Conjuration
Conjuration%20sphere.png

You have made contracts with extra-planar creatures, calling them to your side when you are in need.

When you first gain the Conjuration sphere, you gain the summon sphere ability, a single companion, and a (base) talent of your choice.

Summon

Casting Time: 10 minutes
Range: Touch
Duration: Concentration, up to 1 hour
Target: Unoccupied space sufficient to contain the companion
Cost: 0 sp

You can summon a creature (called a companion) using stats from a (base) talent you possess, causing it to appear in an adjacent square, ready to act on your following turn.

In combat, your companion shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction and bonus actions on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action.

Augment 1 sp: The casting time of summon becomes an action.

Augment 2 sp: The effect persists for the remaining duration without concentration. This augment may be applied after the effect is cast on your turn without an action.

Companions

Companions can take many forms; a caster could contract with sympathetic angels or demons, elemental spirits, or primordial beings only given form after the contract is made. A companion’s shape does not affect its statistics, and thus (within the bonds of its base form), a companion could have the form of a knight in armor, a demonic dog, a flying anthropomorphic cat, or indeed virtually any other form. You cannot choose a companion with the exact same appearance as another specific creature.

If a companion is conjured multiple times during a day, they do not regain hit points or other resources spent. If a companion is reduced to 0 hit points, they instantly disappear and cannot be summoned until you finish a long rest. A companion may be dismissed on your turn without any action required. When a companion’s ability calls for a saving throw, it uses the caster’s sphere DC (8 + proficiency bonus + key ability modifier).

Companions may not carry equipment or items back and forth when summoned and so cannot be used to store items in their home plane or bring items to the caster’s plane. The exception to this rule is equipment gained through Conjuration talents. Equipment granted to the companion by Conjuration sphere talents disappear one round after leaving the companion’s possession, though may be re-summoned by the companion as a bonus action.

If a companion spends at least 1 hour unsummoned, it counts as having completed a short rest. During a short rest a companion can spend Hit Dice to regain hit points (the companion has a number of Hit Dice [d6s] equal to your level). A companion is only considered to have completed a long rest if the caster also completes a long rest, regardless if the companion is summoned at the time or not. Companions that are summoned must still rest to complete a long rest.

Companions have whatever alignment best matches your own or fits their concept.

Some talents are marked (form) talents. These talents, instead of granting you new powers or augments, grant one of your companions a new ability or benefit. Whenever you select a (form) talent as a magic talent, apply its effects to only a single companion. You can select (form) talents multiple times, but no more than once per companion unless the talent says otherwise.

Some (form) talents might grant a companion a magic talent (or a martial talent, if using Spheres of Might). A companion can never possess the Conjuration magic sphere, or the Beastmastery or Leadership combat spheres.



Conjuration Basic Talents

Wiki Note: The formula for calculating hit points is (the companion's constitution modifier) plus (five times your level).

Aberration (base)

Your companion is an alien, unnatural creature.

ABERRANT Companion
Medium aberration
Armor Class 10 + your proficiency bonus (natural armor)
Hit Points equal the aberration’s Constitution modifier + five times your level.
Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 15 (+2) 16 (+3) 10 (+0) 6 (−2)

Damage Immunities psychic
Senses darkvision 60 ft., passive Perception 10
Languages Deep Speech, understands the languages you speak
Whispering Aura. At the start of each of the aberration’s turns, each creature within 5 feet of it must succeed on a Wisdom saving throw or take 1d6 psychic damage, provided that the aberration isn’t incapacitated. The amount of psychic damage increases by 1d6 at 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Actions (Requires Your Bonus Action)
Psionic Assault. Melee or Ranged Spell Attack: 3 (Int) + your proficiency bonus to hit, reach 5 ft., or range 30 ft., one creature. Hit: 1d6 + 3 (Int) psychic damage.

Beast (base)

Your companion is modeled after a great beast. Your companion gains either the Land Creature, Aerial Creature, Earth Creature, Resilient Companion, Vermin Creature, or Water Creature (form) talent as a bonus talent.

BESTIAL Companion
Small beast
Armor Class 13 + your proficiency bonus (natural armor)
Hit Points equal the beast’s Constitution modifier + five times your level
Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 16 (+3) 4 (−3) 14 (+2) 8 (−1)

Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Magical Creature. At 5th level, your companion’s attacks are considered magic for the purpose of bypassing resistance and immunity to nonmagical bludgeoning, slashing, and piercing damage.

Actions (Requires Your Bonus Action)
Maul. Melee Weapon Attack: 3 (Str) + your proficiency bonus to hit, reach 5 ft., one target. Hit: 1d8 + 3 (Str) piercing damage.
Multiattack. Beginning at 11th level, this companion can make two attacks.

Celestial (base)

Your companion is a being from a celestial sphere.

CELESTIAL Companion
Medium celestial
Armor Class 10 + your proficiency bonus (natural armor)
Hit Points equal the celestial’s Constitution modifier + five times your level
Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 13 (+1) 8 (−1) 16 (+3) 12 (+1)

Damage Resistances radiant
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 13
Languages Celestial, understands the languages you speak

Actions (Requires Your Bonus Action)
Smite. Melee or Ranged Weapon Attack: 3 (Wis) + your proficiency bonus to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 1d8 + 3 (Wis) radiant damage.
Extend Mercy. As an action, the celestial can touch a living creature and transfer its own hit points to it, healing the target and damaging itself in equal amounts. This cannot reduce the celestial’s hit points below 1.
Multiattack. Beginning at 11th level, this companion can make two attacks.

Construct (base)

Your companion is modeled on powerful constructs.

CONSTRUCT Companion
Medium construct, neutral
Armor Class 11 + your proficiency bonus (natural armor)
Hit Points equal the construct’s Constitution modifier + five times your level
Speed 25 ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+2) 4 (−3) 14 (+2) 6 (−2)

Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Vigilant. The construct can’t be surprised.

Actions (Requires Your Bonus Action)
Force-Empowered Rend. Melee Weapon Attack: 2 (Str) + your proficiency bonus to hit, reach 5 ft., one target. Hit: 1d8 + 2 (Str) force damage.
Multiattack. Beginning at 11th level, this companion can make two attacks.

Reaction
Deflect Attack. The construct imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the construct.

Dragon (base)

Your companion is modeled on great dragons. Your companion gains either Aerial Creature (form) or Draconic Creature (form) as a bonus talent.

DRAGON Companion
Small dragon
Armor Class 10 + your proficiency bonus (natural armor)
Hit Points equal the dragon’s Constitution modifier + five times your level
Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 13 (+1) 12 (+1) 12 (+1) 12 (+1)

Damage Immunity whatever element is chosen for its breath weapon.
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 11
Languages Draconic, understands the languages you speak
Magical Creature. At 5th level, your companion’s attacks are considered magic for the purpose of bypassing resistance and immunity to nonmagical bludgeoning, slashing, and piercing damage.

Actions (Requires Your Bonus Action)
Bite. Melee Weapon Attack: 2 (Str) + your proficiency bonus to hit, reach 5 ft., one target, Hit: 1d10 + 2 (Str) piercing damage.
Multiattack. Beginning at 11th level, this companion can make two attacks.

Elemental (base)

Your companion is an elemental being. Choose whether your companion is an air, earth, fire, or water elemental. Air elementals gain the Aerial Creature (form) talent. Water elementals gain the Water Creature (form) talent. Earth elementals gain the Earth Creature (form) talent. Fire elementals, however, gain the Elemental Creature (form) talent, selecting fire as their element. These talents are already reflected in the stat blocks below:

Air Elemental Companion

Tiny elemental
Armor Class 12 + your proficiency bonus (natural armor)
Hit Points equal the elemental’s Constitution modifier + five times your level
Speed 0 ft., 20 ft. fly (hover)

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 17 (+3) 6 (−2) 10 (+0) 8 (−1)

Damage Resistances lightning, thunder
Damage Immunities poison
Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages Primordial, understands the languages you speak
Aerial Creature. Per the talent, your companion’s fly speed increases by 10 feet at 5th (30ft), 11th (40 ft.) and 17th level (50 ft).
Air Form. Your companion can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
Magical Creature. At 5th level, your companion’s attacks are considered magic for the purpose of bypassing resistance and immunity to nonmagical bludgeoning, slashing, and piercing damage.

Actions (Requires Your Bonus Action)
Slam. Melee Weapon Attack: 3 (Str) + your proficiency bonus to hit, reach 5 ft., one target. Hit: 1d6 + 3 (Str) bludgeoning damage
Multiattack. Beginning at 11th level, this companion can make two attacks.
Whirlwind (Recharge 4-6). Your companion creates a whirlwind in a 5-foot diameter centered on itself that remains until the start of your next turn. Each creature in the whirlwind must make a Strength saving throw against your sphere DC. Creatures that are not entirely in the whirlwind gain advantage on the saving throw. On a failure, a target takes your companion’s slam damage and is flung up to 5 feet away from the elemental in the direction of your choice and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a Dexterity saving throw against your sphere DC or take the same damage and be knocked prone. If the saving throw is successful, the target takes no damage and isn’t flung away or knocked prone. The diameter of the whirlwind and the distance of the thrown target increases by 5 feet at 5th level (10-foot diameter, 10 feet thrown), 11th level (15-foot diameter, 15 feet thrown), and 17th level (20-foot diameter, 20 feet thrown).

Earth Elemental Companion

Tiny elemental
Armor Class 12 + your proficiency bonus (natural armor)
Hit Points equal the elemental’s Constitution modifier + five times your level
Speed 25 ft. burrow 15 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 17 (+3) 6 (−2) 10 (+0) 8 (−1)

Damage Immunities poison
Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
Senses darkvision 60 ft., tremorsense 10 ft, passive Perception 10
Languages Primordial, understands the languages you speak
Earth Creature. Per the talent, the companion’s burrow speed and tremorsense grow by 5 feet at 5th (20 ft., tremorsense 15 ft.), 11th level (burrow 25 ft., tremorsense 20 ft.), and 17th level (burrow 30 ft., tremorsense 25 ft.).
Earth Glide. The elemental can Burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn’t disturb the material it moves through.
Siege Monster. The elemental deals double damage to Objects and structures.
Magical Creature. At 5th level, your companion’s attacks are considered magic for the purpose of bypassing resistance and immunity to nonmagical bludgeoning, slashing, and piercing damage.

Actions (Requires Your Bonus Action)
Slam. Melee Weapon Attack: 3 (Str) + your proficiency bonus to hit, reach 5 ft., one target. Hit: 1d6 + 3 (Str) bludgeoning damage
Multiattack. Beginning at 11th level, this companion can make two attacks.

Fire Elemental Companion

Tiny elemental
Armor Class 12 + your proficiency bonus (natural armor)
Hit Points equal the elemental’s Constitution modifier + five times your level
Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 17 (+3) 6 (−2) 10 (+0) 8 (−1)

Damage Immunities poison; fire
Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages Primordial, understands the languages you speak
Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee Attack while within 5 ft. of it takes 2 (1d4) fire damage. The amount of damage that fire form deals increases by 1 step at 5th level (1d6), 11th level (1d8), and 17th level (1d10).
Illumination. The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 ft..
Water Susceptibility. For every 5 ft. the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

Actions (Requires Your Bonus Action)
Inferno (Recharge 4-6). The companion creates a wall of flame in its space until the start of your next turn. The first time a creature starts its turn in or enters that space on a turn, that creature takes 2 (1d4) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 2 (1d4) fire damage at the start of each of its turns. The amount of damage that inferno deals increases by 1 step at 5th level (1d6), 11th level (1d8), and 17th level (1d10).
Touch. Melee Weapon Attack: 3 (Str) + your proficiency bonus to hit, reach 5 ft., one target. Hit: 1d4 + 3 (Str) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 2 (1d4) fire damage at the start of each of its turns. The damage of the attack and the ignite effect improves by one step at 5th level (1d6), 11th level (1d8), and 17th level (1d10).

Water Elemental Companion

Small elemental
Armor Class 12 + your proficiency bonus (natural armor)
Hit Points equal the elemental’s Constitution modifier + five times your level
Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 17 (+3) 6 (−2) 10 (+0) 8 (−1)

Damage Resistances acid
Damage Immunities poison
Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
Senses darkvision 60 ft., blindsense 15 feet (only in water), passive Perception 10
Languages Primordial, understands the languages you speak
Water Creature. Per the talent, the companion’s swim speed increases by 10 feet and Blindsense increases by 5 feet at 5th level (swim 40 ft., blindsense 20 ft.), 11th level (swim 50 ft., blindsense 25 ft.), and 17th level (swim 60 ft., blindsense 30 ft.).
Water Form. The elemental can enter a Hostile creature’s space and stop there. The elemental can move through a space as narrow as 1 inch wide without squeezing.
Freeze. If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 ft. until the end of its next turn.
Magical Creature. At 5th level, your companion’s attacks are considered magic for the purpose of bypassing resistance and immunity to nonmagical bludgeoning, slashing, and piercing damage.

Actions (Requires Your Bonus Action)
Slam. Melee Weapon Attack: 3 (Str) + your proficiency bonus to hit, reach 5 ft., one target. Hit: 1d6 + 3 (Str) bludgeoning damage
Multiattack. Beginning at 11th level, this companion can make two attacks.
Whelm (Recharge 4-6). Your companion creates a vortex in a 5-foot diameter centered on itself that remains until the start of your next turn. Each creature in the vortex must make a Strength saving throw against your sphere DC. Creatures that are not entirely in the vortex gain advantage on the saving throw. On a failure, a target suffers your companion’s slam damage. If it is no more than one size larger than your companion, it is also Grappled (escape DC is your sphere DC).

Until this grapple ends, the target is Restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental’s space.

At the start of each of the elemental’s turns, the Grappled target suffers its slam damage. Another creature who is outside the vortex but still within reach of a grappled creature inside the vortex can pull the creature out of it by taking an action to make a Strength check against your sphere DC and succeeding.

The diameter of the vortex increases by 5 feet at 5th level (10-foot diameter), 11th level (15-foot diameter), and 17th level (20-foot diameter).

Fey (base)

Your companion is a creature of Fairie. It gains either the Magical Companion (form) or Spell-Warded Companion (form) talent as a bonus talent.

FEY Companion
Tiny fey
Armor Class 13 + your proficiency bonus (natural armor)
Hit Points equal the fey’s Constitution modifier + five times your level
Speed 10 ft., fly 30 ft.

STR DEX CON INT WIS CHA
8 (−1) 16 (+3) 13 (+1) 10 (+0) 10 (+0) 16 (+3)

Condition Immunities charmed
Senses darkvision 60 ft., passive Perception 10
Languages Sylvan, understands the languages you speak

Actions (Requires Your Bonus Action)
Vicious Mockery. The fey magically unleashes a string of insults laced with enchantments at a creature it can see within 60 feet. If the target can hear the fey (though it need not understand the fey), it must succeed a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. The damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Invisibility. The fey magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Both Vicious Mockery and Fey Step count as spells for the purpose of ending invisibility. Any equipment the fey wears or carries is invisible with it.

Bonus Action
Fey Step. The fey can magically teleport up to 30 feet to an unoccupied space it can see.

Fiend (base)

Your companion resembles a tiny demon or devil. It gains the Spell-Warded Companion (form) talent as a bonus talent.

FIENDISH Companion
Tiny fiend (demon or devil; shapechanger)
Armor Class 10 + your proficiency bonus (natural armor)
Hit Points equal the fiend’s Constitution modifier + five times your level
Speed 40 ft. (Demon only); 10 ft., fly 30 ft. (Devil only)

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 13 (+1) 12 (+1) 8 (−1) 16 (+3)

Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 9
Languages Abyssal (Demon only), Infernal (Devil only), telepathy 60 ft., understands the languages you speak
Devil’s Sight. Magical Darkness doesn’t impede the imp’s Darkvision.
Fiendish Venom (5th level). The fiendish companion’s bite attacks are magical. When the fiend bites a target, it must succeed on a Constitution saving throw or take 1d4 poison damage and become poisoned for 1 minute. The amount of poison damage increases by 1d4 at 11th level (2d4), and 17th level (3d4).

Actions (Requires Your Bonus Action)
Bite. Melee Weapon Attack: 2 (Str) + your proficiency bonus to hit, reach 5 ft., one target. Hit: 1d4 + 2 (Str) piercing damage.
Shapechanger. The fiend can polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a Spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except that it adopts the speed of that creature while in that form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

Giant (base)

GIANT Companion
Medium giant, neutral
Armor Class 9 + your proficiency bonus (natural armor)
Hit Points equal the giant’s Constitution modifier + five times your level
Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 8 (−1) 15 (+2) 8 (−1) 12 (+1) 10 (+0)

Senses passive Perception 11
Languages Giant, understands the languages you speak
Growth Spurt (5th level). The damage a giant does with any of its slam (or weapons, if gained through Battle Creature) increase by 1d6 (2d6). In addition the companion’s size increases by one step (usually Large), increasing the space and reach according to the Size and Reach Table below. The giant’s size and damage increases again at 11th level (usually Huge, 3d6) and 17th level (usually Gargantuan, 4d6). The size increases from Growth Spurt stack with those granted by the Alter Size (form) talent, but does not increase the rate at which the giant’s weapons increase in damage.

Table: Size and Reach
Size Category Space Reach
Large 10 feet 10 feet
Huge 15 feet 15 feet
Gargantuan 20 feet 20 feet

Powerful Build. The giant counts as one size larger when determining its carrying capacity and the weight that it can push, drag, or lift.
Magical Creature. At 5th level, your companion’s attacks are considered magic for the purpose of bypassing resistance and immunity to nonmagical bludgeoning, slashing, and piercing damage.

Actions (Requires Your Bonus Action)
Slam. Melee Weapon Attack: 5 (Str) + your proficiency bonus to hit, reach 5 ft., one target. Hit: 1d6 + 5 (Str) bludgeoning damage.
Rock. Ranged Weapon Attack: 5 (Str) + your proficiency bonus to hit, range 60/240 ft., one target. Hit: 1d6 + 5 (Str) bludgeoning damage. If the target is a creature, it must succeed on a Strength saving throw or be knocked prone.

Humanoid (base)

Your companion is built, and possibly can even pass as, a humanoid. Your companion gains the Battle Creature (form) talent (reflected in their stat block already) and one other (form) talent from the following list as bonus talents: Battle Creature, Magical Companion, Mystical Companion, Roguish Creature, Raging Companion, or Skillful Companion.

HUMANOID Companion
Medium humanoid, neutral
Armor Class 13 + your proficiency bonus (natural armor)
Hit Points equal the humanoid’s Constitution modifier + five times your level
Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 12 (+1) 12 (+1) 12 (+1) 12 (+1)

Skills any two of your choice (add your proficiency bonus to the check)
Senses passive Perception 11
Languages Common + 1 other language
Basic Training. The humanoid is proficient with simple weapons.
Equipment. The humanoid is summoned with a spear and a shield, which are considered magical for the purpose of bypassing resistance or immunity. If you desire it to have other equipment, change its armor class and attacks as necessary.

Actions (Requires Your Bonus Action)
Spear. Melee or Ranged Weapon Attack: 1 + your proficiency bonus to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d6 + 1 piercing damage (1d8+1 versatile).
Multiattack. Beginning at 11th level, this companion can make two attacks.

Monstrosity (base)

Your companion is a strange abomination.

Augment 1 sp: Whenever you summon a monstrous companion, you can choose a (form) talent that it does not possess, but meets the prerequisites for. Apply that talent to the monstrosity.

MONSTROUS Companion
Medium monstrosity
Armor Class 11 + your proficiency bonus (natural armor)
Hit Points equal the monstrosity’s Constitution modifier + five times your level
Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 20 (+5) 6 (−2) 12 (+1) 8 (−1)

Senses passive Perception 11
Languages understands the languages you speak
Bizzare Anatomy. The monstrosity is always treated as possessing required limbs for the purpose of interacting with the Alteration sphere.
Magical Creature. At 5th level, your companion’s attacks are considered magic for the purpose of bypassing resistance and immunity to nonmagical bludgeoning, slashing, and piercing damage.

Actions (Requires Your Bonus Action)
Slam. Melee Weapon Attack: 2 (Str) + your proficiency bonus to hit, reach 5 ft., one target. Hit: 1d6 + 2 (Str) bludgeoning damage.
Multiattack. Beginning at 11th level, this companion can make two attacks.

Ooze (base)

The ooze gains either the Ravenous Creature (form) or Resilient Companion (form) talent as a bonus talent.

OOZE Companion
Medium ooze
Armor Class 8 + your proficiency bonus (natural armor)
Hit Points equal the ooze’s Constitution modifier + five times your level
Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA
16 (+3) 6 (−2) 20 (+5) 1 (−5) 6 (−2) 1 (−5)

Damage Resistances acid
Condition Immunities blinded, charmed, deafened, exhausted, frightened, prone
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
Languages understands the languages you speak
Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing.
Corrosive Touch (5th level). When the ooze hits with its pseudopod attack, it deals an extra 1d6 acid damage (2d6). The damage increases by 1d6 at 11th level (3d6), and 17th level (4d6).
Spider Climb. The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions (Requires Your Bonus Action)
Pseudopod. Melee Weapon Attack: 3 (Str) + your proficiency bonus to hit, reach 5 ft., one target. Hit: 1d6 + 3 (Str) acid damage.

Plant (base)

PLANT Companion
Small plant, neutral
Armor Class 13 + your proficiency bonus (natural armor)
Hit Points equal the plant’s Constitution modifier + five times your level
Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 16 (+3) 16 (+3) 5 (−3) 10 (+0) 6 (−2)

Damage Vulnerabilities fire
Condition Immunities blinded, deafened
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10
Languages understands the languages you speak
False Appearance. While the plant remains motionless, it is indistinguishable from a shrub or tree of the same size.
Magical Creature. At 5th level, your companion’s attacks are considered magic for the purpose of bypassing resistance and immunity to nonmagical bludgeoning, slashing, and piercing damage.

Actions (Requires Your Bonus Action)
Constrict. Melee Weapon Attack: 3 (Str) + your proficiency bonus to hit, reach 10 ft., one target. Hit: 1d6 + 3 (Str) bludgeoning damage, and a target that is no more than one size category larger than the plant is grappled (escape DC equal to your sphere DC). Until this grapple ends, the target is restrained, and the plant can’t constrict another target.
Multiattack. Beginning at 11th level, this companion can make two attacks.

Swarm (base)

SWARM Companion
Medium swarm of tiny beasts, unaligned
Armor Class 13 + your proficiency bonus (natural armor)
Hit Points equal the swarm’s Constitution modifier + five times your level
Speed 20 ft, climb 20 ft.

STR DEX CON INT WIS CHA
3 (-4) 16 (+3) 10 (+0) 5 (−3) 7 (-2) 6 (−2)

Damage Resistance Bludgeoning, Piercing, Slashing
Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
Senses Blindsight 10 Ft., passive Perception 8
Languages understands the languages you speak
Magical Creature. At 5th level, your companion’s attacks are considered magic for the purpose of bypassing resistance and immunity to nonmagical bludgeoning, slashing, and piercing damage.
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can’t regain hit points except through a long rest, and can’t gain temporary hit points.
Swarm Weakness. The swarm has disadvantage on all saving throws against spells, sphere effects, or abilities with an area of effect, instead of targeting a specific number of creatures.

Actions (Requires Your Bonus Action)
Bites. Melee Weapon Attack: +3 (Dex) + your proficiency bonus to hit, reach 0 ft., one target in the swarm’s space. Hit: (2d4+3) piercing damage, or (1d4+3) piercing damage if the swarm has half of its hit points or fewer.
Multiattack. Beginning at 11th level, this companion can make two attacks.

Undead (base)

UNDEAD Companion
Medium undead, neutral
Armor Class 13 + your proficiency bonus (natural armor)
Hit Points equal the undead’s Constitution modifier + five times your level
Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 15 (+2) 4 (−3) 10 (+0) 9 (−1)

Damage Immunities necrotic, poison
Condition Immunities exhaustion, frightened, paralyzed, poisoned
Skills Athletics 1 + your proficiency bonus
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages you speak
Blood Drain. Your companion drains blood at the end of its turn if it grapples a foe, inflicting 1d6 necrotic damage. This damage increases by 1d6 at 5th level (2d6), 11th level (3d6), and 17th level (4d6). Your companion gains 1 temporary hit point per Hit Die of the grappled creature whenever it uses its blood drain ability, except against creatures of the construct, plant, or undead type. These temporary hit points last for 1 hour.
Magical Creature. At 5th level, your companion’s attacks are considered magic for the purpose of bypassing resistance and immunity to nonmagical bludgeoning, slashing, and piercing damage.
Undead Fortitude. If damage reduces the companion to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the companion drops to 1 hit point instead.

Actions (Requires Your Bonus Action)
Claws. Melee Weapon Attack: 3 + your proficiency bonus to hit, reach 5 ft., one target. Hit: 1d4 + 3 slashing damage. When using its claws to make weapon attacks, it may use its Strength or Dexterity, whichever is higher.
Multiattack. Beginning at 11th level, this companion can make two attacks.


Form Talents

Altered Size (form)

Your companion increases or decreases permanently by 1 size category. A companion may gain this talent multiple times, and the effects stack. Your companion gains a +2 bonus to Strength (maximum 20) and a -2 penalty to Dexterity each time its size increases by 1 step, and a +2 bonus to Dexterity (maximum 20) and a -2 penalty to Strength each time its size decreases by 1 step.

A change to its Strength modifier changes its attack and damage rolls in equal amounts of Strength-based attacks, while a change in its Dexterity modifier changes its AC in equal amounts (as well as attack and damage rolls of Dexterity- based attacks). These bonuses and penalties to AC, attack, and damage are not in addition to the ability score increases or decreases, but rather a result of having their ability scores adjusted.

Reach is also adjusted according to the Size and Reach Table below.

Table: Size and Reach
Size Category Space Reach
Tiny 2 1/2 feet 0 feet
Small 5 feet 5 feet
Medium 5 feet 5 feet
Large 10 feet 10 feet
Huge 15 feet 15 feet
Gargantuan 20 feet 20 feet

Aerial Creature (form)

Your companion gains wings and a 20-foot fly speed. This increases by 10 feet at 5th level (fly 30 ft.), 11th level (fly 40 ft.), and 17th level (fly 50 ft.). Alternatively, your companion may gain flight through magical means: it does not gain wings and may hover. This then becomes a magical ability, and is subject to the anti-magic field spell and other such limitations.

Battle Creature (form)

Your companion is learned in the ways of war. It is proficient with shields and all simple weapons and, when summoned, appears with up to 2 shields or weapons of unremarkable composition that it is proficient with, as well as 50 pieces of ammunition for each weapon that requires it. These weapons are considered magical for the purpose of overcoming damage resistance.

A companion may gain this talent twice. If taken twice, it becomes proficient with all martial weapons.

Draconic Creature (form)

Your companion is draconic in nature. It gains a breath weapon with recharge 5-6. You must decide when this talent is gained whether your companion will breathe a 30-foot cone or a 60-foot line and whether it deals acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or thunder damage. It deals 2d6 damage, and creatures may make Dexterity saving throws for half damage. The damage of the breath weapon increases by 1d6 at 5th level (3d6), 11th level (4d6), and 17th level (5d6).

Earth Creature (form)

Your companion is a creature used to living in the ground. It gains a 15-foot Burrow speed and Tremorsense 10 feet. Its Burrow speed and Tremorsense increase by 5 feet at 5th level (burrow 20 ft., tremorsense 15 ft.), 11th level (burrow 25 ft., tremorsense 20 ft.), and 17th level (burrow 30 ft., tremorsense 25 ft.).

Elemental Creature (form)

Your companion is a being attuned to a particular element. Choose either acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or thunder. Your companion gains resistance to that damage type and deals an additional 1d4 damage of that type with each attack. This damage increases by one die size at 5th level (1d6), 11th level (1d8), and 17th level (1d10).

This talent may be taken more than once; each time a different damage type is chosen. The bonus damage does not stack; only the most advantageous type applies.

Exemplary Companion (form)

You can increase one of your companion’s ability scores by 2. This bonus increases by +2 at 5th level (+4), 11th level (+6), and 17th level (+8), to a maximum score of 20. This talent may be taken more than once for each companion; choose a different ability score each time.

Explosive Companion (form)

When your companion is reduced to 0 hit points, it explodes in a burst of energy, dealing 2d6 damage to all creatures within a 5-foot radius. This damage and radius increases at 5th level (4d6, 10 ft. radius), 11th level (6d6, 15 ft. radius), and 17th level (8d6, 20 ft. radius). This damage is either acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or thunder, chosen when the talent is gained. A successful Dexterity saving throw halves this damage. An individual creature can only take damage from this talent once per turn, regardless of how many companions are reduced to 0 hit points.

Evolved Companion (form)

Choose a (trait) talent from the Alteration sphere that does not have a minimum level requirement. Pick a trait from that talent that does not have an augment cost of 1 spell point or more. Your companion permanently gains this trait.

Fortified Companion (form)

Your companion gains proficiency in one type of saving throw with which it is not proficient. This talent may be taken more than once; choose a different saving throw to grant proficiency in each time.

Frightful Presence (form)

As an action, your companion can frighten creatures of its choice within 30 feet of it. Affected creatures who are aware of it must succeed on a Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the companion’s Frightful Presence for the next 24 hours. The range of the Frightful Presence increases by 30 feet at 5th level (60 feet), 11th level (90 feet), and 17th level (120 feet).

Land Creature (form)

Your companion gains a +20 foot bonus to its land speed, as well as advantage on all scent-based Wisdom (Perception) checks. It gains an additional +10 foot bonus to its land speed at 5th level (+30 ft.), 11th level (+40 ft.), and 17th level (+50 ft.).

Magical Companion (form)

Your companion gains the magical training feat, selecting the Natural tradition. Your companion uses your levels and proficiency bonus when determining the strength of its spherecasting. Your companion cannot acquire advanced talents.

This talent may be taken more than once; if the companion already possesses this talent, this talent instead grants your choice of the Extra Magic Talent or Extra Spell Points feat.

Mystical Companion (form)

Your companion gains a ki point, supernatural energy it can use to accomplish amazing feats. This pool increases by 1 at 5th level (2 ki points), 11th level (3 ki points), and 17th level (4 ki points). The companion’s ki refreshes when it completes a short or long rest. It may spend ki on the following abilities:

  • Flurry of Blows: Immediately after the companion takes the Attack action on its turn, it can spend 1 ki point to make one additional attack as a bonus action. This attack deals 1d4 + Str bludgeoning damage and does not benefit from creature powers that would otherwise increase damage.
  • Patient Defense: The companion can spend 1 ki point to take the Dodge action as a bonus action on its turn.
  • Step of the Wind: The companion can spend 1 ki point to take the Disengage or Dash action as a bonus action on its turn and its jump distance is doubled for the turn.

Raging Companion (form)

Your companion can fight with primal ferocity. On its turn, it can enter a rage as a bonus action.

While raging, it gain the following effects:

  • It has advantage on Strength checks and Strength saving throws.
  • It has advantage on Strength-based attack rolls.
  • It has resistance to bludgeoning, piercing, and slashing damage.
  • Attack rolls against it have advantage.

If the companion can cast spells or sphere effects, it can’t cast them or concentrate on them while raging. Rage lasts for 1 minute. It ends early if the companion is knocked unconscious or if its turn ends and it hasn’t attacked a hostile creature since its last turn or taken damage since then. It can also end its rage on its turn as a bonus action. Once a companion has raged, it cannot do so again until it completes a long rest. Your companion can use its rage more than once per long rest, but you must pay 1 spell point each time after the first.

Ravenous Creature (form)

If this companion doesn’t possess a bite attack it gains one that deals 1d4 damage. In addition, your companion can swallow creatures up to 1 size category smaller than itself. The companion makes a bite attack against a target it is grappling.

If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is Blinded and Restrained, it has total cover against attacks and other effects outside the companion, and it takes 1d6 acid damage at the start of each of the companion’s turns. This improves by 1d6 at 5th (2d6), 11th (3d6) and 17th levels (4d6). The companion can have only one target swallowed at a time.

If the companion dies, a swallowed creature is no longer Restrained by it and remains in the companion’s spot after it disappears.

Resilient Companion (form)

Your companion gains a +1 bonus to its AC and increases its hit points by an amount equal to your level plus your key ability modifier.

Roguish Creature (form)

Your companion is a creature of guile. Your companion deals +1d6 sneak attack damage as the rogue class feature, which increases by 1d6 at 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Shadow Creature (form)

Your companion is a being made of shadow. It gains Darkvision 60 feet and has proficiency on Dexterity (Stealth) checks made in dim light or darkness, using your proficiency bonus as its own. If the companion already has proficiency on Dexterity (Stealth) checks, it instead adds its proficiency bonus twice in dim light or darkness. This does not stack with other abilities that would allow adding proficiency twice.

Skillful Companion (form)

Your companion gains any combination of two proficiencies chosen from musical instruments, skills, or tools. When summoned, your companion appears with any tools and instruments that they are proficient with. The musical instrument selected cannot be larger than the companion.

This talent may be taken multiple times, granting your companion two additional proficiencies each time.

Spell-Warded Companion (form)

Your companion gains advantage on saving throws against spells, sphere effects, and other magical abilities.

Superior Senses (form)

Your companion gains darkvision 60 feet. If your companion possesses darkvision from another source, increase its range by 30 feet. Depending on the spheres possesed, you can instead choose one of the following options:

  • Lifesight: (augment 2 sp) If you or your companion possesses the Life sphere, your companion may gain lifesense 30 feet. The creature notices and locates living creatures within range, just as if it possessed the blindsight ability.
  • Thoughtsense: (augment 2 sp) If you or your companion possesses the Mind sphere, your companion may gain thoughtsense 30 feet. This ability functions similarly to blindsight. Nondetection, mind blank, and similar effects can block thoughtsense. Thoughtsense can distinguish between sentient (Intelligence 5 or greater) and nonsentient (Intelligence 1-5) creatures, but otherwise provides no information about the creatures it detects.
  • Earthsight: (augment 0 sp) If you or your companion possesses the earth package of the Nature sphere, your companion may gain the ability to see through up to 5 feet of dirt and stone.
  • Tremorsense: (augment 1 sp) If you or your companion possesses the earth package of the Nature sphere, your companion may gain tremorsense 30 feet. A companion with tremorsense is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground. Aquatic creatures with tremorsense can also sense the location of creatures moving through water.
  • Smokesight: (augment 0 sp) If you or your companion possesses the fire package of the Nature sphere, your companion may gain the ability to see through both magical and mundane smoke, ignoring penalties and concealment from these obstructions, up to its normal range of vision.
  • Greensight: (augment 0 sp) If you or your companion possesses the plant package of the Nature sphere, your companion can see through thick plant matter as though it were transparent, with a range of 30 feet. Leaves, vines, greenery, and undergrowth offer no concealment to the companion’s sight, though solid wood still blocks its line of sight.
  • Mistsight: (augment 0 sp) If you or your companion possesses the water package of the Nature sphere, your companion may see through fog, mist, and murky water as if they were perfectly clear, ignoring concealment from these obstructions, up to its normal range of vision.
  • Touchsight: (augment 2 sp) If you or your companion possesses the Telekinesis sphere, your companion may gain blindsight 30 feet.
  • Darksight: (augment 1 sp) If you or your companion possesses the Dark sphere, your companion’s darkvision is not hindered by magical darkness. (requires darkvision)

A companion may gain this talent multiple times. Each time it gains this talent, select a new sense or increase the range of their darkvision by 30 feet. If a selected ability has an augmentation cost, the caster must choose to grant the ability and pay the cost each time the companion is summoned.

Transformative (form)

Your companion can change its appearance as an Action. This is a magical effect. The companion may add your proficiency bonus to any Charisma (Deception) checks it makes to disguise itself. If the companion lacks the right physical attributes (for example, the right size category or number of legs), the disguise will still fail completely. Your companion may also perfectly imitate voices and sounds with which it is familiar (listened to for at least 10 minutes.

Your companion may gain this talent twice. If gained twice, it may mimic anything, adjusting its form to fit (though not gaining or losing any attacks or traits themselves, though using certain abilities might immediately break the disguise).

Vermin Creature (form)

Your companion may climb virtually any surface, no matter how slick or sheer. It can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The companion gains a climb speed of 30-feet; furthermore, it need not make ability checks to traverse a vertical or horizontal surface (even upside down).

Additionally, your companion gains one of the following benefits. This talent may be gained twice, granting both benefits:

  • Poison: Requires a bite attack. Creatures damaged by your companion’s bite attack must succeed on a Constitution save or be poisoned for 1 minute, taking 3 (1d6) poison damage at the start of each of its turns for as long as it is poisoned. Creatures are permitted a new saving throw at the end of each of their turns to end the poisoned condition.
  • Web: (Recharge 5-6). Ranged Weapon Attack: Dex modifier + your proficiency to hit, range 30/60 ft., one creature. Hit: The target is Restrained by webbing. As an action, the Restrained target can make a Strength check against your Sphere DC, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). The target ignores movement restrictions caused by webbing, and while in contact with a web, the target knows the exact location of any other creature in contact with the same web. A web may support up to twice the weight of the creating companion. If your companion is dismissed, any webs it created immediately disappear.

Water Creature (form)

Your companion gains a 30-foot Swim speed, the ability to breath underwater, and Blindsense 15 feet (only in water). The Swim speed increases by 10 feet and the Blindsense increases by 5 feet at 5th level (swim 40 ft., blindsense 20 ft.), 11th level (swim 50 ft., blindsense 25 ft.), and 17th level (swim 60 ft., blindsense 30 ft.).



Other Talents

Amorphous Creatures

Augment 0 sp: When summoning a companion whose (base) involves a choice (such as Dragon or Elemental), each time you summon your companion you may change this choice. For example, if your companion is an elemental, you may change it to a water, air, earth, or fire-based companion each time you summon it.

Call the Departed

Augment 1 sp: When summoning a companion, you may summon a companion that has already been reduced to 0 hit points. The companion reappears at one quarter of its maximum hit points and takes a -1 penalty to all d20 rolls it makes. Any other conditions or ongoing effects on the companion are removed. This penalty lasts until you complete a long rest but otherwise may not be removed.

Once you have summoned an ally through this augment, you don’t need to use this augment again unless it is once again reduced to 0 hit points. Penalties from multiple uses of this ability stack. If the companion would have a penalty greater than your proficiency bonus, you cannot summon it again until the penalty is removed.

Extra Companion

You gain an additional companion. Whenever you summon a companion, you must select only one of your companions, and you cannot have multiple companions summoned at once. You can select this talent multiple times. Each time it is selected, you gain another companion.

This talent cannot be gained through any ability that grants talents temporarily.

Link

You gain a telepathic link to each of your companions. So long as you are on the same plane as one of your companions, you can communicate with that creature over any distance.

Spell Conduit

Your companions can deliver touch spells and sphere abilities for you. If you and one of your companions are in contact at the time you cast a touch spell or sphere ability requiring a melee spell attack, you can designate your companion as the attacker. You can touch a companion within your natural reach (no action required) during your turn to initiate this contact; your companion may do the same during its turn. The companion can then deliver the spell or ability just as you would with the same action cost. If you cast another spell or sphere effect before the effect is delivered, the spell or effect dissipates.

You can take this talent multiple times. If taken twice, the companion may be anywhere within 30 feet of you when you cast the spell or ability and may also deliver ranged spell attacks, using its attack modifiers and serving as the effect’s point of origin. Each additional time this talent is taken, increases the range at which this ability functions; increasing to 120 feet, then to 300 feet.

Spell-Linked Companions

You can apply the following augment to any sphere effect you cast that targets you:

Augment 0 Sp: You can apply the effect to one Conjuration sphere companion. The affected companion must be within 30 feet. This augment may be used even on effects that normally can only target the caster.



Conjuration Advanced Talents

Calling

Prerequisites: Conjuration sphere.
Casting Time: 10 minutes
Cost: 2 sp
Range: 30 feet
Duration: special

You can call beings from other planes and bring them into your own. Calling takes one of two forms: allies and hostiles. If you call a servant of an extraplanar being with which you have a strong connection (i.e., a cleric calling a servant of its god) they are considered an ally. All other creatures are considered hostiles, regardless of their disposition towards the caster. GMs have the final say in whether or not a character is capable of calling allies.

To call a target, you must choose a location within 30 feet for them to appear, and the kind of creature to be called must be known and stated. If you wish to call a specific individual, you must use that individual’s proper name. You can call multiple creatures with one use of this ability (up to 3 at once) but the combined CR of all called creatures cannot exceed half your level.

Hostiles: If a hostile creature is unwilling to be called, it is allowed a Wisdom saving throw to resist. If the saving throw succeeds, the creature is not called. If the saving throw fails, the creature is immediately called.

When a hostile creature is called, it is rooted to a specific location within range (you can decide how much space to give it, up to a 30-foot radius). It cannot leave this area until an agreement with you has been reached. It can escape this location by teleportation or dimensional travel, or with a successful Charisma saving throw. It can try each method once per day. If it breaks loose, it can do as it pleases including fleeing, returning to its home plane, or attacking you.

If the creature does not break free of its prison, you can keep it bound for as long as you dare. You can attempt to compel the creature to perform a service by describing the service and perhaps offering some sort of reward. You make a Charisma check contested by the creature’s Charisma check. The check may have advantage based on the nature of the service and the reward. If the creature wins the opposed check, it refuses service. New offers, bribes, and the like can be made or the old ones re-offered every 24 hours. This process can be repeated until the creature promises to serve, until it breaks free, or until you decide to dismiss it (a free action so long as it remains trapped). Impossible demands or unreasonable commands are never agreed to. If you ever roll a natural 1 on the Charisma check, the creature breaks free of the effect and can escape or attack you.

Once the requested service is completed, the creature need only to inform you to be instantly sent back whence it came. The creature might later seek revenge. If you assign some open-ended task that the creature cannot complete through its own actions, the effect remains for a maximum of 1 day per level, and the creature gains an immediate chance to break free (with the same chance to resist as when it was trapped). Note that a clever recipient can subvert some instructions.

Allies: Allies are never hostile and do not resist, although additional payment is always expected for their services. Payment can take a variety of forms, from donating gold or magic items to an allied temple, to a gift given directly to the creature, to a quest on your part that matches the creature’s alignment and goals. Regardless, this payment must be made before the creature agrees to perform any services. The bargaining takes at least 1 round, so any actions by the creature begin in the round after it arrives.

As a rule of thumb, a task that can be measured in minutes requires a payment worth 100 gp per minute. A task measured in hours requires 1,000 gp per hour. And a task measured in days (up to 10 days) requires 10,000 gp per day. The GM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature’s ethos, the payment might be halved or even waived. Non-hazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal. Unlike a companion from the Conjuration sphere that simply returns to its home plane when reduced to 0 hit points, a called creature actually dies when it is killed.

If an agreement cannot be reached, the ally returns to their home plane immediately. If you are not willing to give the requested payment, but attempt to press the target into service anyway, treat the creature as hostile. Pressing a creature in this way may have a detrimental effect on any future attempts to call an allied outsider.

At the end of its task, or when the bargained duration expires, a called ally returns to its home plane (after reporting back to you, if appropriate and possible).

Diagram

Prerequisites: Conjuration sphere (Calling).

Augment 0 sp: When using the Calling advanced talent to call hostile creatures, your traps are even harder to break than usual. If you spend 10 minutes and pass a DC 15 Intelligence (Arcana) check to prepare a calling circle before you call a creature, that creature finds it very difficult to escape. You cannot know the result of your check until after the calling is performed, but you can treat the result of the die roll as a 20 by dedicating 4 hours to creating the circle.

If your check is successful, the called creature cannot use any dimensional or teleportation effects, nor can any of its abilities or attacks cross the prison’s border. When pitting its Charisma against your trap, the DC increases by 5. While a creature cannot disturb the calling circle, if any outside force disturbs the circle (even a hair falling across it), the called creature is immediately freed.

Divided Companion (form)

Prerequisites: Conjuration sphere.

Your companion is not a single creature, but is rather a group of creatures that all behave together in combat. The companion takes the form of a troop of creatures of its kind. The troop is composed only of Small or Medium creatures; this cannot be used on a swarm companion and this companion’s size cannot be altered by Altered Size, enlarge person, or other effects. The troop fills a 20-foot square (or cube if flying) and has its normal reach and can occupy another creature’s space and vice versa. The companion can move through openings that are large enough for the individual creatures.

Additionally, the troop has advantage on Strength checks, Strength saving throws, and any saving throw made against effects that target a single creature, but disadvantage on any saving throw made against effects that target an area.

Divided Companion Troop Damage

To determine the damage a troop deals with a natural weapon, unarmed strike, or weapon, increase the attack's damage die by two sizes and multiply the number of rolled dice by x2, or x1 if the troop has half its hit points or fewer. For example, if a companion's attack would normally deal 1d6 damage, it would deal 2d10 damage, or 1d10 if at half hit points or fewer. See Table: Damage Dice Progression on the Using Spheres of Power page if you are unsure how to progress a damage die.

Spell attacks, melee or ranged, do not have their damage increased in a troop, nor do they have their damage reduced in a troop if they are at half hit points or fewer.

Note: Additional damage that is applied to your companion's attacks, such as from Elemental Creature (form), do not have their damage increased in a troop, nor do they have their damage reduced in a troop if they are at half hit points or fewer.

Ghostly Creature (form)

Prerequisites: Conjuration sphere.

Your companion can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Group Summon

Prerequisites: Conjuration sphere (Extra Companion).

Augment 1 sp: You can summon an additional companion that you possess. This augment may be applied multiple times to summon additional companions. Losing concentration on the summon causes all the companions to disappear.

Independent Companion

Prerequisites: Conjuration sphere.

Allied creatures can spend their bonus action in your place to allow a companion to take actions other than the Dodge action. If you have multiple companions summoned, you or an ally can spend a single bonus action to allow all companions to take actions other than the Dodge action.

Augment 1 sp: Your summoned companions obey any verbal commands that you or an ally issue to them (no action required by you or the ally). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

Augment 2 sp: Your summoned companions will obey, but don’t require any verbal commands to take any action other than the Dodge action. Your companion will take actions on their own that they believe are in the best interest of you and themselves according to the circumstances of the situation.

For example, if you command a summoned companion to scout ahead for enemies, and along the way they find a trap, they will also include the trap’s location as part of their report; or for example, if during combat you fall unconscious, your companion will take actions to either remove you from harm’s way, wake you up, or treat your injuries.

Vanishing Companion (form)

Prerequisites: Conjuration sphere (Shadow Creature), 11th level or higher.

Your companion may use Dexterity (Stealth) to hide even while observed and lacking in concealment.



Variants

Caller

You do not gain the summon ability of the Conjuration sphere. You gain the Calling advanced talent as a bonus talent. This variant may not be selected if the Calling advanced talent is not permitted in your campaign. You cannot possess this variant if you possess any drawback that affects the summon ability or companions granted by it.

Constant Link

Maintaining your companion’s presence requires great effort. You must spend an action each round to maintain your summon with concentration. The cost to summon your companion is reduced by 1 sp, to a minimum of 0.

Elongated Summoning

Your summon has a casting time of 1 hour, and cannot be augmented to have a reduced casting time. You gain a bonus Conjuration sphere talent.

Figment Companion

Your companions are only semi-real projections. The first time each round a creature is affected by an effect originating from your companions, such as attacks or sphere effects, it may make a Wisdom saving throw to negate the effect and any others originating from your companion before the start of the creature’s next turn. Succeeding on this save grants advantage on future saves made against that same companion for the next 24 hours. You gain a bonus Conjuration sphere talent.

Material Weakness

Choose silver or wood (or another special material with GM’s explicit approval). When struck by a weapon primarily composed of the chosen material, your companion must make a Wisdom saving throw with a DC equal to 5 + the damage taken or be dismissed from the plane. The companion may not be summoned again for 1 hour. You gain a bonus Conjuration sphere talent.

Object Bound

Choose an object for each companion you possess (for example: a small oil lamp, a ring, or a sword). Such objects count as magic items of the Conjuration sphere.

You must drop or throw this object as part of casting summon. This does not affect the casting time, though additional actions may be required to draw the object.

If this object is destroyed, you cannot summon the corresponding companion. While the companion is present, the object is visible on the companion and may be targeted with the attacks, dispel effects, and other effects that can target worn magical items. While part of the companion, the object emits a sign that draws attention to itself, usually glowing. If the object is destroyed or has its magic suppressed, the companion immediately disappears and may not be summoned again until the object is repaired or replaced.

Attuning a new object requires 8 hours, which can be done while taking a long rest. Any damage dealt to the object is also dealt to the companion without being further affected by immunity, resistance, or vulnerability.

You can choose to have a single item for any or all of your companions, but no more than one companion can be summoned using a single item simultaneously.

You gain the Reaching (metasphere) talent from the Universal sphere as a bonus talent.

Unwilling Summons

Your conjuration companion only serves you by compulsion. Should you lose concentration on the summon, instead of disappearing, the companion instead remains for the remainder of the maximum duration and attacks or otherwise acts against you to the best of its abilities. You cannot dismiss an uncontrolled companion. You gain a bonus Conjuration sphere talent.



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