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.

Summoner's Mark
As a bonus action, you can magically mark a creature that you can see within 60 feet of you. You can only mark a beast, monstrosity, or plant type creature of size Large or smaller (excluding Tiny size). You cannot mark a creature whose CR exceeds your control limit (see the Control Limit column of the Summoner Feature Table). 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's essence 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).
 * Friendly or Willing: If the creature is friendly or willing, it can choose to enter your service as a summon.
 * Hostile or Unfriendly: A hostile or unfriendly creature can only be transformed into a summoning stone when it reaches 0 hit points and dies, or it surrenders and becomes neutral (see below). Upon death, the creature's essence is duplicated and transformed into a summoning stone, which falls to the ground beside the creature's body.
 * Neutral: If the creature has less than 6 Intelligence, 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 unfriendly toward you and acts accordingly. If the contest is interrupted by any means, or the creature gains a reason to be hostile or unfriendly 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. 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.

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.

Controlling a Summon
The creature has its own turn in the initiative order, which happens immediately after your turn. You can mentally command your summons, as long as they are within 120 feet of you. If you take the Attack action, the Cast a Spell action, or the Ready action on your turn, your summoned creature cannot take the Attack action, the Cast a Spell action, or the Ready action on its turn this round.

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 additional types of creature. Your choice grants you additional features at 3rd, 6th, 10th, and 14th level.
 * The Aboficer, specializing in dragons and elementals.
 * The Bioficer, specializing in beasts and plants.
 * The Celoficer, specializing in celestials and fey.
 * The Evoficer, specializing in aberrations and monstrosities.
 * The Necroficer, specializing in fiends and 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 7th 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.

Swift Summons
At 11th level, you can use your bonus action to use a Summoning Stone, instead of your action.

Huge Summons
At 18th level, you can use your Summoner's Mark on Huge or smaller creatures (excluding Tiny size).

Ultimate Summons
At 20th level, you can use an action to use up to five of your summoning stones at once, summoning multiple creatures in a single turn. Once you have used this feature you cannot do so again until you have finished a long rest.