--- source: Players Guide 2 --- Every good adventurer knows that surrounding yourself with quality companions is a must. Summoners know that quantity is just as important. Why put yourself in jeopardy when you can summon a pack of wolves to fight for you?  | Summoner Progression | | | -------------------- | ----------------------------------------- | | Wizard Level | Features | | 3rd | Conjuration Specialist, Unbreakable Focus | | 7th | Master Summoner | | 11th | Synchronized Companions | | 15th | Twinned Conjuration | ## Conjuration Specialist  3rd-Level Summoner Feature  You are adept at using magic that creates or summons creatures. You can add any spell from the conjuration school to your spellbook, provided that spell conjures, creates, or summons one or more creatures, such as the find steed and conjure woodland beings spells. These spells count as Arcane spells for you. This feature doesn’t apply to spells from the conjuration school that don’t create or summon actual creatures, such as the guardian of faith and spirit guardians spells.  ## Unbreakable Focus  3rd-Level Summoner Feature  You have advantage on **CON** saves to maintain concentration on spells from the conjuration school.  Starting at 7th level, if you lose concentration on a spell from the conjuration school, its effects last until the end of your next turn instead of ending immediately. Starting at 15th level, as a bonus action after you fail to maintain concentration on a spell from the conjuration school that creates or summons a creature, you can attempt to regain control of it before the spell fades. To do so, you must make an ability check using your spellcasting ability. The **DC** equals 10 + the spell’s circle. On a success, you regain control of the spell, concentrating on it again, and prevent it from ending at the end of your next turn. ## Master Summoner  7th-Level Summoner Feature  You can have one additional spell from your Rote Spell feature (see Player’s Guide) per spell circle for which you already have a rote spell. These extra rote spells must be spells from the conjuration school that create or summon one or more creatures. In addition, your conjured creatures become more powerful. Any creature you create or summon with a spell adds your **PB** to its damage rolls and to its AC, and when first created or summoned, it gains temporary hit points equal to your wizard level. Any such creature can use your spell attack modifier in place of its normal attack bonus, and if the creature has a feature that requires a save, it can use your spell save **DC** or its own save **DC**. Attacks from such creatures count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. ## Synchronized Companions  11th-Level Summoner Feature  A friendly creature that isn’t a creature you created or summoned with a spell has advantage on attack rolls against any creature within 5 feet of a creature that you created or summoned with a spell from the conjuration school, provided the creature you created or summoned isn’t incapacitated. In addition, when you cast a spell with a range of either touch or self that also deals damage, a creature you control within 30 feet of you can deliver the spell as if it had cast the spell. The creature must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your spell attack modifier for the roll. ## Twinned Conjuration  15th-Level Summoner Feature  When you cast a spell from the conjuration school that creates or summons a creature, you can create or summon twice as many creatures, unless the spell prevents you from having more than one creature at a time, such as the create familiar spell. In addition, when you cast a spell from the conjuration school that creates or summons a creature, you can choose for the spell to not require concentration, lasting its full duration instead. Once you use this feature, you can’t use it again until you finish a short or long rest.