Summoner
Summoner wizards are mages that specialise in a type of conjuration magic that manifests creatures to your aid. The expertise of these wizards allow them to enhance their summons to last longer, or sculpt them to fit any circumstance, and reach a symbiosis with the creatures they summon. Because of this magical connection, these wizards are always accompanied by their powerful creatures who faithfully defend their summoners.
Conjuration Specialist
When you adopt this tradition at 3rd level, your ability to summon creatures with your magic eclipses others. You gain the following benefits:
Otherworldly Linguist: You learn one of the following Languages: Abyssal, Deep Speech, Infernal, Primordial, Sylvan.
Innate Summoner: You add one of the following spells to your spellbook, and you ignore material components for the following spells: Summon Aberration, Summon Beast, Summon Construct, Summon Elemental, Summon Fey, Summon Fiend, Summon Undead.
Magical Summoner
Starting at 3rd level, your enhanced ability to conjure creatures prolongs their existence. When you cast a spell that summons a creature, you can choose to enhance the spell’s effects.
When enhanced by this feature, the duration of the spell increases to 8 hours, and you still must maintain concentration on the spell. If the summoned creature’s hit points are reduced to 0, or you lose concentration during the spell’s duration, the summoned creature disappears and its magic returns to you in an inert state. You can also spend 1 minute to cause your summon to return to you and become inert. Once this inert magic has returned to you, you can concentrate on another spell while maintaining the inert summoned creature. You can spend 1 minute to resummon the inert summoned creature, however if you are concentrating on an active spell after resummoning the creature, you lose concentration on the spell. When resummoned in this way, the creature returns with half its hit points, or what it had remaining if it had more than half its remaining hit points. Once the duration of the summoned creature ends, it disappears whether active or inert.
You can use this feature once, and regain the ability to do so again once you complete a long rest, or you expend 5 mana points to do so again.
Efficient Summoning
Starting at 6th level, your summoning magic improves, enhancing the creatures you summon. If you summon or conjure a creature with a spell, the creature can make two attacks on its turn instead of one, no matter the limitations of the spell, unless the creature can make more than two attacks.
Additionally, if you summon a creature with a spell that grants you varying creature options, you can change the variant of the creature you summoned as an action.
Sculpt Summon
Beginning at 6th level, you gain the ability to sculpt extra arcane power into the creatures you conjure. When you summon a creature with a spell that has a duration, you can expend mana points to imbue the creature with bonuses or additional features, listed in the options below:
- Arcane Attacks (Costs 2 Mana Points): When the summoned creature deals damage with its attacks, it deals an additional 1d4 force damage.
- Defensive (Costs 2 Mana Points): The summoned creature gains a +2 bonus to its AC.
- Durable (Costs 4 Mana Points): The summoned creature’s maximum hit points increases by 20.
- Enduring (Costs 2 Mana Points): When the summoned creature is forced to make a saving throw, it adds a +2 bonus to its saving throw.
- Intimidating (Costs 3 Mana Points): When a creature of your choice starts its turn within 10 feet of the summoned creature, it must make a Wisdom saving throw or become frightened of it for 1 minute. At the end of the frightened creature’s turns, it can make a saving throw, ending the effect on a success. Once a creature succeeds on this saving throw, it is immune to this creature’s intimidating effect for 24 hours.
- Nimble (Costs 1 Mana Point): The summoned creature gains a +10ft to its walking speed, and its speed cannot be hindered by difficult terrain.
- Well-Trained (Costs 4 Mana Points): The summoned creature learns the Interception or Protection fighting style, and does not need to wield a weapon or shield to perform this fighting style.
You can imbue a summoned creature with a maximum of two sculpt enhancements, and you cannot imbue a summoned creature with the same sculpt enhancement multiple times.
These sculpt enhancements last until the duration of the summoned creature ends. While the sculpted summon is active, you can perform a 1-minute ritual with your summoned creature. After the minute has passed, you can change the sculpt enhancements on the summoned creature. You can remove enhancements at no cost, but you must expend the stated amount of mana points for each new enhancement you add.
Focused Durability
Starting at 10th level, you become proficient in maintaining your summoned creatures. When you take damage while concentrating on a spell that summoned a creature, if the DC of the constitution saving throw is 10, you automatically succeed on the saving throw.
Summoner’s Bond
Starting at 10th level, you can use your summon’s life force to protect yourself.
As a reaction to taking damage while having a creature summoned by a spell, you can connect yourself to your summoned creature and grant yourself resistance to that instance of damage. After taking this damage, your summoned creature then takes the same damage you took.
Conjuration Mastery
Starting at 14th level, you become a master at creating and maintaining magical creatures. You gain the following benefits:
- Master Sculptor: You are not limited in the amount of additional effects you can sculpt with your Sculpt Summon feature.
- Vigorous Magic: If you have a creature summoned by a spell, you can use a bonus action to expend one of your spell slots of 1st level or higher. The creature you have summoned regains hit points equal to your Wizard level multiplied by the level of the spell slot expended.
- Durable Summons: If a creature you have summoned by a spell drops to 0 hit points, it instead drops to 1 hit point instead and regains a number of hit points equal to 2d8 + your Wizard level. This benefit can trigger on a creature once during the spell’s duration. If the creature has already triggered this feature during its duration, the creature regains the use of this feature after you use your Arcane Recovery feature.

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