Summoner
Hit Dice: 1d8
HP Bonus: Ld4+L*CON
TP: 200
Feat Slots: 5
Call upon the power of your patron ethereal for two rounds.
Gain the ability to bind lesser creatures to your will and call upon them to aid you in battle. As a movement action, you may call upon a new familiar to assist you in battle, or swap out one of your current familiars for another. Summoning a familiar costs a number of summoning points, which can be replenished through a variety of means. You can obtain familiars in the wild through loot drops or quests. When a familiar is active, their passives are applied to you, and you unlock the use of their familiar-specific actions on your turn.
Your familiars’ use of abilities is limited by Summoning Points. Your pool of Summoning Points is equivalent to your Summoner level + 20, and replenishes to full after each long rest, or by half every short rest.
You gain the knowledge required to nurture and create your own familiars. The materials and time required for this is proportional to the types of skills, features, and appearance of your familiar.
Whenever you cast a spell, gain a number of Summoning Points equivalent to the level the spell was cast at.
Spend one movement action performing a special type of meditation, regaining 1d4+2 SP.
Each round, the first familiar-specific action you make for each active familiar is considered a bonus action.
As an ability action, possess the form of one of your familiars. Gain temp HP equivalent to Nd HD, with N = the familiar’s SP summoning cost. All SP costs of the familiar’s skills are halved. While possessing a familiar, you cannot use any skills except for those of the familiar you are possessing (passives of your other active familiars still apply). When your temp HP is removed, you automatically exit possession, and the familiar is dismissed, needing to be summoned again to be used.
Spend an additional 5 SP to reduce the summoning time of a familiar by 1 round.
When you dismiss a familiar, you may choose to dissipate it. Doing so gives you SP equivalent to its summoning cost; however, you cannot summon that familiar again until after a long rest.
Gain the ability to have a second active familiar. You must spend one of your ability actions each round to maintain it; otherwise it automatically dismisses itself.
Gain the ability to send your familiars to aid teammates. The teammate with the familiar will gain access to the familiar’s passives, and you will control what actions the familiar takes on your teammate’s turn.
When you dismiss a familiar, gain temporary HP equivalent to the SP summoning cost of the dismissed familiar * 10. If you have temp HP active from a previous dismissal, remove it before applying the new Sacrificial Barrier.
When you land a critical hit, gain 1 SP. On KO’ing an enemy, gain 1d4 SP.
Each round, the first two familiar-specific actions you make for each active familiar are considered bonus actions.
While you are KO’ed, you may continue to make actions each round using any familiars you had active at the time, provided you still have SP remaining. You cannot regain SP in any way until you are revived.
For each active familiar, gain a +2 boost to all stat rolls and saves.
Gain the ability to have a third active familiar. You must spend one of your ability actions each round to maintain it; otherwise it automatically dismisses itself.
HP Bonus: Ld4+L*CON
TP: 200
Feat Slots: 5
Proficiencies
Same as Warlock + Tool: Summoner's Grimoire, Language: MagescriptRequirements
- (Class Bond) Warlock: You must have fully unlocked every ability of the Warlock class.
Abilities
Ultimate Ability: Ethereal Invocation
Rarity: Exotic | UP: Variable | ZP: Variable | ZL: Variable | Cost: VariableCall upon the power of your patron ethereal for two rounds.
Summoner's Grimoire
Level 1 | CC: Summoner | Rarity: Legendary | Cost: 15 TPGain the ability to bind lesser creatures to your will and call upon them to aid you in battle. As a movement action, you may call upon a new familiar to assist you in battle, or swap out one of your current familiars for another. Summoning a familiar costs a number of summoning points, which can be replenished through a variety of means. You can obtain familiars in the wild through loot drops or quests. When a familiar is active, their passives are applied to you, and you unlock the use of their familiar-specific actions on your turn.
Your familiars’ use of abilities is limited by Summoning Points. Your pool of Summoning Points is equivalent to your Summoner level + 20, and replenishes to full after each long rest, or by half every short rest.
Familiar Cultivator
Level 2 | REQ: Summoner's Grimoire | Rarity: Exotic | Cost: 5 TPYou gain the knowledge required to nurture and create your own familiars. The materials and time required for this is proportional to the types of skills, features, and appearance of your familiar.
Mana Runoff
Level 2 | REQ: Summoner's Grimoire, Spellcasting | Rarity: Rare | Cost: 3 TPWhenever you cast a spell, gain a number of Summoning Points equivalent to the level the spell was cast at.
Summoner's Communion
Level 3 | REQ: Summoner's Grimoire | Rarity: Rare | Cost: 2 TPSpend one movement action performing a special type of meditation, regaining 1d4+2 SP.
Class Feat Slot VI
Level 4 | CC: SummonerSummoner's Boon I
Level 5 | REQ: Summoner's Grimoire | Rarity: Exotic | Cost: 5 TPEach round, the first familiar-specific action you make for each active familiar is considered a bonus action.
Familiar Possession
Level 6 | REQ: Summoner's Grimoire | Rarity: Exotic | Cost: 5 TPAs an ability action, possess the form of one of your familiars. Gain temp HP equivalent to Nd HD, with N = the familiar’s SP summoning cost. All SP costs of the familiar’s skills are halved. While possessing a familiar, you cannot use any skills except for those of the familiar you are possessing (passives of your other active familiars still apply). When your temp HP is removed, you automatically exit possession, and the familiar is dismissed, needing to be summoned again to be used.
Swift Summon
Level 7 | REQ: Summoner's Grimoire | Rarity: Rare | Cost: 2 TPSpend an additional 5 SP to reduce the summoning time of a familiar by 1 round.
Class Feat Slot VII
Level 8 | CC: SummonerDissipation
Level 9 | REQ: Summoner's Grimoire | Rarity: Legendary | Cost: 4 TPWhen you dismiss a familiar, you may choose to dissipate it. Doing so gives you SP equivalent to its summoning cost; however, you cannot summon that familiar again until after a long rest.
Familiar Tether I
Level 10 | REQ: Summoner's Grimoire | Rarity: Exotic | Cost: 5 TPGain the ability to have a second active familiar. You must spend one of your ability actions each round to maintain it; otherwise it automatically dismisses itself.
Wingman
Level 11 | REQ: Summoner's Grimoire | Rarity: Legendary | Cost: 3 TPGain the ability to send your familiars to aid teammates. The teammate with the familiar will gain access to the familiar’s passives, and you will control what actions the familiar takes on your teammate’s turn.
Class Feat Slot VIII
Level 12 | CC: SummonerSacrificial Barrier
Level 13 | REQ: Summoner's Grimoire | Rarity: Rare | Cost: 3 TPWhen you dismiss a familiar, gain temporary HP equivalent to the SP summoning cost of the dismissed familiar * 10. If you have temp HP active from a previous dismissal, remove it before applying the new Sacrificial Barrier.
Soul Extraction
Level 14 | REQ: Summoner's Grimoire | Rarity: Rare | Cost: 1 TPWhen you land a critical hit, gain 1 SP. On KO’ing an enemy, gain 1d4 SP.
Summoner's Boon II
Level 15 | REQ: Summoner's Boon I | Rarity: Exotic | Cost: 5 TPEach round, the first two familiar-specific actions you make for each active familiar are considered bonus actions.
Class Feat Slot IX
Level 16 | CC: SummonerTranscendent Bond
Level 17 | REQ: Summoner's Grimoire | Rarity: Exotic | Cost: 5 TPWhile you are KO’ed, you may continue to make actions each round using any familiars you had active at the time, provided you still have SP remaining. You cannot regain SP in any way until you are revived.
Bond of the Summoner
Level 18 | REQ: Summoner's Grimoire | Rarity: Legendary | Cost: 2 TPFor each active familiar, gain a +2 boost to all stat rolls and saves.
Class Feat Slot X
Level 19 | CC: SummonerFamiliar Tether II
Level 20 | REQ: Familiar Tether I | Rarity: Exotic | Cost: 5 TPGain the ability to have a third active familiar. You must spend one of your ability actions each round to maintain it; otherwise it automatically dismisses itself.
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