Summoner
Spells and other forms of magic allow casters to call forth creatures from elsewhere in the world and compel them to do their bidding. Some magically assemble creatures, others call them from faraway places, and others still rip them out of alien worlds. You focus on summoning monstrosities, odd things of tooth, claw, fang, and tentacle, writhing masses of fur and flesh that lurch toward your enemies to tear them apart.
The secret of your craft is the mystic pentacle you discovered. This bronze disk features a star-shaped design etched onto its surface. The disk can be as small as a medallion or as large as a gong, and summoning might involve spilling your blood on the star or ringing the gong with a hammer. Whatever method you use, some horrible thing soon appears in a cloud of smoke and shrieks as it casts about for something to kill.
Level 7 Summoner
Attributes: Increase three attributes by 1 each.
Health: +6
Languages: Any one
Traditions: One, Spells: One master
Summoner’s Pentacle (Magical): You acquire a magical pentacle. If you lose the object, it returns to you after you rest.
While you carry the pentacle, you can use an action to summon a monster from it. Target one Size 1 space you can see within 10 yards. A monster forms in that space and has any appearance you choose. The monster counts you as an ally, but treats all other creatures as enemies. It takes its turn when you do and you decide what it does on its turns. The monster remains in your service for 1 hour, but disappears if it becomes incapacitated or you use this talent again. You can use this talent a number of times equal to half your level. You regain expended uses after you rest.
DEFENSE: 10, HEALTH: 40, 60 at level 10
ATTRIBUTES: Strength 13 (+3), Agility 10 (+0), Intellect 8 (–2), Will 10 (+0)
SIZE: 1, SPEED: 6
NATURAL WEAPONS: The monster uses claws and teeth as natural weapons that deal 3d6 damage. At level 10, the weapons deal 4d6 damage. The monster makes rolls to attack with 1 boon.
Level 8 Summoner
Health: +6
Spells: One master
Monstrous Symbiosis (Magical): While you and a monster you summon using your Summoner’s Pentacle are within 5 yards of each other, you impose 1 bane on rolls to attack either of you, and the monster’s attacks deal an extra 1d6 damage.
Level 10 Summoner
Health: +6
Spells: One master
Fearsome Monster: Enemies not immune to the frightened affliction roll to attack the monster with 1 bane.
Regenerating Monsters: Monsters you summon using your Summoner’s pentacle heal 1d6 damage at the end of each round.