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Summoner Servant: Caster


Hit Points

Hit Dice: d6 per Summoner Servant: Caster level
Hit Points at first Level: 6+Con Modifier
Hit Points at Higher Levels: 1D6 (Or 4) + Con Modifier

Proficiences

Armor:
Weapons: Simple Weapons
Tools: Alchemist's supplies and Herbalism kits
Saving Throws: Constitution and whichever ability score is used for spellcasting.
Skills: Choose 3 skills of your choice.

Class Features

PRE-CLASS SERVANT


Before hitting level 2, the servant is relatively simple. The servant has its own looks and personality, can use simple weapons, and is first summoned wearing either studded leather or scale mail. Its starting weapon can either be a shortbow with 20 arrows, 2 Handaxes, or a spear and shield. Because the servant is still very much a physical being, it can use other types of gear that it might want to use. They also have a set standard array for their sheet: 18, 16, 14, 12, 10, 8.


Spellcasting

Caster servants are variable in spellcasting types. You have a number of spells equal to their spellcasting modifier + servant level. All spells added to your list stay in your tome or magic circuits and are always prepared. Whenever you finish a long rest, you can change up your spell list. Changing your spell list takes a minute per spell switched. The amount of cantrips they know is your proficiency bonus + 1.

  • Spell Save DC: 8+Prof Bonus+Spellcasting mod
  • Spell Attack Mod: Prof Bonus+Spellcasting mod
Caster servants do gain ritual casting and while certain caster do uses foci like wands or staffs, you need not use a focus for replacement of material components (Costly material component rules still apply).


Subclass Options

Caster


Becoming a caster servant at 1st level, you gain spellcasting and also have the following features:
  • Arcane Recovery: On a short rest, you regain your lowest empty spell slot(s). The amount of spell slots you use regain is dependent on your 1/2 your spellcasting modifier rounded down (min 1).
  • Magic Armor: You know Mage Armor and can cast Mage Armor on yourself freely. This Mage Armor utilizes your spellcasting modifier instead of Dexterity. This does not count for your max number of known spells. 
  • Innate Detection: You also have access to the Detect Magic spell and can cast it freely without expending a slot. This spell does not count for your max number of known spells.

Magical Origin

Casters all have some sort of origin. Said origin can influence the type and style of magic that they cast. Discuss with your DM on what type of magic you'd like to specialize in. The type of magic your choose will change your spell list and spellcasting modifier:
  • Arcane: Uses the wizard's spell list and intelligence for casting.
  • Artistic: Uses the bard's spell list and charisma for casting.
  • Divine: Uses the cleric's spell list and wisdom for casting.
  • Druidic: Uses the druid's spell list and wisdom for casting.
  • Innate: Uses the sorcerer's spell list and charisma for casting.

Spell Boost


At 3rd level, you gain the ability to slightly enhance some of your spells. You can do the one of the following per turn:
  • Add your master's modifier after landing a damaging or healing spell.
  • Double the range of a ranged spell.
  • Cast a spell or cantrip that requires concentration and until the end of your next turn, you do not need to concentrate on it. The spell will still end if another concentration spell is casted (can't be doubled). After the end of the next turn, you must resume concentrating.
Spell Boost can be used a number of times equal to your spellcasting modifier stat. After a spell is boosted, you can only cast cantrips until the end of your next turn. All uses recharge after a long rest.

Item Construction


At 5th level, you gain the ability to conjure costly material components from the weave itself. You can spend 1 hour, uninterrupted, to perform a ritual to create a costly spell component (diamonds, incense, etc) up to 500gp. Once created, you have until next dawn before the item disintegrates. Once the component disinitegrates, you must wait 1D4 days before you can use this ability again.

Mana Battery


At 6th level, you unlock a special pool of magic seperate from your normal spell slots. This pool of magic, known as your Mana Battery, can be used to cast spells at their base level without using your standard spell slots. The following requirements must be checked to see if a spell can be casted via your Mana Battery.
  • They can't be higher than your highest-level spell slot halved.
  • They can only have a casting time of 1 action or 1 bonus action.
  • Spells that last longer than a round will be greatly shortened with its effects ending at the start of your next turn.
Your Mana Battery has a number of uses equal to your spellcasting modifier. You can't use your Mana Battery in consecutive rounds. Your Mana Battery fully recharges at the end of a long rest.

Territory Creation


At level 7, you can spend a number of days equal to your PB x 2 to set up a Caster's Territory. This process requires at least one uninterrupted hour per day (Spending more time may quicken the creation time, up to DM's discretion). The area is a 120ft cube. In this area, you are aware of when a creature enters and exits and how many creatures enter or exit, you may designate specific creatures to not trigger this effect. You also gain the following benefits while inside your territory:
  • You have advantage on Perception and Investigation checks to detect creatures within your territory.
  • You may materialize and dematerialize as a bonus action while within your territory. While dematerialized, you can freely float throughout the area, regardless of how far your master is.
  • You have advantage on constitution saves to maintain concentration on your spells.
  • You may spend an action to regain an expended spell slot (lowest to highest). You may only use this benefit a number of times a day equal to your proficiency bonus.
You may only have one territory at a time, if you begin the creation of a new territory while the old one is still up, the old one will cease to be.

Eldritch Construct Summon


At 13th level, your servant gains the ability to summon special magical constructs in order to aid it in combat. The construct's health is = Servant Intelligence modifier + spell slot level used + 10. The following constructs can be created by expending a spell slot as an action. Activating the construct uses a bonus action. Only one construct can be summoned at a time and summoning another one destroys the previous one.
  • Mage Cannon: A small construct that can move up to 15ft on any surface. When activated, it can move and/or make 2 ranged attacks that uses the servant's spell attack bonus and deals 2D8+5 force damage. Range is 120ft. AC of the Mage Cannon is 16.
  • Shield Barrier. A small immovable construct that, when activated, deploys a translucent shield barrier in a 10ft radius sphere around it. The servant can select up to 10 allied creatures to be able to enter the barrier freely while all other creatures are blocked from entry. The barrier provides full cover and spells and enemy projectiles can not penetrate it.
  • Elemental Bomb: A small construct in the shape of a ball that can roll and move up to 60ft on any surface. Upon activation, the ball will move towards a selected creature within range. If it enters within 5ft of the creature, it promptly explode in a 10ft radius and deal 3D12 damage of either acid, cold, fire, or electricity.

Controlled Apocalypse


At 20th level, your servant's Noble Phantasm changes into a completely different ability of extreme devastation. As an action, your servant creates a 30ft radius zone within a 200ft range. Once the zone is activated, all chosen creatures in the area must make a wisdom save or become charmed by the servant for 1 minute. While charmed, the servant can use an action to command the target(s) to do anything it desires. If they succeed the save, they take 10D10 force damage as powerful magical beams begin to rain down upon the area. Any damage dealt in the zone returns back to the servant and their master as restored health. The servant can also use an action to disintegrate the controlled creatures' bodies if they so desire. The whole Phantasm lasts for 1 minute.
 


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