User:The-Marksman/Sandbox6

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Summoner

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Author: The-Marksman (talk)
Date Created: April 2019
Status: In Progress
Editing: Please discuss changes before editing
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A group of famous summoners.















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Table: The Summoner

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Summon Esper (Guardian Forces) 3/day,
Spell Focus (Conjuration)
5 3
2nd +1 +0 +0 +3 Augment Summoning 6 4
3rd +1 +1 +1 +3 Divine Grace, Lesser Telepathic Bond 6 5
4th +2 +1 +1 +4 Overdrive 6 6 3
5th +2 +1 +1 +4 Summon Esper (Ediolons) 3/day 6 6 4
6th +3 +2 +2 +5 Extended Summoning 6 6 5 3
7th +3 +2 +2 +5 Improved Ally 6 6 6 4
8th +4 +2 +2 +6 Summon Esper (Avatars) 2/day 6 6 6 5 3
9th +4 +3 +3 +6 Contingent Conjuration 6 6 6 6 4
10th +5 +3 +3 +7 Grand Summoning 6 6 6 6 5 3
11th +5 +3 +3 +7 6 6 6 6 6 4
12th +6/+1 +4 +4 +8 Summon Esper (Aeons) 2/day 6 6 6 6 6 5 3
13th +6/+1 +4 +4 +8 6 6 6 6 6 6 4
14th +7/+2 +4 +4 +9 6 6 6 6 6 6 5 3
15th +7/+2 +5 +5 +9 Summon Esper (Astrals) 1/day 6 6 6 6 6 6 6 4
16th +8/+3 +5 +5 +10 6 6 6 6 6 6 6 5 3
17th +8/+3 +5 +5 +10 6 6 6 6 6 6 6 6 4
18th +9/+4 +6 +6 +11 6 6 6 6 6 6 6 6 5 3
19th +9/+4 +6 +6 +11 6 6 6 6 6 6 6 6 6 4
20th +10/+5 +6 +6 +12 Astral Genesis 6 6 6 6 6 6 6 6 6 6

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Nature) (Int), Knowledge (Religion) (Int), Knowledge (The Planes) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Speak Language (n/a), Spellcraft (Int).


Class Features

All of the following are class features of the Summoner.

Weapon and Armor Proficiency: Summoners are proficient with all simple weapons. They are not proficient with any type of armor or shields.

Spells: A Summoner casts divine spells which are drawn from the Summoner spell list. When a Summoner gains access to a new level of spells, she automatically knows all of the spells for that level on the Summoner's spell list. She can cast any spell she knows without preparing it ahead of time, the way a wizard or a cleric must. Essentially, her spell list is the same as her spells known list.

To cast a Summoner spell, a Summoner must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Summoner’s spell is 10 + the spell level + the Summoner’s Charisma modifier. Like other spellcasters, a Summoner can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Summoner. In addition, she receives bonus spells per day if she has a high Charisma score.

Unlike a wizard or a cleric, a Summoner need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. She does not have to decide ahead of time which spells she’ll cast.

Summon Esper (Su): Starting at 1st level, a Summoner learns her signature ability, the ability to summon powerful, special monsters called Espers, to aid her in battle. These Espers come in 5 strength tiers ranging from weakest to strongest: Guardian Forces, Ediolons, Avatars, Aeons, and then the most powerful, Astrals. Summoners learn to summon Guardian Forces at level 1, Ediolons at 5th level, Avatars at 8th level, Aeons at 12th level and Astrals at 15th level. Each tier of Esper can be summoned a specific number of times per day. A Summoner may summon one of the Guardian Forces and Ediolons 3/day, one of the Avatars and Aeons 2/day, and a Summoner may call on an Astral only once per day.

Summoning an Esper is a full-round action that provokes an attack of opportunity. The casting time of this ability cannot be reduced by any means including by spells such as haste or metamagic feats such as quicken spell or quicken spell-like ability. The amount of energy it takes to keep an Esper on the material plane causes the Summoner to be unable to attack, cast new spells, concentrate on other spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn, for as long as the Esper is present.

All Espers do 4d8 + str damage with their natural attacks. As the Summoner's mastery grows, so too does the potency of the summoned allies, making them increasingly formidable in combat. The Esper is empowered by the presence of the Summoner, and anytime the Summoner and the Esper are within 1 mile of each other. The Esper gains a bonus to damage on all attacks (physical or magical, including over drives) that is affected by the Summoner's proficiency in summoning, which is represented by a "scaling factor" tied to the Esper's tier level. This scaling factor is 3X the Summoner's level for Guardian Forces, 4X Summoner's level for Ediolons, 5X Summoner's level for Avatars and Aeons and 6X Summoner's level for Astrals, including the Final Esper created by the Summoner's Astral Genesis feature at level 20.

While the Esper is present it moves as directed by the Summoner on its turn and assists the Summoner to the best of its ability. An Esper stays for a number of rounds equal to the Summoner's class level + the Summoner's Charisma modifier (minimum of 1 round), or until its reduced to 10 or less hit points, after which time it disappears. This amount cannot be extended by metamagic feats such as extend spell or extend spell-like ability.

Each Esper has one or more Special attacks and an Overdrive attack listed in their creature description page. When a Summoner first gains the ability to summon Guardian Forces at level 1, these Espers will only ever use their special attacks or physical attacks when summoned.

A Summoner may only have 1 Esper present at any given time and must dismiss her current Esper (as a free action) to regain her ability to take other actions than a single move action to be able to take a full-round action to summon another. The staggered condition cannot be removed by any means while there is an Esper present. Any attempt to summon an additional Esper while there is one present will simply result in the current Esper being dismissed and then the new one being summoned.

Esper Tiers and Damage Output: Esper’s Damage = Base Damage Dice + (Summoner’s Level × Scaling Factor)
Esper Tier Atks /
Round
Dmg
Dice
Scale
Factor
Available Espers
Guardian Forces 1 4d8 3 Bomb, Cactuar, Cait Sith, Chocobo, Cockatrice, Goblin, Mindflayer, Sylph, Tonberry, Unicorn
Ediolons 1 4d8 4 Brothers, Fenrir, Gilgamesh, Golem, Ixion, Mist Dragon, Siren, Sraphim, Syldra, Valefor
Avatars 2 4d8 5 Bismarck, Cerberus, Ifrit, Lakshmi, Midgardsormr, Ramah, Shiva, Titan, Tritoch
Aeons 3 4d8 5 Asura, Carbunkle, Catoblepas, Hades, Leviathan, Phantom, Quezacotl, Yojimbo
Astrals 3 4d8 6 Anima, Bahamut, Diablos, Garuda, Knights of the Round, Magus Sisters, Odin, Pheonix

Spell Focus (Conjuration): Beginning at 1st level a Summoner gains Spell Focus (Conjuration) as a bonus feat even if she doesn't meet the prerequisites. If she already has Spell Focus (Conjuration) from another source, she may instead select any other feat for which she qualifies.

Augment Summoning: At 2nd level a Summoner gains Augment Summoning as a bonus feat even if she doesn't meet the prerequisites. If she already has Augment Summoning from another source, she may instead select any other feat for which she qualifies.

Divine Grace (Su): At 3rd level, a Summoner gains a bonus equal to her Charisma bonus (if any) on all saving throws, like the Paladin ability of the same name.

Lesser Telepathic Bond (Su): Starting at 3rd level, when a Summoner summons one of her Espers, she immediately establishes a Telepathic Bond, Lesser, allowing communication solely between her and the summoned Esper. This connection persists until the Esper is dismissed, utilizes its Word of Recall spell, or is otherwise removed. The bond doesn't extend to any other entities or allies and terminates when the Esper leaves or is no longer present. Her caster level with effect is equal to her class level.

Overdrive (Ex): Starting at 5th level a Summoner gains a second option they can use when summoning an Esper. Instead of having the Esper be a combat ally for a number of rounds equal to the Summoner's class level + her Charisma modifier, she can instead summon the Esper for this one round only and have the Esper use their "Overdrive" ability and disappear right after. Overdrives are a unique ability specific to each Esper and it is usually extremely helpful ability or very devastating attack and the specifics of each Esper's Overdrive can be found in the Esper's description.

Extended Summoning (Ex): At 6th level and higher, all spells from the summoning subschool that the Summoner casts have their durations doubled, as if the Extend Spell feat had been applied to them. The levels of the summoning spells do not change. However, this ability does stack with the effect of the actual Extend Spell feat, which does change the spell’s level as normal when applied. This ability does not work in conjunction with Espers.

Improved Ally (Ex): When an 8th level Summoner casts a planar ally spell (including the lesser and greater versions), she makes a Diplomacy check to convince the creature to aid her for a reduced payment. If the Summoner’s Diplomacy check adjusts the creature’s attitude to helpful the creature will work for 50% of the standard fee, as long as the task is one that is not against its nature. The Summoner’s improved ally class feature only works when the planar ally shares at least one aspect of alignment with the Summoner. A Summoner can have only one such ally at a time, but she may bargain for tasks from other planar allies normally.

Contingent Conjuration (Ex): An 9th level Summoner can prepare a summoning or calling spell ahead of time to be triggered by some other event. This functions as described for the contingency spell, including having the Summoner cast the summoning or calling spell beforehand. The spell is cast instantly when the trigger event occurs.

The conditions needed to bring the spell into effect must be clear, although they can be general. If complicated or convoluted conditions are described, the contingent conjuration may fail when triggered. The conjuration spell occurs based solely on the stated conditions, regardless of whether the Summoner wants it to, although all conjurations can be dismissed normally. A Summoner can have only one contingent conjuration active at a time.

Grand Summoning (Ex): At 10th level, a Summoner masters the Grand Summoning technique. When summoning an Esper using this ability, the Esper immediately triggers its Overdrive ability during the Summoner's current turn upon arrival. Following this, the Esper remains as an ally for the normal duration, gaining its first action during the subsequent round. While assisting as an ally, the Esper still cannot trigger its Overdrive ability at the Summoner's command.

Astral Genesis (Ex): At 20th level, a Summoner reaches the pinnacle of her powers as a Summoner. She becomes able to harness her connection to the astral realm to create a personalized Astral tier Esper, a formidable entity, bestowing upon it abilities and traits reflective of her own style. To do this, the Summoner must acquire rare, otherworldly materials and venture to the heart of the astral plane. There she must forge a profound bond with an entity of cosmic origin. Undergoing an arduous ritual that expends a significant portion of her life force, she must channel it into the cosmic entity to sculpt it into the personalized form of her Esper, binding its essence to her own.

Upon creation, the Summoner will select traits from the following table. Once completed, the Summoner may summon her personal Esper a number of times per day equal to her Charisma modifier. The personalized Esper acts in all other respects like an Astral Esper.

Guardian Forces: 3/day
Guardian Forces
Bomb Burning Hands / 15ft explosion
Cactuar 1000 needles d4/cl to single target
Cait Sith Cat scratch fever / Save or confusion on multiple enemies
Chocobo drops onto 10 ft square dealing 3d4 damage to all enemies in 10 ft sq / Overdrive summons Fat Chocobo which provides a portable hole for storage.
Cockatrice d4/2 cl to single target and save vs petrify
Goblin -
Mindflayer Mind blast single target causing paralysis /
Sylph Drain single target and give to lowest party member / Drain all enemies and give evenly to party
Tonberry karma / death attack vs 1 opponent
Unicorn Magic Circle against Evil & Mount / Healing Horn Removes all status effects
Ediolons: 3/day
Ediolons
Brothers AOE bludgeoning damage w/ Earth thematics
Fenrir Displacement on summoner / Displacement on party multiple targets
Gilgamesh Fighter of Summoner class level uses one of 4 different weapons which Excalibur2d6/Masamune2d4/Masurama1d8/Excalipoor1d4 / blade barrier
Golem -
Ixion Chain Lightning attack, slashing physical attack with horn
Mist Dragon Obscuring Mist & Fog Cloud and dragon attacks / Breath weapon
Siren Charm Monster / Silences all enemy casters for 2d4 + 2 rounds
Sraphim Heal / Angel Feathers Cure Moderate Wounds Mass & Heroism Greater on party
Syldra -
Valefor AoE Sonic damage
Avatars: 2/day
Avatars
Bismarck Water Breathing & Water Walking / Breach Blast 10ft wide line of water damage
Cerberus -
Ifrit Meteor strike Fireball / Hellfire AoE Fire damage
Lakshmi Cure Serious Wounds / Cure Light Wounds Mass
Midgardsormr -
Ramuh Judgement Bolt Lightning bolt / AoE Lightning damage
Shiva Heavenly strike / Diamond Dust AoE Cold damage
Titan Huge creature does imp grab, constrict, throw, / Overdrive Gaia's Wrath earthquake which causes earth themed bludgeoning damage and causes creatures to end prone.
Tritoch line of Tri-elemental damage
Aeons: 2/day
Aeons
Asura Mass Cure Critical Wounds / Asura's Boon Random of Cure Light Wounds, Restoration, Heal, Holy Aura, Mass Cure Critical Wounds, True Resurrection
Carbuncle Spell turning up to 7th level spells on Summoner / Ruby Light Spell turning up to 7th level spells on whole party
Catoblepas Bull Strength Mass Bull attacks, charge / Demon Eye AoE save or petrify i.e Circle of death & flesh to stone
Hades -
Leviathan water jet ranged touch attach with knockback / tidal wave
Quezacotl electrical attack single target / 30 ft line electrical attack
Phantom Has see invis & true seeing see magic auras, and can hit ethereal oppenents / Ghostly Veil group invisibility and etherealness
Yojimbo Requires gold payment and amount of gold equals attack used


Astrals: 1/day
Astrals
Anima Pain powerful telekinetic strike / Suck opponent into portal where lower half of Anima does 8 attacks with max BAB against target
Bahamut Mega Flare AoE massive 80 ft cone breath weapon
Diablos Reverse gravity & does 50% current health damage to 1 target / Does 25% current health damage to 50% of enemy targets
Garuda Right Column content
Knights of the Round 13 knights with CR 3/4 of casters HD
Odin Zantetsuken 60 ft line Slash attack with save VS death
The Magus Sisters Cast reflect on each other to bounces spells off bypassing spell resistance / delta attack AoE untyped magic damage
Phoenix moderate fire damage to enemies / Flames of Rebirth True Resurrection on all party members and Mass cure critical wounds




Marksman's Homebrews
^The-Marksmanv
Classes Battle Juggernaut, Bewitcher, Bounty Hunter, Cat Burglar, Divine Healer, Enchantress, Footpad, Grimslayer, Half-Nymph, Half-Rylvain, Hunter, Ki Warrior, Martial Artist, Noble, Platinum Dragoon, Radiant Champion, Rylvain, Saiyan Warrior, Scout, Socialite Deluxe, Spy, Undead Slayer, Undead Stalker, Warlord, Wolverine
Races Elven Nymph, Half-Drow, Elf, Half-Giant, Half-Nymph, Half-Rylvain, Half-Saiyan, Liantia, Moogle, Namekian, Ronso, Rylvain, Saiyans, Xanthian
Character Options Ascended Super Saiyan, Ascetic Juggernaut, Awesome Blow, Enhanced Ki Pool, Full Power Super Saiyan, Saiyan Elite, Tail Defense, Ultra Super Saiyan
Equipment Cloak of Bullshit, Cloak of Greater Bullshit, Cloak of Lesser Bullshit, Dragon Balls, Excalibur, Potion of Youth
Spells & Powers Condition, Eternal Charm Monster, Eternal Charm Person, Eternal Slumber, Reraise, Restore Youth, Steal Youth, Summon Wyvern
Invocations After Image, Alternate Delivery, Beam Blast, Candy Beam, Death Beam, Destructo Disc, Dragon Fist, Energy Channel, Energy Rings, Explosive Wave, Final Explosion, Flash Step, Four Witches, Fusion Dance, Greater Ki Transmutation, Healing Spirit, Improved Intimidating Ki, Improved Ki Charging, Improved Ki Flying, Improved Ki Volley, Instant Transmission, Intimidating Ki, Kaio-ken, Ki Barrage, Ki Charging, Ki Enhancement, Ki Flying, Ki Sense, Ki Shield, Ki Sight, Ki Supression, Ki Sword, Ki Transmutation, Ki Wind, Lesser Electrical Transmutation, Lesser Fire Transmuation, Lesser Frost Transmutation, Master Ki Transmutation, Multi-Form, Neo Tri Beam, Nova Chariot, Power Ball, Scatter Shot, Solar Flare, Spirit Ball, Spirit Bomb, Super Ghost Kamikaze Attack, Tri Beam, Warp Blast
Espers Bomb, Cactuar, Cait Sith, Chocobo Esper, Cockatrice, Esper, Goblin, Kirin, Mindflayer, Shiva, Siren, Sylph, Tonberry, Unicorn
Monsters Adamantoise, Ash Viper, Behemoth, Drake, Malboro V.2, Murder of Crows, Tangle Tree
Other Aralhal, Celesdra, Golbez System, James Houlton, Levels That Spells Are Obtained, Rydel Taerun, Shenron, Spirit Beast
Sandbox 1 / Box 2 / Box 3 / Box 4 / Box 5 / Box 6 / Box 7 / Box 8 / Box 9 / Organized table of published races with statistics / Talk page



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