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Summoner (3.5e Class)

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Frank and K
Date Created: 2006
Status: Complete
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Balance: Wizard

{{#set:Summary=A master of the summoning arts. |Length=20 |Minimum Level=1 |Base Attack Bonus Progression=Poor |Fortitude Save Progression=Poor |Reflex Save Progression=Good |Will Save Progression=Good |Class Ability=Arcane Spellcasting |Class Ability=Spontaneous Spellcasting |Class Ability Progression=Full }} {{#set:Allowed Alignments=Lawful Good}} {{#set:Allowed Alignments=Lawful Neutral}} {{#set:Allowed Alignments=Lawful Evil}} {{#set:Allowed Alignments=Neutral Good}} {{#set:Allowed Alignments=Neutral}} {{#set:Allowed Alignments=Neutral Evil}} {{#set:Allowed Alignments=Chaotic Good}} {{#set:Allowed Alignments=Chaotic Neutral}} {{#set:Allowed Alignments=Chaotic Evil}}

Summoner

Watch me pull a rhinoceros out of my hat.

Making a Summoner

Races: Summoners appear in every race. Halflings in particular are very likely to adopt the way of the Summoner.

Alignment: A Summoner may be of any alignment.

Starting Gold: 4d4x10 gp (100 gold).

Starting Age: As Rogue.

Table: The Summoner

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +2 +2 Rapid Summoning, Summoned Cohort, Armored Casting, Aura 53
2nd +1 +0 +3 +3 Sudden Extend 64
3rd +1 +1 +3 +3 Advanced Learning 65
4th +2 +1 +4 +4 Extended Summoning: 1st level 663
5th +2 +1 +4 +4 Advanced Learning 664
6th +3 +2 +5 +5 Master Tactician 6653
7th +3 +2 +5 +5 Advanced Learning, Summon 6664
8th +4 +2 +6 +6 66653
9th +4 +3 +6 +6 Advanced Learning, Extended Summoning: 2nd level 66664
10th +5 +3 +7 +7 Medium Armor Proficiency 666653
11th +5 +3 +7 +7 Advanced Learning, Improved Summoning 666664
12th +6/+1 +4 +8 +8 Advanced Aid 6666653
13th +6/+1 +4 +8 +8 Advanced Learning 6666664
14th +7/+2 +4 +9 +9 Extended Summoning: 3rd level 66666653
15th +7/+2 +5 +9 +9 Advanced Learning, Improved Summoning 66666664
16th +8/+3 +5 +10 +10 Shield Proficiency 666666653
17th +8/+3 +5 +10 +10 Advanced Learning 666666664
18th +9/+4 +6 +11 +11 6666666653
19th +9/+4 +6 +11 +11 Advanced Learning, Extended Summoning: 4th level 6666666664
20th +10/+5 +6 +12 +12 Perfect Summon 6666666666

Class Skills (Skill Points::4 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Nature) (Int), Knowledge (The Planes) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int).

Class Features

Weapon and Armor Proficiency: Summoners are proficient with all simple weapons, as well as the bola, the whip, the net, and the harpoon. Summoners are proficient with light armor but not with shields of any kind. At 10th level, a Summoner gains proficiency with Medium Armor. At 16th level, the Summoner gains proficiency with shields.

Spells: The Summoner is an Arcane Spellcaster with the same spells per day progression as a Sorcerer. A Summoner casts spells from the Summoner Spell List (below). A Summoner automatically knows every spell on her spell list. She can cast any spell she knows without preparing them ahead of time, provided that spell slots of an appropriate level are still available. To cast a Summoner spell, she must have a Charisma at least equal to 10 + the Spell level. The DC and bonus spells of the Summoner's spells is Charisma based.

0—anticipate teleportation[1], caltrops[1], darkness, detect magic, detect poison, light, protection from alignment, read magic, resist planar alignment[1]

1st—avoid planar effects, comprehend languages, grease, portal beacon[1], summon frost beast i[2], summon monster i, summon nature's ally i, summon undead i[3], wall of smoke[1]

2nd—analyze portal[1], baleful transposition[1], dimension hop[4], daylight, deeper darkness, entangle, phantom steed, planar tolerance[1], portal alarm[1], regroup[4], sleet storm, summon frost beast ii[2], summon monster ii, summon nature's ally ii, summon undead ii[3], tongues, web, wind wall

3rd—clairaudience/clairvoyance, dimension step[4], dimensional anchor, greater anticipate teleportation[1], magic circle against alignment, plant growth, stinking cloud, summon frost beast iii[2], summon monster iii, summon nature's ally iii, summon undead iii[3], vipergout[1], wall of ice

4th—dimension door, dismissal, instant summons, lesser planar ally, lesser planar binding, summon frost beast iv[2], summon monster iv, summon nature's ally iv, summon undead iv[3], wall of fire

5th—dimension shuffle[4], dimensional lock, black tentacles, greater dimension door[1], plane shift, summon frost beast v[2], summon monster v, summon nature's ally v, summon undead v[3], teleport, wall of iron, wall of stone, word of recall

6th—antipathy, greater plane shift[1], planar ally, planar binding, planar bubble[1], summon frost beast vi[2], summon monster vi, summon nature's ally vi, sympathy, wall of thorns

7th—binding, forcecage, greater teleport, maze, shadow walk, summon frost beast vii[2], summon monster vii, summon nature's ally vii, teleport object

8th—freedom, greater planar ally, greater planar binding, shades, summon frost beast viii[2], summon golem[4], summon monster viii, summon nature's ally viii

9th—elemental swarm, gate, imprisonment, refuge, summon elemental monolith[1], summon frost beast ix[2], summon monster ix, summon nature's ally ix, teleportation circle, unbinding[1]

Rapid Summoning: A Summoner can cast summoning spells in less time than most other casters. Any Conjuration spell of the [Summoning] subschool that a Summoner casts that would have a casting time of one full round have a casting time of 1 standard action instead. This ability has no effect on spells which already require less than one full round to cast, nor does it affect spells with a casting time greater than one full round.

Summoned Cohort: Once per day when a Summoner casts a Conjuration spell of the [Summoning] subschool, she may extend its duration to 24 hours. This ability is not cumulative with other effects that increase the duration of a spell.

Armored Casting: A Summoner casts arcane spells, but she is not affected by the arcane spell failure of any armor or shield she is proficient with. This ability only applies to her Summoner spells, if she is able to cast any other arcane spells, they are affected by arcane spell failure normally.

Aura: A Summoner's strong connection to the outer planes causes them to be detected very strongly of whatever alignment she has. For purposes of spells like detect chaos, levels in Summoner count as Outsider hit dice.

Sudden Extend: At 2nd level, the Summoner gains Sudden Extend as a bonus feat. If she already has Sudden Extend, she may gain any metamagic feat that she qualifies for instead.

Advanced Learning: At 3rd level and every two levels afterwards, the Summoner may permanently add one spell to her spell list. This spell must be of a level she can already cast, and it must be of the Conjuration school. Only spells from the Cleric, Druid, or Wizard spell list may be added in this way.

Extend Summoning: Conjuration spells of the [Summoning] subschool that the Summoner casts can be affected by the Extend Spell metamagic for free. At 4th level, the Summoner may apply this free spell extending to spells of 1st level or lower. At 9th level, she may apply it to 2nd level spells, at 14th level she may apply it to 3rd level spells, and at 19th level she may apply Extend Spell for free to 4th level spells.

Master Tactician: A Summoner learns to fight with many allies. At 6th level, any ally within 30 feet of her may gain a +4 bonus for flanking instead of the normal +2 bonus as long as they can perceive the Summoner.

Summon (Sp): At 7th level, a Summoner can attempt to summon outsiders with an alignment identical to her own. Summoning another creature of the same character level has a 40% chance of success, and summoning a creature of a lower level increases the chances of success by 10% for every level the Summoner's level exceeds the CR of the target. This ability can be used once per day.

Advanced Aid (Ex): A Summoner of 12th level may take the Aid Another action as a free action once per round.

Improved Summoning: At 11th level, the Summoner's chances to summon an outsider increase by 10%. This chance increases by another 10% at 15th level.

Perfect Summon: At 20th level, the Summoner's summon power has a 100% chance of success, even when summoning a creature of equal level to herself.

ReferencesEdit

  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 1.15 Spell Compendium
  2. 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 Frostburn
  3. 3.0 3.1 3.2 3.3 3.4 Libris Mortis
  4. 4.0 4.1 4.2 4.3 4.4 Player's Handbook II



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