{"name":"Summoner","overview":"   Dawning an imposing staff, garnered with an ancient symbol depicting\r\na powerful entity, summons a being with the same face as the one shown.\r\nCalling it down upon a group of goblin warriors, tearing them to shreds.\r\n   Hiding behind the stone pillar the tabaxi sends her cluster of indestructable\r\nminions to take down the army without taking even a lick of pain, while they\r\nsnicker to their self triumpantly.\r\n   Narrowly avoiding the flurry of archaic energy bolts, the half-elf directs\r\nthe hord of elemental minions volt through the large eidolist over and over\r\nuntil it bursts from the energy.\r\n   Whether avoiding direct conflict by staying afar while your miniture army\r\ndeals with the monsters for you, or emolating your rivals with powerful minions,\r\nsummoners are an embodiment of a war general in archaic magic, staying calm \r\nwhile under onslaught. They claim to be one with these mythical beings and\r\nare conduits of this power.\r\n\r\nCojured Allies\r\nSummoners learn of their un-natural abilities through a varity of\r\nways, whether through descovering their nack for being freindly with\r\nlarge crowds they get the abilities or having been a natural leader they\r\nfind it in them that they can naturally conjure these beings.\t\r\nEither way Many summoners trancend among their peirs\r\nwith their spectacular magical capabilities. They serve no god or\r\ndevine entity, and gain these powers through other means.\r\nSummoner magic is very peculiar in nature, unlike most magic users\r\nsummoners don't need spell slots or cantrips, they can't learn them or\r\nuse this kind of magic normally, most summoners tend to leave their\r\nsummons active as moral or physical support.\r\n\r\n\r\n\r\n\r\n","hit_dice":"1d6 per summoner level","hit_points_at_1st_level":" 6 + your Constitution modifier","hit_points_at_higher_levels":"1d6 (or 4) + your Constitution modifier per summoner level after 1st","armor_proficiencies":"Light armor","weapon_proficiencies":"daggers, darts, quarterstaffs, slings, summoner weapons","tools":"Tools: Tinker's tools","saving_throws":"Saving Throws: Wisdom, Charisma","skills":"Skills: Choose two from Arcana, Animal Handling, Insight, Perception, Athletics, Intimidation, Stealth and Medicine","starting_equipment":"[left]You start with the following equipment, in addition to the\r\nequipment granted by your background:[\/left]\r\n\r\n[left]\u204d(a) leather or (b) padded, 20 darts[\/left]\r\n[left]\u204d(a) dagger or (b) quarterstaff[\/left]\r\n[left]\u204dExplorer's pack[\/left]\r\n[left]\u204dWulfrum Drone Staff[\/left]","spellcasting":"Spellcasting is different for Summoners.\r\n[left]Summoning[\/left]\r\n\r\n[left]Drawing in the powers that be along with your enhanced\r\nweapon, you can summon minions and creatures that adhear\r\nto your tools at your whim.[\/left]\r\n\r\nMana\r\n[left]At 1st level you begin with 20 base mana, you gain additional mana through\r\naccessories and armor along with attaining certain levels.\r\n you increase to 30 base mana at 4th level, 50 at 5th, 60 at 8th, 90 at 13th,\r\n100 at 15th, 110 at 16th, 120 at 19th, 150 at 20th, 160 at 22nd, 170 at 24th, 190 at 25th,\r\n200 at 26th, 210 at 27th, 220 at 28th, 230 at 29th, and 250 at 30th level.[\/left]\r\n\r\nPreparing and Casting Summons\r\n[left]The Summoner table shows how many summon slots you have to\r\ncast your summons. For every summon active you\r\n have 1 less summon slot, you cannot summon\r\n if your summon slots are less than 1. To cast one of these summons, \r\n  you first must have a summoner weapon in hand, and then you must\r\n   expend the required mana amount the summon needs.\r\n You regain all expended mana after a Long rest and you regain\r\nsummon slots for each minion you un-summon.\r\nTo summon and un-summon anything requires 1 action.\r\nYou prepare your summons by holding your summoner weapon\/s\r\nin your hand\/s, effectively you could have multiple summoner\r\nweapons on you and switch between them to summon the minions\r\ndue to some having special properties others don't.\r\nYou can summon your minions anywhere within 120 feet of you.[\/left]\r\n\r\nSummoning Ability\r\n[left]Charisma is your summoning ability for your summons, since your\t\t\t\r\nmagic draws upon that of others. You use your Charisma whenever\r\na summon refers to your summoning ability. In addition, you use\r\nyour charisma modifier when setting the saving throw DC for a\r\nummoner effect that is applied when making an attack roll with one.[\/left]\r\n\r\n[left]\t\t\t\t\t\t\t\t\tSpell save DC = 8 + you proficiency bonus +\r\n\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\tyour Charisma modifier[\/left]\r\n                                  \r\n                                  \r\n                                  \r\n[left]                \tSpell attack modifier = your proficiency bonus +\r\n\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\tyour Charisma modifier[\/left]\r\n\r\n","class_features":"Militia Mitosis\t\t\t\t\t\t\t\t\t\t\t\t\r\n[left]When you reach 4th level, and again at 6th, 9th, 15th, \t\t\t\t\r\n18th, 21st, 24th, 27th, and 30th level, you gain an aditional\t\t\t\t\r\n 1 summon slot to your base total.[\/left]\r\n \r\n[br]\r\n\r\nSummoner Archetype\t\t\t\t\t\t\t\t\t\t\t\r\n[left]At 3rd level, you choose an archetype that you strive\t\t\t\t\r\n to emulate: Commander or Lone Wolves, both detailed \t\t\t\t\r\n at the end of the class description. Your choice grants you\t\t\t\t\r\nfeatures at 3rd level and again at 7th, 13th, 18th, and 26th level.[\/left]\r\n\r\n[br]\r\n\r\nExtra Action\t\t\t\t\t\t\t\t\t\t\r\n[left]Beginning at 5th level, and again at 9th, 12th, 15th, 21st, and \r\n 27th level. You can make an additional action, instead of\t\t\t\r\nonce, whenever you take any action on your turn.\t[\/left]\r\n\r\n[br]\r\n\r\nAbility Score Improvement\t\t\t\t\t\t\r\n[left]When you reach 4th level, and again at 8th, 12th, 16th, 19th,\r\n21st, 24th, and 28th level, you can increase one ability score of\r\nyour choice by 2, or can increase two ability scores of your choice\r\nby 1. As normal, you can't increase an ability score above 30\r\nusing this feature.[\/left]\r\n\r\n[br]\r\n\r\nFeind-ship is Magic\t\t\t\t\t\t\t\t\t\t\t\r\n[left]In a cliche manor you begin you understand further the abilities\t\t\t\r\n of your summons in greater detail as they work together.\t\r\nYour sentry active time is increased to at least 16 hours.[\/left]\t\t\t\r\n\t\t\t\t\t\t\t\t\t\r\n                                                                                                                                                                                                                 \r\n[br]\r\n\r\nElemental Harmony\t\t\r\n[left] At 8th level, when you have 5 summons active within 60 feet of you,\r\nYou can't be frightened, charmed, stunned, knocked prone, and cursed.\r\nThis lasts for 1 hour and you must make a full rest before using it again[\/left].\r\n\r\n[br]\r\n\r\nNon-ranked Leadership\r\n[left] At 14th level, you lead your summons with the same behaviour you lead\r\nyourself, for each summon active you and your summons gain +5 to movement,\r\nflight speed, and moving through difficult terrain has no penalty.[\/left]\r\n\r\n[br]\r\n\r\nSpectral Theif\t\t\t\t\r\n[left] At 20th level, Through you and your army you cast a shadow of doubt\r\nin the opponents soul, losing hope they give into fear, taking their\r\nhope from them and using it as moral.\r\n Select up to 3 targets or one very powerful target within 120 feet of you,\r\nThey need to make a Wisdom saving throw with disadvantage, DC 15 + your Wisdom\r\nmodifier. On a failed save, roll 2d6, subract the total you rolled from each of\r\nthe opponents Ability Scores, effecting their modifiers and bonuses.\r\nand add 1\/3rd of the roll rounded up to each of your Ability Scores,\r\neffecting your modifiers and bonuses aswell.\r\nOn a successful save the target only loses half of the total rolled on 1\r\nof its Ability Scores of your choice.\r\nThis lasts for 30 minutes.\r\nYou must make a long rest before you can use this feature again.[\/left]\r\n\r\n[br]\r\nMy Freinds are my Power!\t\t\t\t\t\r\n[left]Through another cliche you and your summoned compainions work\r\nas one aiding you with imense strength. \r\nYou aim your weapon at the strongest target nearby that\r\ndoesn't exceede 1,000 feet away, you hover slightly and fire a beam\r\nof pure energy at the target. Dealing 8d8 x (amount of active summons)\r\n + 100 radiant damage.\r\nThe target's speed becomes 0 for 3 turns regardless of the creature \r\nand regardless of its resistances and immunities.\r\nYou must make a long rest to use this feature again.[\/left]\r\n\r\n\r\n\r\n[br]\r\n\r\nCommander\r\n[left]Selecting the Commander Acrhetype means you are decidedly\r\na leading figure between the mythical and astute. Atuning to this\r\npath enforces your commanding spirit over your summoned\r\ncompanions, allowing you to learn specialized techniques for\r\nadvanced combat to any array.[\/left]\r\n\r\n[====================================================================]\r\n[left]Mob Mentality\r\nAt 3rd level, you gain one of the following features of your choice:[\/left]\r\n\r\n[left]Lockdown. Your words dictate the way your summons move with\r\na grace and dilligence, when 2 or more of your summons successfully\r\nland an attack on a target, the target has disadvantage on any saving\r\nthows for until the end of their next turn.[\/left]\r\n\r\n[left]Giant Slayer. When a Large or larger creature within\r\n5 feet of your summons hits or misses you with an attack, you can\r\nuse your reaction to attack that creature immediately\r\nafter its attack, provided that you can see the creature.[\/left]\r\n\r\n[left]Inventory Check. For every 3 summons you have active each summon\r\ncan make an additional attack.[\/left]\r\n[-------------------------------------------------------------------------------------------------------------]\r\n[left]Army Orientation\r\nAt 7th level, you gain one of the following features of your choice:[\/left]\r\n\r\n[left]Devotion. If at least 3 minions are within 5 feet of one another,\r\nMake a Charisma check, DC 16, if you are successful any damage\r\nthey inflict in the next 18 seconds is doubled and becomes radiant damage.[\/left]\r\n\r\n[left]Warded. If at least 4 minions are within 15 feet of you in an arangement\r\nwhere they are equally dispirsed around you.\r\nYou can invoke aincient battle tactics, you increase you AC by 1\r\nfor every 2 active summons you have in the arrangement.\r\nThis lasts until the arrangement is broken.[\/left]\r\n\r\n[left]Ensare. If at least 4 minions are within 25 feet of a target in an arrangement\r\nwhere they are equally dispirsed around the target.\r\nYour summons envoke a wave of energy in the area, dropping all target's\r\nspeed inside of the area to 0, they also lose 2 to their AC.\r\nThis lasts until the arrangement is broken.[\/left]\r\n[-------------------------------------------------------------------------------------------------------------]\r\n[left]Enhanced Readability[\/left]\r\n\r\n[left]Uncanny Dodge. At 13th level, when an attacker that you can see\r\nhits you with an attack, you can use your reaction to\r\nhalve the attack\u2019s damage against you.\t[\/left]\r\n[-------------------------------------------------------------------------------------------------------------]\r\n[left]Misty Escape[\/left]\r\n\r\n[left]At 18th level, you can vanish in a puff of mist in\r\nresponse to harm. When you take damage, you can use\r\nyour reaction to turn invisible and teleport up to 60 feet\r\nto an unoccupied space you can see. You remain invisible\r\nuntil the start of your next turn or until you attack or\r\ncast a spell.\r\nOnce you use this feature, \r\nyou can't use it again until you finish a short or long rest.[\/left]\r\n[-------------------------------------------------------------------------------------------------------------]\r\n[left]Legion of End[\/left]\r\n\r\n[left]At 26th level, You can triple all active summons you have without spending \t\t\r\nany summon slots. You can place them anywhere within 240 feet of you,\t\t\r\nall of your minions gain triple damage and triple movement.\t\t\t\r\n  Along with that, you can move up to ALL of your minions at once instead\t\t\r\nof the normal 3.\t\t\t\t\t\t\t\t\r\nThis lasts for 10 minutes.\t\t\t\t\t\t\t\r\nYou can't use this again until you have finished a long rest.\t\t\t\t[\/left]\r\n[====================================================================]\r\n\r\n[br]\r\nLone Wolves\r\n[left]Locking into the Lone Wolves Archetype proves you are an\r\nun-relenting, yet foolhardy force to be reckon with, someone\r\nwho will stand their ground till the bitter end. Atuning to this path\r\npushes your will onto your companions, allowing you\r\nto learn powerful abilities for maintaining your focus onto the fight.[\/left]\r\n\r\n[====================================================================]\r\n[left]Unwavering Sentry[\/left]\r\n\r\n[left]Dynamic Casting. At 3rd level, when casting a sentry you can have it \r\nattack as a bonus action and you can dash at the same time.\r\nThis can be used every 30 seconds.[\/left]\r\n[-------------------------------------------------------------------------------------------------------------]\r\n[left]Quickened Senses[\/left]\r\n\r\n[left]At 7th level, your sentries can attack twice the ammount they currently\r\ncan attack. If one were to fail an attack roll, and there is another sentry\r\nthat can see the target that was missed and is within 30 feet\r\nof the sentry that missed. The other sentry can attack the target that\r\nwas missed, this can chain, however, if the sentry has\r\nalready attacked, it cannot attack again due to this effect.\r\nThis is given that the sentry is non automatic.\r\nYou can use this feature every 30 seconds.\r\n\t\t\t\t(It counts only for the turn of the first sentry that missed).[\/left]\r\n[-------------------------------------------------------------------------------------------------------------]\r\n[left]Power Spot[\/left]\r\n\r\n[left]At 13th level, you extend your rage in a blast of empowering energy.\r\nin a 40 foot radius on a point you choose within 120 feet of you,\r\nyou summon forth an aura of power that strengthens your summons \r\nand sentries in the area. For 1 minute, all of the summons\/sentries\r\nin the radius have advantage on every attack roll.\r\nIf you or allies are within the radius aswell, they gain advantage too.\r\nYou have to make a short or long rest to use this feature again.[\/left]\r\n[-------------------------------------------------------------------------------------------------------------]\r\n[left]Explosive Repreave[\/left]\r\n\r\n[left]At 18th level, when an unfriendly creature collides with\r\na sentry that can be on the same space as any other creature.\r\nThe creature must make a Dexterity saving throw, DC 12 +\r\n(amount of active sentries). On a failed save the creature\r\ntakes 4d8 + (1d8 per active sentry) damage in a 50 foot radius\r\ncentered on the specific sentry that was touched.\r\nOn a successful save they only take half the damage.\r\nThis lasts for up to 12 hours.\r\n   Besides this you can now make any 1 sentry completely \r\nInvisible for up to 12 hours aswell.\r\nYou can't use this feature again until you have completed\r\na short or long rest.[\/left]\r\n[-------------------------------------------------------------------------------------------------------------]\r\n[left]Leigon of no End[\/left]\r\n\r\n[left]At 26th level you gain a collection of abilities:\r\n\t\u204d Your sentries have an endless active time.\r\n\t\u204d You can double all active sentries you have without spending\r\n\t  any summon slots. You can place them anywhere within\r\n\t\t240 feet of you.\r\n\t\u204d Your sentries deal double damage.\r\n\t\u204d Your sentries have double range.[\/left]\r\n  [====================================================================]\r\n\r\n[hr]\r\nNature of Limitations\r\n[left]Due to the nature of this magic there are many limitations that\r\nforce itself through the weave onto you.[\/left]\r\n\t[left]\u204dYour summons initiative is your initiative + 0.1 per minion.\r\ni.e.\r\n\t\tTheadore {Initiative : 14}\r\n\t\tSummons active : 3\r\n\t\tSummon 1 {Initiative : 14.1}\r\n\t\tSummon 2 {Initiative : 14.2}\r\n\t\tSummon 3 {Initiative : 14.3}[\/left]\r\n[left]\t\u204dYou can move multiple summons up to a maximum of 3 on \r\n\t  one of your summons turn. (Only once every time you, not \r\n\t  your summons, have already finished your turn).\r\ni.e.\r\n\t\tSummon 2's turn\r\n\t\tYou move summon 2 10 feet and summon 3 30 feet,\r\n\t\tYou have summon 2 charge into the target, you make\r\n\t\tan attack roll.[\/left]\r\n[left]\t\u204dUpon using an action to summon a minion, that minion can \r\n\t  Act imidiately after you summon it only through a bonus action.[\/left]\r\n[left]\t\u204dAs a bonus action, you can un-summon and then with an action, \r\n\t  re-summon a minion somewhere else within your range again.[\/left]\r\n[left]\t\u204dYour summons have no Hit Points and cannot be damaged or \r\n\t  targeted for any form of attack or damaging spell, nor can they \r\n\t  make attacks of opportunities.[\/left]\r\n\t[left]\u204dYour summons CAN move onto the same spaces that any other\r\n\t  creature occupies, as this is the main form of attack for\r\n\t  the majority of summons.[\/left]\r\n\r\n\t[left]\u204dCasting sentries is treated the same as summoning minions.[\/left]\r\n\r\n\r\n\r\n\r\n","subclass_options":"[b][i]Must have at least 13 Charisma and 13 Wisdom to spec in and out of this class with other classes.[\/i][\/b]\r\n\r\nAny other class of your choice that is allowed.","table_data":"Level |  Proficiency\tBonus  |    Summon\tSlots\/Mana   |\tFeatures\r\n1\t\t\t\t|\t      +2                       |  1\t   \/     20\t                       |\tSummoning\r\n2   \t\t|      \t+2                       |  1\t   \/     20\t \t                     |  ___\r\n3\t  \t\t|       +2                       |  1    \/     30                        |\tSummoner Archetype\r\n4       |      \t+2                       | \t2\t   \/     30                        |\tMilitia Mitosis, Ability Score Improvement\r\n5       |      \t+3                       |\t2\t   \/     50\t                       |  Extra Action\r\n6       |     \t+3\t                     |  2    \/     50\t                       |  ___\r\n7       |     \t+3\t                     |  3\t   \/     50                        |\tMilitia Mitosis, Summoner Archetype Feature\r\n8       |      \t+3                       | \t3    \/     60\t                       |  Feind-ship, Ability Score Improvement\r\n9       |      \t+4\t                     |  3\t   \/     60\t                       |  Extra Action\r\n10     |       +4                       |  4\t  \/     80                        |  Militia Mitosis\r\n11     |       +4                       |  4    \/   \t80\t                      |  ___\r\n12     |       +4                       |  4    \/   \t80    \t                  | Ability Score Improvement\r\n13 \t   |       +5 \t                    |  5\t  \/     90 \t                      | Militia Mitosis, Summoner Archetype Feature\r\n14     |       +5 \t                    |  5\t  \/     90\t                      | Feind-ship Feature\r\n15     |       +5\t                      |  5\t  \/     100 \t                   | Extra Action\r\n16     |       +5\t                      |  6\t  \/     110\t                     | Militia Mitosis, Ability Score Improvement\r\n17     |       +6\t                      |  6\t  \/     110\t                     | ___\r\n18     |       +6 \t                    |  6\t  \/     120\t                     | Summoner Archetype Feature\r\n19     |       +6\t                      |  7\t  \/     120\t                     | Militia Mitosis\r\n20     |       +6\t                      |  7\t  \/     150\t                     | Spectral Theif\r\n21     |       +7\t                      |  7\t  \/     150\t                     | Extra Action, Ability Score Improvement\r\n22     |\t     +7\t                      |  8 \t  \/     160\t                     | Militia Mitosis\r\n23     |\t     +7\t                      |  8\t  \/     160\t                     | ___\r\n24     |       +7                       |  8\t  \/     170 \t                   | Ability Score Improvement\r\n25     |  \t   +8 \t                    |  9\t  \/     190\t                     | Militia Mitosis\r\n26     |       +8\t                      |  9 \t  \/      200\t                   | Summoner Archetype Feature\r\n27     |       +8\t                      |  9\t  \/      210\t                   | Extra Action\r\n28     |       +8\t                      |  10\t \/      220\t                    | Militia Mitosis, Ability Score Improvement\r\n29     |       +9\t                      |  10\t \/      230\t                    | ___\r\n30     |\t     +9\t                      |  10\t \/      250\t                    | My Freinds are my Power!","source":"DragonWareInc.","jsondata":"","tags":"","isShared":"on","templateId":"5460","blockId":"987398","world":"c7e54298-c085-46a0-884a-b00ada2d071f","folder":""}