House Rules: Summoner

This campaign uses the Unchained Summoner from Pathfinder Unchained except for the changes below.

Spellcasting

A summoner casts arcane spells drawn from the unchained summoner spell list. (The unchained summoner’s spell list is different from standard summoner’s spell list.) He can cast any spell he knows without preparing it ahead of time.

To learn or cast a spell, a summoner must have a Charisma modifier equal to at least the spell's level. The Difficulty Class for a saving throw against a summoner’s spell is 10 + the spell level + the summoner’s Charisma modifier.

A summoner’s selection of spells is limited. A summoner begins play knowing four 0-level spells and two 1st-level spells of the summoner’s choice. At each new summoner level, he gains one or more new spells as indicated on Table: Unchained Summoner Spells Known. In addition, he gains bonus spells known if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

Upon reaching 5th level, and at every third summoner level thereafter (8th, 11th, and so on), a summoner can choose to learn a new spell in place of one he already knows. In effect, the summoner “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level summoner spell the summoner can cast. A summoner can swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known.

Cantrips: A summoner learns a number of cantrips, or 0-level spells, as noted on Table: Unchained Summoner Spells Known. These spells are cast like any other spell, but they do not incur any recharge time and may be used again. Cantrips prepared using other spell slots (due to metamagic feats, for example) incur recharge time as normal.

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