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The Summoner[]

A small, weak-looking goblin is surrounded by bandits, his expression full of fear. As the bandits moved closer, the goblin suddenly swishes his hand forth, and a humanoid creature with four arms appears in front of the goblin, tearing the bandits to bloody pieces, aside from one. The goblin strides over to the one cowering bandit, hopping on the creature's hand to be eye-level with the bandit. "Never mess with the House of Madness~!" The goblin chortled, as he slit the bandit's throat, the creature being dismissed for now.

Creating a Summoner[]

When creating a summoner character, think about how your character came to join the house of summoners they are in. Did they merely wish to seek any sort of magic, or did they specifically desire conjuring? Were they lonely and just wanted to create a permanent friend, or are they power-hungry and wanted an eternal slave? Ask your DM about how the houses of summoners and their inhabitants are treated in your campaign's world.

Quick Build[]

You can make a Summoner quickly by following these suggestions. First, put your highest ability score in Intelligence, followed by Constitution. Second, choose the acolyte or noble background. Finally, choose a whip, arcane focus, and a scholar's pack.

Class Features[]

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"The House of Forging will be so proud of us! Come, my glorious creation, let us wreak havoc!"

As a Summoner you gain the following class features.

Hit Points

Hit Dice: 1d12 per Summoner level

Hit Points at 1st Level: 12 + Constitution modifier

Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Summoner level after 1st

Proficiencies

Armor: Light armor, Medium armor, Shields

Weapons: Simple weapons, whips, shortsword

Tools: None

Saving Throws: Wisdom, Charisma

Skills: Choose 2 from Animal Handling, Arcana, Deception, History, Intimidation, Persuasion, and Religion.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a whip or (b) any simple weapon
  • (a) an arcane focus or (b) a component pouch
  • (a) a scholar's pack or (b) a monster hunter's pack
  • leather armor & a dagger

Table: The Summoner[]

Level Proficiency Bonus Features C 1 2 3 4 5 6 7 8 9
1 +2 Summoning House, Summoning, Spellcasting 2 2 - - -
2 +2 Minor Trait 2 3 - - -
3 +2 - 2 4 2 - -
4 +2 Ability Score Improvement 3 4 3 - -
5 +3 Lesser Trait 3 4 3 2 -
6 +3 House Feature, Ability Score Improvement 3 4 3 3 -
7 +3 Defying The Laws, House Feature 3 4 3 3 1
8 +3 Ability Score Improvement 3 4 3 3 2
9 +4 Advanced Trait 3 4 3 3 3 1
10 +4 House Feature 4 4 3 3 3 2
11 +4 Expert Conjuration 4 4 3 3 3 2 1
12 +4 Ability Score Improvement 4 4 3 3 3 2 1
13 +5 Rapid Summon 4 4 3 3 3 2 1 1
14 +5 House Feature 4 4 3 3 3 2 1 1
15 +5 Greater Trait 4 4 3 3 3 2 1 1 1
16 +5 Ability Score Improvement, Master Trait 4 4 3 3 3 2 1 1 1
17 +6 Concentrated Conjurer 5 4 3 3 3 2 1 1 1 1
18 +6 House Feature 5 4 3 3 3 3 1 1 1 1
19 +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20 +6 Master Trait 5 4 3 3 3 3 2 2 1 1

Summoning House[]

As a summoner, you learned your abilities of conjuration from a magical house dedicated to summoning magic. Choose from the House of Necromancy, House of Marionettes, House of Forging, and the House of Madness. Your choice grants you features at 1st, 6th, 7th, 10th, 14th, and 18th levels.

Summoning[]

You are able to conjure up a being made out of pure magic, shaping it to your own will as a random soul that becomes under your control is put in the body. As a 10-minute ritual, you may conjure up a new minion, choosing new traits and ability scores for it. If you already have a minion created in this way, you may conjure it as a 1-minute ritual. You may dismiss your minion as a bonus action. If your minion is killed. If your minion is summoned after being dismissed instead of killed, it returns with the same amount of hit points it had beforehand. After taking a long rest, your minion is healed even if it was not summoned during the rest.

Base Minion[]

Your minion's starting ability scores are 18, 16, 13, 14, 10, 8. They may be applied in any way. Your minion has the following traits.

  • Your minion can speak all languages you know, and has the same alignment as you.
  • Your minion has a d10 hit die, and gains another die each time you level up in this class.
  • Your minion has 30 feet of walking speed, and its armor class is equal to 12 + its Dexterity modifier.
  • Whenever you gain the Ability Score Increase class feature from this class, you can increase two of your minion's scores by 1, or one by 2 and you may add a feat.
  • Your minion has the same proficiency bonus as you do.
  • Your minion's creature type depends on your house.
  • Your minion can make a 1d8 bludgeoning damage melee weapon attack, which counts as an unarmed strike.
  • Your minion gains proficiency in all saving throws.


Minor Trait[]

Beginning at 2nd level, your minion gains two traits from the Minor Traits list, featured at the bottom of this page.

Spellcasting[]

Starting at 1st level, your knowledge of conjuring up minions allows you to conjure up magical spells, as well.

Cantrips[]

At 1st level, you know two cantrips of your choice from the summoner spell list. You learn additional summoner cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Summoner table.

Spell Slots[]

The Summoner table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these summoner 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. 

Spells Known of 1st Level and Higher[]

You know three 1st-level spells of your choice from the summoner spell list. The Spells Known column of the Summoner table shows when you learn more summoner spells of your choice. Each of these spells must be of a level for which you have spell slots. Additionally, when you gain a level in this class, you can choose one of the summoner spells you know and replace it with another spell from the summoner spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability[]

Intelligence is your spellcasting ability for your summoner spells, since the power of your magic relies on your ability to project your will into the world. 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 known. You don't need to have the spell prepared.

Spellcasting Focus[]

You can use an arcane focus or component pouch as a spellcasting focus for your summoner spells.

Ability Score Increase[]

When you reach 4th level, and again at 6th, 8th, 10th, 12th, 14th, 16th and 18th 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.

Lesser Trait[]

Beginning at 5th level, your minion gains two trait from the Lesser Traits list, featured at the bottom of this page.

Defying The Laws[]

At 7th level you defy the law of the magic weave and attempt to use the magic weave of old for your conjuration magic. With this you create a magical body and are able to summon creatures of cr double your level but you must know the creatures name or appearance. These creatures will follow your orders but can only follow basic commands such as attack, run or charge you can specify targets but these creatures will not be able to use non-lethal attacks these creatures will have the same statistics as the creature they are summoned from but they are not the same creature that you had heard of and know or been told the appearance of books with images work for this as well. You must choose 3 creature types to be able to summon from aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead. You are already able to summon your race type and your sub class feature type. Using this type of magic will catch the interest of Mystra in a good way or a bad way it is unsure. To use this feature it takes an action but you must use your bonus to hold the magical body stable for this creature if you stop doing so the creature will disappear the creature will only last for 1d4 hours after using this feature you must take a long rest to use it again and when this feature is used at first you lose half of your current hit points and after the creature you summoned this way has died, you unsummon or the time limit passes you will go unconscious till a creature uses its action to wake you up or you finish a long rest this way. At level 12 you can summon a creature triple your cr and can choose 1 more creature type at level 15 cr you can summon any creature cr is irrelevant and you can choose 2 more creature type.

Concentrator[]

Beginning at 8th level you have learned some mastery over conjuration magic when you cast a concentration spell from the school of conjuration you can choose for the spell itself to not have concentration for that casting you can use this feature a number of times equal to half your proficiency bonus. Once you have used this feature the maximum amount of times you must take a long rest before you can use it again.

Advanced Trait[]

Beginning at 9th level, your minion gains three trait from the Advanced Traits list, featured at the bottom of this page.

Magic specialiser[]

Starting at 10th level you can change the damage type of any damage other then slashing, bludgeoning and piercing to one of your choosing you can use this feature an amount of times equal to your proficiency bonus + wisdom modifier (minimum of 1)

Expert Conjuration[]

Starting at 11th level, your conjuration skills have improved due to your constant hours of study. Any creatures you conjure, including your minion, have a bonus to their maximum hit points equal to triple your summoner level.

Rapid Summon[]

Starting at 13th level, you are able to summon creatures faster than normal. For any instances where it takes 1 hour or less to summon a creature, including your minion, you may instead summon them all in an instant using your bonus action.

Greater Trait[]

Beginning at 15th level, your minion gains two trait from the Greater Traits list, featured at the bottom of this page.

Concentrated Conjurer[]

At 17th level, your conjuration skills have focused your mind to be stronger than most. On saving throws to concentrate on a spell, you can automatically choose to pass you can use this feature for half your proficiency bonus.

Master Trait[]

At 16th and then at 20th level, your conjuration skills give your minion one final boon once at 16th and once at 20th. Your minion gains one trait from the Master Traits list, featured at the bottom of this page.

Houses of Summoning[]

Each summoner comes from a distinctive house that taught them their ways of summoning magic. The houses typically affect what kinds of creature the summoner will conjure as their minion, as well as some other effects.

House of Necromancy[]

The House of Necromancy is one of the most well-known houses for summoners to come from, with many existing throughout the land. While many who come from this house have ill intentions, this is not true for all, as they may wield the might of the darkness and undead for good purposes, as well. When you choose this subclass you add your intelligence modifier to your known amount of spells spell list.

Necromancer[]

When you join this house at 1st level, your minion's creature type is undead, as you have more control over the dead than the living.

Manipulation of Death[]

Additionally at 1st level, your control of the dead allows your minion to shrug off fatal blows. When your minion is reduced to 0 hit points by any source of damage that isn't radiant or a critical hit, it may make a Constitution saving throw with a DC equal to 5 + the damage taken. On a success, your minion is reduced to 1 hit point, instead.

Dark Reaper[]

Beginning at 6th level, you gain the ability to bless an attack with the might of undeath. Once on each of your turns when you or your minion hits a creature with a weapon attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target. When you reach 17th level, the extra damage increases to 2d8.

Undead Subordinates[]

At 14th level, you gain the ability to conjure up the undead. You can cast animate dead, and it does not count towards your Spells Known. Additionally, they count as conjured creatures for any of your class features that are based on them.

Bone Lord[]

At 18th level, your magical reflexes are fast enough to raise the dead in a pinch. As a reaction to a creature within 15 feet of you being killed, you can raise their corpse as a skeleton, under your control. You may only have 3 skeletons under your control in this way and count as conjured creatures for any of your class features based on them. The skeletons go back to being corpses after 1 minute of being raised. Additionally, when an undead creature under your control is killed, the one that did the damage takes necrotic damage equal to half your summoner level + your Charisma modifier.

House of Marionettes[]

The House of Marionettes is a mysterious house of summoning, with its members commonly being referred to as puppeteers due to their skills in puppetry and their minions appearing like living puppets. Some of the most powerful puppeteers are known to be able to temporarily take control of other people, and use them like puppets. When you choose this subclass you add your dexterity modifier to your known amount of spells spell list.

Puppeteer[]

When you join this house at 1st level, your minion's creature type is construct, due to you manipulating it like a puppet master.

Pulled By Strings[]

Additionally at 1st level, you are able to control your minion in a more direct way. When you are within 30 feet of your minion, ethereal strings that are invisible to creatures without truesight appear from your hands, connected to your minion. As long as you are within 30 feet of your minion, it is unhindered by being blinded, incapacitated, paralyzed, or stunned, as you are directly controlling its movements with the strings.

Uncanny Stare[]

Beginning at 6th level, your minion is able to stare into the eyes of creatures, giving them immense fear. When you use your bonus action to command your minion to do an action, you may command it to glare in a direction. Creatures of your choice within a 30 foot cone originating from your minion must make a Wisdom saving throw against your spell save DC, being frightened of your minion for 1 minute on a failure. Creatures affected may repeat the saving throw at the end of each of their turns. After using this feature, you must take a short or long rest before doing so again.

Change Location[]

At 14th level, you have the ability to instantly change positions with your minion. When you are within 30 feet of your minion, you may use your bonus action to instantly change positions with your minion. This can include through walls and ceilings, however you must have sight of your minion.

Puppet Master[]

At 18th level, you are able to temporarily turn those you face into your puppets. As an action, you may cast dominate monster on a creature, without a spell slot. The effect may only last for a maximum of 1 minute, and you may treat them as your minion for the purpose of your Change Location feature. After using this feature, you must take a long rest before doing so again.

House of Forging[]

The House of Forging is a house different from most other summoners; Instead of creating their minions magically, they build them by hand. Due to this process, their minions are typically stronger than most other minions, typically referred to as 'eidolons' by their creators. When you choose this subclass you add your strength modifier to your known amount of spells spell list.

Blacksmith[]

When you join this house at 1st level, your minion's creature type is construct, due to you hand-crafting them, and your minions are known as eidolons, and are created by hand. Due to their hand-crafting, they are more mighty than most other minions in their creation, giving them extra traits. Your eidolon gains an additional trait from the Minor Traits list. Each time you level up your eidolon can also add +1 in any stat or give another feat. Each time you gain a trait you may also gain another of the same level or lower. You can also attune magic items to your eidolon and the max is half it's level (Round up).

Elemental Affinity[]

Additionally at 1st level, your eidolon gains affinity to an element. Choose one damage type from the following; acid, cold, lightning, fire, poison, radiant, necrotic, psychic or thunder. Your eidolon's weapon attacks may deal double the damage with the damage type if you choose, and your eidolon gains resistance to that type. its unarmed strikes also change to the chosen damage type.

Walking Armory[]

Beginning at 6th level, your eidolon has become accustomed to the tools of humanoids. Your eidolon gains proficiency in Light armor, and simple weapons, and, as a bonus action, may form a weapon it has proficiency with out of itself. Your eidolon may also consume magic items that it is proficient with. Your eidolon gains an additional trait from the Lesser Traits list.

Traitbearer[]

At 14th level, your eidolon has become mighty enough to take on multiple traits. Your eidolon gains an additional trait from the Advanced Traits list. You are also able to swap the damage type you chose and it becomes immune to it every long rest.

Forge Royalty[]

Your eidolon and yourself have made a deep bond which causes your eidolon to enter a new power phase. At 18th level your eidolon is able to choose 3 elements at once (Look back on Traitbearer perk). Your eidolon also gains immunity from nonmagical piercing, bludgeoning, or slashing and resistance to magical piercing, bludgeoning, or slashing damage. Your eidolon also gains an additional trait from each of the trait levels.

House of Madness[]

The House of Madness is a house feared for the instability of most of the members of it. They do not follow any laws involving how their minions are, typically creating beings of pure chaos. A famous member of this house created one beast known to strike fear into many; the Owlbear. When you choose this subclass you add your charisma modifier to your known amount of spells spell list.

Creator[]

When you join this house at 1st level, your minion's creature type is monstrosity, due to you creating it out of combining other creatures.

Defend The Master[]

Additionally at 1st level, your minion knows its place as your guardian, and will lay down its life for you. When you are hit by an attack and your minion is within 10 feet of you, you may use your reaction for your minion to get in the way of the attack, hitting it instead.

Unstable Concoction[]

Beginning at 6th level, you are able to infuse magic into you or any creature around you. As an action, you may infuse yourself or any other creature with your special magic. The one who gets infused has their muscles increase in strength, but also has their insides burn, for 1 minute. At the first turn they get infused, they take 2d8 damage which they can only can get back from a long rest healing of any sort other then a long rest will not work, but each of their melee weapon attacks deal an additional 2d8 damage. You may end the effect early as a bonus action. After using this feature, you must take a short or long rest before using it again. For the damage type taken and used choose between one of these when using this feature acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, and thunder.

Strange Connection.[]

At 7th level your connection with your summon improves so much that you are able to magically switch places with where your summon is doing so causes your summon 1 level of exhaustion. You can take additional creature this way but for each creature or humanoid you take will cause another level of exhaustion before the summon out right dies if you take more then that the summoner will start taking the exhaustion levels after the summon. You also become magically connected with your summon and are able to know everything they know and learn and are able to see what they see and hear and know when they are being attacked and you become able to telepathically communicate with your summon and your summoning becomes ranged as you become able to summon creatures to any places you know of.

Monstrosity tamer[]

Starting at 8th level you gain proficiency with animal handling if you already have that proficiency you gain expertise in it you also gain the ability to treat monstrosities as beasts and use animal handling to tame such monsters but all beasts will see you as a monster and you will be unable to tame such creatures with animal handling.

Maniacal Laughter[]

At 14th level, you gain the ability to temporarily gift yourself with magical insanity, causing you to cackle loudly. As an action, you may expend multiple spell slots to unleash a terrifying cacophony in a 30 foot sphere centered on yourself. Creatures of your choice within range must make a Wisdom saving throw, taking psychic damage equal to 2d8 per slots and if a higher level slot is used each higher level slot is double the amount of dice on a failed save they become frightened for 1 minute on a failure, or half with no frightening on a success. If a creature is frightened, it may repeat the save at the end of each of its turns, ending the effect on a success. You will be unable to hold any concentration spells while using this.

Like Son Like Father[]

At 18th level, you are able to temporarily tap into what makes your minion so special, making a new creature entirely. As an action, you are able to temporarily merge your summons, for 1 hour this also works with Defying The Law but you can also try using 2 creatures from defy the law that you have previously summoned to make a new creature combining the 2 but you must make a wisdom saving throw on a natural 1 you drop to 1 hp and fall unconscious instantly but instead of the creature disappearing it runs rampant killing and destroying everything in its path on a natural 20 you do not fall unconscious afterwards and anything in between same effects from Defying The Law. During this time, all the statistics of your summons merge into one. After using this feature, you must take a long rest before using it again.

Traits[]

When you gain any of the Traits features, you may choose from the following traits to give your minion.

Minor Traits[]

  • Hardened Hide. Your minion's natural hide is thicker, scalier, or harder than normal. Its armor class is increased from 12 + it's Dexterity modifier, to 13 + it's Dexterity and Constitution modifier.
  • Armor Training. Your minion gains proficiency in light and medium armor.
  • Basic Weapon Training. Your minion gains proficiency in simple weapons and shields.
  • Stronger Strikes. Your minion improves with weapons, changing its armed and unarmed strikes to deal and extra 1d8 piercing, slashing, or bludgeoning damage, based on the new weapons. Your minion's unarmed strikes also count as magical. Your minion can use dexterity or strength for these attacks.

Lesser Traits[]

  • Extra Attack. Due to either an additional set of limbs, increased fighting knowledge, or heightened agility, when your minion is commanded to attack, it may attack two times instead of once. The number of attacks increases to three when you reach 11th level and to four when you reach 20th.
  • Improved Reach. Your minion's arms elongate, it's agility heightens, or it grows tentacles, and your minion's reach increases by 5 feet.
  • Advanced Weapon Training. Your minion gains proficiency in martial weapons.
  • Minor Magic. Your minion learns to cast two cantrip, and six 1st level spell, both from the summoner spell list. It uses its Wisdom modifier for the spellcasting ability, and must take a long rest before casting the 1st-level spell again.

Advanced Traits[]

  • Superior Strikes. Your minion's weapons improve further, growing stronger, harder, or sharper. Your minion's armed and unarmed strikes now deal an extra 1d12 piercing, slashing, or bludgeoning damage. Your minion's unarmed strikes also count as magical. Your minion can use dexterity or strength for these attacks.
  • Energy Resistance. Your minion's body changes to gain resistance to some elements. The damage types are acid, cold, lightning, fire, poison, and thunder. Your minion gains resistance to these damage types.
  • Blood Transfer. Your minion is able to channel pain through enemies, to restore another creature's hit points. Your creature when dealing damage can choose to restore the hit points of a creature within 5 feet of itself by the same amount but it loses its bonus action.

Greater Traits[]

  • Colossus. Your minion's body increases in size in all dimensions, changing it's size to Large. This functions like the enlarge/reduce spell.
  • Flying Behemoth. Your minion gains wings, jets, or some other way of flight, giving it 30 feet of flight speed.
  • Major Magic. Your minion learns to cast one cantrip, one 1st level spell, one 2nd level spell, and one 3rd level spell, all from the summoner spell list. It uses its Charisma modifier for the spellcasting ability, casts the three spells at 3rd level, and can only use a spell once before they must take a long rest to use it again.
  • High Caliber Strikers. Your minion's weapons improve further, growing stronger, harder, or sharper. Your minion's armed and unarmed strikes now deal an extra 2d8 piercing, slashing, or bludgeoning damage. Your minion's unarmed strikes also count as magical. Your minion can use dexterity or strength for these attacks.

Master Traits[]

  • Ultimate strikes. Your minion's weapons reach their peak, growing stronger, harder, or sharper. Your minion's armed and unarmed strikes now deal an extra 2d12 piercing, slashing, or bludgeoning damage. Your minion's unarmed strikes also count as magical. Your minion can use dexterity or strength for these attacks.
  • Advanced Armor Training. Your minion gains proficiency in light, medium, and heavy armor.
  • Energy Immunity. Choose Five damage types from acid, cold, lightning, fire, poison, radiant, necrotic, psychic or thunder. Your minion gains immunity to the chosen damage types.

Summoner Spell List[]

Cantrips[]

  • Acid splash
  • chill touch
  • create bonfire
  • dancing lights
  • frostbite
  • infestation
  • mage hand
  • mending
  • message
  • poison spray
  • prestidigitation
  • produce flame
  • thorn whip
  • thunderclap

1st level and above[]

---1st level---[]

  • arms of hadar
  • cause fear
  • chaos bolt
  • create or destroy water
  • ensnaring strike
  • entangle
  • find familiar
  • fog cloud
  • grease
  • hail of thorns
  • healing elixir
  • hellish rebuke
  • ice knife
  • ray of sickness
  • shield
  • shield of faith
  • tenser's floating disk
  • unseen servant

---2nd level---[]

  • aid
  • cloud of daggers
  • dust devil
  • earthbind
  • flaming sphere
  • find steed
  • find vehicle
  • flock of familiars
  • healing spirit
  • invisibility
  • icingdeath's frost
  • misty step
  • scorching ray
  • shatter
  • silence
  • summon beast
  • tasha's mind whip
  • web
  • wristpocket

---3rd level---[]

  • bestow curse
  • call lightning
  • conjure animals
  • conjure barrage
  • conjure lesser demon
  • counterspell
  • create food and water
  • dispel magic
  • fireball
  • galder's tower
  • glyph of warding
  • haste
  • hunger of hadar
  • melf's minute meteors
  • remove curse
  • revivify
  • sleet storm
  • spirit guardians
  • stinking cloud
  • summon fey
  • summon lesser demon
  • summon shadowspawn
  • thunder step
  • tidal wave
  • animate dead

---4th level---[]

  • aura of life
  • banishment
  • conjure barlgura
  • conjure minor elementals
  • conjure shadow demon
  • conjure woodland beings
  • dimension door
  • evard's black tentacles
  • find greater steed
  • galder's speedy courier
  • grasping vine
  • greater invisibility
  • guardian of faith
  • leomund's secret chest
  • mordenkainen's faithful hound
  • mordenkainen's Private Sanctum
  • Otiluke's Resilient Sphere
  • polymorph
  • sickening radiance
  • summon aberration
  • summon construct
  • summon elemental
  • summon greater demon
  • watery sphere
  • widogast's vault of amber

---5th level---[]

  • animate object
  • cloudkill
  • cone of cold
  • conjure elemental
  • dominate person
  • far step
  • greater restoration
  • hold monster
  • insect plague
  • mass cure wounds
  • reincarnate
  • scrying
  • steel wind strike
  • synaptic static
  • teleportation circle
  • tree stride
  • wall of force
  • raise Dead

---6th level---[]

  • arcane gate
  • blade barrier
  • chain lightning
  • circle of death
  • conjure fey
  • disintegrate
  • eyebite
  • fizban's platinum shield
  • flesh to stone
  • globe of invulnerability
  • harm
  • heal
  • psychic crush
  • scatter
  • soul cage
  • summon fiend
  • sunbeam
  • tasha's otherworldly guise
  • create undead

---7th level---[]

  • conjure celestial
  • conjure hezrou
  • crown of stars
  • delayed blast fireball
  • dream of the blue veil
  • finger of death
  • mordenkainen's magnificent mansion
  • power word: pain
  • regenerate
  • resurrection

---8th level---[]

  • abi-dalzim's horrid wilting
  • antimagic field
  • clone
  • demiplane
  • sunburst
  • tsunami

---9th level---[]

  • Blade of Disaster
  • Storm of Vengeance
  • True Polymorph
  • True Resurrection

Multiclassing[]

Prerequisites. To qualify for multiclassing into the Summoner class, you must meet these prerequisites: Intelligence 13

Proficiencies. When you multiclass into the Summoner class, you gain the following proficiencies: Light armor, simple weapons, whips

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