WIZARD: SCHOOL OF SUMMONING A Path for Wizard Characters Starting at Level 2 by EMRE CIHANGIR
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WIZARD: SCHOOL OF SUMMONING 1.2
Master’s Transposition. If you possess a Summoning Stone, you can use your action to choose a space within 30ft. that is occupied by a creature you have summoned or created (with Spontaneous Summoning or a Conjuration spell or ability). You teleport to that space, and the creature that occupied that space teleports to the space you were in. You cannot use this ability again until you complete a long rest or until you summon another creature. Summon Steed. If you possess a Summoning Stone, you can cast Find Steed without expending a spell slot, even if it is not in your spellbook or prepared. The summoned mount has the elemental type if summoned with the Water, Earth, Wind or Fire stones, the celestial type if summoned with the Celestial stone, and the fiend type if summoned with the Fiend stone. Once you have used this ability, you can’t use it again until you have finished a long rest.
School of Summoning Wizards who focus on the art of conjuring monsters from the outer planes are called Summoners. They learn early on in their studies the secrets of the Summoning Stones, magical conduits to the planes that infuse the Summoners with planar powers as well as the ability to summon and empower their own minions. Accompanied by their enhanced Elemental, Fiendish or Celestial allies, a Summoner is indeed a magical force to be reckoned with.
Summoning Stones
Starting when you select this school at 2nd level, you can spend 8 hours creating a Summoning Stone that focuses summoning magic. You and your summoned monsters created by Spontaneous Summoning are the only ones who can benefit from the abilities of the stone, and only while it is in your posession. When you create the stone, choose one of the following options: Water, Earth, Wind, Fire, Celestial, or Fiend. If you create another Summoning Stone, the previous one ceases to function. The benefits of each type of stone are unlocked as you progress, but they are all explained below: Water. Proficiency in Aquan (Minor), Waterbreathing and 30ft. swim speed (Lesser), resistance to Acid damage (Major) Earth. Proficiency in Terran (Minor), 10ft burrowing speed (Lesser), resistance to Poison damage (Major) Wind. Proficiency in Auran (Minor), 10ft. fly speed (Lesser), resistance to Lightning and Thunder damage (Major) Fire. Proficiency in Ignan (Minor), Additional 10ft, movement speed if unencumbered (Lesser), resistance to Fire damage (Major). Celestial. Proficiency in Celestial (Minor), proficiency in Charisma saving throws (Lesser), Resistance to Radiant damage (Major). Fiend. Proficiency in Infernal or Abyssal (your choice at creation, Minor), Darkvision out to a range of 60ft (Lesser), Resistance to bludgeoning, piercing and slashing damage from non-magical weapons that aren’t silvered (Major).
Major Summoning
At 10th level, you unlock the Major properties of the Summoning Stones. As long as a Summoning Stone is in your possession, you benefit from its Minor, Lesser, and Major properties. In addition, Master’s Transposition is now a bonus action.
Durable Summons
At 14th level, creatures you summoned or created (with Spontaneous Summoning or with a conjuration spell or ability) have 30 temporary hit points.
New Spells Empowerment Conjuration cantrip
Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous
Minor Summoning
You infuse a creature you summoned or created (with Spontaneous Summoning or with a conjuration spell or ability) that is within range with a temporary burst of power, producing one of the following effects: • The creature moves up to half its movement speed. • The creature makes a single attack. A creature can only benefit from this effect a maximum of two times from a single casting of Empowerment. • The creature gains a bonus to its Strength (Athletics), Dexterity (Acrobatics), or Perception (Wisdom) checks equal to your Intelligence modifier until the beginning of your next turn. • The creature gains 10 temporary hit points. If a creature benefits from this effect multiple times with a single casting of Empowerment, the temporary hit points stack.
At 2nd level, you learn the basics of summoning and binding creatures to do your bidding, and unlock the Minor properties of the Summoning Stones. As long as a Summoning Stone is in your possession, you benefit from its Minor property. Empowerment. You learn the Empowerment cantrip. This spell allows you to enhance your summoned creatures. The rules for this spell can be found in the “New Spells” section. Spontaneous Summoning. While in possession of a Summoning Stone, you can use an action to summon a Summoned Monster for 1 minute or until you use this ability again, or until it drops to 0 hit points. Choose an unoccupied space within 30ft. of you for the creature to appear. The creature has its own initiative, which comes immediately after yours in turn order. The creature benefits from all of the Minor, Lesser, and Major properties of the Summoning Stone used to summon it as long as it is in your possession, even if you have not yet unlocked those properties. See the “Summoned Monsters” section on page 3 for detailed statistics for the summoned monster. You can use this ability a number of times equal to your Intelligence modifier (minimum 1). A long rest restores all spent uses of this ability. If you use Spontaneous Summoning, you may cast Empowerment as a bonus action instead of as an action until the end of that turn.
The spell can produce multiple effects at higher levels: two effects at 5th level, three effects at 11th level, and four effects at 17th level. You may choose multiple different effects or the same effect more than once. You may empower a creature with multiple effects or empower several different creatures with individual effects, provided that they are within range.
Lesser Summoning
At 6th level, you learn more secrets of the art of summoning, and unlock the Lesser properties of the Summoning Stones. As long as a Summoning Stone is in your possession, you benefit from its Minor and Lesser properties. Not for resale. Permission granted to print or photocopy this document for personal use only.
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WIZARD: SCHOOL OF SUMMONING 1.2
Summoned Monsters
Frequently Asked Questions
These statistics apply to creatures summoned with the Spontaneous Summoning ability. The creature is friendly to you and your companions. It obeys any verbal commands issued by you (no action required by you). If you don’t issue any commands to the creature, it defends itself from hostile creatures but otherwise takes no action. For each creature summoned, the player should feel free to name it and give a description of it that fits its type, subject to DM approval. Note that the Summoning Stone used to summon each creature does not affect its base statistics. However, the creature’s Planar Being ability and the benefits granted by each Summoning Stone serves to differentiate the creatures summoned with different Summoning Stones.
1. Can I use my Summoning Stone as an arcane focus? - That was not my intention, so I would say no. However, that should be a decision left up to the DM. It’s most likely not game-breaking. 2. When can I make a new Summoning Stone? - You can spend 8 hours crafting a new Summoning Stone any time you have 8 hours free. The limitation is there mainly to prevent stone-swapping shennanigans aiming to abuse mechanics. It’s up to the DM to decide if Summoning Stones can be crafted during a long break. 3. What happens when I use Empowerment’s ability to grant temporary hit points to a summoned monster, but the creature already has temporary hit points? Say, from a lvl 17 Wizard with Durable Summons using Empowerment’s last ability four times on a single creature? - As mentioned on page 198 of the Player’s Handbook, if you already have temporary hit points you may choose to either gain the new temporary hit points or keep the old ones. In this example, the creature already has 30 temporary hit points and receives 10 more four times from Empowerment (by using the last ability four times). Since the effects of a single casting of Empowerment stack with each other, the Summoner can then choose to replace the 30 with the new total of 40.
Summoned Monster (Elemental, Demon, etc.) Medium Elemental, Celestial, or Fiend, unaligned Armor Class 10 Hit Points 8 Speed 30ft STR 10(+0)
DEX 10(+0)
CON INT WIS 10(+0) 10(+0) 10(+0)
CHA 10(+0)
Skills Proficiency in Acrobatics, Athletics, and Perception. Languages -
4. Can a Summoned Monster benefit from the abilities of the Summoning Stone used to summon it if the stone is no longer in the Summoner’s possession? - No. If the Summoning Stone leaves the possession of the Summoner, both the Summoner and the Summoned Monster lose the Minor, Lesser, and Major properties of the stone until it returns to the Summoner’s possession. The Summoned Monster does however retain all other properties determined by the stone, such as from its Planar Being ability. This does mean the summoned monster loses its language proficiency, so it could become quite difficult to com� municate with it!
Planar Being. The summoned monster’s type depends on the Summoning Stone used to summon it. The summoned monster’s attacks are magical and deal a damage type dependent on the Summoning Stone used to summon it as well: Water. Elemental type, bludgeoning damage Earth. Elemental type, bludgeoning damage Wind. Elemental type, bludgeoning damage Fire. Elemental type, fire damage Celestial. Celestial type, radiant damage Fiend. Fiend type, piercing or slashing damage (your choice when summoned)
5. Can I cast Empowerment on a creature I summoned but no longer have control over? - Yes! you choose the effects of the spell, but the creature makes all the decisions caused by the effects of the spell, such as where to move and who to attack, so you had better be careful!
Master’s Will. The summoned monster’s proficiency bonus is the same as it’s summoner’s. Additionally, the summoned monster uses it’s summoner’s saving throw bonuses if higher than their own. For example, if a Wizard has an Intelligence save bonus of +5 and a Strength save bonus of -1, her summoned monster has an Intelligence save bonus of +5 and a Strength save bonus of +0. This does not change any of the summoned monster’s ability scores or modifiers.
6. The Summoner can do some really good single-target damage by using Empowerment on a conjured Elemental! Was that intended? - Yes. Due to the restrictions of Empowerment, I felt like the higher damage was justified; especially when compared to the other pet-based Wizard path, the Necromancer. However the original design resulted in too high of damage even for my taste, so recent changes have reeled it in some. I will continue to evaluate damage output and make changes as necessary.
Master’s Fortitude. The summoned monster has a bonus to its hit points equal to the Wizard level of its summoner, and a bonus to its armor class equal to its proficiency bonus. For example, the summoned monsters of a 6th level Wizard with a proficiency bonus of +3 would have 14 hit points and an AC of 13. Master’s Power. The summoned monster has a bonus to hit with its attacks equal the its summoner’s spell attack bonus, and a bonus to weapon damage rolls equal to its proficiency bonus. Additionally, when its summoner reaches 5th level, its base damage die increases to a d8. At 11th level, it becomes a d10 and at 17th level it becomes a d12.
Actions Attack. Melee Weapon Attack: reach 5ft., one target. Hit: 1d6 damage
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WIZARD: SCHOOL OF SUMMONING 1.2
About the Author
Artwork by Roy Shtoyer Emre Cihangir is a big, bearded, funny guy who loves D&D. He lives in Illinois with his gorgeous girlfriend Kat and their cat Ellie, mostly because he can’t date a deep dish pizza (they’re incapable of love). If you liked his Wizard: School of Summoning, please support him by purchasing it or any of his other D&D stuff here. He worked pretty hard on it all. Emre also makes videos on YouTube! If you like video games and comedy, check out YouTube.com/GameSocietyPimps. As of this document’s creation, they had over 400,000 subscribers. Aren’t you curious to see how many they have now? Emre’s going to be making all sorts of things for the Dungeon Masters Guild in the future, so make sure to follow him on Twitter or Facebook to get all of his updates. If you have any questions for him, go ahead and send him an email at BigBossEmre@yahoo. com. He might not remember to respond, but he will try!
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright [2016] by Emre Cihangir and published under the Community Content Agreement for Dungeon Masters Guild.
Not for resale. Permission granted to print or photocopy this document for personal use only.
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WIZARD: SCHOOL OF SUMMONING 1.2