Download as rtf, pdf, or txt
Download as rtf, pdf, or txt
You are on page 1of 6

Recaller Class Details

Signaling for her companions to wait, a halfling creeps forward through the dungeon hall. She
presses an ear to the door, then pulls out a set of tools and picks the lock in the blink of an eye. Then
she disappears into the shadows as her fighter friend moves forward to kick the door open.

A human lurks in the shadows of an alley while his accomplice prepares for her part in the ambush.
When their target — a notorious slaver — passes the alleyway, the accomplice cries out, the slaver
comes to investigate, and the assassin’s blade cuts his throat before he can make a sound.

Suppressing a giggle, a gnome waggles her fingers and magically lifts the key ring from the guard’s
belt. In a moment, the keys are in her hand, the cell door is open, and she and her companions are
free to make their escape.

Rogues rely on skill, stealth, and their foes’ vulnerabilities to get the upper hand in any situation.
They have a knack for finding the solution to just about any problem, demonstrating a
resourcefulness and versatility that is the cornerstone of any successful adventuring party.

Creating a Recaller
When creating your recaller character, consider their relationship with their summons and from
which plane of existence they draw their power. Does your character see their summons as allies, or
servile minions? Does your character revere the power of their patron plane's inhabitants, or do
they have a deeper connection to that land? Ask your DM about how recallers and the practice of
occultism is viewed in your campaign's world.

QUICK BUILD

You can make a recaller quickly by following these suggestions. First, Wisdom should be
your highest ability score, followed by Dexterity. Second, choose the hermit or far traveller
background. Thirdly, choose the create bonfire, thaumaturgy and gust cantrips, and learn
the spells Find Familiar and Detect Evil and Good.

The Recaller Table (Outdated)


Level Proficienc Features Cantrip 1st 2n 3r 4t 5t 6th 7th 8t 9t
y s d d h h h h
Bonus Known

1st +2 Spellcasting 3 2 -- -- -- -- -- -- -- --

2nd +2 Occult Brand, Occult Summoning 3 3 -- -- -- -- -- -- -- --

3rd +2 3 4 2 -- -- -- -- -- -- --
4th +2 Ability Score Improvement 4 4 3 -- -- -- -- -- -- --

5th +3 4 4 3 2 -- -- -- -- -- --

6th +3 Occult Brand Feature 4 4 3 3 -- -- -- -- -- --

7th +3 Transference 4 4 3 3 1 -- -- -- -- --

8th +3 Ability Score Improvement 4 4 3 3 2 -- -- -- -- --

9th +4 Tethering Brand 4 4 3 3 3 1 -- -- -- --

10th +4 Dimensional Dispersal, Occult 5 4 3 3 3 2 -- -- -- --


Brand Feature

11th +4 Arcane Synchrony 5 4 3 3 3 2 1 -- -- --

12th +4 Ability Score Improvement, 5 4 3 3 3 2 1 -- -- --


Summoning Mastery

13th +5 5 4 3 3 3 2 1 1 -- --

14th +5 14th Feature 5 4 3 3 3 2 1 1 -- --

15th +5 5 4 3 3 3 2 1 1 1 --

16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 --

17th +6 Occult Brand Feature 5 4 3 3 3 2 1 1 1 1

18th +6 18th Feature 5 4 3 3 3 2 1 1 1 1

19th +6 5 4 3 3 3 2 2 1 1 1

20th +6 Dimensional Sovereign 5 4 3 3 3 2 2 2 1 1

Class Features
As a recaller, you gain the following class features.

Hit Points
Hit Dice: 1d6 per recaller level

Hit Points at 1st Level: 6 + your Constitution modifier

Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per recaller level after 1st
Proficiencies
Armor: Light Armor, Shields

Weapons: Clubs, quarterstaffs, sickles, spears, flails, whips

Tools: Cartographer's Tools

Saving Throws: Dexterity, Wisdom

Skills: Choose two from Acrobatics, Animal Handling, Arcana, History, Insight, Investigation and
Stealth

Equipment
You start with the following equipment, in addition to the equipment granted by your background:

(a) a flail or (b) any simple weapon

(a) a light crossbow and 20 bolts or (b) any simple weapon

(a) a feywild trinket, (b) an elemental trinket, (c) a gothic trinket

(a) a monster hunter's pack or (b) a dungeoneer's pack

Leather armor, a shield and a two-person tent.

Spellcasting
Through your fervent studies of the planes and supernatural phenomena, you've learnt

Cantrips

At 1st level, you know three cantrips of your choice from the recaller spell list. You learn additional
recaller cantrips of your choice at higher levels, as shown in the Cantrips Known column of the
recaller table.

Spell Slots

The recaller table shows how many spell slots you have to cast your recaller spells of 1st level and
higher. To cast one of these recaller 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 recaller spells that are available for you to cast, choosing from the recaller
spell list. When you do so, choose a number of recaller spells equal to your Wisdom modifier + your
recaller level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level recaller, you have four 1st-level and two 2nd-level spell slots.
With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any
combination. If you prepare the 1st-level spell Acid Stream, you can cast it using a 1st-level or 2nd-
level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of
recaller spells requires time spent in meditation and practicing rituals: at least 1 minute per spell
level for each spell on your list.

Spells Known of 1st Level and Higher


You know two 1st-level spells of your choice from the recaller spell list.

The Spells Known column of the recaller table shows when you learn more recaller 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 recaller spells you know
and replace it with another spell from the recaller spell list, which also must be of a level for which
you have spell slots.

Spellcasting Ability
Wisdom is your spellcasting ability for your recaller spells, as your magic draws from your
attunement to the outer planes and belief in the occult. You use your Wisdom whenever a spell
refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the
saving throw DC for a recaller spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Occult Brand
At 2nd level, you choose a magical brand that ties you to the outer planes and allows you to beckon
allies from there. Your choice grants you brand spells and other features when you choose it at 2nd
level. It also grants you another creature type you can summon with your Occult Summoning, and
additional benefits at 6th, 12th, and 16th levels.

Occult Summoning
Starting at 2nd Level, through your occult brand you gain the ability to summon extraplanar
creatures as loyal myrmidons.

Can't summon spellcasting creatures (until summoning improvements at 5th and 9th levels)
Summon monstrosities + creatures belonging to a type determined by brand.
0 = 1 (10 x cr 0)
1/8 = 1 (8 x cr 1/8)
1/4 = 1 (4 x cr 1/4)
1/2 = 1 (2 x cr 1/2)
1=1
2=2
3=3
et cetera.

Level Spellcasting Example

2nd None Cockatrice

5th Cannot cast spells Deathlock


higher than you are
capable of

9th No limitations Glabrezu

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.

Transference
When you reach 7th level, you unlock the power of transference, allowing you to swap positions
with your summons. As a bonus action, you may switch places with one of your summoned
creatures or cause two of your summoned creatures to switch places instead. You can use this
feature a number of times equal to your Wisdom modifier (minimum of once). You regain any
expended uses when you finish a long rest.

Tethering Brand
At 9th level, you learn how to perform a powerful binding ritual. You can perform a 1 minute ritual
to bind a creature you have summoned to you. The ritual consumes 1500gp in incense and rare
herbs. When you bind a creature you have summoned, it persists until you dismiss it as an action,
you bind another creature or it is reduced to 0 hit points.

Arcane Synchrony
At 11th level, you can fuel your summons with magic. When you summon a creature, you can choose
for your summon to act immediately on your turn. The creature can take one action or move up to
its speed.

Summoning Mastery
At 12th level, you gain the ability to conjure other types of creatures. Choose a creature type, you
can now summon creatures of that type when using Occult Summoning.

Dimensional Dispersal
At 15th level, your occult brand's connection to extraplanar energies allows you to jump between
the realms.

18th Level Feature


At level 18,

Dimensional Sovereign
When you reach 20th level,

You might also like