Jsk Summoner

Core Statistics
Class Type: Half-Caster

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points Gained Each Level: 1d8 (or 5) + your Constitution modifier

Ability Score Proficiencies: Wisdom, Charisma

Armour Proficiencies: Light Armour, Medium Armour, Shields

Weapon Proficiencies: Simple Weapons

Other Proficiencies: None

Skill Proficiencies
As a Summoner, you can choose any 3 skills from the following list to become proficient with.
 * Acrobatics (Dex)
 * Animal Handling (Wis)
 * Arcana (Int)
 * Athletics (Str)
 * Deception (Cha)
 * History (Int)
 * Insight (Wis)
 * Intimidation (Cha)
 * Investigation (Int)
 * Medicine (Wis)
 * Nature (Int)
 * Perception (Wis)
 * Performance (Cha)
 * Persuasion (Cha)
 * Religion (Int)
 * Sleight of Hand (Dex)
 * Stealth (Dex)
 * Survival (Wis)

Starting Equipment
As a Summoner, you roll 3d4 and multiply the result by 10. You gain the total result as gold, and you can use this gold to purchase items of your choosing from the armour, weapons, and items lists.

Spellcasting
At 1st level, you gain the ability to cast spells from the Summoner spell list. Your spellcasting ability for your Summoner spells is Wisdom. Spell Save DC = 8 + your proficiency bonus + your Wisdom modifier
 * Prepared Spells: You have access to all the Summoner spells. During a long rest, you can prepare a number of spells equal to half your Summoner level + your Wisdom modifier for the day (a minimum of one spell).
 * Ritual Casting: As a Summoner, you can cast a spell as a ritual.
 * Spell Slots: The Summoner Feature Table shows you how many spell slots you have. You regain any expended spell slots when you finish a long rest.
 * Spellcasting Focus: You can use an arcane focus as a spellcasting focus for your Scion spells.

Spell Attack Modifier = your proficiency bonus + your Wisdom modifier

Summoning Stones
At 1st level, you can capture a creature's essence and store them in magical stones. Using these stones, you can call forth creatures to aid you in your adventures. As a bonus action, you can magically mark a creature that you can see within 60 feet of you. The mark is invisible, but you are able to sense it's presence, as can other Summoners or creatures that can detect magic. The mark lasts for 1 minute, or until you mark another creature. While marked, a creature can be transformed into a summoning stone if one of the following prerequisites are met. You can have two summoning stones at once. If you create a summoning stone past your maximum limit, you must choose one of your previous summon stones to be destroyed. The maximum number of summoning stones you can have increases as you gain levels in this class (see the Summoning Stones column of the Summoner Feature Table).
 * If the creature is hostile to you, it can only be transformed when it reaches 0 hit points and dies. Upon death, the creature's essence is duplicated and transformed into a summoning stone, which falls to the ground beside the creature's body.
 * If the creature is not hostile to you, you can engage the creature in a test of charisma as long as the creature is within 15 feet of you and you have the creature's attention. You and the creature both perform contested charisma ability checks until one of you reaches three successes. If you win, the creature peacefully passes away and a summoning stone is created next to it. If the creature wins, it becomes hostile or untrusting toward you and acts accordingly. If the contest is interrupted by any means, or the creature gains a reason to be hostile toward you, then the test of charisma ends in a failure.

Using a Summoning Stone
A summoning stone is considered a magical object for the purposes of determining its durability. Once you have a summoning stone, you can use an action to revert the stone back into an exact copy of the creature that the stone was created from, in an unoccupied space that you can see within 10 feet of you. The creature uses the same stat block that it had in life, excluding any legendary or mythic abilities that it had. The creature has its own turn in the initiative order, which happens immediately after your turn. You can mentally command your summons. If you take the Attack action or the Cast a Spell action on your turn, your summoned creature cannot take the Attack action on its turn this round. A summoned creature vanishes if it is reduced to 0 hit points, and you do not regain the summoning stone used to summon it. You can transform a summoned creature back into a summoning stone as an action, but its status (HP, conditions, etc) remain in effect until you finish a long rest.

Creature Limitations
You can only mark a creature using this feature if the creature is a beast, plant, or monstrosity, and the creature's CR is equal to CR½ or less. The maximum creature CR that you can mark increases as you gain levels in this class (see the Control Limit column of the Summoner Feature Table). You cannot mark a creature that is Huge or larger. You can summon any number of creatures as long as their total CR does not exceed your maximum control limit, and you have the summoning stones to do so. For example, with a control limit of CR1 you can summon one creature with a CR of 1, or two creatures with a CR of ½, or four creatures with a CR of ¼, etc.

Losing Control of a Creature
If you fall unconscious or die, each active summoned creature that you have must make a Charisma saving throw against your spell save DC. On a successful save, the creature breaks its bond with you and becomes hostile. On a failed save, a creature automatically transforms into a summoning stone.

Enhanced Summon
At 2nd level, you can choose one of your summoning stones to become empowered. The creature contained within the empowered summoning stone can be enhanced with additional abilities and traits. You can choose two of these enhancements from the enhancements list during a long rest, and you can change them during a long rest. You can enable additional enhancements as you gain levels in this class (see the Enhancments column of the Summoner Feature Table).

In addition to special abilities and traits, if your enhanced summon is reduced to 0 hit points and killed, you can make a Wisdom saving throw against a DC equal to the damage taken or 10 (whichever is higher). On a successful save, the creature transforms back into a summoning stone instead of ceasing to exist, allowing you to keep the summon. You cannot use this summon stone again until you finish a long rest.

Specialization
At 3rd level, you can choose a specialization to hone your summoning abilities with. This specialization allows you to create summoning stones from an additional type of creature. Your choice grants you additional features at 3rd, 6th, 10th, 14th, and 18th level.
 * The Aberroficer, specializing in aberrations.
 * The Bestoficer, specializing in beasts.
 * The Bioficer, specializing in plants.
 * The Celoficer, specializing in celestials.
 * The Constroficer, specializing in constructs.
 * The Dracoficer, specializing in dragons.
 * The Elementoficer, specializing in elementals.
 * The Evoficer, specializing in fiends.
 * The Monstroficer, specializing in monstrosities.
 * The Oozoficer, specializing in oozes.
 * The Necroficer, specializing in undead.

Character Improvement
At 4th, 8th, 12th, 16th and 19th level you can improve your character using one of the following options. You cannot increase an ability score above 20, unless your maximum for that score is greater than 20.
 * Increase one ability score by 2.
 * Increase two different ability scores by 1 each.
 * Learn a feat.

Bolstered Summons
At 5th level, whenever you use a summoning stone to summon a creature, the creature appears with a number of temporary hit points equal to your level.

Greater Size
At 11th level,.

Unknown
At 20th level,.