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Summoner

Balanced on the point of a cosmic needle, the Prime Material Plane is susceptible to all manner of incursion, from the lowliest of pixies to the titanic primordials, whose power is rivaled only by that of the gods.

Summoners have honed techniques to draw power from this delicate balance – using a mysterious deck of blank talismans known as Soul Cards, they capture the essence of the extraplanar fey, fiends, and elementals they encounter. Channeling this essence, a Summoner can call forth monsters to fight on their behalf, building a repertoire of powerful extraplanar allies.

Bonus Proficiency

When you choose this quarry at 1st level, you gain proficiency in the Arcana skill and with a playing card set.

Soul Deck

Also starting at 1st level, you have crafted for yourself a deck of Soul Cards, blank talismans which can capture creatures from other planes, one of which you have already captured. Choose between a Dryad, Imp, or Magmin.

When an Elemental, Fey, or Fiend would die while you can see it, you collect its essence, adding the creature to your deck of Soul Cards and the repertoire you can summon. Additionally, you have made a habit of researching new extraplanar creatures to add to your Soul Deck. At 3rd, 7th, 11th, and 15th levels, you may add an Elemental, Fey, or Fiend of your choice to your Soul Deck whose Challenge Rating is less than or equal to your proficiency bonus. Your GM may specify that certain creatures cannot be researched in this way.

As an action, you may summon any creature from your Soul Deck whose Challenge Rating is less than or equal to 1. You may only have one summoned creature at a time.

The creature you summon does not have hit points.

Instead, when you summon it, make an Intelligence (Arcana) check. If the summoned creature would take damage greater than or equal to the result of this skill check, it is destroyed, its essence returning to your Soul Deck. If it is not destroyed from damage, the creature’s essence returns to your Soul Deck 1 hour after being summoned.

As a bonus action, you may sacrifice the creature you control in order to summon another creature from your Soul Deck whose Challenge Rating is less than or equal to 1 + the Challenge Rating of the creature you sacrificed.

If a creature you summoned is sacrificed or destroyed, you cannot summon it again until you complete a short rest.

Soul Burn

Starting at 2nd level, your manipulation of Soul Cards has given you the ability to rejuvenate yourself more easily while resting. If you roll less than your proficiency bonus on a hit die, you may re-roll the die once, using either result.

Spell Capture

Beginning at 8th level, you have learned to use your Soul Deck to interrupt the flow of magic around you. If a creature within 60 feet of you is casting a spell of 3rd level or lower, its spell is absorbed into a Soul Card and has no effect. If it is casting a spell of 4th level or higher, make an Intelligence (Arcana) check. On a success, the creature’s spell is absorbed and has no effect.

You may expend a spell captured in your Soul Deck to cast it at the level it was originally cast, originating from either yourself or a creature you control whose Challenge Rating is greater than or equal to the spell’s level.

Whenever a spell refers to your spellcasting ability, you use your Intelligence. If the spell requires a saving throw, its DC is equal 8 + your proficiency bonus + your Intelligence modifier. If the spell requires you to make a spell attack, its spell attack modifier is equal to your proficiency bonus + your Intelligence modifier.

You cannot use this feature again until you complete a long rest.

Superior Summoning

By 13th level, you have eschewed some of the need to gradually build your summons’ powers through sacrifice. You may summon a creature whose Challenge Rating is 5 or less from your Soul Deck.

Gateway Summons

Starting at 17th level, your mastery of the Soul Deck has enabled you to see connections between the creatures you summon, allowing you to use an extraplanar creature as a locus to bring forth several creatures from your Soul Deck at once. When you sacrifice a creature you control, you may summon a number of creatures from your Soul Deck up to your proficiency bonus, of the same creature type, whose total Challenge Rating is less than or equal to the Challenge Rating of the creature you sacrificed.

You cannot use this feature again until you complete a short rest.

Section 15: Copyright Notice

The Tamer: Trappers, Dragon Masters, and Summoners Copyright 2017, TBM Games, LLC; author Christopher Knapp