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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


Masters 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 cant 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 arent 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, Masters 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.
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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 dont 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 creatures
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. Its 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. Its
up to the DM to decide if Summoning Stones can be crafted
during a long break.
3. What happens when I use Empowerments 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 Empowerments last
ability four times on a single creature? - As mentioned on
page 198 of the Players 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 Summoners 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 Summoners
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 monsters type depends on the


Summoning Stone used to summon it. The summoned monsters
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!

Masters Will. The summoned monsters proficiency bonus


is the same as its summoners. Additionally, the summoned
monster uses its summoners 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 monsters 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.

Masters 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.
Masters Power. The summoned monster has a bonus to hit
with its attacks equal the its summoners 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 cant date a deep dish pizza (theyre 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
documents creation, they had over 400,000 subscribers. Arent
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Emres 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.

WIZARD: SCHOOL OF SUMMONING 1.2

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