Rem

4 Level (0/6500 XP for level-up) Far Plane Wanderer Background Crowlin Race / Species / Heritage Chaotic Good Alignment
Summoner
Level 4
Hit Dice: 4/4
1d6+0 Class 1

STR
11
+0
DEX
16
+3
CON
11
+0
INT
18
+4
WIS
13
+1
CHA
18
+4
18
Hit Points
+3
Initiative (DEX)
16
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
11
Passive Perception
Spellcasting ...
+6 Attack mod
INT Ability
+4 Abi Mod
14 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
+5 Dexterity
+0 Constitution
+6 Intelligence
+3 Wisdom
+6 Charisma
saving throws
+3 Acrobatics DEX
+1 Animal Handling WIS
+4 Arcana INT
+0 Athletics STR
+4 Deception CHA
+4 History INT
+1 Insight WIS
+4 Intimidation CHA
+4 Investigation INT
skills
+1 Medicine WIS
+4 Nature INT
+1 Perception WIS
+4 Performance CHA
+6 Persuasion CHA
+4 Religion INT
+3 Sleight of Hand DEX
+5 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book


Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Languages
> Common
> Birdfolk
> Infernal
> Draconic


Weapons
> Dagger
> Dart
> Sling
> Quarterstaff
> Light Crossbow

Languages & Proficiencies
I'm obsessed with planar magic and teleportation.

Personality Traits
Wonder.
The multiverse is a beautiful place full of amazing cultures. (Good)

Ideals
I had a meaningful relationship with someone on another plane, and they were lost to me. I hope to find my way back to them one day.

Bonds
My fond reminiscing about planar travels can distract me from the here and now.

Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.09, made by Tillerz - Updated: 2025-10-07
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Summoner

Shaking the dust from their cloak and kicking the dirt from their boots, a well-traveled human with a roguish grin enters the alehouse. All eyes are on them, not because of their appearance or demeanor, but because of the toothy, gleaming smile without a face for it to belong to, that seems to hover over their shoulder. The vaguest outline of a feline form suggests itself wrapping around them almost like a large, translucent scarf.
A halfling with a pair of spectacles kneels down and carves a complex sigil into the ground with a wand of yew. Standing up to inspect her work, the halfling notices a star-shaped portal appear in the air as a faintly star-speckled feline drops out of it into the physical world from a quick jaunt to somewhere else. The cat drops a parcel of rare spell components on the ground and the pair nod resolutely at one another before beginning to chant a spell in tandem.
An old hermit hears knocking at the door to his shack, then immediately dozens more knocks from along its walls and windows. Rolling his eyes and cursing under his breath, he weaves a spell of binding and reaches out, pulling an impish, troublesome little creature from the gloom between worlds. It struggles against his ghostly grip, his fingers trailing faintlyglowing shadows, while he chides the spirit for both its carelessness and mischief.
The summoner is an adventurous spellcaster whose primary focus is in the acquisition, bonding, and empowerment of familiars. They are masters of conjuration and binding spells, who work with their familiar partners to work magic and perform feats that neither could accomplish on their own. To be a summoner is to be curious, attentive, and fearless towards the magical creatures that dwell within both the natural world and beyond its planar boundaries.

Creating a Summoner

When making a summoner character, think about their relationship to their familiars, how they first became aware of or interested in magical creatures and the summoning arts, and why they’ve devoted their lives to helping and learning from these creatures. A summoner is not merely one who conjures and controls magical beasts, but also a teacher, a guide, a trainer, and a lifelong companion of otherworldly creatures that some would name “monsters”.
Consider where or from whom you learned to bind your first familiar—was it a lone master passing on the art to a promising pupil? Was it a cult inducting a new ritualist? Were you the apprentice to a shaman or other spirit-medium, whose position in your culture was one as the go-between for mortals and spirits? Maybe you stumbled upon a great and powerful manifestation of one of the houses, some sort of advanced spirit of conjury, who imparted the gift of a young creature’s bond upon you either to teach you a lesson or as a way to help the spirit it foisted upon you to learn and grow amongst mortals.
Summoners who focus on Eclipsar and Liminus familiars are often lawful of alignment, as their magics often involve complex and rigid magical theorems that are easiest to learn for those whose minds are already methodical and ordered. Summoners who lean more towards Obscurus and Ferox familiars, on the other hand, are often of chaotic alignments. These familiars are more wild or strange, and the magics used to empower and bond with them are likewise freeflowing and largely improvisational.

Quick Build.

You can make a summoner quickly by following these suggestions.
First, Intelligence should be your highest ability score, followed by Constitution or Dexterity.
Second, choose either the Acolyte or Sage background.
Third, choose the familiar guardian*, familiar insight*, infestation, and shocking grasp cantrips, along with the 1st-level spells shield and tackle*.
Spells marked with * are found in Chapter 7 of Bria's Mythical Menagerie.
hit dice: 1d6
hit points at 1st level: 6 + Constitution modifier
hit points at higher levels: 1d6 (or4) + your Constitution modifier per level after 1st
armor proficiencies:
weapon proficiencies: daggers, darts, slings, quarterstaffs, light crossbows
tools:
saving throws: Charisma, Intelligence
skills: Choose two from Arcana, Nature, Animal Handling, History, Insight, Intimidation, and Persuasion
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
> (a) a dagger or (b) a quarterstaff
> (a) a scholar's pack or (b) an explorer's pack
> A component pouch
> A small charm or token representing your first familiar or House of Conjury
spellcasting:
You have peered into the weave of magic and found within it odd snarls & tangles of magical energy, which most know as familiars, but which you have come to know as your dearest friends. All of your magic is built around, derived from, or inspired by these creatures.
Cantrips
At 1st level, you know four cantrips of your choice from the summoner spell list. You learn additional summoner cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Summoner table.

Spell Slots
The Summoner table shows how many spell slots you have to cast your summoner spells of 1st level and higher. To cast one of these summoner spells, you must expend a slot of the spell's level or higher. You regain all expanded spell slots when you finish a long rest.
For example, if you know the 1st-level spell unseen servant and have a 1st-level and a 2-level spell slot available, you can cast unseen servant using either slot.

Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the summoner spell list.
The Spells Known column of the Summoner table shows when you learn more summoner spells of your
choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the summoner spells you know and replace it with another spell from the summoner spell list, which also must be of a level for which you have spell slots.
The Summoner Spell list is located in Chapter 5 of Bria's Mythical Menagerie.

Spellcasting Ability
Intelligence is your spellcasting ability for your summoner spells, since the power of your magic relies on your ability to manifest your will through your connection to your familiars. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a summoner spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier

Spellcasting Focus
Your familiar serves as the spellcasting focus for your summoner spells. You must be able to see or communicate with your familiar to cast spells that require a focus.

Ritual Casting
Summoners are masters of ritual casting. You can cast a spell as a ritual if that spell has the ritual tag.
Additionally, You always know a number of ritual spells equal to your INT modifier. These spells do not count towards your spells known, and you can learn these rituals from any spell list.
class features:

Level 1: Summoner’s Menagerie

Starting at 1st level, You have access to and control over a pocket dimension where a number of magical creatures live. You know the bind familiar and Bria’s mythical menagerie spells. These spells do not count against the maximum number of spells you can know. Casting these spells never requires you to expend material components.
As a part of having a level in this class, you count as having cast the Bria’s mythical menagerie spell once before. This means that as a part of creating your character, or of gaining a level in this class, you must design your pocket dimension and choose a familiar from chapter 5 of this book. This dimension visually reflects your summoning magic, personality, and chosen familiar and its appearance is purely cosmetic and provides no mechanical value.
Your chosen familiar does not count as your familiar, however, until you gain 2nd level spells at 3rd level, but you do gain immediate access to a large number of more common familiars.
Choose Carefully. Your first familiar determines your House of Conjury feature gained at Level 2.
Unlike other spellcasters with this spell, you do not need to expend a spell slot when you finish a long rest in order to renew the spell. The spell is always considered to be renewed at your highest spell slot level whenever you finish a long rest.
See the Bria’s mythical menagerie spell in Chapter 5 of Bria's Mythical Menagerie for more information.
 

Level 2: House of Conjury

At 2nd level, you commit yourself to one of the Houses of Conjury, a distinct tradition of summoning magic that defines your bond with familiars and shapes your magical philosophy. Each House reflects a unique approach to conjuration and the care of magical creatures, emphasizing specific values and practices.
Your chosen House grants you features at 2nd level, as well as at 6th, 10th, and 14th levels. The available Houses of Conjury are:
> House Eclipsar: Lovers of the stars, and heralds of destiny.
> House Liminus: Masters of thresholds, maintaining the delicate balance between life and death.
> House Obscurus: Champions of mystery and chaos, thriving on the unknown.
> House Ferox: Practitioners of primal and untamed magic, drawing power from the raw forces of nature.
You may only choose a House of Conjury associated with the family of the first familiar you bonded with using Bria's Mythical Menagerie.  

Level 4: Ability Score Improvement

When you reach 4th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. You may also choose to replace one cantrip you learned from this class with another cantrip from the summoner spell list.  

Level 6: Summoner’s Gift

At 6th level, you create a powerful bond of vital energy between yourself and your familiars. Familiars you have bonded with gain the following benefits:
> Their maximum hit points increase by an amount equal to your summoner level.
> They add your proficiency bonus to their attack and damage rolls.  

Level 6: House Feature

At 6th level, your House grants you an additional feature.  

Level 8: Ability Score Improvement

When you reach 8th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. You may also choose to replace one cantrip you learned from this class with another cantrip from the summoner spell list.  

Level 10: House Feature

At 10th level, your House grants you an additional feature.  

Level 11: Improved Gift

At 11th level, choose a familiar to receive an improved gift. That familiar’s maximum hit points gained from the Summoner’s Gift feature increases to twice your summoner level.  

Level 12: Ability Score Improvement

When you reach 12th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. You may also choose to replace one cantrip you learned from this class with another cantrip from the summoner spell list.  

Level 14: House Feature

At 14th level, your House grants you an additional feature.  

Level 16: Ability Score Improvement

When you reach 16th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. You may also choose to replace one cantrip you learned from this class with another cantrip from the summoner spell list.  

Level 18: Superior Gift

At 18th level, the bonus increases to three times your summoner level, and their bonus to attack and damage rolls becomes double your proficiency. That familiar learns the basics of the common language if they do not already know it.  

Level 19: Ability Score Improvement

When you reach 16th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. You may also choose to replace one cantrip you learned from this class with another cantrip from the summoner spell list.  

Level 20: The Final Gate

At 20th level, you gain the ability to spend 1 minute creating a magical gateway large enough for a Large creature or smaller to pass through. The gateway appears in an unoccupied space within 15 feet of you and remains for as long as you wish. This gateway functions as a two-way portal, allowing access into and out of the pocket dimension you’ve created with the Bria’s Mythical Menagerie spell.
Within your pocket dimension, creatures you have bonded with find endless sustenance, including any visitors you permit. Only creatures you explicitly allow may enter your pocket dimension. While inside, you can alter the flow of time:
> Accelerated Time: For every hour you spend in the pocket dimension, two hours pass in the outside world.
> Slowed Time: For every hour you spend in the pocket dimension, only half an hour passes in the outside world.
subclass options:

The Houses of Conjury

There are four broad “houses” into which the beings known commonly as familiars are categorized by practitioners of the summoners’ art. These are House Eclipsar, House Liminus, House Obscurus, and House Ferox.
The Eclipsar are otherworldly creatures of a celestial and astral nature, beings of the stars and the heavens.
The Liminus creatures are beings of transition and death, those who move freely over thresholds meant to only allow passage in one direction.
The Obscurus are beings which resist categorization and study, and which become less understood the more one learns about them.
The Ferox familiars are creatures with an indelible imprint of the primal world upon them—creatures upon whom the magic of nature has left a powerful mark.
These four houses are largely not seen as naturalistic categories of relationship, but an occult taxonomy imposed upon the creatures by mage-scholars due to the magical resonances and certain other similarities the familiars of a particular house share with one another. Most summoners eventually become “of” a particular house, and will often describe themselves that way, such as “Summoner Markus of House Obscurus”, or “Delias of the Eclipsar”. They take on the house to which they feel the most connected as a title, and delve deeper and deeper into the mysteries of the magics which unify the creatures of that house.

Familiar Houses

Eclipsar Liminus Obscurus Ferox
Astral Kitty Necro Raven Magical Possum Coeurl Kit
Sky Kraken Draculean Bat Baby Slime Baby Stoneshark
Mini Giant Jumping Spider Mini Reaper Bleep Kopicara
Spirit Owlet Boggart Confusnurl Compy
Flumphlet Grinner Cu Sith Goldhog
Caladrius Chittering Chomper Floating Crystal Owlcub
Psychic Goldfish Fleshling Jackalope Sporeling
Remidreju Ghost Lantern Pocket Mimic Sproutling
Shard Grim Peeper Sentient Spellbook Clurichaun
Flittik Skeletal Pseudodragon Skvadr Flower
Crystal Bug Sparkskull Mothchild All the Drakelings
Stollite Babayachka
Tothlaluglet Mecha-Familiar

House Eclipsar

You may only choose this House of Conjury if the first familiar you bonded to using Bria’s mythical menagerie belongs to the Eclipsar family.

Eclipsar Spellboon

At 2nd level when you pick this House of Conjury, you learn your choice of the cure wounds or healing word spell. This spell does not count against the maximum number of spells you know. Using your familiar as a focus, you may cast this spell at your highest spell slot level once without expending a spell slot, regaining the ability to do so when you finish a long rest.  

Agent of Destiny

Beginning at 2nd level, when a creature within 30 feet of your familiar misses with an attack roll or fails a saving throw, your familiar can use its reaction to allow the creature to roll a d6 and add the result to the roll. You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest  

Fated Companion

At 6th level, you and your Eclipsar familiars gain proficiency in Wisdom saving throws, and a +1 bonus to all saving throws while within 30 feet of each other.  

Avatar of the Stars

At 10th level, your Eclipsar familiar can transform into a celestial avatar of starry energy. As a bonus action, you cause an Eclipsar familiar you can see to become intangible for 1 minute. While intangible:
> It cannot attack, be attacked, or take damage, and its speed becomes 0.
> It grants you and creatures of your choice within a 30-foot radius the effects of the bless spell
> Creatures affected by this bless effect regain hit points equal to the first 1d4 they roll on their turn.
> Your familiar gains a pool of astral healing dice equal to 1 + your proficiency bonus. The dice are 1d8 each. As an action, the familiar can use one of these dice to restore hit points to a creature within 30 feet equal to the total rolled plus your INT modifier.
The familiar’s intangibility and the bless effect end when all astral healing dice are expended or after 1 minute. Once you use this feature, you can’t use it again until you finish a short or long rest.  

Starry Expanse

At 14th level, your bond with your Eclipsar familiar has become so powerful that it can channel through itself the ultimate power of its kind, and unleash it as an aura of miniature stars and nebulae.
Your familiar from the Eclipsar family can use an action to unleash the starry expanse, creating a 30-foot radius sphere centered on itself. The effect lasts for up to 1 minute.
Allies that start their turn within the sphere regain 2d8 hit points. Enemies that start their turn within the sphere suffer 2d8 radiant damage and must make a Wisdom saving throw. On a failed save, that creature can only ever make one attack per turn, and cannot take bonus actions or reactions until the end of its next turn.
Your familiar may only use this ability once, regaining the ability to do so when they finish a long rest. Starry Expanse cannot be active at the same time that Avatar of the Stars is active.
 

House Liminus

You may only choose this House of Conjury if the first familiar you bonded to using Bria’s mythical menagerie belongs to the Liminus family.

Liminus Spellboon

At 2nd level when you pick this House of Conjury, you learn the false life spell. This spell does not count against the maximum number of spells you know. Whenever you cast false life, both you and your familiar are affected by it, instead of just you. Your familiar gains the maximum amount of temporary hit points from this spell, instead of rolling to determine the amount gained.  

Dark Deeds

At 2nd level, your familiar from the Liminus family gains the ability to inflict additional damage against its victims. Once per turn when your familiar from the Liminus family inflicts damage on a creature, it can deal an extra 1d6 necrotic damage.  

Shadowed Companion

At 6th level, your Liminus familiars gain an extra attack whenever it takes the attack action on its turn and is attacking a creature from darkness or dim light.  

Avatar of the End

At 10th level, you have learned how to coax your familiar to draw deeply from its well of dark power, transforming into a creature of shadows and malicious glee. As an action, if your Liminus familiar is within 30 feet of you, it creates a 20-foot radius of magical darkness as per the darkness spell, except that both you and your Liminus familiar can see through this darkness unimpeded. Creatures and objects within this area appear to you as photo-negatives with white outlines and inverted colors.
If a creature triggers an opportunity attack from your familiar by moving out of its reach while in this area of darkness, and the opportunity attack hits, that creature’s speed is reduced to 0 and their movement ends.
This area of darkness lasts for up to 1 minute, but ends if your familiar is incapacitated or dismissed. You may use this feature once, and regain the ability to do so when you finish a short or long rest.
 

In Extremis

By 14th level, your Liminus familiar has found the truest depths of the umbral power within itself, and learned to evoke a horrifying specter of elemental death on command. Your familiar from the Liminus family can use an action on its turn to unleash the deadly silence of the void, conjuring a 20-foot radius, 40-foot high cylinder at a point it can see within 120 feet. This column of purple-black destructive darkness makes a shrieking sound as it erupts into being, briefly leaving a dark scar in the vision of those who witness it.
Creatures within the area of effect must make a Constitution saving throw. On a failed save, targets take 12d6 necrotic damage and the next attack made against them before the end of your next turn has advantage. On a successful save, targets only take half as much damage and suffer no secondary effects.
Your familiar may only use this ability once, regaining the ability to do so when they finish a long rest.
 

House Obscurus

You may only choose this House of Conjury if the first familiar you bonded to using Bria’s mythical menagerie belongs to the Obscurus family.

Obscurus Spellboon

At 2nd level when you pick this House of Conjury, you learn the bane spell. This spell does not count against the maximum number of spells you know. Whenever a creature that you have affected with bane misses your familiar with an attack, the familiar gains temporary hit points equal to your Intelligence modifier.  

Always Unexpected

At 2nd level, your familiar from the Obscurus family has learned that its unusual nature seems to confuse other creatures, giving it the element of surprise in nearly every situation. For the first round of combat, your Obscurus familiar has advantage on all attacks.  

Cunning Companion

At 6th level, your Obscurus familiars may use the Dash, Disengage, or Hide actions as a bonus action on their turn.  

Avatar of the Unknown

At 10th level, you can transform your Obscurus familiar into a psychic anomaly, baffling and terrifying those who perceive it. As an action, you cause your familiar to become shrouded in a swirling psychic whirlwind of impossible images for 1 minute. While in this form:
> Your familiar can teleport up to 30 feet to an unoccupied space it can see at the start or end of each of its turns.
> Creatures within 60 feet of your familiar that can see it must make a Wisdom saving throw against your spell save DC at the start of their turn. On a failed save, a creature takes 2d6 psychic damage and becomes frightened of your familiar until the end of its next turn.
> Creatures frightened by your familiar have disadvantage on saving throws against spells and abilities used by you or your familiar.
This transformation ends early if your familiar is incapacitated or dismissed. Once you use this feature, you can’t use it again until you finish a short or long rest.  

Mindshatter

At 14th level, your Obscurus familiar can unleash a psychic blast that shatters the minds of those nearby. Your familiar can use an action to target up to three creatures within 60 feet. Each target must make an Intelligence saving throw against your spell save DC.
> On a failed save, a creature takes 4d8 psychic damage and is confused for 1 minute. On a successful save, a creature takes half damage and is confused for 1 round.
> A confused creature can’t take reactions and must roll a d10 at the beginning of each of its turns to determine its behavior for that turn.
d10 Behavior
1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
2-6 The creature doesn't move or take actions this turn.
7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9-10 The creature can act and move normally.
Once you use this feature, you can’t use it again until you finish a short or long rest.  

House Ferox

You may only choose this House of Conjury if the first familiar you bonded to using Bria’s mythical menagerie belongs to the Ferox family.

Ferox Spellboon

At 2nd level when you pick this House of Conjury, you learn the hunter’s mark spell. This spell does not count against the maximum number of spells you know. Whenever you cast this spell your familiar gains the spell’s benefits as well.  

Hunting Party

At 2nd level, if your Ferox familiar defeats a creature affected by your hunter’s mark spell, you and your familiar gain temporary hit points equal to your Intelligence modifier.  

Rowdy Companion

At 6th level, your Ferox familiars gain a +2 bonus to hit with weapon attack rolls.  

Avatar of Might

At 10th level, you can imbue your Ferox familiar with primal power, transforming it into a larger and more formidable form. As an action, you grant your Ferox familiar the following benefits for 1 minute:
> The familiar gains 30 temporary hit points.
> The familiar deals an additional 1d8 damage with its weapon attacks.
> The familiar grows by one size category, to a maximum of Large.
> The familiar can make one additional melee or ranged weapon attack as a bonus action on its turn.
You can end this effect early as a bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.  

Grand Slam

At 14th level, your Ferox familiar learns to unleash devastating power. Your familiar can use its action to leap into the air and slam down on a point it can see within 30 feet. Each creature within a 15-foot radius of that point must make a Dexterity saving throw against your spell save DC.
> On a failed save, a creature takes 7d10 bludgeoning damage and falls prone.
> On a successful save, a creature takes half as much damage and does not fall prone.
If the area affected consists of rock, earth, or a similarly hard surface, it is devastated by the impact and becomes difficult terrain.  

Wild Thing

At 14th level, one familiar of your choice can become permanently affected by your Avatar of Might feature.
LevelProficiency BonusAbilitiesCantrips KnownSpells Known1st2nd3rd4th5th6th7th8th9th
1+2Spellcasting, Summoner’s Menagerie422--------
2+2House of Conjury433--------
3+2-4442-------
4+2Ability Score Improvement5543-------
5+3-56432------
6+3Summoner’s Gift, House Feature57433------
7+3-584331-----
8+ 3Ability Score Improvement594332-----
9+4-51043331----
10+4House Feature61143332----
11+4Improved Gift612433321---
12+4Ability Score Improvement612433321---
13+5-6134333211--
14+5House Feature6134333211--
15+5-61443332111-
16+5Ability Score Improvement61443332111-
17+6-615433321111
18+6Superior Gift615433331111
19+6Ability Score Improvement615433332111
20+6The Final Gate615433332211

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Bria's Mythical Menagerie

Conversation Starter

0-level (Cantrip) Divination

Casting Time: Bonus Action
Range/Area: 30ft
Components: Verbal
Duration: Instantaneous
You focus your attention on a creature you can see within range and gain surface insight into one topic the creature is passionate about, such as a hobby, cause, or profession. You learn only the name, general nature, and some specifics of the topic, but not detailed information about it.
Available for: Bard, Cleric, Sorcerer, Summoner, Wizard

Bria's Mythical Menagerie

Familiar Guardian

0-level (Cantrip) Abjuration

Casting Time: 1 action
Range/Area: 30ft
Components: Verbal, Somatic
Duration: 1 round
You cast a protective ward over your familiar that extends to one of your allies. Until the end of your next turn, the familiar and one creature of your choice within 5 feet of it (including yourself) gain resistance to bludgeoning, piercing, and slashing damage from weapon attacks.
Available for: Cleric, Druid, Sorcerer, Summoner, Wizard

Bria's Mythical Menagerie

Familiar Insight

0-level (Cantrip) Divination

Casting Time: Bonus action
Range/Area: 30ft
Components: Verbal, Somatic
Duration: 1 round
You triangulate a vector of attack between yourself, your familiar, and an enemy. Both your familiar and the enemy you choose must all be in range. Both you and your familiar gain advantage on your next attack made against the chosen enemy before the end of your next turn. The spell ends if either your familiar or you take any movement.
Available for: Druid, Sorcerer, Summoner, Warlock, Wizard

PHB'14

Prestidigitation

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 10ft
Components: Verbal, Somatic
You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time.
> Sensory Effect. You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
> Fire Play. You instantaneously light or snuff out a candle, a torch, or a small campfire.
> Clean or Soil. You instantaneously clean or soil an object no larger than 1 cubic foot.
> Minor Sensation. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
> Magic Mark. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
> Minor Creation. You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.
Available for: Artificer, Bard, Sorcerer, Summoner, Warlock, Wizard

Level 1 Spells

Bria's Mythical Menagerie

Bria’s Mythical Menagerie

1-level Conjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 hour
Components: Verbal, Somatic, Material
Materials: 10 gp worth of charcoal, incense, and herbs consumed by fire in a brass brazier
Duration: Permanent
The first time you cast this spell, you create a permanent demiplane designed to house familiars. You cannot physically enter this demiplane, but you can mentally project yourself into it to interact with its inhabitants. You design the demiplane’s appearance and layout, creating a comfortable home, a lush glade, or any other inviting environment.
  Upon casting, you gain the companionship of one of each of the following creatures as familiars: a bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, and weasel. These creatures function as familiars per the find familiar spell and are celestial, fey, or fiend (your choice for each). Additionally, you attract one creature of your choice with the familiar subtype from Chapter 2 from Bria's Mythical Menagerie into the demiplane. This creature does not bond with you unless you renew the spell or cast it using a higher-level spell slot.
  While the spell remains active, you may summon one familiar as an action, causing it to appear in an unoccupied space within 10 feet of you. You can dismiss it back to the demiplane as an action. Only one familiar can be summoned at a time unless otherwise specified.
  Each time you finish a long rest, you may expend a spell slot to renew this spell. If you do not renew it, access to the demiplane and its inhabitants is suspended, though any currently summoned familiar remains active. You cannot summon or dismiss additional familiars until the spell is renewed.
  You may cast this spell again to redesign the appearance of your demiplane, using the same casting time and material components.
At higher levels: When you cast or renew this spell using a spell slot of 2nd level or higher, creatures from Chapter 2 from Bria's Mythical Menagerie within the demiplane bond with you as familiars.
Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Summoner, Warlock, Wizard

Bria's Mythical Menagerie

Bind Familiar

1-level Enchantment

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 30ft
Components: Verbal, Somatic, Material
Materials: A small treat that fits the target's dietary needs, or medicine to suit its ailments
Duration: 3 days
You must cast this spell on a willing creature with the familiar subtype who wishes to join you as your familiar, or on a creature with the familiar subtype that currently has 0 hit points. You must have access to a demiplane pocket dimension created by casting the Bria’s mythical menagerie spell in order to cast this spell.
  An affected creature is magically transported into your pocket dimension, where they can rest, recover, and become acquainted with the other creatures dwelling within. If this spell was cast on a willing creature that wished to join you as a familiar, then the spell’s duration only lasts until you next finish a long rest. If this spell was cast on an unwilling creature at 0 hit points, you have until the spell’s duration expires to befriend the creature and convince it to join you as a familiar. When the spell’s duration expires, the creature must choose if it wants to remain in the pocket dimension and enter your companionship as a familiar, or if it would like to leave.
  If a creature chooses to leave your pocket dimension after the duration, it reappears in the space it left or in the nearest unoccupied space if that space is occupied, regardless of how far away from that location you may now be.
Available for: Bard, Cleric, Druid, Paladin, Sorcerer, Summoner, Warlock, Wizard

PHB'14

Cure Wounds

1-level Evocation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instantaneous
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Summoner

Bria's Mythical Menagerie

Savendra’s Daring Duel

1-level Conjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: 50-foot-radius sphere
Components: Verbal, Material
Materials: 11 gp, or gems worth that much, which the spell consumes
Duration: 10 minutes
When you cast this spell, a fey spirit of competition and duels called Savendra appears, making a grandiose entry by seemingly slashing their way through the very fabric of space itself. Savendra is a short, slender creature with large pointed ears and beady glowing eyes, who wears extremely theatrical attire that’s generally appropriate to the environment in which they have been summoned.
  Savendra remains in this world for up to the duration of the spell to referee a duel between two willing familiars, to ensure that no outside interference can involve itself, to ensure the victor earns worthy spoils, and to punish cheaters. This spell creates a 50- foot sphere area emanating from you when you cast it, which serves as the dueling ground, outlined with a faintly glowing threshold. After casting the spell, Savendra will shoo you and anyone else not involved in the duel out of the area. Refusing to heed Savendra’s instructions at any point during the duel will cause the spell to end, and for Savendra to depart immediately. Savendra only gives instructions relating to fair play and following the agreed-upon rules of the match.
  The familiars will duel for up to the duration of the spell. If one of the dueling familiars is rendered unconscious by being reduced to 0 hit points, or forfeits the fight before then, the duel ends in favor of the other side. If neither side has been defeated or forfeited by the end of the duration, it is a draw.
  Whichever side wins receives 10 gp. If you draw, both sides receive 5 gp. In either case, Savendra absconds with the remaining 1 gp of value consumed by casting the spell as their tip for officiating the match. Traditionally, both sides proffer 5 gp, and 5 sp to whomever is casting the spell, in order to make the ante for this duel even.
  Each familiar involved in the duel (or their companion) can propose one or more of the following rules, which both sides must agree to, or that rule will not be utilized. Fighting under these conditions greatly amuses Savendra, causing them to shower the eventual victor in praise and grant them dueling accolades, small faintly magical tokens which are frequently collected and traded by explorers in Aiselyne. Many people in Aiselyne, especially the wealthy and bored, will trade money, powerful magical items, or even familiars in exchange for large numbers of dueling accolades.
  > Critical Match. Both familiars score critical hits on one another on attack rolls of 15 to 20, and both automatically miss on attack rolls of 1 to 5. The winner of such a duel receives 1 dueling accolade.
> Friendly Match. Neither familiar can benefit from spells cast on them by their companions during the match, and any spells cast on them by their companion that were in effect before the start of the match immediately end. The winner of such a duel receives 2 dueling accolades.
> Mutual Hindrance. Both familiars involved in the fight are poisoned for the duration of this spell, even if they are normally immune to that condition. The winner of such a duel receives 2 dueling accolades.
> Withering. Both familiars involved in the fight lose 1d6 hit points at the start of their turns. This loss of hit points cannot be reduced, ignored, or redirected, and directly affects your actual hit points, ignoring temporary hit points. The winner of such a duel receives 3 dueling accolades.
  It’s not uncommon for familiars and their companions to make additional wagers with one another, over and above those included in the effects of this spell. If both sides agree to such wagers of their own free will, Savendra will magically compel both parties to make good on these agreements as a part of the effects of this spell. No save is allowed to resist this compulsion, as both sides have already agreed, and the magic only exists to ensure neither side can renege on their end of the deal.
Available for: Bard, Cleric, Sorcerer, Summoner, Wizard

Bria's Mythical Menagerie

Nighty-Night Bubble Baku

1-level Abjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a handful of soap shavings, a lit candle
Duration: 8 hours
You create a cuddly, soft doll shaped like a baku, a mythical creature resembling a tapir or anteater. The doll can be any color you choose. For the next 8 hours, any creature that sleeps holding the doll experiences peaceful slumber.
The doll induces drowsiness and prevents naturally occurring nightmares. If a creature sleeping with the doll is targeted by a spell or effect, such as the dream spell, that would affect their dreams and allows a saving throw, the creature has advantage on that saving throw. Additionally, any effect that would normally prevent a creature from removing levels of exhaustion upon finishing a long rest is suppressed while the creature sleeps holding the doll.
  At the end of the 8 hours, the doll dissolves into harmless soap bubbles.
Available for: Artificer, Bard, Cleric, Summoner

Bria's Mythical Menagerie

Speak with Creatures

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Self
Components: Somatic
Duration: 10 minutes
For the duration of the spell, you gain the ability to comprehend and verbally communicate with nonhumanoid creatures that reside on Aiselyne (if using the contents of this book in your own campaign, limit this effect to only creatures found within this book, and to aberrations and monstrosities without a language). The spell does not change whether a creature is hostile to you, though you may be able to communicate with these creatures to find a peaceful solution.
  The knowledge and awareness of many creatures is limited by their intelligence, but at minimum, creatures can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a creature to perform a small favor for you, at the DM’s discretion.
Available for: Bard, Cleric, Ranger, Summoner

Bria's Mythical Menagerie

Memo

1-level Conjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 1 mile
Components: Verbal, Somatic, Material
Materials: a small feather, a small piece of paper)
Duration: Instantaneous
You conjure a piece of paper infused with magic and write a message of no more than 50 words. The piece of paper magically folds into the perfect paper plane and flies over to a target of your choice within range. You need to know the name and face of the target for the paper to find its destination.
At higher levels: When casting this spell at 2nd level or higher, the range gets extended to +10 miles per spell level.
Available for: Bard, Sorcerer, Summoner, Wizard

PHB'14

Shield

1-level Abjuration

Casting Time: Reaction
Range/Area: Self
Components: Verbal, Somatic
Duration: 1 round
Reaction, which you take when you are hit by an attack or targeted by the magic missile spell. An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
Available for: Sorcerer, Summoner, Wizard

Mage Armor

1-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a piece of cured leather
Duration: 8 hours
You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
Available for: Sorcerer, Summoner, Wizard

Bria's Mythical Menagerie

Tackle

1-level Transmutation

Casting Time: 1 action
Range/Area: 30ft
Components: Verbal, Somatic
Duration: Instantaneous
A familiar you control within range becomes momentarily sturdier and is propelled violently forward by a surge of energy. The familiar rams into a creature or object within 15 feet of it. The target must succeed on a Dexterity saving throw against your spell save DC or take 3d6 bludgeoning damage. On a successful save, the target takes half as much damage.
Available for: Druid, Sorcerer, Summoner, Warlock, Wizard

Bria's Mythical Menagerie

Vitality Conduit

1-level Evocation

Casting Time: 1 action
Range/Area: 30ft
Components: Verbal, Somatic, Material
Materials: a vial containing a small amount of your own blood
Duration: 1 minute
You create a swirling tether of red energy between yourself and your active familiar. Your familiar regains 1d6 hit points, and on each of your turns for the duration you can use your action to make your familiar regain another 1d6 hit points. The spell ends if you use your action to do anything else, if you and your familiar get further than 30 feet apart, or if your familiar ever has total cover from you.
At higher levels: When you cast this spell using a spell slot of 2rd level or higher, the amount of healing your familiar receives each time increases to by 1d6.

Level 2 Spells

Leech

2-level Necromancy

Casting Time: 1 action
Range/Area: 30ft
Components: Verbal, Somatic, Material
Materials: A dead leech
Duration: 3 rounds
You mark a creature within range that you can see, attempting to drain their vitality. The target must make a Constitution saving throw. On a failed save, the creature takes 2d6 necrotic damage, and you regain hit points equal to the damage dealt. At the start of the creature’s turn for the next 3 rounds, it takes 1d6 necrotic damage, and you regain hit points equal to the damage dealt. On a successful save, the target only takes the initial damage.
You may use your familiar as the origin of this spell if it is within 30 feet of you. If you do, your familiar regains hit points from this spell instead of you.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the initial damage and the ongoing damage both increase by 1d6 for each slot level above 2nd.
Available for: Sorcerer, Summoner, Warlock, Wizard

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