![]() ![]() You learn additional summoner cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Summoner table. Starting at 1st level, your knowledge of conjuring up minions allows you to conjure up magical spells, as well.Īt 1st level, you know two cantrips of your choice from the summoner spell list. Your minion gains proficiency in all saving throws.īeginning at 2nd level, your minion gains two traits from the Minor Traits list, featured at the bottom of this page.Your minion can make a 1d8 bludgeoning damage melee weapon attack, which counts as an unarmed strike.Your minion's creature type depends on your house.Your minion has the same proficiency bonus as you do.Whenever you gain the Ability Score Increase class feature from this class, you can increase two of your minion's scores by 1, or one by 2 and you may add a feat.Your minion has 30 feet of walking speed, and its armor class is equal to 12 + its Dexterity modifier.Your minion has a d10 hit die, and gains another die each time you level up in this class.Your minion can speak all languages you know, and has the same alignment as you.Your minion's starting ability scores are 18, 16, 13, 14, 10, 8. After taking a long rest, your minion is healed even if it was not summoned during the rest. If your minion is summoned after being dismissed instead of killed, it returns with the same amount of hit points it had beforehand. You may dismiss your minion as a bonus action. If you already have a minion created in this way, you may conjure it as a 1-minute ritual. As a 10-minute ritual, you may conjure up a new minion, choosing new traits and ability scores for it. You are able to conjure up a being made out of pure magic, shaping it to your own will as a random soul that becomes under your control is put in the body. Your choice grants you features at 1st, 6th, 7th, 10th, 14th, and 18th levels. Choose from the House of Necromancy, House of Marionettes, House of Forging, and the House of Madness. ( a) a scholar's pack or ( b) a monster hunter's packĪs a summoner, you learned your abilities of conjuration from a magical house dedicated to summoning magic. ![]() ( a) an arcane focus or ( b) a component pouch.You start with the following equipment, in addition to the equipment granted by your background: Skills: Choose 2 from Animal Handling, Arcana, Deception, History, Intimidation, Persuasion, and Religion. Weapons: Simple weapons, whips, shortsword Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Summoner level after 1stĪrmor: Light armor, Medium armor, Shields Hit Points at 1st Level: qw + Constitution modifier "The House of Forging will be so proud of us! Come, my glorious creation, let us wreak havoc!"Īs a Summoner you gain the following class features. Finally, choose a whip, arcane focus, and a scholar's pack. Second, choose the acolyte or noble background. First, put your highest ability score in Intelligence, followed by Constitution. You can make a Summoner quickly by following these suggestions. Did they merely wish to seek any sort of magic, or did they specifically desire conjuring? Were they lonely and just wanted to create a permanent friend, or are they power-hungry and wanted an eternal slave? Ask your DM about how the houses of summoners and their inhabitants are treated in your campaign's world. When creating a summoner character, think about how your character came to join the house of summoners they are in. "Never mess with the House of Madness~!" The goblin chortled, as he slit the bandit's throat, the creature being dismissed for now. The goblin strides over to the one cowering bandit, hopping on the creature's hand to be eye-level with the bandit. As the bandits moved closer, the goblin suddenly swishes his hand forth, and a humanoid creature with four arms appears in front of the goblin, tearing the bandits to bloody pieces, aside from one. ![]()
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