The Summoner
[If you've found yourself here, these are class feats I've created for when the feat update drops. I'm placing them here temporarily for anyone who is nosy and wants to look at them ahead of time.]
Class Name: The Summoner
Core Fantasy: The Summoner is an Intelligence-based Breaker who channels Gate energy into bound allies from beyond. In Dungeon Break operations, they fight as a small squad in one body, using flexible summons to scout, screen, and strike in many places at once.
Level 1 Features
Contract Link (Level 1)
Your mind keeps a steady connection to everything you call through a Gate.
Rules: A “summoned creature” is any creature you conjure using a spell from this class, as long as that spell directly creates that creature.
You can communicate telepathically with any of your summoned creatures while it is within 1 mile of you and on the same plane of existence.
As an action, you can see through the eyes and hear through the ears (or closest equivalent) of one summoned creature you can communicate with. This lasts until the start of your next turn. While doing so, you are blinded and deafened to your own surroundings.
Reinforced Bonds (Level 1)
Your contracts harden your summons against the stress of a Break.
Rules:
When you summon a creature with a spell from this class, it gains temporary hit points equal to your Summoner level.
At the start of each of your turns, choose one of your summoned creatures that you can see. Until the start of your next turn, the first time that creature deals damage with an attack, it deals extra damage equal to your proficiency bonus.
Level 3 Feature
E-Rank: Unified Command (Level 3)
At E-Rank, you run all your bound allies on one clear timeline.
Rules:
When you roll initiative, you can choose any number of your summoned creatures that are present. Each chosen creature uses your initiative count and acts immediately after you on that count.
When you summon a creature during combat, you decide when it appears whether it rolls its own initiative or uses your initiative count and acts immediately after you.
Level 7 Feature
D-Rank: Living Screen (Level 7)
At D-Rank, your summons form a natural wall between your squad and the enemy.
Rules:
While you are within 5 feet of at least one of your summoned creatures, you have half cover (+2 bonus to AC and Dexterity saving throws) against attacks and effects that originate from the opposite side of that creature.
A friendly creature of your choice within 5 feet of one of your summoned creatures also has half cover from attacks and effects that must pass through that summoned creature’s space.
Level 10 Feature
C-Rank: Pack Synergy (Level 10)
At C-Rank, your allies and summons lock targets together for cleaner hits.
Rules:
When you make an attack roll against a creature that is within 5 feet of at least one of your summoned creatures, you have advantage on the first attack roll you make against that creature on your turn.
Your summoned creatures have advantage on attack rolls against a creature if at least one of your allies (including you or another summoned creature) is within 5 feet of the target and is not incapacitated.
Level 13 Feature
B-Rank: Menagerie Surge (Level 13)
At B-Rank, you can order several bound allies to strike and reposition at once.
Rules:
As an action, you choose a number of your summoned creatures that you can see within 60 feet of you, up to a maximum equal to your proficiency bonus.
Each chosen creature can immediately move up to its speed and then make one weapon attack or one spell attack.
This movement does not provoke opportunity attacks.
This movement and attack do not cost the creatures their normal actions on their turns.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Level 16 Feature
A-Rank: Hardened Contracts (Level 16)
At A-Rank, your bonds no longer buckle when pressure hits.
Rules:
Your summoned creatures cannot be charmed or frightened.
If an effect would cause one of your summoned creatures to become hostile to you or act under another creature’s control, you can choose for that summoned creature to immediately disappear instead.
You have advantage on saving throws against being charmed or frightened by aberrations, fiends, or other extraplanar creatures.
Level 20 Feature
S-Rank: Gate Menagerie (Level 20)
At S-Rank, you open yourself fully as a conduit and call more force through each contract.
Rules:
As an action, you enter a heightened summoning state that lasts for 1 minute. While this state lasts:
When you summon a creature with a spell from this class that would create exactly one creature, you can choose to create a second copy of that creature in an unoccupied space within 10 feet of the first. The second copy has half the hit points listed for the base creature (round down). Both copies count as your summoned creatures as normal.
Your summoned creatures add your proficiency bonus to the damage they deal with attacks. A single attack can gain this bonus only once.
When one of your summoned creatures is reduced to 0 hit points, it can continue to act as if it had 1 hit point until the end of your next turn, after which it disappears if it is still at 0 hit points.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.