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Summoner (Fate/Ty)


Hit Points

Hit Dice: d6 per Summoner (Fate/Ty) level
Hit Points at first Level: 6+Con Modifier
Hit Points at Higher Levels: 1D6 (Or 4) + Con Modifier

Proficiences

Armor: None
Weapons: Simple Weapons and Hand Crossbows
Tools: Alchemist's supplies, calligrapher's supplies, and herbalism kits.
Saving Throws: Charisma and Wisdom
Skills: Choose 2 from the list:
  • Arcana
  • Insight
  • Deception
  • Investigation
  • Religion
  • Nature
  • History

Overview & Creation

Servants of Combat

A mage stands behind a woman wearing half-plate armor. The woman holds what appears to be an invisible sword with both hands and is staring down at a well-dressed man in black, holding a magical staff and a tome in the other. In the blink of an eye, she quickly rushes towards the other mage to take a swing at him. He quickly casts a shield spell that blocks the first sword slash, but the second swing ends up cutting him severely. Soon enough, the mage charges his hand up with fiery energy and releases a blast of fire that the woman barely manages to avoid, darkening her armor with burn marks. The two keep on fighting with extreme speed and agility. These two are not normal people. They are summoned magical people with the duty to protect and fight for their summoner masters.

Master and Servant

A summoner is a special type of caster. They only know a limited number of spells but can be one of the most powerful individuals ever. This is due to their battle summons. A summoner's battle summon takes the form of a warrior of sorts. These summoned warriors, dubbed servants, are very powerful and quasi-immortal. They are under the summoner's full control and will always fight by their sides, yet also have their own personalities and goals. The warrior's skill and power are usually related to how powerful their summoner was. Their summoner is the one providing them magical energy and if their summoner falls, so does the warrior.

Servant Origins

Almost all summoned servants embody the traits, ideals, goals, etc. of certain historical and/or legendary figures. Legendary figures such as Hercules, Cu Chulain, King Arthur, etc. These figures' souls re-manifest themselves back into a physical form to serve under who they consider to be a worthy master. On Tynaria Alt, servants are typically summoned during the Holy Grail Wars, with some part or all of the magical energy used in the summoning ritual being provided by the Holy Grail itself. In general, servants that are summoned by the Grail and not by an actual summoner will generally be weaker than the latter.

Playing a Summoner

When playing as a summoner, you must realize that this class is a relatively hands-off experience. Creating a summoner requires you to also create a separate sheet. On your turn, you will use your current action to instead control your servant. Each servant will utilize different tactics and weapons. As you level up, your servant will slowly get stronger. The servant can either be played by the DM or another participating player. When you choose what type of subclass you want your servant to be, think about what your character's ideals are and how they align with your servant's ideals. Your highest stats should be in charisma and wisdom.    
LevelProf BonusCantripsClass Features123456789
1 2 4 Servant's Pact, Spellcasting, Servant Control, Heroic Servant, Servant Archetype 2
2 2 4 Servant Feature and Magical Detection 3
3 2 4 Servant Feature, Summoner Subclass 4 2
4 2 5 Ability Score Improvement and Servant Ability Score Improvement/Mystic Artifact 4 3
5 3 5 Noble Phantasm, Quick Direct, Servant Feature 4 3 2
6 3 5 Servant Feature 4 3 3
7 3 5 Servant Feature, Append Skills 4 3 3 1
8 3 5 Ability Score Improvement and Servant Ability Score Improvement/Mystic Artifact 4 3 3 2
9 4 5 4 3 3 3 1
10 4 6 Improved Phantasm 4 3 3 3 1
11 4 6 Servant Ability Score Improvement/Mystic Artifact 4 3 3 3 1 1
12 4 6 Ability Score Improvement and Servant Ability Score Improvement/Mystic Artifact 4 3 3 3 2 1
13 5 6 Servant Feature 4 3 3 3 2 1 1
14 5 6 Extra Command Seals 4 3 3 3 2 1 1
15 5 6 Servant Ability Score Improvement/Mystic Artifact 4 3 3 3 2 1 1 1
16 5 6 Ability Score Improvement and Servant Ability Score Improvement/Mystic Artifact 4 3 3 3 2 2 1 1
17 6 6 Superior Regeneration 4 4 3 3 2 2 1 1 1
18 6 6 4 4 3 3 3 2 1 1 1
19 6 6 Ability Score Improvement and Servant Ability Score Improvement/Mystic Artifact 4 4 4 3 3 2 1 1 1
20 6 6 Ultimate Phantasm 4 4 4 4 3 3 2 1 1
To see a variant rule for servants, see Demi-Servant
 


Class Features

Servant's Pact


In the setting of Fate/Tynaria, servants are summoned either during the selection process of a Holy Grail War or with a specialized magic summoning circle and a servant catalyst. Catalysts can be made like magic items and usually require lots of time and effort to make properly in order to call upon a servant. When a servant is summoned, a pact is formed, with the servant being spiritually bound to serve and protect you.   If a summoner is to come across another servant in their adventures, they can form a contract with said servant, assuming both parties agree.

Servant Control


Given that you are the master of a servant, they are under your control. If you tell them to protect you, fight someone, or do anything else, they generally will do it without much question. These are the attributes you gain:
  • Materialize: As an action, you can have your servant enter or leave the ethereal plane. In order to send them to the ethereal plane, they need to be willing and be within 100ft of you and will require a Command Seal if neither are available. While the servant is in the ethereal plane, they become incorporeal, and you can communicate with them via telepathy. Servants can also freely move in the ether, up to 30ft away from you. Summoning them back in will have them teleport directly in front of you, or within 5ft of you. Any gear that the servant is wearing and/or carrying will be transported with them. If you allow it, your servant can freely enter or exit the ether as an action. This allowance lasts until the end of a long rest but can be cancelled with a Command Seal.
  • Command Seal: Command Seals are physical markings found on a Summoner's hand or body. They represent the pact formed during the summoning of servants. Each Command Seal is a highly concentrated sigil of magical energy. As an action, you can expend a Command Seal to force your servant to follow a command without resistance, teleport them back to you regardless of distance, allow them to activate their Noble Phantasm, or fully restore a servant's health and death saves. You have a number of Command Seals equal to your spell casting modifier and when one is used, the seal will not regenerate. Using all of one's Command Seals will end the pact between the servant(s) and Summoner master, unbinding the obligations the servant originally had for the Summoner.
  • Combat: Summoners and their servant(s) have the choice to either share the Summoner's initiative or roll independent initiatives. In combat, servants have access to three forms of attack: Buster, Quick, and Arts. These three are described later down.
If your health drops to 0 HP, your servant will instantly gain a debuff that gives them disadvantage on every single ability check, saving throw, and attack roll. If you die, your servant will only be able to exist for the next 1D4 days after your moment of death (also having the debuffs). If you die while your servant is in the ether they are instantly ejected outwards. After the days, they will disintegrate into magical dust and cannot be revived under any circumstances as long as the original summoner is still dead.

Spellcasting


Magic Crest At 1st level, you have access to your magic crest. This crest is usually imbued throughout your body like a second circulatory system, granting you both your spellcasting abilities and your ability to be a Summoner of heroic spirits. Your magic crest is similar to a wizard's spell book, as it carries all your spells. With careful manipulation, you can modify your spell repository when time allows for it.   Preparing and Casting Spells The Summoner table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.   You prepare the list of summoner spells that are available for you to cast. To do so, choose a number of spells equal to your spellcasting modifier + your summoner level (minimum of one spell). The spells must be of a level for which you have spell slots.     You can change your list of prepared spells when you finish a long rest. Preparing a new list of spells requires time meditating and mentally rewiring your internal magic crest, fine-tuning them to cast certain spells: at least 1 minute per spell level for each spell on your list.   Variant Spellcasting: Spell Books Instead of using a magic crest, you can instead do spellcasting similar to how traditional wizards typically do. You can gain a spell book that starts off with 6 1st level spells at level 1, gaining 2 new spells per level. Your number of preparable spells remains the same.

Heroic Servant


Your summoned servant takes the form of any type of humanoid person. Their power scales with your power. The servant is proficient with simple weapons, light armor, medium armor, shields, speaks whatever languages you speak, and has its own personality traits. This servant is played either by the DM or another player. The servant has their own sheet, but you are in control most of the time. They are technically immortal and don't require food, water, or even sleep. As long as they have been summoned, they will try to obey your every command. Although, due to their personality, there may be a chance that they can disobey and protest a decision. Even so, a servant will almost never try to kill their master, as that would kill them as well. Your servant will always start with 12 flat HP, regardless of what you plan to have them become.

Servant Archetype


You choose your servant's archetype right upon summoning. There are 7 classes of servants that it can take the form of:
  • Warrior: The Warrior class of servants excel at direct combat. They fight with extreme finesse and can use all types of equipment. They are generally great for offensive play. They can be any alignment, as they might fight for different reasons. Depending on the servant's preferred weapon choice, their name may be changed to either Archer (bows and crossbows), Lancer (polearms), or Saber (Swords).
  • Caster: Casters are not as physically strong but make up with the fact that they get to cast spells unique to them. Many of these spells are casted at-will, but some may require the summoner's own spell slots. Casters are usually neutral-aligned.
  • Assassin: As the name suggests, Assassin servants rely on stealth and landing a killing blow when the target least expects it. They don't get many weapon proficiencies but make up for being able to deal high amounts of damage and escaping the fray when needed. Assassins are frequently chaotic or evil aligned.
  • Berserker: Berserkers are dangerously powerful. While warriors are great with tactics and technique, Berserkers go for a more brutal approach. They can deal great amounts of damage while absorbing a decent amount as well. Berserkers are almost always chaotic.
  • Shielder: Shielders are unique in the fact that they are the embodiment of abjuration. They will always protect their summoner and their allies in combat. Shielders don't do too much direct damage but can take in much more damage and be a powerful team support. Shielders are generally lawful.
  • Rider: Riders specialize in mounted combat. They can utilize almost any type of mount or vehicle to gain the advantage in combat. Riders are great when agility and flanking is a preferred tactic in combat. Strangely, riders seem to have some connection with the spiritual realm, as displayed in some of their Noble Phantasms. Riders can have any alignment; thus, their backstories are usually the ones that dictate the alignment.
  • Ruler: Rulers are a support servant that specializes in boosting the morale and resolve of fellow allies. Protective auras and inspiring words are what Rulers specialize in. Rulers are usually lawful.
  • Avenger: Avengers are a special form of servant. While Avengers are usually some type of spellcaster, their most notable attribute is that they come from a life seeking revenge. Because of this, many Avenger servants are usually some type of evil or some type of chaotic, as vengeance is what defines them.
Once you decide on your servant's archetype, they will stay as that class forever. Even if the servant is defeated and then resummoned, they will still stay as the same class. A servant's class is predetermined during the summoning ritual.  

Mana Supply


Servants are incredibly powerful familiars. This also means that they require significant amounts of magical energy to stay alive. When you form a contract with a servant, you will constantly need to supply magical energy/mana to them. These are the following reasons why mana will need to be supplied.
  • Up-Keep: At the end of a long rest, you must expend mana from your pool. The base amount of mana to be spent is 4 points. 4-star servants require 5 points and 5-star servants require 6. If you decide to not grant your servant(s) the up-keep mana, they will be forced to either stay in a very passive role, in the ethereal, or take a point of exhaustion. (The up-keep supply is done either at the end of a long rest or at the start of a new day)
  • Minimal Up-Keep: On days when combat is not needed, summoner masters will only need to provide a minimal amount of mana for their servant(s). Providing 1 mana point for a servant allows them to either stay in the ether or materialize in a non-combative state for 12 hours, regardless of star rating. If combat does initiate, servants with minimal mana provisions will take a -5 penalty to attack rolls, saving throws, and attacks against them are done with advantage. This can be remedied with a provision of mana up to their Up-Keep level.
  • Slots-to-Mana: If your base mana pool can't keep up with your needs, you can convert your spell slots into mana points. As a bonus action, you can take one of your available spell slots and turn it into mana. The mana created is equal to the level of slot your expended.
Your mana pool is determined by your spellcasting modifier + Summoner level. Your pool fully refreshes after a long rest.  

Servant Command Cards


During combat, as a bonus action, you can empower your servant(s) to perform variant-form attacks on their turn. These variants are known as Arts, Quick, and Buster. Each form of attack is done by channeling magical energy in specific ways during attacks. The three forms have the following bonuses:
  • Arts: When a servant lands an attack roll or when enemies fail a servant's damaging saving throws under Arts, they add a point to a well of energy equal to their PB x 2. When the well is full, their Noble Phantasm recharges as if a day has passed. If a servant lands an Arts attack when their Noble Phantasm is already charged, it will instead grant a temporary Overcharge bonus that enhances their Noble Phantasm's damage or primary effect if used within a minute. Overcharge stacks up to your PB x 2. The well resets if the servant goes three rounds without attacking, taking damage, or goes unconscious. (Can only be used in combat)
  • Quick: Servants attacking under Quick trade damage for speed and critical chance. At the cost of not adding ability modifiers to damage rolls, successful Quick attacks (or targets that fail a servant-caused saving throw) give them a Crit Stack point, up to a maximum of 4 points. Each point reduces the critical-hit threshold, down to a 16 for a crit. Servants can use a bonus action to transfer their stack to another creature within 30ft of them. Once the creature with the crit stacks lands a critical hit, the stacks reset to 0 and go back to the servant (ability modifiers are applied to critical hits). Crit stacks go away after a minute.
  • Buster: Servants attacking with a Buster attack will put much more power into attacks. Buster attacks add an extra D6 to damage. Buster can be used for three consecutive rounds, with each consecutive round adding another D6 of damage, up to a 3D6 bonus, after which requires another round of recharge. Not using Buster consecutively resets the bonus.
All Command Cards last for the servant's whole turn and apply to any and all attack rolls on said turn. Only one card can be used per turn and is applied to only one servant you control and lasts until the end of their turn. Command Cards can't be used when all your spell slots are empty.

Magical Detection


Also at 2nd level, your senses gain a significant boost in strength. As an action, you can take a moment to find and identify any other spellcasters, servants, and magical familiars within a 60ft radius. If a servant is identified, you can make a DC-18 Arcana check to identify what class the servant is. This ability can be used a number of times equal to your proficiency bonus and all uses recharge after a short or long rest.

Subclass


At 3rd level, you get to choose your Summoner subclass. These subclasses are either Full Magus Summoner or Battle Mage Summoner.

Ability Score Improvement


When you reach 4th Level, and again at 8th, 12th, 16th, and 19th 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.

Variant Rule: Mystic Artifacts


Mystic Artifacts come in the form of added abilities and/or artifacts that servants can gain if they so choose. These are the ways on how a servant can gain a Mystic Artifact:
  • Forgo a servant ability score improvement.
  • Have the summoner only get 1 point for their ability score improvement.
  • After leveling up, either the summoner or the servant can roll a D20. On a 20, they gain an artifact.

Noble Phantasm


At 5th level, your servant gains their signature move: Their Noble Phantasm. This move is extremely powerful but is highly limited in usage. To activate this move, you must use an action or reaction to expend a Command Seal or mana points equivalent to the Noble Phantasm's worth (Discuss with DM). During the activation process, you are allowed to convert spell slots if necessary. After the Noble Phantasm ability is used, there is a recharge time equal to 1/2 the mana point cost in days (rounded down), up to a maximum of a 5 day charge. If the Noble Phantasm is still in recharge, a Command Seal can still allow for the ability to be used, resetting the recharge timer.   Fate/Tynaria: In this setting, Noble Phantasms are far more dynamic. Every single true servant will have a different Noble Phantasm, including Boosted and Ultimate ones. Please consult the DM to modify and change a servant's Noble Phantasm ability.  

Variant Rule: Secondary Noble Phantasm


While most servants have only one Noble Phantasm, there is a small exception of certain servants that have a "second" Noble Phantasm. This Noble Phantasm is usually less powerful than their main one and can only be activated under very specific circumstances, many times being unknowingly activated by the servant. Secondary Noble Phantasms can only be activated if the summoner still has a 3rd level spell slot (or higher) or a Command Seal, which will be forcibly used once the Secondary Noble Phantasm activates. After this ability is used, the servant takes 2 points of exhaustion.

Quick Direct


Also at 5th level, you can instead use a bonus action to allow your servant to act instead of your normal action. You can't activate your servant's Noble Phantasm with this command.

Magical Boost


At 6th level, you gain the ability to empower your servant with magic. As an action, you can expend a spell slot of your choice to give one of the following benefits:
  • Increase their AC by your proficiency
  • Heal them by 1D6+Spell Slot level.
  • Grant them a damage bonus equal to 1+Spell slot level. (Requires concentration)
All of these effects last for 1 minute.

Servant Append Skills


At 7th level, your magical capacities allow you to empower your servant(s) even more. Append Skills draw from your mana pool and you can apply one skill to a servant of yours via an action.
  • Finessed Extra Attack (3 Points): When your servant takes the attack action or casts a cantrip, they make an additional attack and/or cast the cantrip again. Lasts until the end of said servant's turn.
  • Mana Loading (2 Points): When your servant has the Arts Card, employing Mana Loading allows them to charge Arts at double the rate. (ie successful attacks and failed enemy saves add 2 points of Arts instead of 1). Lasts until said servant's Arts meter is charged or lost.
  • Finessed Critical Hit (3 Points): When your servant lands a critical hit, they can add an extra crit die to the damage roll. Lasts until after a critical hit is rolled or after an hour.
If you lack the mana to apply an Append Skill, you can also use spell slots (standard 1:1 conversion). Alternatively, you can expend a Servant Coin to apply any Append Skill. Servant Coins can be earned in a similar way to inspiration points. Servants can only have one Append Skill applied at any given time.

Improved Phantasm


At 10th level, your servant's Noble Phantasm greatly evolves into something even more powerful. The same rules of activating the servant's Noble Phantasm still apply, but now with some additions. The Improved Phantasm requires you to use a 5th level spell slot or higher. If you decide to use a 3rd level slot, your servant only performs its original move and not the improved one. After your servant casts the Improved Phantasm, they can neither cast their original or improved Phantasm for the next D6+3 days. The servant must also make a constitution save of 10 or take 1 level of exhaustion. This is the time when the servant will require a full long rest.

Added Command Seals


At 14th level, you get more command seals. You get to increase your maximum amount of command seals by 1/2 your charisma mod (rounded up). You can also attempt to regain a command seal at the end of a long rest. After a long rest, roll a D20. If you roll a 15 or higher, you regain 1 command seal.

Superior Regeneration


At 17th level, your servant gains regeneration abilities. On their turn, they can decide to use their bonus action to heal by your charisma modifier.

Ultimate Phantasm


At 20th level, your servant's Noble Phantasm has made its final evolution into perfection and power. In order to have your servant activate their Ultimate Phantasm, you must expend an 9th level spell slot. You will also need to expend 3 command seals. After the servant performs their Ultimate Phantasm, they will slowly begin to disintegrate over the next 1 minute, after which you must re-summon them with the ritual after 3 days have passed.


Starting Equipment

  • Any simple melee weapon
  • 10 darts
  • An arcane focus or a component pouch
  • An explorer's pack or a scholar's pack

 


Spellcasting

Your spellcasting modifier is charisma.

  • Spell save DC = 8 + Proficiency mod + Charisma mod.
  • Spell attack mod = Proficiency mod + Charisma mod.
Different to most casters, you are only limited to spells that fall within the abjuration, conjuration, enchantment, necromancy, and transmutation schools (cantrips excluded). All of your spells come from the sorcerer and bard spell lists. Keep in mind that your spell slots also fulfill purposes other than traditional spellcasting. You can use arcane focuses to replace certain material components. Summoners also do get ritual casting.       Variant Spellcasting Rule:   Many summoners originated as wizardly apprentices/students that ended up diverging into the world of becoming a summoner. Under the DM's allowance, you may use this variant rule that completely changes your spellcasting ability score from Charisma to Intelligence and you use the Wizard's spell list instead. All class abilities (and servant abilities) that rely on your Charisma modifier are instead reliant on your Intelligence modifier.


Subclass Options

Pre-Class Servant


Before hitting level 2, the servant is relatively simple. The servant has their own looks and personality, can use simple weapons, and is first summoned wearing either studded leather or scale mail. Its starting weapon can either be a shortbow with 20 arrows, 2 Handaxes, or a spear and shield. They gain a hit dice after entering a subclass. Because the servant is still very much a physical being, it can use other types of gear that it might want to use. They also have a set standard array for their sheet: 18, 16, 14, 12, 10, 8. At 7th, 11th, 15th, and 19th level, they get an ability score improvement, but cannot choose a feat. Click the following links below.   Fate/Tynaria: Your servant, upon being summoned, can have any set of gear that you and your DM can agree on. If you have trouble creating your servant's personality and stats, use the following pre-generated statblocks below.

Full Magus


If you choose this subclass at 3rd level, you prioritize your time and resources in truly becoming a mage. You gain the following ability:
  • During a short rest, you can regain spell slots. The spell slots regained cannot go beyond your proficiency bonus. For example, at 5th level, you can regain 3 1st level spell slot or 1 3rd level spell slot.

Reinforcement


At 6th level, you gain the ability to channel your own magic throughout your body for more practical, self-sustaining uses. You gain the following abilities:
  • Mobility Boost: Use a bonus action to increase your movement speed by 20ft for the turn.
  • Light Landing: Use a reaction reduce fall damage equaling your Summoner level x 5.
  • Reflexive Dodge: If you are subjected to an effect that allows you to make a Dexterity saving throw to take 1/2 damage, you can instead take 1/2 damage on a failed save or no damage on a successful save.
Reinforcement abilities can be used a number of times equal to your spellcasting modifier and all uses reset after a long rest.    

Battle Mage


If you choose this subclass at 3rd level, you focus a little more effort in allowing yourself to hold your own during fisticuffs. You gain the following abilities:
  • You gain proficiency in 3 weapons of your choice.
  • You learn either Shillelagh, Booming Blade, or Shocking Grasp.
  • You gain proficiency in light armor.

Extra Attack


Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.


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