School of Summoning Wizard

I’ve always wanted to play a necromancer in D&D 5e but I’ve been put off by the primary options. Animate Dead is such an elaborate spell that is usually either way too weak, way too slow or way too powerful depending on interpretations and playstyle. The newer summon spells that create a single scaling creature were absolutely a step in the right direction for actual playability but were still restricted to specific types and spell levels.

The School of Summoning is built around a long-term companion, more akin to the Beastmaster Ranger or the Battle Smith Artificer. Being able to customize and develop your friend (the Arcane Companion) is a great way to hone in on a single personalized pet. At 6th level, you unlock a series of scaling transmogrifications to mechanically customize your companion to your playstyle, similar to warlock invocations. Plus, you’re able to decide what your companion looks like - is it a dragon, a slime or a rat? Sure! Cosmetically, do whatever you want - just remember that you’re working within the statblock and any arcane transmogrifications.

Really want to have a specialized menagerie? Check out Conjured Companions for better Find Familiar options with similar customizability.

Available now in the shop and free to Patrons during January.

Overview

Wizards who study the School of Summoning focus on conjuring or summoning creatures into existence. While using traditional spells and their iconic arcane companions, they create creatures to serve as tools or friends. These wizards are found in all alignments and organizations. While necromancy is common in the School of Summoning, users may have affinities for elementals, beasts or any manner of creatures.

Feature Preview

Arcane Companion

2nd-level School of Summoning feature

You’re able to conjure an incredible ally to aid you in your adventures. You can summon an arcane companion in an unoccupied space you can see within 30 feet of you. It is friendly to you and your companions. It always obeys your commands. It exists until you summon a new arcane companion, it is killed, you die or you dismiss it (no action required). You determine its cosmetic appearance, which has no effect on its game statistics.

The arcane companion takes its turn immediately after yours. On your turn, you can telepathically command it to move (no action required) at the start of its next turn. You can use a bonus action on your turn to command it to take an action listed on its stat block on its turn or some other action. Otherwise, the arcane companion can only take the Dodge action

You can summon an arcane companion at the end of a long rest or by spending 1 minute and expending a spell slot of 1st level or higher.

Ready to make a friend? Check it out today!

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