Summoner Alone and afraid, a young dwarf runs deeper into the forest to escape his pursuers. Bandits cackle behind him, certain they've found an easy mark. The dwarf hides behind a tree and whispers softly, reaching out with a small hand. When the bandits finally reach their prey they're surprised to find not one figure but two. The tall, lanky humanoid holding the hand of the young dwarf smiles menancingly as a blade appears in its other hand. Older and wiser than most, the elven woman knew what she was getting herself into when she descended into the cursed mines. The chokers and gricks didn't give her pause and neither did the roper. But, a golem? Now, that was interesting. As the golem rises to its full height she kneels forward, reaching a hand towards the ground. A sigil appears in a burst of light and an earthen hand reaches out from it, clawing its way into the material plan. A battle of stone against stone begins. As the arrow sinks into his chest, the young man looks on in horror at his friends fallen around him. His arrogance led to this. He thought he could control the creature from the Shadowfell, thought he had the will to force it to do his bidding. As his own summon turned against him, he felt regret and shame. Summoners are often mistaken for typical wizards, but they are almost always self-taught. Summoners often find they have a natural talent for seeing and pulling at the weave. Whether through further experimentation or an unnatural experience, summoners find that they can not only cast spells but pull creatures from other planes onto their own. Successful summoners must both be strong of body and have a powerful will. A lack in either could lead to the summoner's demise, or that of her allies. Creating a Summoner When creating a summoner, consider how they first became connected to other planes. Was it through a mystical experience or years of study? Next, consider what plane might relate best to your summoner. There is no inherent connection between a person's personality and their summons. Does your character feel blessed by their connection to this outer plane or do they find it to be a curse, only relying on it when necessary? Quick Build You can make a summoner by following these suggestions. First, make Charisma your highest ability score, followed by Constitution. Second, choose the hermit or sage background.

The Summoner Level Proficiency Bonus Features Cantrips Known Spells Known Spell Slots Slot Level Max Summons 1st +2 Arcane Awareness, Spellcasting 2 2 1 1 - 2nd +2 Form Ally, Sixth Sense 2 3 2 1 - 3rd +2 Planar Connection, Summons feature 2 4 2 2 1 4th +2 Ability Score Improvement 3 5 2 2 1 5th +3 ─ 3 6 2 3 1 6th +3 Unbreakable Bond, Lash Out 3 7 2 3 1 7th +3 Summons feature 3 8 2 4 2 8th +3 Ability Score Improvement 3 9 2 4 2 9th +4 ─ 3 10 2 5 2 10th +4 Dual Self 4 10 2 5 2 11th +4 Summons feature 4 11 3 5 3 12th +4 Ability Score Improvement 4 11 3 5 3 13th +5 Infuse Summon 4 12 3 5 3 14th +5 Plane Shifter 4 12 3 5 3 15th +5 Summons Feature 4 13 3 5 4 16th +5 Ability Score Improvement 4 13 3 5 4 17th +6 Infuse Summon 4 14 4 5 4 18th +6 Banishing Touch 4 14 4 5 4 19th +6 Ability Score Improvement, Summons feature 4 15 4 5 5 20th +6 Infuse Summon, Planar Ambassador 4 15 4 5 5

Class Features As a summoner, you gain the following class features Hit Points Hit Dice: 1d6 per summoner level

1d6 per summoner level Hit Points at 1st Level: 6 + your Constitution modifier

6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per summoner level after 1st Proficiencies Armor: light armor

light armor Weapons: simple weapons

simple weapons Tools: none Saving Throws: Constitution, Charisma

Constitution, Charisma Skills: Choose three from Arcana, History, Intimidation, Nature, Persuasion, Performance, and Religion Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a light crossbow and 20 bolts or (b) any simple weapon

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

(a) a scholar’s pack or (b) an explorer’s pack

a small object from another plane Arcane Awareness Your studies of the arcane and natural ability have led you to be particularly sensitive to different types of magic in the world around you. You may cast the Detect Magic spell at will, although may only do so as a ritual. Charisma is your spellcasting ability for this spell. Spellcasting Your natural talent and connection to other planes has allowed you to pull power from both the weave and other worlds. See chapter 10 for the general rules of spellcasting and the end of this document for the summoner spell list. Cantrips You know two cantrips of your choice from the summoner spell list. You learn additional summoner cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Summoner table. Spell Slots The Summoner table shows how many spell slots you have to cast your summoner spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your summoner spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell bless, you must spend one of those slots, and you cast it as a 3rd-level spell. Spells Known of 1st Level and Higher At 1st level, 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 of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new summoner spell, which can be 1st, 2nd, or 3rd 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 Constitution is your spellcasting ability for your summoner spells, so you use your Constitution 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 Spell attack modifier = your proficiency bonus + your Charisma modifier Spellcasting Focus You can use an arcane focus (found in chapter 5) as a spellcasting focus for your summoner spells. Form Ally At 2nd level, you gain the ability to summon a spirit that assumes an animal form at a cost. As an action, you may take necrotic damage equal to twice your proficiency bonus to cast the Find Familiar spell, without material components. For example, at 2nd level, you would take 4 necrotic damage. This damage cannot be reduce in any way. When you cast the spell in this way, the familiar disappears after a number of hours equal to half your summoner level. Sixth Sense Also at 2nd level, you are able to sense creatures and connections around you. As an action, you can close your eyes and hone your senses to briefly illuminate what is around you. You can sense the location of any creature within this plane or on the Ethereal Plane that is within 15 ft. of you. This creature does not have to be visible to you to be detected. If you are near a planar portal, you know where the portal leads to and the name of the creature that created the portal, if applicable. You can use this ability a number of times equal to your Charisma modifier.

Planar Connection At 3rd level, your connection to one particular plane of existence becomes more readily available to you. You find you are able to summon unique creatures from that plane to your current plane for a limited amount of time. Summoning creatures can be dangerous and it requires someone strong of will to command an unwilling creature. Both your summons and your magic will be shaped by this connection. You may only have a single summon active at any given time. You may summon a number of creatures equal to the Max Summons column on the Summoner class table. You must take a long rest before being able to summon again. Choose from the following options: Shadowfell, Feywild, or the Elemental Planes. The connection you choose grants you features at 3rd level and again at 7th, 11th, 15th, and 19th level. Unbreakable Bond At 6th level, you and your summon can share your life force to better protect each other during battle. While a creature is summoned using your Summons feature, you may cast the Warding Bond spell without material components and without a spell slot on your summon at will. Alternatively, your summon can cast the spell on you. The spell ends if you go unconscious or the summoned creature disappears. Lash Out Also at 6th level, if you go unconscious while you’ve summoned a creature, that creature may use its reaction to make a single attack before disappearing. Dual Self At 10th level, your consciousness becomes more closely aligned with your summons. When you cast a spell with a range of Self, you can choose to instead have it be casted by your summon as long as it is within 30 ft. of you. If the spell has the caster perform an additional action as part of the casting of the spell, your summon performs that action. Infuse Summon At 13th level, you can enhance your summons ability by sacrificing some of your own life force. Choose two Summon Infusions from the list at the end of this document. You can choose another infusion at the 17th and 20th level. As an action, you may take necrotic damage equal to a number of d4s that equals your proficiency bonus to cast one of your summon infusions. For example, at 13th level, you would take 5d4 necrotic damage. This damage cannot be reduce in any way. Additionally, you must be within 30 ft. of your summon. All infusions require concentration, as if you were concentrating on a spell. Whenever you gain a level in this class, you can replace one of the summoner infusions you learned with a new one. Plane Shifter At 14th level, your connection to other planes becomes second nature. You are able to cast the Plane Shift spell once per long rest without expending a spell slot. Banishing Touch At 18th level, you can return creatures to their home planes with a single touch. You can cast the Banishment spell at will, although with the range reduced to that of Touch. Planar Ambassador At 20th level, you become a mastery of summoning in addition to being able to alter the material plane in a number of ways. You can cast the Arcane Gate spell a number of times equal to your Charisma modifier. Additionally, you gain the following benefits: When you roll initiative and have no summons remaining, you regain a summon of your choice.

At the end of each long rest, you may prepare any number of new summons up to your limit.

At the end of each long rest, you may replace any number of summon infusions with others from the list.

Whenever you summon a creature, it acts immediately after your turn instead of immediately before.

Summon Infusions List Agile Predator Your summon's walking speed doubles. Any other types of movement speed it has naturally increase by 10 ft. Distracting Visage While within 10 ft. of your summon, creatures you specify are afflicted by the Bane spell. Creatures lose this affliction if they are ever more than 10 ft. away from your summon. Doomed Martyr When you use this infusion, your summon immediately loses all hit points. All creatures within 10 ft. of your summon must make a Dexterity saving throw. Creatures take damage equal to the amount of hit points lost by the summon on a failed save, or half as much on a successful one. Ethereal Presence When you use this infusion, your summon gains the benefits of the Blink spell without the use of a spell slot. The effects last until you lose concentration or 1 minute, whichever occurs first. Energizing Aura While within 10 ft. of your summon, creatures you specify gain the benefit of the Bless spell. Creatures lose this benefit if they are ever more than 10 ft. away from your summon. Far Striker Your summon's melee attacks increase by a range of 10 ft. Healing Halo At the beginning of your summon's turn, all creatures within 10 ft. of it gains hit points equal to 2d4 + your Constitution modifier. This has no effect on undead or constructs. Imposing Figure Whenever your summon takes the Dodge action, all enemies within 10 ft. of it gain disadvantage on all attack rolls targeting any other creature except for the summon. Portal Protector As a reaction, your summon may swap places with you when you are the target of an attack as long as it is within 30 ft. of you. If it does so, the attack targeting you instead targets your summon. Precision Sniper Your summon's ranged weapon attacks no longer have disadvantage when using the long range distance. Relentless Fighter At the beginning of your summon's turn, it gains hit points equal to 2d4 + your Constitution modifer. Stalwart Guardian Your summon's hit point maximum and current hit points increase by five times your Constitution modifier.

Summoner Spell List Cantrips (0 Level) Blade Ward

Booming Blade†

Control Flames*

Create Bonfire*

Dancing Lights

Friends

Green-Flame Blade†

Guidance

Gust*

Infestation*

Light

Mage Hand

Magic Stone*

Mending

Message

Minor Illusion

Mold Earth*

Poison Spray

Prestidigitation

Resistance

Shape Water*

Shocking Grasp

Spare the Dying

Sword Burst †

Thaumaturgy

Thunderclap*

True Strike 1st Level Absorb Elements*

Bane

Bless

Cause Fear*

Charm Person

Chromatic Orb

Cure Wounds

Detect Evil and Good

Detect Poison and Disease

Disguise Self

Dissonant Whispers

Expeditious Retreat

Healing Word

Heroism

Identify

Inflict Wounds

Jump

Longstrider

Mage Armor

Protection from Evil and Good

Purify Food and Drink

Sanctuary

Shield

Snare*

Tenser's Floating Disk

Unseen Servant 2nd Level Aid

Arcane Lock

Blur

Continual Flame

Darkvision

Detect Thoughts

Enhance Ability

Enlarge/Reduce

Invisibility

Knock

Lesser Restoration

Magic Mouth

Magic Weapon

Misty Step

Nystul's Magic Aura

Protection from Poison

Rope Trick

See Invisibility 3rd Level Bestow Curse

Conjure Barrage

Counterspell

Dispel Magic

Glyph of Warding

Leomund's Tiny Hut

Magic Circle

Mass Healing Word

Nondetection

Protection from Energy

Remove Curse

Tongues 4th Level Arcane Eye

Banishment

Charm Monster*

Divination

Dominate Beast

Freedom of Movement

Greater Invisibility

Locate Creature

Leomund's Secret Chest

Mordenkainen's Private Sanctum 5th Level Contact Other Plane

Dominate Person

Far Step

Greater Restoration

Mislead

Passwall

Planar Binding

Seeming

Skill Empowerment

Teleporation Circle Spells with an asterisk (*) next to their name are from Xanthar's Guide to Everything. Spells with a cross (†) next to their name are from Sword Coast Adventurer's Guide.

Shadowfell Connection You are connected to the Shadowfell, a place of darkness, depression, and misery for all who find themselves there. Your connection to this place does not come without a cost; each time you summon, a wave of grief threatens to consume you, disconnecting you from your summon. Summoners of the Shadowfell must remain resolute in the face of such darkness, forcing it back through sheer will. Ally of the Dark At 3rd level, you gain proficiency in the Intimidation skill if you don't already have it. Your proficiency bonus is doubled for any Intimidation ability check. Additionally, when you use your Form Ally feature, your familiar is undead instead of a beast. Caster of the Dark Also at 3rd level, your connection to the Shadowfell infuses you with the ability to cast certain spells. You learn the Chill Touch cantrip, if you don't already know it. You also learn additional spells when you reach certain levels in this class, as shown on the Shadowfell Spells table. Each spell counts as a summoner spell for you, but it doesn't count against the number of summoner spells you know. Shadowfell Spells Summoner Level Spells 3rd Arms of Hadar, Darkness 5th Hunger of Hadar, Vampiric Touch 7th Death Ward, Shadow of Moil* 9th Antilife Shell, Negative Energy Flood* Shadowfell Summons Finally, you gain the ability to summon creatures from the Shadowfell. Refer to the Shadowfell Summons table to see what summons you have access to at which level. As an action, your summon can appear within 10 ft. of you. When it does, roll a Charisma (Intimidation) check with a DC equal to 10 + the summon's Challenge Rating. On a success, you have complete control over the summon. On a failure, your control of the summon ends for the rest of the duration, and the summon spends its turns pursuing and attacking the nearest creatures to the best of its ability. Regardless of the result, the summon always acts on your initiative just before you do. Any creature you summon with this ability can be summoned for 1 hour, after which it disappears. If you are knocked unconscious at any point during this time, your summon disappears immediately. Whenever you level up, you may choose to replace any summons you've chosen with others that are available to you. At no point can you choose more than one creature from each summon level. For example, you cannot have both the Bone Cage and the Specter as available summons. Shadowfell Summons Summoner Level Summons 3rd Bone Cage, Specter 7th Swarm of Shadows, Wight 11th Vampire Spawn, Wraith 15th The Lost*, Shadow Dancer* 19th Necromancer*, The Lonely* Spells and creatures with an asterisk (*) next to their name are from supplemental materials.