chest
.

5th Level

Animate Objects
Conjure Elemental
Conjure Volley
Mass Cure Wounds
Telekinesis
Wall of Force
Wall of Stone
.

6th Level

Irresistable Dance
Mass Suggestion
Move Earth
True Seeing
.

7th Level

Force Cage
Reverse Gravity
.

8th Level

Feeblemind
Mind Blank
.

9th Level

Mass Heal
Prismatic Wall
Time Stop

Meta Stuff

Spell Point Costs

As found in DMG p.288
Spell Level Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7
6th 9
7th 10
8th 11
9th 13

Acknowledgements

This wouldn't have been possible without the help of The Lunatics to help me balance things out, and providing suggestions, advice, and guidance.

Art Credits

Currently Mulling Over

This is very much a work in progress and has not been playtested yet so I have no idea how well it's actually going to play or how balanced it is. Here's a short list of the things that I'm thinking about for version 7, if you're reading this then I'd love to hear what you think.

  1. Is there enough of a distinction between the Avatar and the PC? Ideally, The focus should be Avatar in combat and PC in RP.
  2. Is the PC powerful enough to be by themselves as opposed to the team that they're meant to be? Should they be a half-caster as opposed to a full caster?
  3. Rather than one 8 hour chunk, should I instead change the avatar summon to be based on (e.g.) the player's Charisma Modifier times per day. Or would something like [the spell/feat I can't remember the name of] where you summon it for a total amount of time but can then dismiss it and resummon it using the same timer.
  4. Other ways that Spell Points can be used with the Avatars at earlier levels.
  5. How's their spell list looking? Too sparse? Too OP? Is it too varied? Should the spell list be more focused on support/damage/healing?

Example Avatars

All avatars are created differently and no two are alike. That bneing said, sometimes you don't want to spend hours coming up with exactly the way everything looks, so on the next page are four stat blocks, one with just the basic features on it (remember you can change the ability scores from the array on page 3), and then one from each guardian.


Basic Avatar Stats

Medium , Usually follows your alignment


  • Armor Class
  • Hit Points 24 (3d8+6)
  • Speed

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 12 (+1) 10 (+0) 8 (-1)

  • Saving Throws
  • Skills
  • Senses passive Perception 10
  • Languages Understands Common and one other, but cannot speak
  • Level 3
  • Proficiency Bonus +2

Fire Elemental Avatar

Medium , Usually follows your alignment


  • Armor Class 14
  • Hit Points 24 (3d8+6)
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 8 (-1) 10 (+0) 12 (+1)

  • Saving Throws Str +5, Con +4
  • Skills Athletics +5, Intimidation +3
  • Senses passive Perception 9
  • Languages Understands Common and Ignan, but cannot speak
  • Level 3
  • Proficiency Bonus +2

Actions

Elemental Attack. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 1d8 + your spellcasting modifier fire damage.


Fae Avatar

Medium , Usually follows your alignment


  • Armor Class 13
  • Hit Points 24 (3d8+6)
  • Speed 30ft.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 14 (+2) 12 (+1) 10 (+0) 16 (+3)

  • Saving Throws Dex +4, Cha +5
  • Skills Performance +5, Survival +2
  • Senses passive Perception 9
  • Languages Understands Common and Sylvan, but cannot speak
  • Level 3
  • Proficiency Bonus +2

Actions

Fae Magic. Your Avatar companion has access to the same spell list that you have and can cast one spell each round so long as you have the spell points for it.

Spell save DC 13

Spell attack modifier +5


Great Old One Avatar

Medium , Usually follows your alignment


  • Armor Class 18
  • Hit Points 24 (3d8+6)
  • Speed 30ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 14 (+2) 12 (+1) 10 (+0) 8 (-1)

  • Saving Throws Dex +5, Int +3
  • Skills Perception +2, Stealth +5
  • Senses passive Perception 12
  • Languages Understands Common and Primordial, but cannot speak
  • Level 3
  • Proficiency Bonus +2

Actions

Nightmare Attack. Ranged Weapon Attack: +5 to hit, reach 5ft., one target. Hit 1d6 + your spellcasting modifier psychic damage.