Summoner v1.1
About this class
Summoners call forth manifested entities—avatars of the self, bound demons, restless dead, or creatures drawn from other realms—to act in their stead.
While the summoned presence holds the field, the summoner’s own body is left exposed, making every invocation a deliberate gamble between control, power, and survival.
Included subclasses
Domains
Arcana
Starting stats
Hope feature
Class features
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Summoner's projection
At the start of each session, place all available summoner tokens ( start with 3 slots).
You may mark 1 Stress to manifest a summoned projection. The projection shares your traits, armor, and Hit Points.
While the projection is active, you must spend 1 summoner token at the start of a scene to take actions and make attacks from the projection’s position instead of your own.
Damage dealt to the projection is also dealt to you, as the two are mystically bound.
If the projection or the summoner takes severe damage, the invocation immediately dissipates.
If the projection is defeated, your HP becomes 1 and can´t summon your projection until you have 2 or more HP.
You may dismiss the projection at any time to immediately regain control of your character.
At the end of the session clear all unspent summoner tokens. -
Solitary survival
While you don't have a summoner projection, +1 Evasion.
Class items
- Fragment of Mirror Wrapped in Cloth
- Eye Patch, Bandage, or Ocular Accessory
Character questions
Background prompts
- What did you lose the first time something answered your summons?
- Who taught you how to summon—and why are they gone now?
- What do you fear summoning again, and why?
Connection prompts
- One of my summoned entities reacts to you differently than to anyone else. How does it treat you, and what do you think it recognizes in you?
- You help anchor me when my summoning goes too far. What do you do—or say—that brings me back when I start to lose myself?
Subclass cards
Printable via header menu
Path of eternal bond
Foundation
SPELLCAST TRAIT: Presence
Mutual protection: While summoner projection is active, if you or your Projection take damage, you may spend 1 Hope to reduce that damage by a number of d6 equal to your Proficiency.
Path of eternal bond
Specialization
Coordinated Strike: You and your Summoner’s Projection must be positioned together to activate this feature. When you make a successful attack against a target within range, you may roll a number of d6 equal to your Spellcasting Trait. If at least one die shows a 6, you may choose a second target within very close range to also be affected by the attack.
Path of eternal bond
Mastery
Unified final mark: You and your Summoner’s Projection become one. All allies within close range clear all marked Stress. Each of those allies may spend 1 Hope to roll 1d12, adding the total to the damage of your next attack. You then deal that much Magic damage to a creature within range. After the attack resolves, you fall Unconscious.
Summoner v1.1
Summoners call forth manifested entities—avatars of the self, bound demons, restless dead, or creatures drawn from other realms—to act in their stead.
While the summoned presence holds the field, the summoner’s own body is left exposed, making every invocation a deliberate gamble between control, power, and survival.
Domains
Arcana + Death
Starting Evasion
10
Starting Hit Points
5
Class Items
- • Fragment of Mirror Wrapped in Cloth
- • Eye Patch, Bandage, or Ocular Accessory
Summoner v1.1’s Hope Feature
Gate Overdrive : Spend 3 Hope to immediately recover 3 summoner tokens and manifest your projection without marking Stress. If your projection is already active, you may act through it without spending tokens until the end of the scene. At the end of the scene, the projection dissipates and you mark 1 Stress.
Class Features
Summoner's projection
At the start of each session, place all available summoner tokens ( start with 3 slots). You may mark 1 Stress to manifest a summoned projection. The projection shares your traits, armor, and Hit Points. While the projection is active, you must spend 1 summoner token at the start of a scene to take actions and make attacks from the projection’s position instead of your own. Damage dealt to the projection is also dealt to you, as the two are mystically bound. If the projection or the summoner takes severe damage, the invocation immediately dissipates. If the projection is defeated, your HP becomes 1 and can´t summon your projection until you have 2 or more HP. You may dismiss the projection at any time to immediately regain control of your character. At the end of the session clear all unspent summoner tokens.
Solitary survival
While you don't have a summoner projection, +1 Evasion.
Summoner v1.1 Subclasses
Choose either the Path of eternal bond subclass.
Path of eternal bond
You have forged a singular bond with a being that will walk beside you for the rest of your life.
Spellcast Trait
Presence
Foundation Features
Mutual protection: While summoner projection is active, if you or your Projection take damage, you may spend 1 Hope to reduce that damage by a number of d6 equal to your Proficiency.
Specialization Feature
Coordinated Strike: You and your Summoner’s Projection must be positioned together to activate this feature. When you make a successful attack against a target within range, you may roll a number of d6 equal to your Spellcasting Trait. If at least one die shows a 6, you may choose a second target within very close range to also be affected by the attack.
Mastery Feature
Unified final mark: You and your Summoner’s Projection become one. All allies within close range clear all marked Stress. Each of those allies may spend 1 Hope to roll 1d12, adding the total to the damage of your next attack. You then deal that much Magic damage to a creature within range. After the attack resolves, you fall Unconscious.
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Background Questions
Answer any of the following, or create your own.
- • What did you lose the first time something answered your summons?
- • Who taught you how to summon—and why are they gone now?
- • What do you fear summoning again, and why?
Connections
Ask one of the following, or improvise.
- • One of my summoned entities reacts to you differently than to anyone else. How does it treat you, and what do you think it recognizes in you?
- • You help anchor me when my summoning goes too far. What do you do—or say—that brings me back when I start to lose myself?
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.