Summoner (07/09/26)
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About this class
Harness occult rites and your own lifeblood to summon entities from other realms of existence! Aided by the otherworldly beings they conjure, Summoners seek new ways to unleash boons and banes upon the world.
Domains
Splendor
Starting stats
Hope feature
Class features
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Summon Entity
You can summon otherworldly Entities: Fate Spirits and other Entities from your subclass. Each Entity is associated with a summoning circle below. Mark a Stress to summon a number of your Entities equal to your tier, and add them to the appropriate circles. You can hold a total number of Entities equal to your level. Summoned Entities stay within Very Close range, can perform harmless tasks within that range, and cannot be targeted. If a task requires an action roll, make a Spellcast Roll to command the Entity.
First Circle — Fate Spirit. After an adversary within Very Close range makes a successful attack roll, you can command a Fate Spirit to force the adversary to reroll the attack. The spirit then disappears.
Class items
- A harmless spirit trapped inside a glass bottle
- A pair of mysterious coins
Character questions
Background prompts
- Someone in your community forbade you from pursuing your magical practice. Who were they, and why did you reject their authority?
- When you summon otherworldly entities, what precautions do you take to ensure nothing else crosses over?
- You somehow lost control of an entity, which now wanders the world. What do you fear it might do before you banish it?
Connection prompts
- You once asked me to research an occult ritual for you. Why did I refuse?
- What question do you need my help to answer?
- What part of yourself do you see in me? How do you treat me because of it?
Subclass cards
Printable via header menu
Necromancy
Foundation
SPELLCAST TRAIT: Knowledge
Second Circle — Shambling Corpse: You can summon Shambling Corpses using your Second Circle.
Hunger of the Grave: Make a Spellcast Roll against a target within Far range. On a success, your Shambling Corpses move to attack the target, dealing 5 physical damage for each Shambling Corpse before returning to you. One Shambling Corpse then disappears.
Grim Harvest: When an adversary within Far range marks its last Hit Point, you can summon one Shambling Corpse without marking a Stress.
Necromancy
Specialization
Third Circle — Ghosts: You can summon Ghosts using your Third Circle.
Ghostly Protectors: While you have any Ghosts summoned, your Evasion has a +1 bonus as they swirl around you in protection.
Spectral Terror: Make a Spellcast Roll against a target within Far range. On a success, one of your Ghosts flies to the target to scare it, causing it to mark a Stress. That Ghost then disappears.
Necromancy
Mastery
Fourth Circle — Death Knight: You can summon one Death Knight at a time using your Fourth Circle.
Deathly Warrior: When you succeed on an attack roll with Hope, you can instead succeed with Fear, causing your Death Knight to rush your target, add 2d12 to the attack’s damage, and then return to you.
Knightly Bulwark: When you take Severe damage, the Death Knight takes one of the Hit Points instead and then disappears.
Theurgy
Foundation
SPELLCAST TRAIT: Knowledge
Second Circle — Angel: You can summon Angels using your Second Circle.
Angelic Presence: While you have any Angels summoned, you have advantage on Presence rolls to influence others, as the angelic power around you inspires awe and fear.
Hopeful Strike: When you succeed with Hope on an attack roll, you can command one Angel to deal an extra 1d10 magic damage to the target. The Angel then disappears.
Theurgy
Specialization
Third Circle — Archangel: You can summon Archangels using your Third Circle.
Divine Commander: While you have any Archangels summoned, the extra damage of your Hopeful Strike is 1d12 instead of 1d10.
Heavenly Aid: You can command an Archangel to do one of the following:
• Fly you or an ally within Very Close range to a location within Far range.
• Help an Ally within Close range without spending Hope.
The Archangel then disappears.
Theurgy
Mastery
Fourth Circle — Divine Manifestation: You can summon one Divine Manifestation at a time using your Fourth Circle.
Hallowed Hope: When you summon a Divine Manifestation, place three extra Hope dice on this card. When you make an action or a reaction roll, you can roll and expend one Hope die from this card, along with your normal Hope die, and use the Hope die with the highest result. When there are no dice left on this card, the Divine Manifestation disappears.
Summoner (07/09/26)
Harness occult rites and your own lifeblood to summon entities from other realms of existence! Aided by the otherworldly beings they conjure, Summoners seek new ways to unleash boons and banes upon the world.
Domains
Splendor + Blood (07/09/26)
Starting Evasion
10
Starting Hit Points
6
Class Items
- • A harmless spirit trapped inside a glass bottle
- • A pair of mysterious coins
Summoner (07/09/26)’s Hope Feature
Aid of the Spirits : Spend 3 Hope to conjure otherworldly aid. Distribute 2 Hope among one or more other PCs within Far range, and you clear a Stress.
Class Features
Summon Entity
You can summon otherworldly Entities: Fate Spirits and other Entities from your subclass. Each Entity is associated with a summoning circle below. Mark a Stress to summon a number of your Entities equal to your tier, and add them to the appropriate circles. You can hold a total number of Entities equal to your level. Summoned Entities stay within Very Close range, can perform harmless tasks within that range, and cannot be targeted. If a task requires an action roll, make a Spellcast Roll to command the Entity. First Circle — Fate Spirit. After an adversary within Very Close range makes a successful attack roll, you can command a Fate Spirit to force the adversary to reroll the attack. The spirit then disappears.
Summoner (07/09/26) Subclasses
Choose either the Necromancy or Theurgy subclass.
Necromancy
Spellcast Trait
Knowledge
Foundation Features
Second Circle — Shambling Corpse: You can summon Shambling Corpses using your Second Circle.
Hunger of the Grave: Make a Spellcast Roll against a target within Far range. On a success, your Shambling Corpses move to attack the target, dealing 5 physical damage for each Shambling Corpse before returning to you. One Shambling Corpse then disappears.
Grim Harvest: When an adversary within Far range marks its last Hit Point, you can summon one Shambling Corpse without marking a Stress.
Specialization Feature
Third Circle — Ghosts: You can summon Ghosts using your Third Circle.
Ghostly Protectors: While you have any Ghosts summoned, your Evasion has a +1 bonus as they swirl around you in protection.
Spectral Terror: Make a Spellcast Roll against a target within Far range. On a success, one of your Ghosts flies to the target to scare it, causing it to mark a Stress. That Ghost then disappears.
Mastery Feature
Fourth Circle — Death Knight: You can summon one Death Knight at a time using your Fourth Circle.
Deathly Warrior: When you succeed on an attack roll with Hope, you can instead succeed with Fear, causing your Death Knight to rush your target, add 2d12 to the attack’s damage, and then return to you.
Knightly Bulwark: When you take Severe damage, the Death Knight takes one of the Hit Points instead and then disappears.
Theurgy
Spellcast Trait
Knowledge
Foundation Features
Second Circle — Angel: You can summon Angels using your Second Circle.
Angelic Presence: While you have any Angels summoned, you have advantage on Presence rolls to influence others, as the angelic power around you inspires awe and fear.
Hopeful Strike: When you succeed with Hope on an attack roll, you can command one Angel to deal an extra 1d10 magic damage to the target. The Angel then disappears.
Specialization Feature
Third Circle — Archangel: You can summon Archangels using your Third Circle.
Divine Commander: While you have any Archangels summoned, the extra damage of your Hopeful Strike is 1d12 instead of 1d10.
Heavenly Aid: You can command an Archangel to do one of the following:
• Fly you or an ally within Very Close range to a location within Far range.
• Help an Ally within Close range without spending Hope.
The Archangel then disappears.
Mastery Feature
Fourth Circle — Divine Manifestation: You can summon one Divine Manifestation at a time using your Fourth Circle.
Hallowed Hope: When you summon a Divine Manifestation, place three extra Hope dice on this card. When you make an action or a reaction roll, you can roll and expend one Hope die from this card, along with your normal Hope die, and use the Hope die with the highest result. When there are no dice left on this card, the Divine Manifestation disappears.
Background Questions
Answer any of the following, or create your own.
- • Someone in your community forbade you from pursuing your magical practice. Who were they, and why did you reject their authority?
- • When you summon otherworldly entities, what precautions do you take to ensure nothing else crosses over?
- • You somehow lost control of an entity, which now wanders the world. What do you fear it might do before you banish it?
Connections
Ask one of the following, or improvise.
- • You once asked me to research an occult ritual for you. Why did I refuse?
- • What question do you need my help to answer?
- • What part of yourself do you see in me? How do you treat me because of it?
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.