Summoner | Homebrew Directory

This page was last edited on October 31, 2026, at 02:08 AM ↻

You have studied the art of conjuration, summoning, and binding to ensure the creatures you call to this world are a cut above the rest. You gain the following benefits:

  • Saving Throw Proficiency. Creatures you summon with spells add your Proficiency Bonus to saving throws they make.
  • Inexorable Summons. Creatures have disadvantage on ability checks made to counter or dispel creatures you summon, and if the spell would end against your will due to anything except the creature being reduced to 0 hit points or the duration elapsing, you can deal damage to the summoned creature equal to half its maximum hit points to prevent the spell from ending early.
  • Planar Summoner. When you summon a creature with a spell, it gets one of the following abilities until the spell ends. Certain abilities can only given to creatures of specific types:

FIX THESE

  • Energy Pulse. As a Bonus Action, you command your familiar to unleash a burst of elemental energy. Your familiar must be within 120 feet of you and take a Reaction to unleash this burst. Each creature in a 5-foot Emanation originating from your familiar makes a Dexterity saving throw (DC 8 plus your spellcasting ability modifier for the Find Familiar spell and your Proficiency Bonus). On a failed save, a creature takes 2d4 damage of the chosen type, and if the creature is Medium or smaller, it has the Prone condition.
  • Elemental Resistance. Your familiar has Resistance to the chosen damage type. Acid, Cold, Fire, Lightning, or Thunder
  • Energy Resistance. Choose Necrotic, Poison, Psychic, Radiant, or Thunder damage. Your familiar has Resistance to the chosen damage type.
  • Phase Walk. Your familiar can move through other creatures and objects as if they were Difficult Terrain. If your familiar ends its turn inside an object, it is shunted to the last unoccupied space it was in.
  • Healing Beacon. Positive energy fills a 5-foot Emanation originating from your familiar as long as it is within 120 feet of you. Whenever an ally in that Emanation rolls a die to determine the number of Hit Points restored to a creature, that ally can treat a roll of 1 or 2 on the die as a 3.
  • Intercept Attack. When a creature within 5 feet of your familiar is hit by an attack roll, your familiar can take a Reaction to add a bonus to the creature's Armor Class against that attack, potentially causing the attack to miss. The bonus is equal to your Proficiency Bonus.
  • Aberration
  • Beast
  • Celestial
  • Construct
  • Dragon
  • Elemental
  • Fey
  • Fiend
  • Giant
  • Humanoid
  • Monstrosity
  • Ooze
  • Plant
  • Undead