Puntos de Golpe
Competencias
Summoner
| Nivel | Bonificador de Competencia | Características | Summon's CR | Evolution Points | Cantrips Known | |
|---|---|---|---|---|---|---|
| 1 | + 2 | Summoning Stones Spellcasting | 1/2 | 0 | 2 | 2 |
| 2 | + 2 | Summoning Stones Spellcasting | 1/2 | 2 | 2 | 2 |
| 3 | + 2 | Summoning Stones Spellcasting | 1 | 3 | 2 | 3 |
| 4 | + 2 | Summoning Stones Spellcasting | 1 | 4 | 2 | 3 |
| 5 | + 3 | Summoning Stones Spellcasting | 1 | 5 | 2 | 4 |
| 6 | + 3 | Summoning Stones Spellcasting | 2 | 6 | 2 | 4 |
| 7 | + 3 | Summoning Stones Spellcasting | 2 | 7 | 2 | 5 |
| 8 | + 3 | Summoning Stones Spellcasting | 2 | 8 | 2 | 5 |
| 9 | + 4 | Summoning Stones Spellcasting | 3 | 9 | 2 | 6 |
| 10 | + 4 | Summoning Stones Spellcasting | 3 | 10 | 3 | 6 |
| 11 | + 4 | Summoning Stones Spellcasting | 3 | 11 | 3 | 3 |
| 12 | + 4 | Summoning Stones Spellcasting | 4 | 12 | 3 | 7 |
| 13 | + 5 | Summoning Stones Spellcasting | 4 | 13 | 3 | 8 |
| 14 | + 5 | Summoning Stones Spellcasting | 4 | 14 | 4 | 8 |
| 15 | + 5 | Summoning Stones Spellcasting | 5 | 15 | 4 | 9 |
| 16 | + 5 | Summoning Stones Spellcasting | 5 | 16 | 4 | 9 |
| 17 | + 6 | Summoning Stones Spellcasting | 5 | 17 | 4 | 10 |
| 18 | + 6 | Summoning Stones Spellcasting | 6 | 18 | 4 | 10 |
| 19 | + 6 | Summoning Stones Spellcasting | 6 | 19 | 4 | 11 |
| 20 | + 6 | Summoning Stones Spellcasting | 6 | 20 | 4 | 11 |
Spell Slots per Spell Level
| Nivel | Bonificador de Competencia | Características | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|
| 1 | + 2 | Summoning Stones Spellcasting | 0 | 0 | 0 | 0 | 0 |
| 2 | + 2 | Summoning Stones Spellcasting | 2 | 0 | 0 | 0 | 0 |
| 3 | + 2 | Summoning Stones Spellcasting | 3 | 0 | 0 | 0 | 0 |
| 4 | + 2 | Summoning Stones Spellcasting | 3 | 0 | 0 | 0 | 0 |
| 5 | + 3 | Summoning Stones Spellcasting | 4 | 2 | 0 | 0 | 0 |
| 6 | + 3 | Summoning Stones Spellcasting | 4 | 2 | 0 | 0 | 0 |
| 7 | + 3 | Summoning Stones Spellcasting | 4 | 3 | 0 | 0 | 0 |
| 8 | + 3 | Summoning Stones Spellcasting | 4 | 3 | 0 | 0 | 0 |
| 9 | + 4 | Summoning Stones Spellcasting | 4 | 3 | 2 | 0 | 0 |
| 10 | + 4 | Summoning Stones Spellcasting | 4 | 3 | 2 | 0 | 0 |
| 11 | + 4 | Summoning Stones Spellcasting | 4 | 3 | 3 | 0 | 0 |
| 12 | + 4 | Summoning Stones Spellcasting | 4 | 3 | 3 | 0 | 0 |
| 13 | + 5 | Summoning Stones Spellcasting | 4 | 3 | 3 | 1 | 0 |
| 14 | + 5 | Summoning Stones Spellcasting | 4 | 3 | 3 | 1 | 0 |
| 15 | + 5 | Summoning Stones Spellcasting | 4 | 3 | 3 | 2 | 0 |
| 16 | + 5 | Summoning Stones Spellcasting | 4 | 3 | 3 | 2 | 0 |
| 17 | + 6 | Summoning Stones Spellcasting | 4 | 3 | 3 | 3 | 1 |
| 18 | + 6 | Summoning Stones Spellcasting | 4 | 3 | 3 | 3 | 1 |
| 19 | + 6 | Summoning Stones Spellcasting | 4 | 3 | 3 | 3 | 2 |
| 20 | + 6 | Summoning Stones Spellcasting | 4 | 3 | 3 | 3 | 2 |
Hechizos de Clase
Características de Clase
Nivel 1
Nivel 10
Nivel 12
Nivel 14
Nivel 16
Nivel 17
Nivel 18
Nivel 19
Nivel 2
Nivel 20
Nivel 3
Nivel 4
Nivel 6
Nivel 7
Nivel 8
Progresión de Conjurador
Progresión de Trucos
| Nivel | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Trucos Conocidos | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 | 4 |
Competencias
light
medium
shield
Equipo Inicial
Características de Clase
Summoning Stones (Level 1)
Beginning at 1st level, you can turn the souls of certain monsters you kill into magical items known as Summoning Stones. This process takes two mechanical steps: Marking the creature then killing the creature to turn the creature into a summoning stone.
Creating Summons
As a bonus action, you can place your Summoner's Mark on a beast, plant, or monstrosity of size tiny to large with a CR equal to a third of your level(rounded down). You may do this three times per day. You can not mark swarms of creatures. Whenever a marked creature within 60 feet of you dies, you can use your reaction to turn the creature's body into a summoner's stone. You do not need to be the person to kill the creature. You can only have a number of summoner's stones equal to your Wisdom modifier (minimum of 1). If you gain a summoner's stone if you are already at your limit you must choose to destroy one stone.
Summoning Summons
As an action, you can crush one of your summoner's stones and summon the creature inside. The creature you summon counts as a party ally and its turn is controlled by you immediately after you take your own turn. You can only summon one creature at a time. The creature is a reconstruction of the original creature that was used to make the summoner stone and has all the same features and abilities that the creature had in life with the excpetion of legendary actions the creature had. When summoned, it appears with full HP and materializes in a place you choose within 10 ft of you, or in the nearest unoccupied space. If you take the Attack action or cast a spell with a casting time of one action, your summon can't take the Attack action on the same turn. A summoned creature disappears if it is reduced to 0 HP and can't be summoned again until you complete a long rest. If you are knocked unconscious your summon disappears and returns to being a summoner's stone. A summon can be summoned and resummoned without limits but it doesn't regain any of its hit points or other features dependent on rests until a short or long rest accordingly.
Summons can't be healed with healing spells such as healing word or cure wounds or magic items such as Healing potions. At level 1 you can only control 1 summoned creature at a time.
Starting Stones
At 1st level, you start with 1 summoner's stone. This summoner's stone holds a small or medium size beast of CR 1/4 or lower that can not fly or swim. You may not choose swarms.
Spellcasting (Level 1)
As a summoner, your use of magical summoning stones have given you a basic understanding of magic that you can use in combat to aid your summons in combat.
Cantrips (0-Level Spell)
At 1st level, you know two cantrips from the summoner spell list. At higher levels, you learn additional summoner cantrips of your choice, as shown in the Cantrip Known column of the Summoner table. When you gain a level in this class, you can replace one of the summoner cantrips you know with another cantrip from the summoner spell list.
Spells Known
You know two 1st-level spells of your choice from summoner spell list. The Summoner table shows when you learn more Summoner spells of your choice. Each of these spells must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your Summoner spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a summoner spell you cast and when making an attack roll with one.
Spell
Spell
Natural Evolution (Level 2)
Starting at 2nd level, when you level up the summons you currently have on you gain certain benefits. You add an additional hit die and increase its hit points accordingly. Whenever you gain the Ability Score Improvement class feature from the summoner class, your summons' abilities also improve. Your summons can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your summoners can't increase an ability score above 20 using this feature unless it has a stat above 20 when captured. At 6th, 12th, and 18th level you can improve the die of damage of each of your summons you have at the time you level up. For example, if you have a Giant Eagle that deals 1d6 slashing damage with its claws it improves to 2d6. If you capture a new summon that is one CR below your current maximum CR it gains all ability score increases and damage increases that start from the level where there CR becomes available.
Artificial Evolution (Level 2)
At 2nd level, you gain 2 Evolution Points which you can spend on Artificial Evolutions. Artificial evolutions are abilities, powers, and upgrades you can purchase with evolution points to give to summons. Each artificial evolution applies to one summon and each summon can have a maximum of 3 artificial evolutions on it at a time. Artificial evolutions can be changed whenever the summoner gains a new level, but they are otherwise set. Evolution points cannot be saved all of the points must be spent whenever the summoner gains a level. The list of Artificial Evolutions can be found on the Optional Features page.
Summoner Bond (Level 3)
At 3rd level, you choose an archetype to enhance your summoning abilities. Choose Bond of the Elements, Bond of the Guardian, or Bond of the Observer, all detailed at the end of the class description. The archetype you choose grants you features at 3rd, 7th, 14th, and 17th level.
Ability Score Improvement (Level 4)
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Natural Evolution Increase (Level 6)
Your Natural Evolution improves according to its rules.
Summoner Bond Feature (Level 7)
At 7th level, you gain a feature granted by your Summoner Bond.
Ability Score Improvement (Level 8)
When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Improved Summoning (Level 10)
At 10th level, you've learned to improve your skills of summoning and capturing monsters. You can now mark, capture, and summon any creature as long as it is not a humanoid. Their size is allowed to be huge now. Your summons' attacks are now counted as magical. You can also now summon 2 summons at once if both of their CRs combined does not exceed half your level rounded up. For example, at level 10 you can summon two summons if their combined CRs don't exceed 5. Both summons go immediately after you with the one with the higher Dexterity score going first.
Ability Score Improvement (Level 12)
When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Natural Evolution Increase (Level 12)
Your Natural Evolution improves according to its rules.
Summoner Bond Feature (Level 14)
At 14th level, you gain a feature granted by your Summoner Bond.
Ability Score Improvement (Level 16)
When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Summoner Bond Feature (Level 17)
At 17th level, you gain a feature granted by your Summoner Bond.
Natural Evolution Increase (Level 18)
Your Natural Evolution improves according to its rules.
Ability Score Improvement (Level 19)
When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Sacrificial Pawn (Level 20)
At 20th level, when you fall unconscious and have at least one summon currently summoned you can remove the summon and regain it's CR in hit points. The summon can't be summoned again until your next long rest. Alternatively if your summon drops to 0 hit points you can use your reaction to remove it's CR in hit points from yourself and let it regain the same number of hit points you lost. If the summon's CR is less than 1 you gain or lose 1 hit point.
Multiclase
Requisitos de Multiclase
{"wis":13}
Competencias Obtenidas
Subclases
Características de Subclase
Bond of the Elements
Bond of the Elements (Level 3)
On the edge of existence there lies worlds made of the primal energy of the universe. Those who practice the Bond of the Elements specialize in the overwhelming powers of these realms and the primal titans from them. You combine the elements with power of your summoned creatures to create the most dangerous threats on the battlefield.
Bonus Proficiencies
(3rd-level Bond of the Elements feature)
Starting at 3rd level, you can speak, read, and write one of the following; Auran, Aquan, Ignan or Terran. You also gain proficiency in one of the following; Arcana, Nature, or Religion.
Elemental Strike
(3rd-level Bond of the Elements feature)
At 3rd level, your summons gain the ability to infuse their weapon strikes with elemental energy. Once on each of your summon's turns when they hit a creature with a melee attack they deal an extra 1d8 damage to the target. You can choose the damage to be one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. You can pick which damage type at the end of a long rest and can't change until your next long rest.
At 7th level, the die increases to a 1d10, at 15th level, 1d12.
Primal Sacrifice (Level 7)
(7th-level Bond of the Elements feature)
At 7th level, when your summons drop to 0 hit points they create an explosion of elemental damage of the type of you chose for your elemental strike. All creatures within 10 feet must make a Dexterity saving throw (DC = 8 + your proficiency bonus + summon's CR). On a failure, they take 1d10 + your summoner level in damage of the same type you chose for their elemental strike. On a success, they take half damage.
Elemental Resistance (Level 14)
(14th-level Bond of the Elements feature)
At 14th level, your summons have adapted to the use of the elements in their attacks and gain resistance to the damage type you currently chose as their Elemental Strike.
Final Bow (Level 17)
(17th-level Bond of the Elements feature)
At 17th level, whenever you de-summon a summon you can choose to activate the primal sacrifice feature even if they did not drop to 0 hit points. You can only do this one time per summon with each having to wait until a long rest to use this feature again. If the summon drops to 0 hit points it can still use Primal Sacrifice if it already used it with Final Bow.
Bond of the Guardian
Bond of the Guardian (Level 3)
Guardians are those who defend the weak from threats to dangerous to defend themselves from. Summoners of the bond of the guardian turn their summons into such being. You develop powerful summons to act as towers of defense for yourself and your allies.
Beastial Bulwark
(3rd-level Bond of the Guardian feature)
Starting at 3rd level, your summons are designed to defend you. Your summons gain proficiency in Constitution saving throws and a Constitution score equal to their original Constitution score + your Wisdom modifier (minimum of +1). For example, a giant eagle summon with a Constitution of 13 and its Summoner with a Wisdom of 15 will have its Constitution score become 15.
The summons HP increases accordingly to the changes to their Constitution modifier because a monster's Constitution modifier also affects the number of hit points it has. Its Constitution modifier is multiplied by the number of Hit Dice it possesses, and the result is added to its hit points. For example, if a monster has a Constitution of 13(+1 modifier) and 2d8 Hit Dice, it has 2d8 + 2 hit points (average 11).
Summoner's Armor
(3rd-level Bond of the Guardian feature)
At 3rd level, if your summon does not have any form of armor(natural or unnatural) it's AC increases to 13 + your summon's Dexterity score.
Tower Aura (Level 7)
(7th-level Bond of the Guardian feature)
At 7th level, your summons exude an aura of protection which you and your allies benefit from. All allies within 5 feet of your summons have advantage on Constitution saving throws and concentration checks. If you have two summons present you have to pick one to give of the Tower Aura. The other produces no aura. At 17th level, this aura increases to 10 feet.
Shield of Scales (Level 14)
(14th-level Bond of the Guardian feature)
At 14th level, your summons specialize in protecting those around it. Your summons can use their reaction to impose disadvantage on any non-spell attack roll that targets them or an ally with 5 feet of them.
Titan's Might (Level 17)
(17th-level Bond of the Guardian feature)
Starting at 17th level, your summons' abilities to protect others and take hits have given it mighty resistances. your summons gain resistance to all forms of bludgeoning, piercing, and slashing damage.
Bond of the Observer
Bond of the Observer (Level 3)
Using their summons as spies to watch the enemy from a far. The bond of the observer uses their summons to aid them in spying, stealing, and sneaking in the world. You specialize intrugue and stealth and use your summons to aid you in your venture.
Summon's Proficiencies
(3rd-level Bond of the Observer feature)
Starting at 3rd level, all your summons gain proficiency in Perception, Sleight of Hand and Stealth.
Third Eye
(3rd-level Bond of the Observer feature)
At 3rd level, as long as your summon is within 100 feet of you, you can communicate with it telepathically and see through their senses. As an action, you can see through your summon's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the summon has. During this time, you are deaf and blind with regard to your own senses.
Tread Cautiously
(3rd-level Bond of the Observer feature)
At 3rd level, your summons can temporarily become invisible. As a bonus action, your summon can magically turn invisible until the start of its next turn or until your summon attacks, makes a damage roll, or forces someone to make a saving throw. They can't use it again until you finish a short or long rest.
Trackless Aura (Level 7)
(7th-level Bond of the Observer feature)
At 7th level, your summons exude an aura of shadows which you and your allies benefit from. All allies within 5 feet of your summons have advantage on Stealth checks and Dexterity saving throws. If you have two summons present you have to pick one to give off the Trackless Aura. The other produces no aura. At 17th level, this aura increases to 10 feet.
Hidden Agent (Level 14)
(14th-level Bond of the Observer feature)
Starting at 14th level, your summons can use the Tread Cautiously feature a number of times as your Wisdom modifier (minimum of 1). You regain all uses of Hidden Agent after finishing a short or long rest.
Surprise Attack (Level 14)
(14th-level Bond of the Observer feature)
At 14th level, your summons are adept at surprising enemies in combat. Whenever your summons have advantage on an attack roll they can add an extra 2d6 damage to the damage roll.
Invisibility (Level 17)
(17th-level Bond of the Observer feature)
At 17th level, whenever your summons use their Tread Cautiously or Hidden Agent ability the invisibility lasts for 1 minute. It is still dispelled when your summon attacks, makes a damage roll, or forces someone to make a saving throw.
Bond of the Souls
Bond of Souls (Level 3)
Summoners can't control the powerful souls of humanoids. But if undead they are weak enough to control. Summoners of the Bond of Souls focus on weakening the souls of their summons to better control them and use them in combat.
Undead Summons
Starting at 3rd level, the weakening of your summons' souls weaken their bodies. All your summons gain the Undead Fortitude feature.
Undead Fortitude
If damage reduces your summon to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the summon drops to 1 hit point instead.
Necromancer
(3rd-level Bond of the Souls feature)
At 3rd level, you can mark, capture, and summon Undead and Humanoids. Any humanoids you capture and summon will appear as a zombie version of themselves but will use their original statblock with excpetions of their creature type changing to Undead and their Intelligence score become 3 + their Intelligence modifier they had in life. If they used Intelligence as their spellcasting ability, the bonus they get is 3 + double their Intelligence modifier they had in life.
Undead Bestiary (Level 7)
(7th-level Bond of the Souls feature)
Starting at 7th level, you can decide the type of undead your summons appear as. At the end of a long rest you can choose to either have all your summons as Shadow, Skeletal or Zombified.
Shadow
Summons that are shadows can hide as a bonus action and can move through a space as narrow as 1 inch wide without squeezing
Skeletal
Summons that are skeletal are immune to poison damage and the poisoned condition.
Zombified
Summons that are zombified have advantage on Constitution saving throws.
Necrosis (Level 14)
(14th-level Bond of the Souls feature)
At 14th level, your summons have become powerful and their bodies of bone have given them resistant to necrotic damage and are immune to the effects of exhaustion.
Fallen Army (Level 17)
(17th-level Bond of the Souls feature)
At 17th level, your summons' nature spreads like an infectious virus. When ever your summons kill a humanoid it rises from the dead into temporary service of you. It uses the stat block of zombie and it keeps its place in the initiative order if you were in combat. The zombie remains in your service for a number of rounds equal to your Wisdom modifier (minimum of 1). You can only have one zombie at a time, if your summon kills another humanoid the zombie returns to a corpse.