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High Summoner[edit]

Author: The-Marksman (talk)
Date Created: Concept: April 2019, Bulk of work: 2023-2024
Status: In Progress
Editing: Please discuss changes before editing
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A group of famous summoners.


Table: The High Summoner

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th
1st +0 +0 +0 +2 Summon Esper (Guardian Forces) 3/day,
Spell Focus (Conjuration)
2nd +1 +0 +0 +3 Augment Summoning 3 0
3rd +1 +1 +1 +3 Lesser Telepathic Bond 3 1
4th +2 +1 +1 +4 Overdrive 3 2 0
5th +2 +1 +1 +4 Summon Esper (Ediolons) 3/day 3 3 1
6th +3 +2 +2 +5 Extended Summoning 3 3 2
7th +3 +2 +2 +5 Improved Ally 3 3 2 0
8th +4 +2 +2 +6 Summon Esper (Astrals) 2/day 3 3 3 1
9th +4 +3 +3 +6 Contingent Conjuration 3 3 3 2
10th +5 +3 +3 +7 Grand Summoning 3 3 3 2 0
11th +5 +3 +3 +7 3 3 3 3 1
12th +6/+1 +4 +4 +8 Summon Esper (Avatars) 2/day 3 3 3 3 2
13th +6/+1 +4 +4 +8 3 3 3 3 2 0
14th +7/+2 +4 +4 +9 4 3 3 3 3 1
15th +7/+2 +5 +5 +9 Summon Esper (Aeons) 1/day 4 4 3 3 3 2
16th +8/+3 +5 +5 +10 4 4 4 3 3 2 0
17th +8/+3 +5 +5 +10 4 4 4 4 3 3 1
18th +9/+4 +6 +6 +11 4 4 4 4 4 3 2
19th +9/+4 +6 +6 +11 4 4 4 4 4 4 3
20th +10/+5 +6 +6 +12 Final Aeon 4 4 4 4 4 4 4

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Nature) (Int), Knowledge (Religion) (Int), Knowledge (The Planes) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Speak Language (n/a), Spellcraft (Int).

Class Features[edit]

All of the following are class features of the High Summoner.

Weapon and Armor Proficiency: High Summoners are proficient with all simple weapons. They are not proficient with any type of armor or shields.

Spells: A High Summoner casts divine spells which are drawn from the High Summoner spell list. When a High Summoner gains access to a new level of spells, she automatically knows all of the spells for that level on the High Summoner's spell list. She can cast any spell she knows without preparing it ahead of time, the way a wizard or a cleric must. Essentially, her spell list is the same as her spells known list.

To cast a High Summoner spell, a High Summoner must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a High Summoner’s spell is 10 + the spell level + the High Summoner’s Charisma modifier. Like other spellcasters, a High Summoner can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The High Summoner. In addition, she receives bonus spells per day if she has a high Charisma score.

Unlike a wizard or a cleric, a High Summoner need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. She does not have to decide ahead of time which spells she’ll cast.

Summon Esper (Su): Starting at 1st level, a High Summoner learns her signature ability, the ability to summon powerful outsiders called Espers, to aid her in battle. These Espers come in 5 strength tiers ranging from weakest to strongest: Guardian Forces, Ediolons, Astrals, Avatars and then the most powerful, Aeons. High Summoners learn to summon Guardian Forces at 1st level, Ediolons at 5th level, Astrals at 8th level, Avatars at 12th level and Aeons at 15th level. Each tier of Esper can be summoned a specific number of times per day. A High Summoner may summon one of the Guardian Forces and Ediolons 3/day, one of the Astrals and Avatars 2/day, and a Summoner may call on an Aeon only once per day.

Summoning an Esper is a full-round action that provokes an attack of opportunity. The casting time of this ability cannot be reduced by any means including by spells such as haste or metamagic feats such as quicken spell or quicken spell-like ability. The amount of energy it takes to keep an Esper on the material plane causes the High Summoner to be unable to attack or make attacks of opportunity, cast new spells, concentrate on other spells, or do anything else requiring attention, although she does not lose her Dexterity bonus to AC. She may only take a single move action each round while the Esper is present.

While the Esper is present it moves as directed by the High Summoner on its turn and assists the Summoner to the best of its ability. Once summoned, an Esper stays for a number of rounds equal to the High Summoner's class level + the High Summoner's Charisma modifier (minimum of 1 round), until it is dismissed (as a free action) or until its reduced to 10 or less hit points, after which time it disappears. This amount cannot be extended by metamagic feats such as extend spell or extend spell-like ability.

Each Esper has one or more special attacks and a unique signature "Overdrive" attack listed in their creature description page. When a High Summoner first gains the ability to summon Guardian Forces at 1st level, her Espers will only ever stay as combat allies and use their special attacks or physical attacks when summoned, until the High Summoner gains the ability to use Overdrives at 4th level. (See Overdrive for more information).

A High Summoner may only have 1 Esper present at any given time and must dismiss her current Esper to summon another. A High Summoner may dismiss an existing Esper on the battlefield as a free action and then in that same turn use a full round action to summon a different one.

Esper Tiers and Damage Output: Esper’s Damage = Base Damage Dice + (High Summoner’s Level × Scaling Factor)
Esper Tier Atks /
Available Espers
Guardian Forces 1 4d8 3 Bomb, Cactuar, Cait Sith, Chocobo, Cockatrice, Goblin, Kirin, Mindflayer, Siren, Sylph
Ediolons 1 4d8 4 Brothers, Fenrir, Gilgamesh, Ifrit, Kujata, Mist Dragon, Ramah, Shiva, Tonberry, Unicorn
Astrals 2 4d8 5 Cerberus, Golem, Midgardsormr, Quezacotl, Sraphim, Syldra, Valefor, Valigarmanda, Yojimbo
Avatars 3 4d8 5 Asura, Carbunkle, Catoblepas, Hades, Ixion, Lakshmi, Leviathan, Phantom, Titan
Aeons 3 4d8 6 Alexander, Anima, Bahamut, Diablos, Knights of the Round, Magus Sisters, Odin, Pheonix

Spell Focus (Conjuration): Beginning at 1st level a High Summoner gains Spell Focus (Conjuration) as a bonus feat even if she doesn't meet the prerequisites. If she already has Spell Focus (Conjuration) from another source, she may instead select any other feat for which she qualifies.

Augment Summoning: At 2nd level a High Summoner gains Augment Summoning as a bonus feat even if she doesn't meet the prerequisites. If she already has Augment Summoning from another source, she may instead select any other feat for which she qualifies.

Lesser Telepathic Bond (Su): Starting at 3rd level, when a High Summoner summons one of her Espers, she immediately establishes a Telepathic Bond, Lesser, allowing communication solely between her and the summoned Esper. This connection persists until the Esper is dismissed or is otherwise removed. The bond does not extend to any other entities or allies and terminates when the Esper leaves or is no longer present. Her caster level with effect is equal to her class level.

Overdrive (Ex): Starting at 4th level a High Summoner gains a second option they can use when summoning an Esper. Instead of having the Esper stay and be a combat ally, she can instead summon the Esper for this one round only and have the Esper use their "Overdrive" ability and disappear right after. Overdrives are a unique ability specific to each Esper and it is usually extremely helpful ability or very devastating attack. The specifics of each Esper's Overdrive can be found in the Esper's description. A High Summoner gains new options when they gain the Grand Summoning ability at 10th level.

Most Overdrive attacks deal 4d8 damage plus a bonus determined by the High Summoner's level multiplied by a specific "scaling factor." As the High Summoner's expertise grows, so does the power of her summoned Espers, enhancing their effectiveness in combat. The Esper gains a damage bonus on its Overdrive, influenced by the High Summoner's proficiency in summoning. This proficiency is expressed through a scaling factor, which is 3X the High Summoner's level for Guardian Forces, 4X for Ediolons, 5X for Astrals and Avatars, and 6X for Aeons, including the Final Aeon created through the High Summoner's Final Aeon feature at level 20.

For example, when a 4th level High Summoner uses a Guardian Force's Overdrive it deals 4d8 + (4 summoner's level x 3 scaling factor) so 4d8 + 12 damage. When a 7th level High Summoner uses an Ediolons Overdrive it would deal 4d8 + (7 x 4) for 4d8 + 28 damage. When a 15th level High Summoner uses an Aeon's Overdrive it would deal 4d8 + (15 X 6) for 4d8 + 90 damage and so on.

Extended Summoning (Ex): At 6th level and higher, all spells from the summoning subschool that the High Summoner casts have their durations doubled, as if the Extend Spell feat had been applied to them. The levels of the summoning spells do not change. However, this ability does stack with the effect of the actual Extend Spell feat, which does change the spell’s level as normal when applied. Espers also have their durations doubled as part of this ability, but still may not make use of the actual Extend Spell feat.

Improved Ally (Ex): When an 8th level High Summoner casts a planar ally spell (including the lesser and greater versions), she makes a Diplomacy check to convince the creature to aid her for a reduced payment. If the Summoner’s Diplomacy check adjusts the creature’s attitude to helpful the creature will work for 50% of the standard fee, as long as the task is one that is not against its nature. The High Summoner’s improved ally class feature only works when the planar ally shares at least one aspect of alignment with the High Summoner. A High Summoner can have only one such ally at a time, but she may bargain for tasks from other planar allies normally.

Contingent Conjuration (Ex): An 9th level High Summoner can prepare a summoning or calling spell ahead of time to be triggered by some other event. This functions as described for the contingency spell, including having the Summoner cast the summoning or calling spell beforehand. The spell is cast instantly when the trigger event occurs.

The conditions needed to bring the spell into effect must be clear, although they can be general. If complicated or convoluted conditions are described, the contingent conjuration may fail when triggered. The conjuration spell occurs based solely on the stated conditions, regardless of whether or not the High Summoner still wants it to when the time comes, although all conjurations can be dismissed normally either before triggered or once the summoned creature arrives. A High Summoner can have only one contingent conjuration active at a time. This ability cannot be used for Espers.

Grand Summoning (Ex): At 10th level, a High Summoner masters the Grand Summoning technique. When an Esper is summoned using this option, it immediately activates its Overdrive ability during the Summoner's current turn upon arrival on the battlefield. Subsequently, the Esper remains as an ally for the normal duration and takes its first action in the following round. Alternatively, a High Summoner can summon an Esper to the battlefield and command it to use its Overdrive ability later during its duration. Regardless of when the Overdrive is triggered, an Esper cannot use more than one Overdrive per summoning.

Final Aeon (Ex): At 20th level, a High Summoner attains the peak of her summoning prowess. She gains the ability to forge a personalized Aeon tier Esper, a formidable entity bestowing upon it abilities and traits reflective of her own style. To achieve this, the High Summoner must acquire rare astral materials and forge a bond with a cosmic entity deep in the astral plane. Through an intense ritual that consumes a significant portion of her life force, she sculpts the entity into her personalized Esper known as the Final Aeon.

Upon completion, the High Summoner selects traits and attacks from the table below. Once chosen, the traits and attacks can never be altered. The Final Aeon, possessing its unique summoning pool separate from other Aeons, can be summoned a number of times per day equal to her Charisma modifier and otherwise acts like an Aeon tier Esper.

Flames of Fury /

Guardian Forces
Guardian Forces (0-1st / 2nd level spell effects)
Name Special Attack in Battle Overdrive
Bomb Burning Hands 3/day, Body Blow (overrun), Burn, Grow Kamikaze explosion for Overdrive fire damage in 15 ft burst
Cactuar 1,000 needles: 1d4/cl to single target (max 5d4) 10,000 needles: Overdrive damage in 20 ft cone
Cait Sith Cat Scratch Fever: Successful attack causes save VS nauseated for 1d4 rounds Cat Rain: Save VS Confusion on multiple targets 15 ft burst for 2 rounds. (Confusion Bard 3)
Chocobo Chocobo Kick: -2 attack to gain +2d6 damage, Escape: Burst of speed for 1 round & Mount Chocobuckle: Summon Fat Chocobo with in combat & out of combat options.
Cockatrice Poison damage, Baleful Gaze: Gaze VS stun for 1d2 rounds Beak Strike: Single target gets multiple saves VS turn to stone
Goblin Throw Rock (improvised weapon), Sleep 1/day Goblin Punch: Single target attack for Overdrive damage
Kirin Cure Light/Moderate Wounds & Life Guard (bonus on save VS death, energy drain, ability drain) Holy Aura: Allies within 30 ft gain fast healing = 1/2 High Summoner Class level for 10 rounds
Mindflayer Improved Grab/Constrict & 1/day Detect Thoughts & Charm Person Mind blast: Single target Overdrive damage + stun for 1d3 rounds.
Siren Entice: (Charm Person), Lunatic Voice: (Lesser Confusion), Sleep Silent Voice: Silence all enemies in area for 1 minute/High Summoner level.
Sylph Osmose: Drain 1d8 hp from enemy to give to 1 ally. Whisperwind: Drain 2d8 from all enemies in 30 ft cone and divide among party as healing.
Ediolons: 3/day
Ediolons (3rd - 4th level spell effects)
Name Special Attack in Battle Overdrive
Brothers AOE bludgeoning Overdrive damage w/ Earth thematics
Fenrir Displacement on Summoner Displacement on party multiple targets
Gilgamesh Fighter of Summoner class level uses one of 4 weapons Excalibur2d6 / Masamune2d4 / Masurama 1d8 / Excalipoor 1d4
Ifrit Meteor strike: Ranged attack 1d6/cl circle Fire damage up to 10d6 (Fireball / Lightning Bolt 3rd level) Hellfire 20ft AoE Overdrive damage
Kujata Tetra-Disaster: Overdrive damage divided into 3 elements.
Mist Dragon Fog Cloud and dragon physical attacks Breath Weapon 30 ft cone Overdrive damage (& Wind wall 3rd level)
Ramuh Call Lightning (1d6/cl up to 10d6 (Fireball / Lightning Bolt 3rd level) Judgement Bolt: 120 ft line Lightning Overdrive damage
Shiva Heavenly Strike: Ranged attack 1d6/cl cold damage up to 10d6 (Fireball / Lightning Bolt 3rd level) Diamond Dust 30 ft cone 1d6/cl Cold Overdrive damage
Tonberry Karma: Deal 1/2 damage back to attacker as ranged touch attack. Everyone's Grudge: (Attack save VS death or 2d8 damage)
Unicorn Healing Horn, Scent, Flawless Stride & Mount Spring of Heroism: +2 attacks, saves and skills for 3 rounds.

Astrals: 2/day
Avatars (5th - 6th level spell effects)
Name Special Attack in Battle Overdrive
Cerberus Sky Howl: Grants party +2 attack, damage & initiative, and +10 ft speed for 3 rounds, enemies take -2 to the same. Counter Rockets: 3 fireballs shoot up and come back down dealing 1/3 Overdrive fire damage to 10 ft area each. (Flame Strike 5th level)
Golem Megaton Punch: 1d6/cl up to 15d6 Earth Wall: Party gains DR 10/Magic
Earth Aura: 1d6/cl up to 10d6 Abyssal Maw:
Quezacotl Lightning Bolt 1d6/cl up to 15d6 Chain Lightning deals Esper damage
Sraphim Cure Critical Wounds Angel Feathers Cure Moderate Wounds Mass & Hero's Feast effect on party
Syldra Water jet ranged touch attach with knockback 1d6/cl up to 10d6 Water breathing & aquatic mount (3rd level) Thunderstorm (wind attack) / Body Slam / Maelstrom
Valefor Energy Ray: Laser-like beam draws 20 ft line on the ground which explodes for 1d6/cl up to 15d6 Energy Blast: Charged ball of energy fired at set square explodes 20 ft radius for
Thunder Blow / Freezing Dust: Tri-Disaster: Line of Tri-elemental overdrive damage divided between 3 energy types
Yojimbo Requires gold payment to attack Amount of gold equals attack used
Avatars: 2/day
Aeons (6th - 7th level spell effects)
Name Special Attack in Battle Overdrive
Asura Asura's Boon: Random of Cure Serious Wounds, Restoration, Heal, Holy Aura, Mass Cure Critical Wounds, Resurrection
Carbuncle Reflect: Spell Turning on Summoner 1d4+6 Ruby Light: Spell Turning on whole party 1d4+2 each
Bull Strength Mass Bull attacks, charge Demon Eye: AoE save or petrify (Circle of death & flesh to stone)
Ixion Slashing physical attack with horn / 2 person mount Chain Lightning attack
Pulse of Life: Heal / Cure Critical Wounds Mass (level 6 & 8) Alluring Embrace: Heroism Greater (+4 morale on all attack rolls, saves skills and immunity to fear and temp HP=cl 6th level)
Leviathan Tidal wave
Phantom Has see invis & true seeing see magic auras, and can hit ethereal oppenents Ghostly Veil group invisibility and etherealness
Titan Huge creature does imp grab, constrict, throw Gaia's Wrath earthquake which causes earth themed bludgeoning damage and causes creatures to end prone.

Aeons: 1/day
Astrals (8th - 9th level spell effects)
Name Special Attack in Battle Overdrive
Anima Pain powerful telekinetic strike Suck opponent into portal where lower half of Anima does 8 attacks with max BAB against target
Bahamut Mega Flare AoE massive 80 ft cone breath weapon
Diablos Reverse gravity & does 50% current health damage to 1 target Does 16% current health damage to 50% of enemy targets
Knights of the Round 13 knights with CR 3/4 of casters HD Each Knight attacks once each
Magus Sisters Cast reflect on each other to bounces spells off bypassing spell resistance Delta attack AoE untyped magic damage
Odin Zantetsuken 60 ft line Slash attack with save VS death
Phoenix Moderate fire damage to enemies Flames of Rebirth Resurrection on all party members and Mass cure critical wounds

Marksman's Homebrews
Classes Battle Juggernaut, Bewitcher, Bounty Hunter, Cat Burglar, Divine Healer, Enchantress, Footpad, Grimslayer, Half-Nymph, Half-Rylvain, Hunter, Ki Warrior, Martial Artist, Noble, Platinum Dragoon, Radiant Champion, Rylvain, Saiyan Warrior, Scout, Socialite Deluxe, Spy, Undead Slayer, Undead Stalker, Warlord, Wolverine
Races Elven Nymph, Half-Drow, Elf, Half-Giant, Half-Nymph, Half-Rylvain, Half-Saiyan, Liantia, Moogle, Namekian, Ronso, Rylvain, Saiyans, Xanthian
Character Options Ascended Super Saiyan, Ascetic Juggernaut, Awesome Blow, Enhanced Ki Pool, Full Power Super Saiyan, Saiyan Elite, Tail Defense, Ultra Super Saiyan
Equipment Cloak of Bullshit, Cloak of Greater Bullshit, Cloak of Lesser Bullshit, Dragon Balls, Excalibur, Potion of Youth
Spells & Powers Condition, Eternal Charm Monster, Eternal Charm Person, Eternal Slumber, Reraise, Restore Youth, Steal Youth, Summon Wyvern
Invocations After Image, Alternate Delivery, Beam Blast, Candy Beam, Death Beam, Destructo Disc, Dragon Fist, Energy Channel, Energy Rings, Explosive Wave, Final Explosion, Flash Step, Four Witches, Fusion Dance, Greater Ki Transmutation, Healing Spirit, Improved Intimidating Ki, Improved Ki Charging, Improved Ki Flying, Improved Ki Volley, Instant Transmission, Intimidating Ki, Kaio-ken, Ki Barrage, Ki Charging, Ki Enhancement, Ki Flying, Ki Sense, Ki Shield, Ki Sight, Ki Supression, Ki Sword, Ki Transmutation, Ki Wind, Lesser Electrical Transmutation, Lesser Fire Transmuation, Lesser Frost Transmutation, Master Ki Transmutation, Multi-Form, Neo Tri Beam, Nova Chariot, Power Ball, Scatter Shot, Solar Flare, Spirit Ball, Spirit Bomb, Super Ghost Kamikaze Attack, Tri Beam, Warp Blast
Espers Bomb, Cactuar, Cait Sith, Chocobo Esper, Cockatrice, Esper, Goblin, Kirin, Mindflayer, Shiva, Siren, Sylph, Tonberry, Unicorn
Monsters Adamantoise, Ash Viper, Behemoth, Drake, Malboro V.2, Murder of Crows, Tangle Tree
Other Aralhal, Celesdra, Golbez System, James Houlton, Levels That Spells Are Obtained, Rydel Taerun, Shenron, Spirit Beast
Sandbox 1 / Box 2 / Box 3 / Box 4 / Box 5 / Box 6 / Box 7 / Box 8 / Box 9 / Organized table of published races with statistics / Talk page

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