The Summoner Class focuses on summoning creatures rather than casting a wide array of spells. They gain the ability to "solidify" summoned creatures to maintain them without concentration. As they level up, their summons gain bonuses to attack and damage rolls and the Summoner gains temporary hit points from using solidified summons. They also choose a Summoner archetype at 3rd level that provides additional features.
The Summoner Class focuses on summoning creatures rather than casting a wide array of spells. They gain the ability to "solidify" summoned creatures to maintain them without concentration. As they level up, their summons gain bonuses to attack and damage rolls and the Summoner gains temporary hit points from using solidified summons. They also choose a Summoner archetype at 3rd level that provides additional features.
The Summoner Class focuses on summoning creatures rather than casting a wide array of spells. They gain the ability to "solidify" summoned creatures to maintain them without concentration. As they level up, their summons gain bonuses to attack and damage rolls and the Summoner gains temporary hit points from using solidified summons. They also choose a Summoner archetype at 3rd level that provides additional features.
The Summoner Class focuses on summoning creatures rather than casting a wide array of spells. They gain the ability to "solidify" summoned creatures to maintain them without concentration. As they level up, their summons gain bonuses to attack and damage rolls and the Summoner gains temporary hit points from using solidified summons. They also choose a Summoner archetype at 3rd level that provides additional features.
Hit Points Skills: Choose two from Arcana, History, Investigation,
Hit Dice: 1d6 per summoner level Nature, Religion, Animal Handling, Insight, Medicine, Hit Points at 1st level: 6+your constitution modifier Perception, Survival. Hit Points at Higher levels: 1d6(or 4) + your constitution modifier per summoner level after 1st. Equipment You start with the following equipment, in addition to the Proficiencies equipment granted by your background: Armor: None (a) a light crossbow and 20 bolts or (b) any simple weapon Weapons: Daggers, darts, slings, quarterstaffs, light (a) component pouch or (b) arcane focus crossbows. (a) a dungeoneer's pack or (b) an explorer's pack Tools: None Two daggers Saving Throws: Intelligence, Wisdom Or alternatively you can begin with starting gold of 5d4X10gp and purchase starting items of your choice. Multiclass The uses for solidified summon do not come back until the To multiclass into and out of this class you need 13 creature doesn't exist anymore(the spell maintaining them intelligence. You do not gain any proficiencies multiclassing ends) or a long rest whichever comes last. When a creature into this class. reaches 0 hit points this effect ends on them and they vanish from existence like they normally would. Spell Casting You may do this if the creature is within 30 feet upon using this ability. You can solidify a summon with an action. If your Through practice and study you have gained better insight effect of solidified summon ends the use of which does not into summoning creatures and how to maintain them. You replenish until a long rest. tap into a font of magic within yourself that allows you to If removing concentration would cause it to become hostile keep open the channels that keep summons on this plane. it doesn't become hostile if solidified summon is used on the creature. No other ill effects happen from breaking this Spell Slots concentration. The summoner table shows how many spell slots you have to You can issue commands to creatures under the effect of cast your spells of 1st level and higher. To cast one of these solidified summon without using an action or bonus action. summoner spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish Viscious Summons a long rest. At level 2, creatures you summon now add your proficiency Spell Known of 1st level and Higher modifier to their attack and damage rolls. You know two 1st level spells of your choice from the summoner spell list. Summoner Archetype The spells known column of the summoner table shows At level 3 you learn a summoner archetype. This archetype when you learn more summoner spells of your choice. Each receieves features at levels 3, 6, 14, and 17. of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you Ability Score Improvement can learn one new spell of 1st level or 2nd level. Additionally, when you gain a level in this class, you can When you reach 4th level, and again at 8th, 12th, 16th, and choose one of the summoner spells you know and replace it 19th level, you can increase on ability score of your choice by with another spell from the summoner spell list, which also 2, or you can increase two ability scores of your choice by 1. must be of a level for which you have spell slots. As normal, you can't increase an ability score above 20 using this feature. Spellcasting Ability Intelligence is your spellcasting ability for your summoner Protective Essence spells, since the power of your magic come from meticulous At level 5, you can an additional effect when you use solidified study of summoning practices. You use your intelligence summons. Your summons give you strength. When you use whenever a spell refers to your spellcasting ability. In solidified summons on a creature you give yourself a number addition, you use your Intelligence modifier when setting the of temporary hit points equal to your intelligence modifier. saving throw DC for a summoner spell you cast and when These temporary hit points stack with one another. So a level making an attack roll with one. 20 summoner with 20 intelligence would get 25 temporary Spell Save DC = 8 + your proficiency bonus + your hit points. intelligence modifier. Also for a number of times equal to your charisma modifer Spell attack modifier = your proficiency bonus + your per long rest you can replenish the temporary hit points from intelligence modifier. this feature. So a level 20 summoner with 20 intelligence and 20 charisma would be able to replenish 25 hit points 5 times. Spellcasting focus You can use an arcane focus as a spellcasting focus for your Quicker solidified summon summoner spells. At level 7, you can use solidified summon with either an Solidified Summon action or bonus action. The distance which you can do it is You can choose to solidify a summon a number of times equal lengthened to 60 feet. to the solidified summon column on the summoner table. You Banishment may only do this on a creature you have summoned. When you do this the duration of time the summon exists is At level 9, not only are you good at summoning you can send increased by a factor of 10 and if a spell needed you to summons back from where they came. You can cast the spell maintain concentration on it, it no longer does. You may banishment once per long rest without expending a spell slot. choose to do this again on the same creature which will lengthen the time the summon exists by another factor of 10 each time you do this. Loyal Summons Spawn warper At level 10, you know know how to make your summons The spawn warper is different from other summoners. They never turn hostile toward you. Your summons become loyal focus on summoning massive numbers of creatures and to you. They are immune to the charmed condition and any maintaining them for a long period of time. Their creatures effect that would make them hostile to you doesn't make also have benefits that those from other summoners do not. them hostile to you. Increased solidified summon Aeons At level 3, you can use solidified summon an increased At level 20, your summons have double the normal hit points number of times equal to your intelligence modifier. they normally would. Each creature that you have affected by solidified summon can be controlled without using an action or bonus action. Summoner Archetypes Aeon shield At level 6, whenever you summon a creature with a spell or Demonologist spell like effect originating from you or from an item attuned The other summoners focus on many summons however this to you the creature has additional temporary hit points equal class knows the power of demon kind of the chaos they bring. to your level. This subclass intention is to have only one creature at a time as it is the only one they can control. Lengthy summons At level 14, each creature you summon has a duration that Soldified Summon Updated increases by a factor of 5 whether it has been affected by This feature previously learned in the class can only be solidified summon or not. applied to the fiendish summons that you make. Summon Barrage Summon Fiend At level 17, whenever you cast a spell that summons one This feature is learned at level 3 and levels up as you level up creature that uses a spell slot of 7 or less; you summon two in this class. Starting at level 3, you may summon a fiend with creatures instead and both use the same concentration if it a CR equal to or less than half your total level rounded up in has any. the summoner class. The fiend has its own initiative and can act on its own. Although if you give it a command with an action it must follow that command. The fiend may resent this bond and try to break it somehow. However the fiend may not in any way attack the demonologist. Even if the demonologist asks it to. The summoned fiend lasts for 10 minutes. Once you use this feature to summon the fiend you can't use it again until you finish a long rest. Ravenous Fiends At level 6, your fiend that you summon with the previous feature can attack one additional time when it attacks with its action. Also you can command it with either an action or bonus action now. Robust Pact At level 14, your fiend that you summon with the previous summon fiend feature can no longer try to break free of its bonds. You pact won't let it stay still and it becomes immune to the paralyzed and stunned conditions. Summon Greater Fiend At level 17, when you do summon fiend you can now summon a fiend up to CR 12 in strength. Inferno Master The Inferno Master is not named after what they summon just after an effect after their summons die. They purposely make their summons unstable. Explosive Death At level 3, when a creature you control affected by solidified summon reaches 0 hit points it explodes if you wish it to. When this happens all creatures in a 30 foot radius must make a dexterity saving throw versus your spell save DC. If they fail they take a number of d6s of damage equal to your level in this class divided by 3 rounded up in fire damage. If they succeed on the saving throw they take half damage. Shell Shock At level 6, when a creature is affected by explosive death it must make another saving throw even if it succeeded the dexterity saving throw from explosive death. The new saving throw is a wisdom saving throw versus your spell save DC. If they fail this one they are frightened for 1 minute of all hostile creatures. If they succeed they aren't frightened. They can redo this saving throw at the end of thier turn or if they are dealth damage. Don't Kill the Messenger At level 14, you can force a summon you control that is affected by solidified summon to reach 0 hit points prematurely. You can only do this once per long rest. When you do so all creatures in a 30 foot radius take additional piercing damage equal to a number of d6s equal to your level in this class. A creature may make a dexterity saving throw versus your spell save DC. If they fail they take the full damage. If they succeed they take half damage. Explosive death still triggers. Special Flames At level 17, the fire damage from explosive death burns brighter than ever before. Saves to resist are made with disadvantage. Saves to resist the aptly themed don't kill the messenger are made with disadvantage. Also explosive death ignores fire resistance. You may also shape the blasts so creatures of your choice make their saves with advantage. Summoner Spells 3rd Level Summon Greater Demon Summon Major Animal Conjure Animals 1st level Animate Dead 5th Level 8th Level Animate Lesser Undead Phantom Steed Animate Objects Call Of The All Father Conjure lesser animals Summon Lesser Demons Conjure Elemental Clone Find Familiar Tiny Servant Infernal Calling Mighty Fortress Unseen Servant 4th Level 6th Level 9th Level 2nd Level Conjure Minor Elementals Conjure Fey Gate Conjure Weak Elemental Conjure Woodland Beings Create Undead Summon Lesser Dragon Find Steed Find Greater Steed Create Homunculus Wish Healing Spirit Giant Insect Summon Minor Demon Mordenkainen's Faithful 7th Level Hound Simulacrum Conjure Weak Elemental Spells for the Summoner 2nd level conjuration Class Casting Time: 1 minute Range: 90 feet Conjure lesser animals Components: V,S 1st level conjuration Duration: Concentration, up to 1 hour Casting Time: 1 action You summon elementals that appears in an unoccupied Range: 60 feet space that you can see within range. You choose one of Components: V,S following options for what appears: Duration: Concentration, up to 1 hour You summon fey spirits that take the form of beasts and One elemental of challenge rating 1 or lower appear in unoccupied spaces that you can see within range. Two elementals of challenge rating 1/2 or lower Choose one of the following options for what appears: Four elementals of challenge rating 1/4 or lower One beast of challenge rating 1/2 or lower Two beasts of challenge rating 1/4 or lower An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends. Four beasts of challenge rating 1/8 or lower The summoned creatures are friendly toward you and your companions. Roll initiative for the summoned creatures as a Each beast is also considered fey, and it disappears when it group, which has its own turns. They obey any verbal drops to 0 hit points or when the spell ends. commands that you issue to them(no action required by you). The summoned creatures creatures are friendly to you and If you don't issue any commands to them, they defend your companions. Roll initiative for the summoned creatures themselves from hostile creatures, but otherwise take no as a group, which has its own turns. They obey any verbal actions. commands that you issue to them. If you don't issue any The DM has the creature's statistics. commands to them, they defend themselves from hostile At Higher Levels. When you cast this spell using certain creatures, but otherwise take no actions. higher level spell slots, you choose one of the summoning The Dm has the creatures statistics options above, and more creatures appear: twice as many At higher levels. When you cast this spell using certain with a 4th level spell slot, three times as many with a 6th level higher- level spell slots, you choose one of the summoning spell slot, four times as many with a 8th level spell slot. options above, and more creatures appear: twice as many with a 3rd level slot, three times as many with a 5th level slot, Animate lesser undead four times as many with a 7th level slot, and five times as 1st level conjuration many with a 9th level slot. Casting Time: 1 minute Range: 10 feet Summon minor demon Components: V,S, M (a drop of blood, a piece of flesh, and 2nd level conjuration a pinch of dust) Casting Time: 1 action Duration: Instantaneous Range: 60 feet This spell creates an undead servant. Choose a pile of Components: V,S, M(a vial of blood from a humanoid bones or a corpse of a medium or small humanoid within killed within the past 24 hours) range. You spell imbues the target with a foul mimicry of life, Duration: Concentration, up to 1 hour raising it as an undead creature. The target becomes a You utter foul words, summoning demons from the chaos skeleton if you choose bones or a zombie if you chose a of the Abyss. You summon a demon of challenge rating 1 or corpse (the Dm has the creature's game statistics). lower. You choose the type of demon summoned. You choose On each of your turns, you can use a bonus action to the unoccupied spaces you can see within range where they mentally command any creature you made with this spell if appear. the creature is within 60 feet of you. You decide what action A summoned demon disappears when it drops to 0 hit the creature will take and where it will move during its next points or when the spell ends. turn, or you can issue a general command. If you issue no The demons are hostile to all creatures, including you. Roll commands, the creature only defends itself against hostile initiative for the summoned demon, it has its own turns. The creatures. Once given an order, the creature continues to demon pursues and attacks the nearest non-demon to the follow it until its task is complete. best of its ability. The creature is under your control for the next 8 hours, As part of casting the spell, you can form a circle on the after which is stops obeying any command you've given it. To ground with the blood used as a material component. The maintain control of the creature for another 8 hours, you circle is large enough to encompass your space. While the must cast this spell on the creature again before the 8 hour spell lasts, the summoned demons can't cross the circle or period ends. harm it, and they can't target anyone within it. Using the material component in this manner consumes it when the spell ends. Call of the All Father Summon Lesser Dragon 8th level conjuration 9th level conjuration Casting Time: 1 minute Casting Time: 1 action Range: 90 feet Range: 60 feet Components: V,S Components: V,S Duration: Concentration, up to 1 hour Duration: 24 hours. You utter sacred words for 1 minute and a horn sounds. You summon a dragon of CR 10 or lower. The noise of the horn causes the ground to tremble. Then The summoned creature is friendly toward you and your almost out of the ether a giant materializes. This spell companions. Roll initiative for the summoned creature which summons a giant of CR 9 or less. It disappears when its hit has its own turns. It obeys any verbal commands that you points drop to 0. Your DM gives you a choice out of possible issue to it. If you don't issue any commands to it, it defends giants you can summon. itself from hostile creatures, but otherwise takes no actions. The summoned creature is friendly to you and your The DM has the creatures statistics. companions. Roll initiative for the summoned creature which You may choose to extend this spell for another 24 hours has its own turns. The creature obeys any verbal commands by expending a 9th level spell slot before the time is up. that you issue them. If you don't issue any commands to it, it defends itself from hostile creatures but otherwise takes no actions. The DM has the creatures statistics. Summon Major Animal 7th level conjuration Casting Time: 1 action Range: 60 feet Components: V,S Duration: Concentration, up to 1 hour You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: One beast of challenge rating 8 or lower Two beasts of challenge rating 6 or lower Four beasts of challenge rating 5 or lower Eight beasts of challenge rating 4 or lower Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends. The summoned creatures creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them. If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The Dm has the creatures statistics At higher levels. When you cast this spell using certain higher- level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 9th level slot.
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PDF (Ebook) New Perspectives on Chinese Syntax by Waltraud Paul ISBN 9783110338683, 9783110338775, 9783110393972, 3110338688, 3110338777, 3110393972 download