The Summoner Level Proficiency Bonus Summoning Points Summon Damage Die Features Spells Known 1st 2nd 3rd 4th 5th 1st +2 1 1d4 Manifestation, Enchant — — — — — — 2nd +2 1 1d4 Spellcasting 2 2 — — — — 3rd +2 1 1d4 The Rite of Contract, Contract Feature 2 3 — — — — 4th +2 1 1d4 Ability Score Improvement 3 3 — — — — 5th +3 2 1d6 — 3 4 2 — — — 6th +3 2 1d6 Contract Feature 4 4 2 — — — 7th +3 2 1d6 Resonance 4 4 3 — — — 8th +3 2 1d6 Ability Score Improvement 5 4 3 — — — 9th +4 2 1d6 Transposition 5 4 3 2 — — 10th +4 2 1d6 Contract Feature 6 4 3 2 — — 11th +4 3 1d8 Comprehension 6 4 3 2 — — 12th +4 3 1d8 Ability Score Improvement 7 4 3 3 — — 13th +5 3 1d8 Severance 7 4 3 3 1 — 14th +5 3 1d8 Contract Feature 8 4 3 3 1 — 15th +5 3 1d10 Invigoration 8 4 3 3 2 — 16th +5 3 1d10 Ability Score Improvement 9 4 3 3 2 — 17th +6 4 1d10 — 9 4 3 3 3 1 18th +6 4 1d12 Entrust 10 4 3 3 3 1 19th +6 4 1d12 Ability Score Improvement 10 4 3 3 3 2 20th +6 4 1d12 Rebirth 11 4 3 3 3 2 Class Features As a Summoner, you gain the following class features Hit Points Hit Dice: 1d8 per Summoner level

1d8 per Summoner level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Summoner level after 1st Proficiencies Armor: Light Armor

Light Armor Weapons: Simple weapons, Simple ranged weapons

Simple weapons, Simple ranged weapons Tools: None

None Saving Throws: Constitution, Charisma

Constitution, Charisma Skills: Choose two from Arcana, Insight, Nature, Religion, Performance, Persuasion Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a shortbow with 20 arrows or (b) A light crossbow with 20 bolts

(a) five javelins or (b) any simple melee weapon

A scholar's pack

Enchant At 1st level, you gain the ability to Enchant your hands with elemental power with a bonus action. For 1 minute, you may use your spellcasting modifier instead of Strength or Dexterity for attack rolls and damage rolls for attacks made with weapons held in your hands. The weapon becomes magical if it is not already. Weapons enchanted this way lose their enchantment at the end of your turn if they leave your hand. This ability increases in power accordingly with your summoner level. The enchanted weapon acts as a +1 weapon at 5th level, a +2 weapon at 11th level and a +3 weapon at 17th level. If the weapon already had such a property, only the largest may apply. The damage type varies according to your contract as follows No Contract : No change in damage type

: No change in damage type Contract of Flame : Fire

: Fire Contract of Ice : Cold

: Cold Contract of Storms : Lightning

: Lightning Contract of Might : Force

: Force Contract of Life : Radiant

: Radiant Contract of Death: Necrotic Manifestation At 1st level, as the chosen leader of your tribe, you are blessed with the ability to call forth your tribe's patron spirit into physical form. This power is represented by summoning points, which allow you to call into being a powerful entity of magical energy. Summoning Points You have 1 summoning point, and you gain more as you reach higher levels, as shown in the Summoning Points column of the Summoner table. You can never have more summoning points than shown on the table for your level. You regain all spent summoning points when you finish a long rest. Coalesce You can use your summoning points to manifest your tribe's patron spirit into the material world. Starting from 1st level, using an action you can expend one summoning point in order to bring forth an otherworldly being into existence in an empty space up to 10ft away from yourself. If there are no empty spaces within 10ft of you, this feature can not be used. This being takes the form of a medium sized, featureless spectral ball of energy. This entity acts independently of you, but it always obeys your commands. The entity is friendly towards you and any attempts to turn it against its master automatically fail. In combat, this entity rolls its own initiative and acts on its own turn. It can take all actions as normal and deals damage that scales according to the Summon Damage Die column of the Summoner table. This feature can not be ended by means of the dispel magic spell, nor can it be interrupted by counterspell. When the entity drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you use this feature again. While the entity is within 100 feet of you, you can communicate with it telepathically. Additionally, it can understand all languages that you are proficient in however it can not speak or write. The use of this feature requires concentration (described in Chapter 10), however you may maintain concentration on your manifestation and one additional spell. Failing a concentration saving throw while concentrating on another spell ends your concentration on both that spell and your manifestation. The entity remains on the material plane for as long as you can maintain concentration. You may choose to dismiss the entity back to its plane of existence as a free action. The entity's statistics are described as follows: Formless Spirit Medium Elemental, Alignment - same as character Armor Class 12 (Natural Armor)

12 (Natural Armor) Hit Points 10 (+1D8 + 2 per Summoner level above 1st)

10 (+1D8 + 2 per Summoner level above 1st) Speed 30ft. STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 14 (+2) 6 (-2) 10 (+0) 4 (-3) Condition Immunities Charm, Sleep, Fear, Poison, Disease, Prone

Charm, Sleep, Fear, Poison, Disease, Prone Senses passive Perception 10

passive Perception 10 Languages Same as character Actions Form - Weapon. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit as per Summoner Damage Die + Strength Modifier) Magical Bludgeoning, Slashing or Piercing damage Spellcasting As the chosen one of your tribe, you have spent years bathed in the essence of power from the planes beyond and their intersection with the material plane. This intersection from the lands beyond the material world fuels your spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the summoner spell list. 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. For example, if you know the 1st-level spell magic missile and have a 1st-level and a 2nd-level spell slot available, you can cast magic missile using either slot.

Spells Known of 1st Level and Higher From Level 2, you know two 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. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. 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 Charisma is your spellcasting ability for your summoner spells, since the core of your magic relies on your ability to will the essence of power from otherworldly realms into being on the material plane. 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

= 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier Spellcasting Focus You can use a druidic focus (found in chapter 5) as a spellcasting focus for your summoner spells. Rite of Contract At 3rd level, you choose a rite of contract, undergoing a signing to reveal your spirit's true form and power. Choose a contract of Flame, Ice, Lightning, Might, Life, or Death, all detailed at the end of the c1ass description. The contract you choose grants you features at 3rd level and again at 6th, 10th and 14th level. Resonance Starting at 7th level, as the bond between your spirit and yourself grows ever stronger, you begin to understand the fundamental nature of the element your companion represents. You gain resistance to the damage type of your contract. Contract of Flame : Fire

: Fire Contract of Ice : Cold

: Cold Contract of Storms : Lightning

: Lightning Contract of Might : Force

: Force Contract of Life : Radiant

: Radiant Contract of Death: Necrotic Transposition Starting at 9th level, you gain the ability to step through the bond you share with your spirit. As a bonus action, you can choose to swap your position with that of your spirit. This feature cannot be used again until you complete a short or long rest. Comprehension Starting at 11th level, you have gained a thorough understanding and appreciation of the elemental planes. You have advantage on Intelligence ability checks to recall knowledge regarding the elemental planes and elemental beings. In addition, you can understand and speak Primordial. Severance Starting at 13th level, you learn to harness the power contained within the bond between you and your spirit. As an action, you can choose to forcibly sever the bond that ties you to your spirit. If you choose to do so, your spirit's hit point total immediately drops to 0. In addition, the following effects occur depending on the contract you have signed: Contract of Flame : Each creature within 15ft of your spirit must make a Dexterity saving throw. On a failed save, a target takes 8d10 Fire damage and is immolated, taking a further 3d10 fire damage at the start of its turn until it uses its action or some other means to smother the flames. On a successful save, a target takes half as much damage and is not immolated. An immolated target can make a Constitution saving throw at the end of each turn, on a successful save, the effect ends.

: Each creature within 15ft of your spirit must make a Dexterity saving throw. On a failed save, a target takes 8d10 Fire damage and is immolated, taking a further 3d10 fire damage at the start of its turn until it uses its action or some other means to smother the flames. On a successful save, a target takes half as much damage and is not immolated. An immolated target can make a Constitution saving throw at the end of each turn, on a successful save, the effect ends. Contract of Ice : Each creature within 15ft of your spirit must make a Constitution saving throw. On a failed save, a target takes 8d10 Cold damage and its speed is halved for 1 minute. On a successful save, a target takes half as much damage and its speed is not reduced. A creature can repeat this saving throw at the end of each of its turns, ending the effect on a successful save.

: Each creature within 15ft of your spirit must make a Constitution saving throw. On a failed save, a target takes 8d10 Cold damage and its speed is halved for 1 minute. On a successful save, a target takes half as much damage and its speed is not reduced. A creature can repeat this saving throw at the end of each of its turns, ending the effect on a successful save. Contract of Storms : Each creature within 15ft of your spirit must make a Constitution saving throw. On a failed save, a target takes 8d10 Lightning damage and is stunned until the end of its next turn. On a successful save, a target takes half as much damage and is not stunned.

: Each creature within 15ft of your spirit must make a Constitution saving throw. On a failed save, a target takes 8d10 Lightning damage and is stunned until the end of its next turn. On a successful save, a target takes half as much damage and is not stunned. Contract of Might : Each creature within 15ft of your spirit must make a Strength saving throw. On a failed save, a target takes 8d10 Force damage, is knocked prone and pushed 15ft directly away from your spirit. On a successful save, a target takes half as much damage and is unmoved.

: Each creature within 15ft of your spirit must make a Strength saving throw. On a failed save, a target takes 8d10 Force damage, is knocked prone and pushed 15ft directly away from your spirit. On a successful save, a target takes half as much damage and is unmoved. Contract of Life : Each hostile creature within 15ft of your spirit must make a Wisdom saving throw. On a failed save, a hostile target takes 8d10 Radiant damage. On a successful save, a hostile target takes half as much damage. In addition, an area with radius 15ft centred around your spirit takes on the property of the hallow spell lasting for 1 minute.

: Each hostile creature within 15ft of your spirit must make a Wisdom saving throw. On a failed save, a hostile target takes 8d10 Radiant damage. On a successful save, a hostile target takes half as much damage. In addition, an area with radius 15ft centred around your spirit takes on the property of the hallow spell lasting for 1 minute. Contract of Death: Each creature within 15ft of your spirit must make a Consititution saving throw. On a failed save, a target takes 8d10 Necrotic damage and gains 1 level of Exhaustion. On a successful save, a target takes half as much damage and is not exhausted.

In addition, the bond between you and your spirit grows resistant to interference from outside forces. If you are forced to make a concentration saving throw and fail, you can instead choose to succeed. You can use this feature once per short or long rest. Invigoration You have learnt to siphon energy from the small breaches between the material plane and beyond. Beginning at 15th level, once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your Summoner level (rounded up). Entrust Beginning at 18th level, the bond between your spirit is unshakeable. You cannot be charmed or feared while your spirit is manifested. In addition, you can use an action in order to transfer any number of your current hit points to your spirit or vice versa as long as this would not bring your hit point total to 0. Any hit points gained as a result of this feature that exceed your maximum hit points are lost. You can use this feature again after you finish a long rest. Rebirth At 20th level, you gain the ability to anchor your spirit to the plane of existence you reside in. If the bond tethering you to your spirit is severed for any reason, you can use your reaction and 1 summoning point in order to coalesce your spirit within 10ft of you in an unoccupied space, unharmed. The Rite of Contract Beginning at 3rd level, you gain the ability to manifest the true form of your tribe's patron spirit. Upon reaching this level, on your next long rest, you enter a dreamscape and are beholden unto the true form of your patron spirit, bearing a scroll for you to sign. By entering into a contract with your patron of mutual protection, your power will grow stronger together. Contract of Flame You walk down a corridor paved in dark, sulfurous rock. Torches either side of you alight with flame as you walk and the very air itself shimmers with blazing heat. A creature at the end of the passage extends their hand towards you: 'Sign, young master. And may your soul burn ever brighter with me at your side' As you sign, the form of your manifestation swirls and roars with the furious blaze of flames, taking on a new form. Spirit of Fire Medium Elemental, Alignment - same as character Armor Class 15 (Unarmored Defence)

15 (Unarmored Defence) Hit Dice: 1d10 per Summoner level

1d10 per Summoner level Hit Points at 1st Level: 10 + Constitution modifier

10 + Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Summoner level after 1st

1d10 (or 6) + Constitution modifier per Summoner level after 1st Speed 30ft.

30ft. Proficiency Bonus Same as character

Same as character Spell Save DC 8 + STR + proficiency bonus

8 + STR + proficiency bonus Spell Attack Bonus STR + proficiency bonus STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 14 (+2) 8 (-1) 12 (+1) 10 (+0) Saving Throw Proficiencies Strength, Dexterity

Strength, Dexterity Skills Perception

Perception Damage Resistances fire

fire Condition Immunities Charm, Sleep, Fear

Charm, Sleep, Fear Languages Same as character All consuming fire. Damage dealt by this entity ignores damage resistance. Actions Attack. Melee Weapon Attack: +(Strength + Proficiency) to hit, reach 5ft., one target. Hit: (as per Summoner Damage Die + Strength modifier) fire damage Contract Spells Your contract with the Spirit of Fire affords you access to additional spells when you reach 3rd, 5th, 9th, 13th and 17th levels. These spells do not count against the number of spells known you have displayed in the Spells Known column of the Summoner table. In addition you gain the create bonfire cantrip. Contract of Flame Summoner Level Contract Spells 3rd burning hands, hellish rebuke 5th flaming sphere, pyrotechnics 9th fireball, melf's minute meteors 13th wall of fire 17th immolation

Blazing Wrath At 3rd level, your spirit gains the following ability: Actions Blazing Wrath (Recharge 5-6). Flames erupt around your spirit in a terrifying visage. Each creature within 5ft of your spirit must make a Wisdom saving throw. On a failed save, a creature takes 3x Summoner Damage Die fire damage and is frightened of your spirit for up to 1 minute. On a successful save, a creature takes half damage and is not frightened. At the end of each of its turns, a target can make another Wisdom saving throw. On a success, this effect ends. Feed the Flame At 6th level, your spirit gains the following ability: Reactions Feed the flame. If you cast a spell that deals fire damage within 100ft of your spirit. Your spirit can use its reaction to impose disadvantage on the saving throw for one target if there is one. In addition, you can increase one ability score for your spirit 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. Incinerate At 10th level, your spirit gains the following ability: Bonus Actions Incinerate (Recharge short rest). For one round, targets that are attacked by your spirit are immolated. An immolated target takes 1x Summoner Damage Die fire damage at the start of their turn until it uses an action or some other means to smother the flames. Alternatively, an immolated target can make a Consititution saving throw at the end of its turn. On a successful save, the effect ends. In addition, you can increase one ability score for your spirit 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. Pyroclasm At 14th level, your spirit gains the following ability: Actions Pyroclasm (Recharge long rest). A pillar of molten lava erupts from the ground within 60ft of your spirit in a 5ft radius, 40ft high cylinder. Each creature within 5ft of the area must make a Dexterity saving throw, taking 6x Summoner Damage Die fire damage on a failed save and half as much on a successful save. Your spirit can use its bonus action on subsequent turns to cause this effect again, in the same or different location within range. Each subsequent Pyroclasm deals 2x Summoner Damage Die less damage. This effect ends when the damage of Pyroclasm reaches 0. In addition, you can increase one ability score for your spirit 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. Contract of Ice You walk down a corridor made of shining, beautiful ice. Your breath condenses in front of you in the frigid, arctic chill. A creature at the end of the passage extends their hand towards you: 'Sign, young master. And let us embrace the coming winter' As you sign, the form of your manifestation swirls and crystallises, taking on a new form.

Spirit of Ice Medium Elemental, Alignment - same as character Armor Class 13 (Unarmored Defence)

13 (Unarmored Defence) Hit Dice: 1d10 per Summoner level

1d10 per Summoner level Hit Points at 1st Level: 10 + Constitution modifier

10 + Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Summoner level after 1st

1d10 (or 6) + Constitution modifier per Summoner level after 1st Speed 30ft.

30ft. Proficiency Bonus Same as character

Same as character Spell Save DC 8 + CHA + proficiency bonus

8 + CHA + proficiency bonus Spell Attack Bonus CHA + proficiency bonus STR DEX CON INT WIS CHA 8 (-1) 14 (+2) 12 (+1) 10 (+0) 16 (+3) 16 (+3) Saving Throw Proficiencies Dexterity, Charisma

Dexterity, Charisma Skills Perception

Perception Damage Resistances cold

cold Condition Immunities Charm, Sleep, Fear

Charm, Sleep, Fear Languages Same as character All consuming cold. Damage dealt by this entity ignores damage resistance. Actions Attack. Melee Weapon Attack: +(Charisma + Proficiency) to hit, reach 5ft., one target. Hit: (as per Summoner Damage Die + Charisma modifier) cold damage Contract Spells Your contract with the Spirit of Ice affords you access to additional spells when you reach 3rd, 5th, 9th, 13th and 17th levels. These spells do not count against the number of spells known you have displayed in the Spells Known column of the Summoner table. In addition you gain the ray of frost cantrip. Contract of Ice Summoner Level Contract Spells 3rd armor of agathys, ice knife 5th snilloc's snowball storm, spike growth 9th sleet storm, slow 13th ice storm 17th cone of cold Winter's Breath At 3rd level, your spirit gains the following ability: Actions Winter's Breath (Recharge 5-6). Icy mist is released in a 15ft cone from your spirit. Each creature with the cone must make a Constitution saving throw. On a failed save, a target takes 2x Summoner Damage Die cold damage and their speed is halved until the start of your spirit's next turn. On a successful save, a creature takes half damage and their speed is not halved. In addition, the area within the cone becomes heavily obscured until the start of your spirit's next turn Icy Step At 6th level, your spirit gains the following ability: Passives Icy Step. The area 10ft around your spirit is perpetually covered in frost. This area is considered difficult terrain for your enemies. In addition, your spirit ignores difficult terrain created by its own abilities. In addition, you can increase one ability score for your spirit 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. Glacier At 10th level, your spirit gains the following ability: Actions Glacier (Recharge short rest). Your spirit creates up to three 5ft x 5ft x 10ft pillars of ice within 120ft. If these occupy a creature's space when they appear, the creature within the area is pushed to an adjacent unoccupied space (your choice) and must make a dexterity saving throw. On a failed save, the creature takes 3x Summoner Damage Die cold damage, or half as much on a successful save. Each pillar lasts for 10 minutes and can be damaged and thus breached. Each pillar has AC 12 and 20 hit points, and is vulnerable to fire and thunder damage. In addition, you can increase one ability score for your spirit 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.

Sheer Cold At 14th level, your spirit gains the following ability: Actions Sheer Cold (Recharge long rest). The temperature of the air in a 20ft radius, 40ft high cylinder within 60ft of your spirit suddenly plummets. Each creature within the area must make a consitution saving throw. On a failed save, a creature takes 6x Summoner Damage Die cold damage and has their speed reduced to 0 until the end of their next turn. On a successful save, a target takes half as much damage and their speed is not reduced. In addition, the ground in this area becomes difficult terrain for 1 minute. In addition, you can increase one ability score for your spirit 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. Contract of Storms You walk down a corridor of dark clouds, crackling with electricity. Your hair stands on its end as static courses through you. A creature at the end of the passage extends their hand towards you: 'Sign, young master. And let us take the world by storm' As you sign, the form of your manifestation sparks and crackles, taking on a new form. Spirit of Lightning Medium Elemental, Alignment - same as character Armor Class 13 (Unarmored Defence)

13 (Unarmored Defence) Hit Dice: 1d10 per Summoner level

1d10 per Summoner level Hit Points at 1st Level: 10 + Constitution modifier

10 + Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Summoner level after 1st

1d10 (or 6) + Constitution modifier per Summoner level after 1st Speed 30ft.

30ft. Proficiency Bonus Same as character

Same as character Spell Save DC 8 + INT + proficiency bonus

8 + INT + proficiency bonus Spell Attack Bonus INT + proficiency bonus STR DEX CON INT WIS CHA 8 (-1) 16 (+3) 10 (+0) 16 (+3) 14 (+2) 12 (+1) Saving Throw Proficiencies Dexterity, Intelligence

Dexterity, Intelligence Skills Perception

Perception Damage Resistances lightning

lightning Condition Immunities Charm, Sleep, Fear

Charm, Sleep, Fear Languages Same as character All consuming lightning. Damage dealt by this entity ignores damage resistance. Actions Attack. Melee Weapon Attack: +(Intelligence + Proficiency) to hit, reach 5ft., one target. Hit: (as per Summoner Damage Die + Intelligence modifier) lightning damage Contract Spells Your contract with the Spirit of Lightning affords you access to additional spells when you reach 3rd, 5th, 9th, 13th and 17th levels. These spells do not count against the number of spells known you have displayed in the Spells Known column of the Summoner table. In addition you gain the shocking grasp cantrip. Contract of Storms Summoner Level Contract Spells 3rd jump, witch bolt 5th levitate, skywrite 9th call lightning, lightning bolt 13th storm sphere 17th control winds

Lightning Leap At 3rd level, your spirit gains the following ability: Actions Lightning Leap (Recharge 5-6). Your spirit moves up to 60ft in a straight line, ignoring attacks of opportunity. Each creature in the path of your spirit must make a dexterity saving throw. On a failed save, a target takes 2x Summoner Damage Die lightning damage. On a successful save, a target takes half as much damage. Greased Lightning At 6th level, your spirit gains the following ability: Passives Greased Lightning. Your spirit ignores difficult terrain and no longer provokes attacks of opportunity. In addition, you can increase one ability score for your spirit 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. Discharge At 10th level, your spirit gains the following ability: Actions Discharge (Recharge short rest). Each creature within 5ft of your spirit must make a dexterity saving throw. On a failed save, a target takes 3x Summoner Damage Die lightning damage and is stunned until the end of its next turn. On a successful save, a target takes half as much damage and is not stunned. In addition, you can increase one ability score for your spirit 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. Overcharge At 14th level, your spirit gains the following ability: Actions Overcharge (Recharge long rest). If your spirit is within 60ft of you, it can merge its form with your own granting you the following benefits for up to 1 minute: You gain the benefits of the 'Greased Lightning' ability

Your movement speed becomes 60ft

You gain +2 AC and advantage on dexterity saving throws

Whenever you use your action to deal damage, you deal an additional 2x Summoner Damage Die lightning damage

You may use your bonus action once on each turn to deal 1x Summoner Damage Die lightning damage to a single target within 30ft

Your spirit occupies your space, is considered incapacitated, untargettable and is immune to all damage for the duration of this ability In addition, you can increase one ability score for your spirit 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. Contract of Might You walk down a corridor lined with shields and swords. The steady sound of war drums greets your ears as you walk. A creature at the end of the passage extends their hand towards you: 'Sign, young master. And may everyone bow before our might' As you sign, the form of your manifestation steps forward and bows, taking on a new form.

Spirit of Force Medium Elemental, Alignment - same as character Armor Class 15 (Unarmored Defence)

15 (Unarmored Defence) Hit Dice: 1d10 per Summoner level

1d10 per Summoner level Hit Points at 1st Level: 10 + Constitution modifier

10 + Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Summoner level after 1st

1d10 (or 6) + Constitution modifier per Summoner level after 1st Speed 30ft.

30ft. Proficiency Bonus Same as character

Same as character Spell Save DC 8 + STR + proficiency bonus

8 + STR + proficiency bonus Spell Attack Bonus STR + proficiency bonus STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 8 (-1) Saving Throw Proficiencies Strength, Constitution

Strength, Constitution Skills Perception

Perception Damage Resistances force

force Condition Immunities Charm, Sleep, Fear

Charm, Sleep, Fear Languages Same as character All consuming force. Damage dealt by this entity ignores damage resistance. Actions Attack. Melee Weapon Attack: +(Strength + Proficiency) to hit, reach 5ft., one target. Hit: (as per Summoner Damage Die + Strength modifier) force damage Contract Spells Your contract with the Spirit of Force affords you access to additional spells when you reach 3rd, 5th, 9th, 13th and 17th levels. These spells do not count against the number of spells known you have displayed in the Spells Known column of the Summoner table. In addition you gain the sword burst cantrip. Contract of Might Summoner Level Contract Spells 3rd heroism, shield of faith 5th cordon of arrows, spiritual weapon 9th conjure barrage, counterspell 13th stoneskin 17th bigby's hand Aegis Shield At 3rd level, your spirit gains the following ability: Reactions Aegis Shield (Recharge 5-6). Your spirit uses its reaction to cast the shield spell targetting a creature within 30ft. Mighty Charge At 6th level, your spirit gains the following ability: Passives Mighty charge. If your spirit moves at least 10ft straight towards a target and then hits with a melee weapon attack on the same turn. The target takes an extra 1x Summoner Damage Die force damage and must make a Strength saving throw. On a failed save, the target is knocked prone or pushed up to 10ft backwards (your choice). Creatures more than 1 size larger than your summon automatically succeed at this saving throw. In addition, you can increase one ability score for your spirit 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. War Cry At 10th level, your spirit gains the following ability: Bonus Actions War Cry (Recharge short rest). Your spirit lets forth a mighty bellow, challenging nearby foes. Each hostile creature within 10ft of your spirit must make a Wisdom saving throw. On a failed save, a creature has disadvantage on all attack rolls made to target creatures other than your spirit for up to 1 minute. An affected creature can repeat this saving throw at the end of each turn, ending the effect on a successful save. In addition, you can increase one ability score for your spirit 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.

Armaments At 14th level, your spirit gains the following ability: Actions Armaments(Recharge long rest). Your spirit calls forth a mystical armory. 5 pieces of ghostly equipment emerge from a pocket dimension. You may choose any combination of weapons, or armor with the following immediate effects: Weaponry - Each piece of weaponry that emerges from the pocket dimension immediately makes a melee spell attack against a target within 30ft, dealing 2x Summoner Damage Die force damage on a successful hit

Armor - Each piece of armor immediately attaches itself to an ally within 30ft. Attack rolls made against a creature wearing this armor are made with disadvantage.

These effects last until the start of your spirit's next turn. In addition, you can increase one ability score for your spirit 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. Contract of Life You walk down a corridor glowing softly with pale, golden light. You feel serene and calm as you continue. A creature at the end of the passage extends their hand towards you: 'Sign, young master. And let us become a light in the darkness together' As you sign, the form of your manifestation glows brilliantly, taking on a new form. Spirit of Life Medium Elemental, Alignment - same as character Armor Class 12 (Unarmored Defence)

12 (Unarmored Defence) Hit Dice: 1d10 per Summoner level

1d10 per Summoner level Hit Points at 1st Level: 10 + Constitution modifier

10 + Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Summoner level after 1st

1d10 (or 6) + Constitution modifier per Summoner level after 1st Speed 30ft.

30ft. Proficiency Bonus Same as character

Same as character Spell Save DC 8 + WIS + proficiency bonus

8 + WIS + proficiency bonus Spell Attack Bonus WIS + proficiency bonus STR DEX CON INT WIS CHA 8 (-1) 10 (+0) 14 (+2) 16 (+3) 16 (+3) 12 (+1) Saving Throw Proficiencies Intelligence, Wisdom

Intelligence, Wisdom Skills Perception

Perception Damage Resistances radiant

radiant Condition Immunities Charm, Sleep, Fear

Charm, Sleep, Fear Languages Same as character All consuming radiance. Damage dealt by this entity ignores damage resistance. Actions Attack. Melee Weapon Attack: +(Wisdom + Proficiency) to hit, reach 5ft., one target. Hit: (as per Summoner Damage Die + Wisdom modifier) radiant damage Contract Spells Your contract with the Spirit of Life affords you access to additional spells when you reach 3rd, 5th, 9th, 13th and 17th levels. These spells do not count against the number of spells known you have displayed in the Spells Known column of the Summoner table. In addition you gain the sacred flame cantrip. Contract of Life Summoner Level Contract Spells 3rd bless, cure wounds 5th calm emotions, lesser restoration 9th aura of vitality, revivify 13th aura of purity 17th mass cure wounds

Empower At 3rd level, your spirit gains the following ability: Bonus Actions Empower (Recharge 5-6). Your spirit empowers an ally within 5ft. The next successful melee or ranged weapon attack made by the target deals 2x Summoner Damage Die extra radiant damage on a hit. Emissary At 6th level, your spirit gains the following ability: Passives Emissary. Your spirit becomes an emissary for your spells. You may cast any beneficial spell as if originating from your spirit as long as your spirit is within 120ft of you. In addition, you may choose to centre any spell with 'aura' in its name on your spirit instead of yourself. In addition, you can increase one ability score for your spirit 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. Saviour At 10th level, your spirit gains the following ability: Reactions Saviour (Recharge short rest). When a target within 60ft of your spirit would drop to 0 hit points as a result of taking damage, your spirit can use its reaction to cast death ward on that target. In addition, you can increase one ability score for your spirit 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. Consecrate At 14th level, your spirit gains the following ability: Actions Consecrate (Recharge long rest). Your spirit consecrates an area of ground within 60ft with radius 20ft. You may choose creatures within the area to experience the following effects. You may choose the same or different creatures for each effect: Creatures you choose gain the effects of the greater restoration spell

Creatures you choose are able to use their reaction to expend available hit die in order to regain hit points

Creatures you choose must make a Wisdom saving throw. On a failed save, a target takes 4x Summon Damage Die radiant damage and is frightened by your spirit until the end of its next turn. On a successful save, a target takes half as much damage and is not frightened. In addition, you can increase one ability score for your spirit 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. Contract of Death You walk down a corridor of utter darkness. The ground appears to rot away behind you as you continue. A creature at the end of the passage extends their hand towards you: 'Sign, young master. And let us shed our fears of mortality together' As you sign, the form of your manifestation darkens and shimmers, taking on a new form.

Spirit of Death Medium Elemental, Alignment - same as character Armor Class 12 (Unarmored Defence)

12 (Unarmored Defence) Hit Dice: 1d10 per Summoner level

1d10 per Summoner level Hit Points at 1st Level: 10 + Constitution modifier

10 + Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Summoner level after 1st

1d10 (or 6) + Constitution modifier per Summoner level after 1st Speed 30ft.

30ft. Proficiency Bonus Same as character

Same as character Spell Save DC 8 + INT + proficiency bonus

8 + INT + proficiency bonus Spell Attack Bonus INT + proficiency bonus STR DEX CON INT WIS CHA 8 (-1) 10 (+0) 14 (+2) 16 (+3) 16 (+3) 12 (+1) Saving Throw Proficiencies Intelligence, Wisdom

Intelligence, Wisdom Skills Perception

Perception Damage Resistances necrotic

necrotic Condition Immunities Charm, Sleep, Fear

Charm, Sleep, Fear Languages Same as character All consuming rot. Damage dealt by this entity ignores damage resistance. Actions Attack. Melee Weapon Attack: +(Intelligence + Proficiency) to hit, reach 5ft., one target. Hit: (as per Summoner Damage Die + Intelligence modifier) necrotic damage Contract Spells Your contract with the Spirit of Death affords you access to additional spells when you reach 3rd, 5th, 9th, 13th and 17th levels. These spells do not count against the number of spells known you have displayed in the Spells Known column of the Summoner table. In addition you gain the chill touch cantrip. Contract of Death Summoner Level Contract Spells 3rd bane, inflict wounds 5th blindness/deafness, darkness 9th bestow curse, vampiric touch 13th blight 17th contagion Wither At 3rd level, your spirit gains the following ability: Actions Wither (Recharge 5-6). Your spirit reaches out towards a creature within 5ft. The creature must make a constitution saving throw. On a failed save, the target takes 1d4 Strength + Dexterity damage. On a successful save, a target takes no damage. If a target's Strength or Dexterity is reduced to 0, the target instantly dies. This effect lasts until the target takes a long rest and can be removed by means of a remove curse or greater restoration spell. Marked for Death At 6th level, your spirit gains the following ability: Bonus Actions Marked for Death. Your spirit marks a target within 5ft for death. On subsequent turns, your spirit can use a bonus action to teleport to an unoccupied space adjacent to the affected target as long as they are within 60ft. Your spirit can only have one target marked at a time. This effect ends after one minute, if the target is reduced to 0 hit points or by means of a remove curse or greater restoration spell. In addition, you can increase one ability score for your spirit 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. Ill Omen At 10th level, your spirit gains the following ability: Actions Ill Omen (Recharge short rest). A target within 60ft of your spirit must make a Wisdom saving throw or become frightened of your spirit for up to 1 minute (if the target has been afflicted with marked for death it makes this save with disadvantage). While frightened, the creature must use all its movement to move away from your spirit via the safest available route unless there is nowhere to move. If a creature ends its turn in an area where it does not have line of sight of your spirit. It can make a Wisdom saving throw, ending the effect on a success. In addition, you can increase one ability score for your spirit 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.

Thin the Veil At 14th level, your spirit gains the following ability: Actions Thin the Veil (Recharge long rest). An area of ground within 60ft of your spirit with radius 20ft is filled with necrotic energy for 1 minute, becoming difficult terrain. A creature that enters the area for the first time or begins its turn in the area must make a dexterity saving throw. On a failed save a creature takes 4x Summoner Damage Die necrotic damage and is restrained. On a successful save, a creature takes half as much damage and is not restrained. A restrained creature can use its action to make a Strength check against your Summon's spell save DC. On a success, it frees itself. In addition, you can increase one ability score for your spirit 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.

Summoner Spells 1st Level Absorb Elements

Chromatic Orb

Color Spray

Detect Magic

Detect Poison and Disease

Disguise Self

Expeditious Retreat

Faerie Fire

Fog Cloud

Identify

Illusory Script

Longstrider

Protection from Evil and Good

Purify Food and Drink

Sleep 2nd Level Aid

Alter Self

Augury

Darkvision

Detect Thoughts

Enhance Ability

Enlarge/Reduce

Heat Metal

Hold Person

Invisibility

Locate Object

Misty Step

Protection from Poison

See Invisibility

Silence 3rd Level Blink

Clairvoyance

Create Food and Water

Daylight

Dispel Magic

Feign Death

Glyph of Warding

Hypnotic Pattern

Magic Circle

Protection from Energy

Remove Curse

Sending

Speak with Dead

Tongues