1 Summoner A lightly armoured Halfling maneuvers through the battlefield alongside his Carbuncle. The soflty glowing creature speeds ahead and lets out a burst of magical energy, dazing their foes, while their allies return to formation, swaying the battle in their favour. A quiet Half-Elf carefully scratches notes into her research tome. After a long quiet hour passes, a shining avian figure bursts forth from another plane, ready to heed her every command. A carefully launched arrow catches the arm of a human male's ally. Invoking a few words and raising his grimoire to the sky,healing magics close the wound, allowing his friend to fight on. These skillful magic users take on many roles on the battlefield, be it a commander of their allies, a medic or a destructive force. Through careful planning and preparation an Summoner becomes an indomitable force to stand against. Magic Through Research Summoners work hard to explore the secrets of magic, only through deep understanding of magical formulas and the planes and can they produce magical effects. Their spellbooks are filled with fascinating formulas and diagrams, which when fed magical energy summon forth powerful creatures to do their bidding. Borrowed Power One thing which sets the Summoner apart from other spell casters is their usage of summoning companions. Early in their studies A Summoner learns to summon forth a magical servant. This is the first major task of an Summoner and helps to sharpen their powers. The companion borrows some of the arcanist's power and in return gives the caster an unwavering ally on the field of battle. Creating an Summoner A Summoner's path begins with a few formulas scrawled in a tome and a large amount of time practicing their craft, researching to unlock greater power to have at their disposal. You must consider what was your Summoner's call to action? Perhaps their thirst for knowledge couldn't be satisfied at their desk, or they saw that their abilities could help the world in another way. Perhaps they uncovered some information that they must investigate or acted upon. Whatever the cause which brought the Summoner out into the world, they do so with their research in hand and companion by their side.

2 The Summoner Level Proficiency Bonus Features Soul Links Available Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Spellcasting, Soul Link, Initial Summon 1 3 2 — — — — — — — — 2nd +2 Preferred Monster Type 1 3 3 — — — — — — — — 3rd +2 Summoner Path 2 3 4 2 — — — — — — — 4th +2 Ability Score Improvement 2 4 4 3 — — — — — — — 5th +3 Coordinated Attack 3 4 4 3 2 — — — — — — 6th +3 Summoner Path Feature 3 4 4 3 3 — — — — — — 7th +3 — 4 4 4 3 3 1 — — — — — 8th +3 Ability Score Improvement 4 4 4 3 3 2 — — — — — 9th +4 Exotic Preferred Monster Type 5 4 4 3 3 3 1 — — — — 10th +4 Summoner Path Feature 5 5 4 3 3 3 2 — — — — 11th +4 Quick Summon 6 5 4 3 3 3 2 1 — — — 12th +4 Ability Score Improvement 6 5 4 3 3 3 2 1 — — — 13th +5 Durable Summons 7 5 4 3 3 3 3 1 1 — — 14th +5 Summoner Path Feature 7 5 4 3 3 3 2 1 1 — — 15th +5 — 8 5 4 3 3 3 2 1 1 1 — 16th +5 Ability Score Improvement 8 5 4 4 3 3 2 1 1 1 — 17th +6 Improved Soul Link 9 5 4 3 3 3 2 1 1 1 1 18th +6 Summoner Path Feature 9 5 4 3 3 3 3 1 1 1 1 19th +6 Ability Score Improvement 10 5 4 3 3 3 3 2 1 1 1 20th +6 Soul of the Beast 10 5 4 3 3 3 3 2 2 1 1 Quick Build You can make a Summoner quickly by following these suggestions. First make Intelligence your highest ability score, following with Constitution. Second take the Sage background. Job Features As an Summoner, you gain the following Job features Hit Points Hit Dice: 1d6 per Summoner level

1d6 per Summoner level Hit Points at 1st Level: 6 + your Constituion modifier

6 + your Constituion modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Summoner level after 1st Proficiencies Armor: None

None Weapons: Daggers, Darts, Slings, Longswords, Light Crossbows, and Quarterstaff

Daggers, Darts, Slings, Longswords, Light Crossbows, and Quarterstaff Tools: None Saving Throws: Constitution, Intelligence

Constitution, Intelligence Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion.





Equipment You start with the following equipment, in addition to the equipment granted by your background (a) quarterstaff or (b) a dagger

(a) a Spellbook

(a) a component pouch or (b) an arcane focus

(a) a scholar's pack or (b) an explorer's pack Spell Casting Your avid research has allowed you to cast magical spells through the use of geometrical figures and formulae within your Spellbook. As you level up, you are able to write more powerful formulas leading to stronger spells. See chapter 10 of the PHB for the general rules of spellcasting and the end of this document for the Summoner spell list. Cantrips At 1st level, you know 3 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.

3 Preparing and Casting Spells The Summoner table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these 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. You prepare the list of Summoner spells that are available for you to cast, choosing from the Summoner spell list. When you do so, choose a number of Summoner spells equal to your Intelligence modifier + half your Summoner level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. Preparing a new list of summoner spells requires time spent in meditation: at least 1 minute per spell level for each spell on your list. Spellcasting Ability The spellcasting ability for your Summoner spells changes depending upon the discipline you select. 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 arcanist 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 any summoner spell you know as a ritual if that spell has the ritual tag. Soul Link At 1st level you gain access to the unique summoner technique, the Soul Link. The Soul Link is a magical technique used to attune a monster's soul to one's own. Once attuned to a Summoner, a monster gains several advantages while linked to the summoner including no longer needing physical sustenance while it is attuned. A Summoner can only link with as many monsters as is listed on the Summoner's Class Table. A Summoner can only have one Soul Linked monster Summoned at a time. You can summon one of your Soul Linked monsters. It takes a one minute ritual to summon. Summoned Soul Linked monsters appear in an adjacent square that is within 5 ft. of their Summoner. A monster is eligible to be Soul Linked as long as it is not Humanoid, Construct or Undead and is not larger than Huge in size. A Summoner can only attempt to make a new Soul Link once per day. Linking a Monster For a creature to be successfully Soul Linked it must be either at 1 HP or Unconscious. The Summoner then focuses their own life force and attempts to link it with the monster. The Summoner must make a Soul Link ability roll (Intelligence + your Proficiency Bonus) against the target, which must be within 60 ft. that they can see, DC: 10 + CR of the target monster rounded up (minimum of 1).



The following table lists some of the additional factors that may influence the Monster's DC (at your DM's discretion). Soul Linking Factors Variable Effect Target Monster has twice or more Hit Dice than the Summoner. Add 2 to the Difficulty Check Target Monster is Legendary Roll with Disadvantage Target monster belongs to the Summoner's preferred type Gain advantage on your Linking Roll Linking Failure Soul Linking is a powerful, but also dangerous and taxing magical ritual. Remember, a Summoner can only attempt to make a new Soul Link once per day. If a target monster has 1 HP and the Summoner fails their Soul Link roll, the creature drops to 0 HP and dies as normal. If a target monster has more than 1 HP, but is Unconsious, and the Summoner fails their Soul Link Roll, the creature loses 1 HP and is no longer Unconsious. Additionally the Summoner takes 1d4 + the monster's CR (minimum of 1) Force damage. When a Summoner sucessfully Soul Links with a Monster, the creature is immedietely pulled into a pocket dimension within the Summoner's soul, and for as long as they are Linked, it is completely subservient to their Summoner. A Linked Monster can not be summoned for 24 hours after being Linked so that it can recover from the ritual. A Summoner can Return (dismiss) their monster back to their soul as a bonus action at any time on their turn. Whenever their Summoner is resting, and while they are not summoned, Soul Linked monsters regain HP at the same rate as their Summoner. Linked Monster Attributes Linked Monsters have the following attributes It keeps most of its natural Traits, Ability Scores, Actions, and Attributes i.e Immunities, Resistances, Proficiencies, Languages, etc. (At your DM's discretion)

Loses it's Multi-Attack if it had one as well as any Legendary Actions it may have possesed.

It loses its innate casting slots and instead, you can use an action to cast their spells through them with your spell slots.

It’s level (represented by its Hit Dice total) becomes equal with the Summoner who Soul Linked it and it continues to grow in strength with it’s Summoner gaining Hit Die when their Summoner does.

It uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, it also adds its proficiency bonus to its AC, attack and damage rolls.

At 4th, 8th, 12th, 16th and 19th levels the monster gains an ability stat increase just as the Summoner would. You can increase any stat by 2 or any 2 stats by 1, the normal stat cap of 20 applies. Some monsters will naturally have stats over 20, in this case the ability increase cannot be used to further increase a stat.

4 Death of a Soul Linked Monster Should a Summoner’s monster ever die,that Summoner essentially loses a fragment of their own soul. When a monster that is Soul Linked dies, the Summoner must make a CON saving throw (DC 15) and on a failed save the summoner takes 1d4 + their current Summoner level Necrotic damage. Should the save be failed by more than 5 or a natural 1 is rolled the Summoner instantly drops to 0 Hit Points from the strain placed on their soul and makes death saving throws per normal. On a successful save the Summoner takes no damage but has disadvantage on any ability check when trying to Soul Link a new monster in the next 24 hours. If the save is made by 10 or more or a natural 20 is rolled the monster stabilizes on 1 Hit point as the Summoner’s soul bolsters its own and pulls it from the clutches of death; however, the Summoner has disadvantage on whatever their next roll is due to the strain on their soul. If your monster is knocked unconcious, or drops to 0 HP, your Soul Linked monster automatically returns to the pocket dimension within your soul. Initial Summon At the completion of your Summoner training you sucessfully Soul Linked to Carbuncle and it becomes your first linked monster. In battle, your Linked Monster acts after your turn and it acts according to your wishes. There is no communication needed to convey your instructions as you are linked at your very souls. Essentially, the Player controls the Linked Monster just as they control the summoner. Preferred Monster Type At 2nd level you grow an affinity towards the monster type your Initial Summon belongs too. This affinity grants you advantage on Linking with other monsters of that type as well as any Intelligence (History) checks regarding that type of monster. Summoner Archetype At 3rd level you can choose your specific style of Summoner represented by Summoner Archetypes. You can choose either Battle Master, Devoted Soul, or Conjuror. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 18th level. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Carbuncle Small celestial, neutral Armor Class 12

12 Hit Points 6(1d8 + 2)

6(1d8 + 2) Speed 25ft. STR DEX CON INT WIS CHA 12 (+1) 12 (+1) 14 (+2) 4 (-3) 12 (+1) 14 (+2) Senses passive Perception 15

passive Perception 15 Languages understands the language of its summoner but cannot speak

understands the language of its summoner but cannot speak Challenge 1/2 (100 XP) Innate Spellcasting Carbuncle's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells requiring no material componenets: At will: light 2/day each: cure wounds, bless 1/day each: aid Actions Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit Poison Claw (Recharge 5-6). Target creature makes a Constitution saving throw or becomes poisoned and takes 6(1d6 times proficiency) poison damage. The creature can repeat this saving throw at the end of its turns, ending the effect on itself on a success. Coordinated Attack At 5th level, you have learned to command your Soul Linked monsters well, and they can react to your beckoning call. When you use the Attack action or cast an attack spell on your turn, if your summon can see you, it can use its reaction to make a melee attack.

Exotic Preferred Monster Type By 9th level your adventures have brought you into contact with all sorts of amazing and deadly monsters. At this point you can choose a second preferred monster type from Aberrations, Celestials, Dragons, Fiends and Giants. For the monster type you choose you gain all the benefits you have with your original preferred monster type. Quick Summon At 11th level, you've become an expert at summoning your Soul Linked monsters, forming incredible bonds with them. As an action, you can summon one of your Soul Linked monsters. You can use this feature once per short rest. Durable Summons Starting at 13th level, any creature that you summon or create with a conjuration spell has 35 temporary hit points. Improved Soul Link At 17th level, you have mastered the use of Soul Link. The base DC of your Soul Link roll is now 6 + CR of the target monster rounded up (minimum of 1). In addition, you cannot be at disadvantage on this check, and failing doesnt hurt you or the monster you are attempting to link. You may now use the Soul Link feature twice per Long Rest. Soul of the Beast At 20th level, you learn the ultimate Soul Linking technique. As an Action, instead of Summoning one of your Soul Linked monsters directly, you can instead give yourself the AC, Movement speed, Actions, Immunities/Resistances, and Proficiencies of any one of your Soul Linked creatures. This feature lasts for 10 minutes. You can switch your borrowed attributes from a different Linked Soul as a bonus action. Once you use this feature, you cant use it again until you finish a Long Rest. Summoner Archetype Different Summoners choose different approaches to perfecting their Summoning prowess. The archetype you choose to emulate reflects your approach. Battle Master Many Summoners go the route of the Battle Master, highly intelligent spellcasters who assist their allies by organizing their forces and swaying battle with strong tactics. Field Commander Beginning at the 3rd level, you have opted to take up the blade alongside the book to protect yourself on the battle field. You gain proficiency in Light Armor, Shields, and Martial Weapons. Bind. At 6th level, whenever your Soul Linked monster lands an attack, you may attempt to bind that creature. The target of your monster's attack must make a dexterity saving throw vs your Spell Save DC. On a failed save, a binding ethereal chain bursts forth from your monster shackling the target. That creature may not move more than 5 ft. away from the your monster for 1d4 rounds. Switching Step At 10th level, as a bonus action, you may instantly switch places with your Soul Linked monster if it is within 60 ft. of you. Shield Ally Beginning at 14th level, whenever a friendly creature is adjacent to your Soul Linked monster, it receives half cover. A creature with half cover has a +2 bonus to AC and Dexterity saving throws. Bond of Life Beginning at 18th level, your life becomes linked to your Soul Linked monsters. Whenever either the Monster or the Summoner takes damage, as a reaction either may sacrifice hit points up to the amount of the damage taken, and not in excess of their current hit points. If they do, they prevent damage equal to the number of hit points lost this way, from being taken by the other. Soul Linked monsters may only choose to sacrifice hit points if their Summoner is damaged, and a Summoner may only sacrifice hit points if their Soul Linked monster is damaged. 5

6 Devoted Soul A Devoted Soul Summoner is an extremely rare type of Summoner, who has such innate proficiency with Soul Linking, that they can bolster the linked monster even further in battle. Expanded Spell LIst The lets you choose from an expanded list of spells when you learn a summoner spell. The following spells are addded to the summoner spell list for you. Expanded Spell List Spell Level Spell 1st shield of faith, faerie fire 2nd scorching ray, enlarge/reduce 3rd fireball, haste 4th fire shield, wall of fire 5th flame strike, couldkill Spur At 3rd level you have gained the ability to bolster your summon. As a bonus action, you can expend a spell slot to give your summon advantage on their attack, and increase the damage of that attack by an extra 1d8 per spell slot used. Soul Share At 6th level you gain the ability to more effectively protect yourself and your Soul Linked monsters in battle. When you cast a Cantrip or higher level spell that targets yourself, if your summon is within 60 ft. of you, it also receives the effects of the spell at no extra cost. Sustain At 10th level, as a bonus action, you can expend a spell slot to heal your Soul Linked monster 1d8 times the spell slot used. Protection At 14th level, your Soul Linked monsters gain a bonus to their AC equal to your Intelligence modifier as long as they are within 60 ft. of you. Undying Summon At 18th level, when your Soul Linked monster is reduced to 0 hit points and is not killed outright, you can choose to have it drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest.

7 Conjurer Unlike many other Summoners, who focus on working along side, or supporting their Soul Linked monsters, Conjurors instead dedicate themselves to mastering the aracane art of Conjuration magic. Expanded Spell LIst The Conjurer lets you choose from an expanded list of spells when you learn a summoner spell. The following spells are addded to the summoner spell list for you. Conjurer Expanded Spells Spell Level Spell 1st cure wounds, healing word 2nd aid, lesser restoration 3rd mass healing word, revivify 4th death ward, stoneskin 5th greater restoration, mass cure wounds Conjuring Healer At 3rd level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level. Critical Heal At 6th level, your healing spells have the potential to cause a critical heal. When you or your summon cast a healing spell and one of the die results in its higherst possible result, roll another die of the same value and add that number to the amount of hit points recovered. A critical heal may only occur once per healing spell. Linked Healing Beginning at 10th level, the healing spells you cast on your summon heal you as well. When you cast a spell of 1st level or higher that restores hit points to your summon, you regain hit points equal to 2 + the spell's level. Adloquiem Starting at 14th level, when you cast a spell of 1st level or higher to restore hit points to a creautre, you may expend on additional spell slot to empower that heal. Your healing spell creates a protective ward on the creature, granting them temporary hit points equal to 1d8 times the spell slot used to empower the heal. Supreme Healing At 18th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. Additionally roll a d12. On a roll resulting as a 12, that spell is considered a critical heal.

8 Ifrit Huge Fiend, Neutral Armor Class 18 (Natural Armor)

18 (Natural Armor) Hit Points 170 (20d12 +40)

170 (20d12 +40) Speed 40ft. STR DEX CON INT WIS CHA 21 (+5) 12 (+1) 15 (+2) 9 (-1) 18 (+4) 11 (+1) Saving Throws Str +10, Dex +6, Wis +8

Str +10, Dex +6, Wis +8 Condition Immunities sleep, fear

sleep, fear Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons

bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities fire, poison

fire, poison Senses darkvision 120ft., passive perception 13

darkvision 120ft., passive perception 13 Languages abyssal, common, ignan

abyssal, common, ignan Challenge 15 (13,000 XP) Heated Body A creature that touches Ifrit or hits it with a melee attack within 5 ft. of it takes Fire Absorption. Whenever Ifrit is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt. Innate Spellcasting. Ifrit's innate spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks) It can innately cast the following spells, requiring no material components: At will: burning hands, scorching ray, fireball, fire shield, wall of fire, flame strike 1/day each: fire storm, dominate monster Actions Multiattack. Ifrit makes three attacks: one with his bite and two with his claws. Bite. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 13(2d8 + 5) slashing damage and 5(1d10) fire damage. Claw. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 11(2d6 + 5) slashing damage and 5(1d10) fire damage. Hellfire. (recharge 5-6) Ifrit releases a blast of fire centering on him and extending for 15 feet in all directions. Each creature within range must make a DC 18 Dex save, taking 49 (13d6) fire damage on a failed save, or half as much damage on a successful one.

9 Gelatinous Mouse Gargantuan annoyance, narrow-minded neutral Armor Class 20

20 Hit Points 83(1d4 + 5)

83(1d4 + 5) Speed 39ft. STR DEX CON INT WIS CHA 16 (+3) 19 (+5) 13 (+2) 2 (-4) 16 (+3) 1 (-4) Condition Immunities swagged, buzzed

swagged, buzzed Senses passive Perception 11

passive Perception 11 Languages Gibberish, Common

Gibberish, Common Challenge 9 (7654 XP) False Appearance. While the armor reamin motionless, it is indistinguishable from a normal suit of armor. Pack Tactics. These guys work together. Like super well, you don't even know. Pack Tactics. These guys work together. Like super well, you don't even know. Actions Corkscrew Strike. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) Team Elbow. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) Scorpion Flurry. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) Dual Throw. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2)