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The Summoner Class


Summoner

You are the armada. The kings of old would trade armies for your abilities. You've undertaken the tradition that conjures an endless supply of warriors. You are the summoner, the mage who takes their dreams and makes them manifest.

You call forth minions to trudge fearlessly into the fray and provide support, holding the enemy at bay while you and your fellow heroes ready the counteroffensive. Your minions serve unflinchingly, unerringly, to their death or to yours.

You can also take advantage of powerful magic to buff your allies, whittle down your enemies, or enlist the fallen into your ranks. And when push comes to shove, you can call upon your champion to finish the fight.

Basics

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Summoner Feature

Basics

Level 1

Starting Characteristics: You start with a Reason of 2, and you can choose one of the following arrays for your other characteristics scores:

  • 2, 2, -1, -1
  • 2, 1, 1, -1
  • 2, 1, 0, 0
  • 1, 1, 1, 0

Weak Potency: Reason - 2

Average Potency: Reason - 1

Strong Potency: Reason

Starting Stamina at 1st Level: 15

Stamina Gained at 2nd and Higher Levels: 6

Recoveries: 8

Skills: You gain the Magic and Strategy skills and can choose any two skills from the intrigue or lore skill groups. (Quick Build: Eavesdrop, Magic, Monsters, Strategy.)

Draw Steel Master Classes

The summoner is an example of a master class in Draw Steel. Master classes are intended for players who are familiar with the game and have played a few sessions already. They are not recommended for first time players—you need to know the rules before we start breaking them on you!

If you are new to Draw Steel, we recommend checking out The Delian Tomb starter adventure, which includes a step-by-step tutorial on how to play the game and breaks down all the working parts of a hero. Save Broadhurst first, and then you hurry back here!

1st-Level Features

As a summoner, you gain the following features.

Summoner Circle

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Summoner Circle Feature

Summoner Circle

Level 1

You've learned the art of summoning from a member of a loose network of summoners called a circle. Each circle specializes in a distinct portfolio of creatures you can call into existence. Choose a summoner circle from the following options, each of which grants you a communication feature (Quick Build: Circle of Graves.)

Circle of Blight: You are a demonologist who calls forth demons from the Abyssal Waste. Your portfolio includes shapechanging demons that grow in hunger and power over time. You can communicate with creatures that have the Abyssal keyword even if you don't share a language.

Circle of Graves: You are a necromancer who raises undead creatures from the Necropolitan Ruin. The corporeal and incorporeal creatures under your command are hardy and many. You can communicate with creatures that have the Undead keyword even if you don't share a language.

Circle of Spring: You are a feybright who beckons pixies, nixies, and sprites from Arcadia. Your portfolio features ephemeral fey spirits surrounded by weird and powerful magic. You can communicate with creatures that have the Fey keyword even if you don't share a language.

Circle of Storms: You are a storm caster who summons elementals from Quintessence. This portfolio contains forces of nature that leave a big impact on the environment. You can communicate with creatures that have the Elemental keyword even if you don't share a language.

Your choice of circle decides the portfolio from which you summon minions, as well as many of the features you'll gain from this class. Your circle is your subclass.

Minions

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Summoner Feature

Minions

Level 1

The creatures you control are called minions. You can summon and maintain up to a maximum of 8 minions. Your minions are considered allies at your level.

You can manage up to two squads of minions. Newly summoned minions can either be organized into a new squad or be distributed into other squads under your control. A squad can't contain more than eight minions, and all minions in the squad must have the same name.

The maximum distance that you can summon minions and use specific conjuring abilities is called your Summoner's Range. Your Summoner's Range is equal to 5 + your Reason score. You must have line of effect to summon and give commands to minions within your Summoner's Range. Commanding a minion to take a main action or a maneuver while hidden reveals you.

You also have special minions at your disposal called signature minions, low-cost creatures that you've become accustomed to summoning often. See Portfolio for more details about the types of minions you can summon.

Minions in Combat

Start of Combat: At the start of a combat encounter or some other stressful situation tracked in combat rounds (as determined by the Director), you can summon up to two of your signature minions at no cost into unoccupied spaces within your Summoner's Range (no action required).

Start of Turn: At the start of each of your turns during combat, you can summon up to three of your signature minions at no cost into unoccupied spaces within your Summoner's Range (no action required).

Summoning: Each minion is summoned on the ground unless they can fly or hover. Unless an ability specifies, you can't summon any new minions beyond your minion maximum until the same number of existing minions are dismissed or destroyed.

Stamina: Minions in a squad pool their Stamina together. Whenever a minion in a squad takes damage, the squad's Stamina pool is reduced by a number equal to the damage taken. Each time the pool is reduced by an amount equal to a single squad member's Stamina, one minion dies (starting with the minion that took damage, followed by the next nearest minion). If there is any excess damage after all minions in the squad are dead, you take damage equal to 2 + your level. Minions can't be winded, can't regain Stamina, and can't gain temporary Stamina.

Area Effects: The damage from an area effect dealt to a squad's Stamina pool can only kill up to the minions in its area. Any excess damage is ignored.

Strikes with Multiple Targets: A squad's Stamina pool only takes the largest single instance of damage from a strike that targets two or more minions in that squad. Any additional effects still affect the minions targeted by the strike.

Conditions: You resolve any saving throws on conditions affecting one or more of your minions. Treat saving throws as if you had one instance of each condition.

Damage Immunity and Weakness: If any minion in a squad has damage immunity or weakness to a particular damage type, apply that effect to the entire squad only once, regardless of how many minions share the same trait.

Actions: Minions in a squad act together on your turn in any order, before, in-between, and/or after any of your actions. They can either take a move action and a main action (excluding Heal and Defend), a move action and a maneuver, or two move actions. Individual minions can also make opportunity attacks.

Free Strikes: Unless otherwise specified, a minion's free strike has a distance of Melee 1 or Ranged 5 and deals the damage value listed on the stat block. The minion can choose to deal untyped damage or the damage type next to the damage value.

Damage: Whenever multiple minions strike the same target simultaneously, the damage is added together and treated as a single strike. Minions in a squad targeting the same target with a signature ability only apply one instance of the signature ability while each additional minion increases the damage by a number equal to their free strike value.

Surges: Your minions share your pool of surges and can apply them to their strikes. Whenever one or more of your minions would gain a surge during a turn, you gain that surge instead.

Maneuvers: Unless otherwise specified on the minions' stat block, a squad uses their maneuver together as a unit. If a maneuver targets a single creature, all minions in the squad target the same creature. If a maneuver requires a power roll, the result is equal to 8 + the minions' characteristic + the number of squad members within distance of the maneuver.

Individual Maneuvers: An individual minion can use a maneuver to alleviate their own circumstances, such as getting up from prone or escaping a grab. If they do, they can't take part in their squad's main action or maneuver.

Characteristics: Your minions have their own characteristics for the purposes of resisting potencies, maneuvers, and making tests. You use your own characteristics where a minion's stat block refers to an R or uses a potency (such as M < WEAK).

Unconscious: If you are unconscious or unable to act on your turn, you can't summon new minions. Additionally, your remaining minions can't deal damage; they can only act to bring you to safety.

End of Combat: At the end of combat, your minions finish their tasks (such as carrying someone to safety) and are then dismissed.

Minions Outside of Combat

While outside of combat, you can have up to 4 minions summoned without spending essence. You can freely summon your signature minions this way. For other minions, while you have a number of Victories equal to the minion's essence cost or more, you can summon up to the set number of minions listed on their stat block.

Each of your minions can be given a simple task and a destination you've previously visited and they'll fulfill it to the best of their ability. Example tasks include sending messages, scouting, and carrying supplies. Your minions aren't followers and can't make project rolls until you can summon specialists (see Minion Machinations).

When combat begins, any of your minions who were summoned outside of combat finish their tasks and are then dismissed.

> Soul-y Moley! > > Your minions are manifestations of the magic you weave and don't harbor any souls of their own. They are expressions of your own soul and are more akin to dreams than sapient creatures. > > Treat your minions as if they had your soul whenever they are targeted by abilities that affect souls. Ignore any effects that trigger when a creature with a soul dies unless you're the one being targeted.

Essence

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Summoner Feature

Essence

Level 1

You and your minions have a unique reserve of essence as your Heroic Resource. You use this magic to sculpt your forces and maintain control over the battlefield.

Essence in Combat

At the start of a combat encounter or some other stressful situation tracked in combat rounds (as determined by the Director), you gain essence equal to your Victories.

At the start of each of your turns during combat, you gain 2 essence.

The first time each round that any minion (either yours or an enemy) dies unwillingly within your Summoner's Range, you gain 1 essence.

Whenever you use a heroic ability or call forth a minion that costs essence, you can willingly sacrifice one or more of your minions within your Summoner's Range to reduce the cost by 1. You can't kill minions this way if they used a main action or maneuver during the turn. You can sacrifice more minions than you would reduce the cost by.

You lose any remaining essence at the end of the encounter.

Essence Outside of Combat

Though you can't gain essence outside of combat, you can use your heroic abilities and effects that cost essence without spending it. Whenever you use an ability or effect outside of combat that costs essence, you can't use that same ability or effect outside of combat again until you gain at least 1 Victory or finish a respite.

> More Wielders of Quintessence > > Essence is the "stuff of creation." Just as the elementalist uses essence to conjure fire, lightning, or warp space and time, the summoner uses essence to manifest skeletons, conjure pixies, and call forth demons from the Abyssal Waste. > > There may be more magicians in the future that also rely on essence for their magic.

Summoner Strike

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Summoner Feature

Summoner Strike

Level 1

You have the following ability, which replaces both your melee and ranged free strikes.

l
Main Action

Summoner Strike

A sudden burst of energy erupts from your implement and shocks your foes' nerves.

MagicMeleeRangedStrike
Distance
Melee 1 or Ranged 5
Targets
One creature or object
Effect

R damage. If the target has R < WEAK, they are slowed (save ends).

Special

This ability has the Charge keyword when it's used as a melee strike.

Strike For Me

*
Summoner Feature

Strike For Me

Level 1

You have the following free triggered action.

)
Triggered Action

Strike for Me

Your minions fight in your stead.

MagicRanged
Distance
Summoner's Range
Targets
Each of your minions
Power Roll +Reason
!Up to three targets each make a free strike
@Up to five targets each make a free strike
#Up to seven targets each make a free strike
Trigger

You use a triggered action to make a free strike or use a signature ability.

Special

On a natural 19 or 20, each target makes a free strike.

Effect

Your minions act in place of you making a free strike or using a signature ability. If you were granted the triggered action against a specific target, your minions must strike the same target. If the triggered action granted you a signature ability, you have an edge on the power roll.

Your Minions Deal the Damage

By normal Draw Steel rules, everyone gets access to free strikes. As a summoner, you have a free strike equivalent in addition to minions who have their own free strikes. Changing how you attack allows your minions to shine in battle while keeping your damage output in line with your fellow heroes. The static damage you and most of your minions deal also keeps your turns fast and flowing.

Call Forth

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Summoner Feature

Call Forth

Level 1

You have the following ability.

l
Main Action

Call Forth (1+ Essence)

My power is yours, and yours, mine. I summon thee.

MagicRanged
Distance
Summoner's Range
Targets
Self
Effect

You summon one or more minions from your portfolio into unoccupied spaces within distance. Choose one of the following options:

Signature Minions

You summon one signature minion for each essence you spend on this ability.

All Other Minions

You summon the set number of minions listed on the stat block for their essence cost.

Minion Bridge

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Summoner Feature

Minion Bridge

Level 1

You have the following maneuver.

f
Maneuver

Minion Bridge

Your minions do everything in their power to form a safe path for you to cross.

Magic
Distance
Melee 1
Targets
One of your minions
Effect

You shift into a square adjacent to the target, including vertically.

You can shift into squares that contain one of your minions, even if they occupy difficult terrain. Each time you shift into a square that contains one of your minions while using this maneuver, you can shift an additional square.

1 Essence

An adjacent ally can shift alongside you during this movement. They must end their movement in an unoccupied square adjacent to the last minion you moved through.

1st-Level Circle Features

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Summoner Circle Feature

1st-Level Circle Features

Level 1

Your circle grants you features as shown on the 1st-Level Summoner Circle Features table.

1st-Level Summoner Circle Features

Dead Men Tell All Tales

Level 1

You can touch the corpse of a creature who died within the past week and ask them a question. The corpse can choose to answer the question to the best of their ability. Each additional question you ask the corpse requires a medium Reason test, where failure or consequence breaks your connection with the corpse permanently.

The corpse can also choose to refuse to answer or lie, especially if you were the one to kill them in the first place.

Death Snap

Level 1

Whenever one of your demon minions would die unwillingly, they can deal damage to an adjacent creature equal to their free strike value before dying.

Elemental Affinity

Level 1

Whenever you use Call Forth to summon one or more non-signature elemental minions, you can summon one bonus signature minion at no cost. You can choose between a signature minion that shares an Element keyword with the minions you summoned (such as Fire, Earth, or Air) or an elemental mote.

Fairy Whispers

Level 1

Whenever you send a minion to perform a task for you outside of combat, they can bring back a rumor from the destination to which you sent them. When the minion returns, make a Reason test:

!You learn an undoubtedly false common rumor.
@You learn a common rumor that is most likely true.
#You learn an obscure rumor that could either be true or false.

You gain a bane on the test for each subsequent rumor you collect either on the same day or in the same location.

Heart of Nature

Level 1

You can sense the presence of creatures with the Elemental or Dragon keywords within 1 mile of you. You can innately feel their emotions or pain, and you can't obtain lower than a tier 2 outcome on any Intuition test made to socially interact with them.

Pixie Dust

Level 1

Increase your number of Recoveries by 2.

Whenever one of your fey minions dies within your Summoner's Range, you can spend a Recovery to give temporary Stamina equal to twice your Reason score to each non-minion ally adjacent to the minion when they died.

Rise!

Level 1

Once per round, when a creature dies unwillingly within your Summoner's Range, you can use a triggered action to summon a signature undead minion in their space at no cost, even if you're at your minion maximum, but only if they can be organized into one of your squads. The new minion can't act until the start of your next turn.

This ability becomes a free triggered action if the target was a minion (either yours or an enemy).

Soulsense

Level 1

While you have line of effect to a creature with a soul, you can perceive a trail of where the creature has been in the last number of minutes equal to 5 × your level.

When you finish a respite, you can always perceive the soul trails of each creature that took the respite with you until your next respite.

Formation

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Summoner Feature

Formation

Level 1

You've practiced a specific formation for your minions. Choose one of the following formations: horde, platoon, elite, or leader. You can change your formation along with your quick command (see Quick Command) by performing intense study as a respite activity. (Quick Build: Platoon Formation.)

Horde Formation

Level 1

Your maximum number of minions increases by 4 and you summon up to four of your signature minions at the start of each of your turns instead of three.

Platoon Formation

Level 1

Whenever one of your squads uses a damaging ability, choose one target of that ability to take additional damage equal to your Reason score.

Elite Formation

Level 1

Each of your minions have their Stamina increased by 3 and their stability increased by 1.

Leader Formation

Level 1

You aren't affected by excess damage after all minions in a squad are dead. If your minion is within your Summoner's Range when they take damage, you can choose to take damage in place of the minion.

Additionally, you can use light armor treasures and light weapon treasures while you don't have a kit.

Quick Command

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Summoner Feature

Quick Command

Level 1

You have a special command you can issue to your minions. Choose one of the following quick commands. You can change your quick command along with your formation (see Formation) by performing intense study as a respite activity. (Quick Build: Shield!)

Focus Fire!

Level 1

You have the following triggered action.

)
Triggered Action

Focus Fire!

You ensure the enemy can't escape the incoming attack.

Distance
Summoner's Range
Targets
Self or one ally
Trigger

The target deals damage to another creature.

Effect

The target gains a surge for each of your minions adjacent to them (up to a maximum of 3 surges), which they can use on the triggering damage.

Spend 1 EssenceIf the triggering damage is from an ability that uses a power roll, the power roll gains an edge.

Halt!

Level 1

You have the following triggered action.

)
Triggered Action

Halt!

You order a minion to get in the way.

Distance
Summoner's Range
Targets
One creature
Trigger

The target starts their turn, moves, or is force moved.

Effect

You summon a signature minion in an unoccupied space adjacent to the target. If the target is force moved into the minion, you can choose to make the target take no damage from the collision.

Special

Instead of summoning a new minion, you can command one of your minions within distance to shift up to their speed toward a square adjacent to the target before any additional effects occur.

Not Yet!

Level 1

You have the following triggered action.

)
Triggered Action

Not Yet!

I command you to not die.

Distance
Summoner's Range
Targets
One ally
Trigger

The target receives enough damage to die or be destroyed.

Special

If the target is a minion, they must be the only minion remaining in their squad.

Effect

The damage the target receives is reduced by an amount that leaves the target alive with 1 point of Stamina.

Shield!

Level 1

You have the following triggered action.

)
Triggered Action

Shield!

You call upon a minion to use their body to dampen the blow.

Distance
Summoner's Range
Targets
Self or one ally
Trigger

The target is targeted by a strike.

Effect

If one of your minions is adjacent to the target and is within distance of the strike, they become the new target of the strike.

Spend 1 EssenceInstead of commanding an existing minion, you summon a signature minion into an unoccupied space adjacent to the target to take the strike.

Portfolio

Your portfolio comprises the minions you've learned to summon. Each summoner circle specializes in a portfolio of creatures with which the summoner can build their armies, as shown on the Summoner Circle Portfolio table. Your circle allows you to select minions to add to your own portfolio.

Summoner Circle Portfolio
Circle Portfolio
Blight Demon Portfolio
Graves Undead Portfolio
Spring Fey Portfolio
Storms Elemental Portfolio
Demon Portfolio Signature Minion

Select two of the following signature minions. Signature minions are summoned at the start of combat and at the start of your turn for free. You can also use Call Forth to summon any number of signature minions for their essence cost.

Ensnarer
Summoner Minion · Demon

Ensnarer

Minion Brute
1 essence per minion summoned
This vaguely humanoid form is warped and distorted by a demon nestled inside them. They extend long tongues from multiple orifices to drag victims in close.
1MSize
5Speed
2Stamina
0Stability
2Free Strike
Immunity
WeaknessHoly 1
Movement
With Captain
M+2Might
A+0Agility
R-1Reason
I-1Intuition
P-1Presence
**
Trait

Extended Barbed Strike

The ensnarer's melee free strikes have a distance of 3 and inflict pull 1. The pull distance increases by 1 for each additional ensnarer striking the same target. Choose the ensnarer that the target is being pulled to before applying forced movement.

**
Trait

Soulsight

Each creature adjacent to the ensnarer can't be hidden from them.

Rasquine
Summoner Minion · Demon

Rasquine

Minion Ambusher
1 essence per minion summoned
The rasquine are skulking demons that shimmer in the light. They teleport into position before biting the necks of their prey.
1SSize
4Speed
2Stamina
0Stability
2Free Strike
Immunity
WeaknessHoly 1
MovementTeleport
With Captain
M-1Might
A+0Agility
R-1Reason
I-1Intuition
P+2Presence
**
Trait

Soulsight

Each creature adjacent to the rasquine can't be hidden from them.

Razor
Summoner Minion · Demon

Razor

Minion Harrier
1 essence per minion summoned
Razors appear to be a diminutive variant of the ruinant demon. Their bodies are swift, tumbling mounds of scarred flesh and deadly claws.
1MSize
6Speed
2Stamina
0Stability
1Free Strike
Immunity
WeaknessHoly 1
Movement
With Captain
M+0Might
A+2Agility
R-1Reason
I-1Intuition
P-1Presence
**
Trait

Teeth!

Once per turn, whenever an adjacent enemy grabs the razor or uses a melee ability against them, that enemy takes 1 damage for each razor adjacent to them.

**
Trait

Soulsight

Each creature adjacent to the razor can't be hidden from them.

Demon Portfolio 3-Essence Minion

Choose two of the following minions. You can use Call Forth to summon the listed number of 3-Essence minions for their essence cost.

Archer Spittlich
Summoner Minion · Demon

Archer Spittlich

Minion Artillery
3 essence for two minions
These minor demons resemble larger pitlings. They can spit a nerve-numbing phlegm at long distance that makes it easy to catch their next meal.
1SSize
5Speed
5 | 5Stamina
2Stability
5Free Strike
Immunity
WeaknessHoly 1
Movement
With Captain
M+0Might
A+2Agility
R-1Reason
I-1Intuition
P+0Presence
**
Trait

Splash Strike

The spittlich's ranged free strikes have a distance of 10 and deal 2 poison damage to an enemy adjacent to the target. Creatures that take poison damage from this spittlich can't shift until the start of the spittlich's next turn.

**
Trait

Soulsight

Each creature adjacent to the spittlich can't be hidden from them.

Fanged Musilex
Summoner Minion · Demon

Fanged Musilex

Minion Brute
3 essence for two minions
Ensnarers knot and twist their bodies together to form heaving, heavy musilexes. They're compelled to drag everything in toward their body.
1LSize
6Speed
6 | 6Stamina
1Stability
5Free Strike
Immunity
WeaknessHoly 1
Movement
With Captain
M+2Might
A+1Agility
R-1Reason
I-1Intuition
P+0Presence
**
Trait

Mawful Strike

The musilex's melee free strikes have a distance of 2 + R and inflict pull 2. The pull distance increases by 2 for each additional musilex striking the same target. Choose the musilex that the target is being pulled to before applying forced movement. If the target is pulled adjacent to the musilex, the musilex either deals an additional 2 damage or grabs them.

**
Trait

Soulsight

Each creature adjacent to the musilex can't be hidden from them.

Twisted Bengrul
Summoner Minion · Demon

Twisted Bengrul

Minion Hexer
3 essence for two minions
The bengrul is an undulating heap of glass and flesh. They shatter pieces of themselves to disrupt senses and inflict grisly wounds on their prey.
1LSize
5Speed
5 | 5Stamina
1Stability
4Free Strike
Immunity
WeaknessHoly 1
Movement
With Captain
M+2Might
A+1Agility
R-1Reason
I-1Intuition
P+0Presence
ll
Main action

Mind Twist

Signature
KeywordsMagicRangedStrike
ActionMain action
DistanceRanged 5
TargetOne creature or object per minion
Power Roll2d10 + R
!4 damage; P < WEAK twisted (save ends)
@6 damage; P < AVERAGE twisted (save ends)
#8 damage; P < STRONG twisted (save ends)
Effect

A twisted target can't take advantage of edges or search for hidden creatures until the condition ends.

**
Trait

Soulsight

Each creature adjacent to the ensnarer can't be hidden from them.

Elemental Portfolio Signature Minion

You gain the elemental mote and can choose one of the following signature minions. Signature minions are summoned at the start of combat and at the start of your turn for free. You can also use Call Forth to summon any number of signature minions for their essence cost.

Elemental Mote
Summoner Minion · Elemental

Elemental Mote

Minion Hexer
1 essence per minion summoned
This near-pure form of autonomous essence just barely maintains their form. They can shift their nature to match their surroundings.
1TSize
5Speed
1Stamina
0Stability
1Free Strike
Immunity
Weakness
MovementFly
With Captain
M+0Might
A+0Agility
R+0Reason
I+0Intuition
P+2Presence
**
Trait

Dweomer Burst

When the mote is reduced to 0 Stamina, each enemy adjacent to the mote has a bane on their next strike.

**
Trait

Catalyst

Once per turn, the mote can transform into an adjacent allied signature minion, maintaining their current Stamina. The minion must be reassigned to a new squad if their new name differs from the other squad members. Alternatively, you can spend 1 essence to transform the mote into any signature minion in the elemental portfolio you don't have, as if you summoned the new minion into the mote's space.

Brisk Gale
Summoner Minion · Elemental

Brisk Gale

Minion Harrier
1 essence per minion summoned
The gales are twisting ribbons of cloud and debris endlessly dancing in place. They disrupt the air and allow their allies to move freely.
1SSize
5Speed
2Stamina
0Stability
1Free Strike
ImmunitySonic R
Weakness
MovementFly
With Captain
M-2Might
A+2Agility
R+0Reason
I+0Intuition
P+1Presence
**
Trait

Whirlwind

When the gale is reduced to 0 Stamina, winds whip in their space until the end of the encounter. You or an ally that enters this space or starts their turn there can immediately shift (including vertically).

Fire Plume
Summoner Minion · Elemental

Fire Plume

Minion Artillery
1 essence per minion summoned
A fire plume burns so bright that their true shape is hard to discern from the flames. They sputter and spit motes of fire in high arcs.
1TSize
5Speed
1Stamina
0Stability
2Free Strike
ImmunityFire R
Weakness
Movement
With Captain
M-2Might
A+1Agility
R+0Reason
I+0Intuition
P+2Presence
**
Trait

Spitfire Strike

The plume's ranged free strikes have a distance of 10.

**
Trait

Pyre

When the plume is reduced to 0 Stamina, their space becomes wreathed in flames until the end of the encounter. An enemy that enters this space or starts their turn there takes 2 fire damage.

Walking Boulder
Summoner Minion · Elemental

Walking Boulder

Minion Defender
1 essence per minion summoned
These massive clods of animated stone roll upon smaller piles of rocks that could be perceived as limbs. Walking boulders are useful for taking up space and forming barricades.
2Size
4Speed
3Stamina
Stability
1Free Strike
Immunity
Weakness
MovementClimb
With Captain
M+2Might
A-2Agility
R+0Reason
I+0Intuition
P+1Presence
Elemental Portfolio 3-Essence Minion

Choose two of the following minions. You can use Call Forth to summon the listed number of 3-Essence minions for their essence cost.

Crux of Ash
Summoner Minion · Elemental

Crux of Ash

Minion Ambusher
3 essence for two minions
The crux is a curtain of billowing hot ash with an avian head. They cover their victims in a burning cloak of charcoal and soot.
1MSize
5Speed
6 | 6Stamina
0Stability
5Free Strike
ImmunityFire R, Sonic R
Weakness
MovementFly
With Captain
M-2Might
A-2Agility
R+0Reason
I+0Intuition
P+1Presence
**
Trait

Soot Strike

The crux's melee free strikes M < AVERAGE automatically hide each ally from the target until the start of the crux's next turn, until the target uses a maneuver to clear the soot, until the crux takes damage, or until the crux is destroyed.

Flow of Magma
Summoner Minion · Elemental

Flow of Magma

Minion Harrier
3 essence for two minions
This elemental is a long, serpentine creature of heated rock. Flows of magma drool trails of lava from their fangs after biting their prey.
1LSize
5Speed
6 | 6Stamina
2Stability
4Free Strike
ImmunityFire R
Weakness
MovementClimb
With Captain
M+2Might
A-2Agility
R+0Reason
I+0Intuition
P+1Presence
ll
Main action

Molten Strike

Signature
KeywordsMagicMeleeStrike
ActionMain action
DistanceMelee 2
TargetOne creature or object per minion
Power Roll2d10 + R
!4 fire damage; shift 3
@6 fire damage; shift 4
#8 fire damage; shift 5
Effect

Each square that the flow shifts into becomes wreathed in flames until the start of the flow's next turn. An enemy that enters an affected square takes 2 damage.

Desolation of Sand
Summoner Minion · Elemental

Desolation of Sand

Minion Hexer
3 essence for two minions
The desolations have vaguely humanoid sand forms with no legs. Their glass hose “arms” shift and bristle before firing high pressure streams of sand at their foes.
1MSize
5Speed
5 | 5Stamina
1Stability
4Free Strike
ImmunitySonic R
Weakness
MovementBurrow
With Captain
M+1Might
A+2Agility
R+0Reason
I+0Intuition
P-2Presence
Fey Portfolio Signature Minion

Select two of the following signature minions. Signature minions are summoned at the start of combat and at the start of your turn for free. You can also use Call Forth to summon any number of signature minions for their essence cost.

Nixie Soakreed
Summoner Minion · Fey

Nixie Soakreed

Minion Controller
1 essence per minion summoned
These nixies are especially tiny. Their hair grows longer than their bodies and curls into reeds. The water soakreeds swim in tends to turn thick and cling to surfaces.
1TSize
5Speed
1Stamina
0Stability
1Free Strike
Immunity
Weakness
MovementSwim
With Captain
M-2Might
A-1Agility
R+0Reason
I+2Intuition
P+1Presence
**
Trait

Water Weird

Once per turn during their move action, each nixie under your control can teleport to a body of water within 5. The soakreed can't teleport into water created by their own soaking bog.

**
Trait

Soaking Bog

The area within 1 square of the soakreed is filled with swampy water. An enemy that starts their turn in the area is A < WEAK slowed (EoT). The potency increases by 1 for each additional soaking bog the target occupies (maximum +2).

**
Trait

Minuscule

The soakreed has cover while occupying a larger creature's space.

Pixie Bellringer
Summoner Minion · Fey

Pixie Bellringer

Minion Support
1 essence per minion summoned
The bellringers are glowing pixies that jingle as they fly. Historically, these pixies worked alongside bowman to ensure their arrows struck true.
1TSize
5Speed
2Stamina
0Stability
1Free Strike
Immunity
Weakness
MovementFly, hover
With Captain
M-3Might
A+1Agility
R+0Reason
I+0Intuition
P+2Presence
**
Trait

Ringing Strike

The bellringer's free strikes grant an edge to the next strike made against the target, or a double edge if two or more bellringers strike the same target.

**
Trait

Fairy Chime

Each ally within 1 square of a bellringer has a +1 to saving throws. Each enemy within 1 square of a bellringer has a -1 to saving throws.

**
Trait

Minuscule

The bellringer has cover while occupying a larger creature's space.

Sprite Dandeknight
Summoner Minion · Fey

Sprite Dandeknight

Minion Harrier
1 essence per minion summoned
Dandeknights are sprite warriors whose dragonfly wingbeats emit a tonal drone. They're usually clad in tassels that shift color as they swing their weapons.
1TSize
6Speed
2Stamina
0Stability
1Free Strike
Immunity
Weakness
MovementFly
With Captain
M+2Might
A+0Agility
R-1Reason
I-1Intuition
P-1Presence
**
Trait

Magic Strike

When the dandeknight strikes, you can choose one of the following damage types: acid, cold, corruption, fire, lightning, poison, or sonic. The strike deals that damage.

**
Trait

Staccato Swings

When the dandeknight makes a free strike, they can make two free strikes instead. The damage is added together and treated as a single strike if both strikes hit the same target.

**
Trait

Minuscule

The dandeknight has cover while occupying a larger creature's space.

Fey Portfolio 3-Essence Minion

Choose two of the following minions. You can use Call Forth to summon the listed number of 3-Essence minions for their essence cost.

Pixie Hydrain
Summoner Minion · Fey

Pixie Hydrain

Minion Artillery
3 essence for two minions
This pixie flies on a delicate array of vibrant flower petals for wings. The color drains from their wings as they call forth acid rain showers.
1TSize
5Speed
5 | 5Stamina
0Stability
5Free Strike
ImmunityAcid R
Weakness
MovementFly, hover
With Captain
M-3Might
A+0Agility
R+1Reason
I+0Intuition
P+2Presence
ll
Main action

Burning/Healing Rain

Signature
KeywordsMagicRangedStrike
ActionMain action
DistanceRanged 5
TargetOne creature or object per minion
Power Roll2d10 + R
!5 acid damage; M < WEAK weakened (EoT)
@7 acid damage; M < AVERAGE weakened (EoT)
#9 acid damage; M < STRONG weakened (save ends)
Effect

After the hydrain's squad uses this ability, you or one ally within distance can spend a Recovery or end a condition.

**
Trait

Minuscule

The hydrain has cover while occupying a larger creature's space.

Pixie Loftlilly
Summoner Minion · Fey

Pixie Loftlilly

Minion Controller
3 essence for two minions
Loftlillies lazily drift through the air in flower cups. They sip on toxic nectar to emit a powerful haze from their skin.
1TSize
5Speed
5 | 5Stamina
0Stability
4Free Strike
ImmunityPoison R
Weakness
MovementFly, hover
With Captain
M-2Might
A+1Agility
R+0Reason
I+0Intuition
P+2Presence
**
Trait

Floating Toxins

The area within 1 square of the loftlilly causes each enemy and object with a size equal to your Reason or smaller to float 1 square off the ground until they leave the area. A floating enemy that can't fly is unable to shift, moves 2 additional squares from forced movement, and has a bane on strikes.

**
Trait

Minuscule

The loftlilly has cover while occupying a larger creature's space.

Sprite Orchiguard
Summoner Minion · Fey

Sprite Orchiguard

Minion Defender
3 essence for two minions
The orchiguard is a sprite surrounded by a wheel of shields. They are usually crushed by the pressures of their own impenetrable defenses before ever being felled by enemy hands.
1SSize
6Speed
8 | 8Stamina
2Stability
4Free Strike
Immunity
Weakness
MovementFly
With Captain
M+2Might
A+0Agility
R-1Reason
I-1Intuition
P-1Presence
**
Trait

Fairy Guard

Each non-orchiguard ally takes half damage from abilities while within 1 square of the orchiguard. Whenever the orchiguard reduces damage this way, they take damage equal to half their maximum Stamina and their free strike damage increases by 1.

**
Trait

Minuscule

The orchiguard has cover while occupying a larger creature's space.

Undead Portfolio Signature Minion

Select two of the following signature minions. Signature minions are summoned at the start of combat and at the start of your turn for free. You can also use Call Forth to summon any number of signature minions for their essence cost. (Quick Build: Skeleton, Husk.)

Husk
Summoner Minion · Undead

Husk

Minion Defender
1 essence per minion summoned
Husks have stiff corpses that snap and crackle with each sudden movement. Corrosive breath endlessly billows from their slackjawed faces.
1MSize
5Speed
3Stamina
1Stability
1Free Strike
ImmunityDamage 2, Corruption R, Poison R
Weakness
Movement
With Captain
M+2Might
A+0Agility
R-1Reason
I-1Intuition
P-1Presence
**
Trait

Rotting Strike

The husk's melee free strikes inflict M < WEAK slowed (EoT). The potency increases by 1 for each additional husk adjacent to the target (maximum +2).

Shrieker
Summoner Minion · Undead

Shrieker

Minion Artillery
1 essence per minion summoned
The shrieker expresses their unending pain in a way that can be heard and felt for miles. A white-hot fire smolders within each of their sunken eye sockets.
1MSize
4Speed
1Stamina
0Stability
2Free Strike
ImmunityCorruption R, Poison R
Weakness
Movement
With Captain
M-2Might
A-2Agility
R+0Reason
I+0Intuition
P+2Presence
**
Trait

Howling Strike

The shrieker's ranged free strikes have a distance of 12.

**
Trait

Shrill Alarm

Each enemy within 2 squares of the shrieker can't hide or be hidden.

Skeleton
Summoner Minion · Undead

Skeleton

Minion Harrier
1 essence per minion summoned
These autonomous bone networks fall just short of replicating the structure they had in life. Skeleton bones are especially brittle and can splinter into huge shards when met with enough force.
1MSize
6Speed
2Stamina
0Stability
1Free Strike
ImmunityCorruption R, Poison R
Weakness
Movement
With Captain
M+2Might
A+0Agility
R-1Reason
I-1Intuition
P-1Presence
**
Trait

Bonetrops

When the skeleton is reduced to 0 Stamina, their square becomes difficult terrain for enemies. The first time any enemy enters this space, they take 2 damage and end this effect.

Undead Portfolio 3-Essence Minion

Choose two of the following minions. You can use Call Forth to summon the listed number of 3-Essence minions for their essence cost. (Quick Build: Stalker Shade, Grave Knight.)

Grave Knight
Summoner Minion · Undead

Grave Knight

Minion Brute
3 essence for two minions
The grave knights are zombie warriors that continue to fight after death. Any blood spilled at a grave knight's hand runs pitch black.
1MSize
6Speed
6 | 6Stamina
1Stability
5Free Strike
ImmunityCorruption R, Poison R
Weakness
Movement
With Captain
M+2Might
A+1Agility
R+0Reason
I+0Intuition
P+1Presence
ll
Main action

Knight Strike

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object per minion
Power Roll2d10 + R
!5 corruption damage; M < WEAK bleeding (EoT)
@7 corruption damage; M < AVERAGE bleeding (EoT)
#9 corruption damage; M < STRONG bleeding (save ends)
**
Trait

To the Grave

When the grave knight is reduced to 0 Stamina, they can make a melee free strike before being destroyed.

Stalker Shade
Summoner Minion · Undead

Stalker Shade

Minion Ambusher
3 essence for two minions
Shades are a form of umbral stalker that float free from any floor or surface. They can bend their appearance to completely vanish in the light.
1MSize
5Speed
6 | 6Stamina
1Stability
5Free Strike
ImmunityCorruption R, Poison R
Weakness
MovementFly, hover
With Captain
M-2Might
A+1Agility
R+0Reason
I+0Intuition
P+2Presence
**
Trait

Shadow Strike

The stalker shade turns invisible, shifts 3 squares, and reappears after making a strike.

**
Trait

Shadow Phasing

The stalker shade can move through other creatures and objects at normal speed. The first time in a round that the stalker shade passes through a creature, that creature takes 2 corruption damage. The stalker shade doesn't take damage from being force moved into objects.

Zombie Lumberer
Summoner Minion · Undead

Zombie Lumberer

Minion Defender
3 essence for two minions
These massive, animated ogre corpses still maintain their incredible grip strength. When a lumberer falls, they'll take anything within reach down with them.
2Size
5Speed
8 | 8Stamina
Stability
1Free Strike
ImmunityCorruption R, Poison R
Weakness
Movement
With Captain
M+2Might
A-2Agility
R+0Reason
I+0Intuition
P+1Presence
**
Trait

Zombie Clutch

The lumberer's melee free strikes inflict A < AVERAGE grabbed. A creature or object that starts their turn grabbed by the lumberer takes corruption damage equal to your Reason.

**
Trait

Death Grasp

When the lumberer is reduced to 0 Stamina, they can latch onto an adjacent enemy before being destroyed. The enemy is M < STRONG restrained (EoT).

Summoner Abilities

*
Summoner Feature

Summoner Abilities

Level 1

Your own abilities focus on support and enable you to position and outfit your allies for success.

Heroic Abilities

Breaking down your essence into pure power can lead to devastating effects. Your heroic abilities enable you to punctuate your army's efforts.

5-Essence Ability

Choose one heroic ability from the following options, each of which costs 5 essence to use. (Quick Build: Rallying Cry.)

l
Main Action

Essence Transfer

You pierce your foe and repurpose some of that 'fiber of their being' they weren't using.

MagicMeleeStrike
Distance
Melee 1
Targets
One creature
Power Roll +Reason
!5 + R corruption damage; 2 charges (see below)
@8 + R corruption damage; 3 charges
#11 + R corruption damage; 4 charges
Effect

You can spend charges to activate one of the following effects. You can activate an effect multiple times. All charges disappear after using this ability.

  • 1 charge: You or an ally within your Summoner's Range can spend a Recovery.
  • 1 charge: You or an ally within your Summoner's Range gain a surge.
  • 2 charges: You call forth a signature minion into an unoccupied space within your Summoner's Range.
l
Main Action

Explosive Parade

Your minions swell with energy until they can no longer exist in this realm.

MagicRanged
Distance
Summoner's Range
Targets
Special
Power Roll +Reason
!You summon four signature minions.
@You summon five signature minions.
#You summon six signature minions.
Effect

The minions are summoned within distance regardless of your minion maximum and without organizing them into squads. Each newly summoned minion immediately moves up to their speed toward a creature or object.

If they move adjacent to their target, become targeted by an opportunity attack, or stop moving, they explode, dealing 2 damage to one adjacent creature or object and pushing them 1 square. If a target is affected by two or more minions' explosions, the effects stack. These minions activate no effects upon death, and you gain no essence from their deaths.

Special

In addition to the minions summoned as a part of this ability, you can choose to command any number of your minions within distance, provided they haven't used a main action or maneuver during the turn.

f
Maneuver

Distraction Tactics

Your minions do the work to draw the heat away from your allies.

Magic
Distance
Self
Targets
Special
Effect

Until the end of the encounter or until you are dying, each minion under your control during the encounter is the target of the following effect:

The target's strikes can inflict I < WEAK taunted (EoT) to enemies. The potency increases by 1 for each minion that joined the strike.

f
Maneuver

Rallying Cry

"Show them what you're made of!"

MagicRanged
Distance
3 burst
Targets
All Allies
Effect

Each target chooses between gaining 2 surges or dealing additional damage equal to your Reason on their next strike.

f
Maneuver

Shields of Essence

You call forth protective forces to keep you all from harm.

MagicRanged
Distance
Summoner's Range
Targets
Special
Power Roll +Reason
!Three creatures
@Four creatures
#Five creatures
Effect

Until the end of the encounter, each target can use a free triggered action whenever they take damage to reduce the incoming damage by half and then lose this effect.

l
Main Action

Summoner's Sword

You draw your strength from the army you surround yourself with and summon a hot blade of energy and fervor.

MagicMeleeStrike
Distance
Melee 3
Targets
One creature or object
Power Roll +Reason
!R damage
@2 + R damage
#4 + R damage
Effect

This strike deals an additional 2 damage for each ally adjacent to you.

2nd-Level Features

As a 2nd-level summoner, you gain the following features.

Perk

*
Summoner Feature

Perk

Level 2

You gain an intrigue, lore, or supernatural perk of your choice. See Perks in Draw Steel: Heroes for more information.

Summoner's Dominion

Your circle allows you to call forth a piece of your portfolio's dominion like any minion.

Once per encounter, you can use a maneuver to summon a fixture from your minions' native manifold or origin into an unoccupied space on the ground within your Summoner's Range. You can spend 1 essence to relocate the fixture as a free maneuver on your turn. The fixture stays until the end of the encounter, until its Stamina is reduced to 0, or until you become dying.

Your fixture gains additional features at 5th and 9th level.

Demon Portfolio Fixture

The boil arises from the chaotic depths of the Abyssal Waste, concentrated into a heaving mass by the pressure of a coherent reality. As it slushes and threatens to burst, the noises drive nearby demons into a frenzy.

The Boil
Hazard · Support

The Boil

Stamina
20 + your level
Size
2
⭐️

Hunger Thrush

Each enemy that starts their turn within 3 squares of the boil is I < AVERAGE taunted (EoT) by the boil, or I < WEAK taunted (EoT) by the boil and can't move further from it.
⭐️

Oh, It Pops

When the boil is destroyed, each enemy within 3 squares of the boil takes acid damage equal to your level and is A < STRONG weakened (save ends).

The Boil Advancement Features

The Boil Advancement Features
Features

The Boil Advancement Features

Level 5 Advancement
Level 9 Advancement
⭐️

Size Increase

The boil is now size 3.
⭐️

Fester Field

Each non-abyssal enemy that starts their turn within 3 squares of the boil takes 5 corruption damage.
Elemental Portfolio Fixture

The storm of elements from Quintessence coalesce into a hardened, crystalline structure. It magnifies the elemental composition of any matter that passes through it and emits supernatural colors while doing so.

Primordial Crystal
Relic · Artillery

Primordial Crystal

Stamina
20 + your level
Size
2
⭐️

Magnetic Pull

Each enemy that starts their turn within 3 squares of the crystal is vertically pulled 3.
⭐️

Elemental Boost

When you or an ally uses a ranged ability that draws a line through the crystal, the distance increases by 5.

Primordial Crystal Advancement Features

Primordial Crystal Advancement Features
Features

Primordial Crystal Advancement Features

Level 5 Advancement
Level 9 Advancement
⭐️

Size Increase

The crystal is now size 3.
⭐️

Magnified Strike

When you or an ally makes a ranged strike that draws a line through the crystal, the user gains a surge which they can use on the ability.
Fey Portfolio Fixture

The vibrant waters of Arcadia pour through a hole in reality and pool into a verdant cup of paradise. As the pond babbles, it causes the surrounding flora to grow and provides the fey places to hide.

Glade Pond
Hazard · Ambusher

Glade Pond

Stamina
20 + your level
Size
2
⭐️

Bubbling Boost

You and each non-minion ally that enters one or more squares within 3 squares of the pond or starts their turn there has their speed increased by 2 until the end of their turn.
⭐️

Overgrowth

Each of your fey minions that ends their turn within 3 squares of the pond is hidden until the start of their next turn.

Glade Pond Advancement Features

Glade Pond Advancement Features
Features

Glade Pond Advancement Features

Level 5 Advancement
Level 9 Advancement
⭐️

Size Increase

The pond is now size 3.
⭐️

Folly Field

Each non-fey enemy that starts their turn within 3 squares of the pond has a -1 penalty to saving throws and resisting potencies until the start of their next turn.
Undead Portfolio Fixture

Tall iron gates from the Necropolitan Ruins arise from the earth as wailing spirits swirl around its bars. The undead refuse to stop moving while near the threshold of oblivion.

Barrow Gates
Fortification · Defender

Barrow Gates

Stamina
20 + your level
Size
2
⭐️

The Bell Tolls

Each enemy that starts their turn within 3 squares of the gates is I < AVERAGE frightened (EoT) by the gates. The potency increases by 1 for winded enemies.
⭐️

Undead Dominion

Each of your undead minions has damage immunity 2 while occupying a space within 3 squares of the gates.

Barrow Gates Advancement Features

Barrow Gates Advancement Features
Features

Barrow Gates Advancement Features

Level 5 Advancement
Level 9 Advancement
⭐️

Size Increase

The gates are now size 3.

New Portfolio Minion

Your circle allows you to select new minions to add to your portfolio.

Demon Portfolio 5-Essence Minion

Choose one of the following minions.

Gushing Spewler
Summoner Minion · Demon

Gushing Spewler

Minion Controller
5 essence for three minions
A spewler's mouth makes up most of its size. They unleash torrents of acid and bile from their pitless stomachs before consuming their prey with bag-like maws.
1MSize
5Speed
4 | 4 | 4Stamina
0Stability
3Free Strike
Immunity
WeaknessHoly 1
Movement
With Captain
M-2Might
A+0Agility
R-1Reason
I+3Intuition
P+3Presence
**
Trait

Gushing Strike

The spewler's ranged free strikes have a distance of 10 and slides the target R + 2 squares.

**
Trait

Spew Slide

Each time the spewler takes damage, the spewler shifts 2 after all effects resolve. Each square they exit during this movement is covered in slime until the end of the encounter. An enemy has a bane on strikes while occupying a slimed square.

**
Trait

Soulsight

Each creature adjacent to the spewler can't be hidden from them.

Hulking Chimor
Summoner Minion · Demon

Hulking Chimor

Minion Defender
5 essence for three minions
Chimors have no true shape; their bodies restructure and change endlessly. Pieces of the chimor demon snap off inside their prey, causing their bodies to also restructure from the inside out.
2Size
5Speed
7 | 7 | 7Stamina
3Stability
3Free Strike
Immunity
WeaknessHoly 1
Movement
With Captain
M+3Might
A+0Agility
R+2Reason
I+1Intuition
P+1Presence
**
Trait

Soulsight

Each creature adjacent to the chimor can't be hidden from them.

Violent
Summoner Minion · Demon

Violent

Minion Ambusher
5 essence for three minions
The violents are lanky, oily bipeds with bright red flesh that contort and snap their bodies into unassuming objects. Their mimicry is particularly precise, to the point where it's unclear whether their victims die from the surprise or the violent transformation process first.
1MSize
7Speed
5 | 5 | 5Stamina
1Stability
4Free Strike
Immunity
WeaknessHoly 1
MovementClimb
With Captain
M+2Might
A+3Agility
R+0Reason
I-1Intuition
P-1Presence
**
Trait

Transforming Strike

The violent's melee free strikes deal an additional 2 damage to each adjacent enemy from whom they were hidden. The violent loses their disguise after striking.

**
Trait

Mimicry

The violent uses the Hide maneuver at the start of their turn as a free maneuver, disguising themselves as a a size 1M or smaller object.

**
Trait

Soulsight

Each creature adjacent to the violent can't be hidden from them.

Elemental Portfolio 5-Essence Minion

Choose one of the following minions.

Dancing Silk
Summoner Minion · Elemental

Dancing Silk

Minion Controller
5 essence for three minions
The silks are akin to baby spiders ballooning through the air on strands of webbing. They spin silk from their legs as they fly, eventually turning huge swaths of the environment into tangled web mazes.
1TSize
5Speed
4 | 4 | 4Stamina
0Stability
3Free Strike
ImmunityPoison R
Weakness
MovementFly
With Captain
M-1Might
A+2Agility
R+3Reason
I+0Intuition
P-1Presence
Principle of the Swamp
Summoner Minion · Elemental

Principle of the Swamp

Minion Brute
5 essence for three minions
The manes of these equine sludge dwellers extend and hook into things like strong, fraying arms. This allows the principle of the swamp to either pull themselves onto dry land, or pull their prey into the dank depths.
2Size
4Speed
5 | 5 | 5Stamina
Stability
4Free Strike
ImmunityCorruption R, Poison R
Weakness
MovementSwim
With Captain
M+3Might
A-2Agility
R+0Reason
I+2Intuition
P-2Presence
**
Trait

Encroaching Strike

The principle's melee free strikes have a distance of R and inflict M < STRONG grabbed. The principle can have an unlimited number of creatures or objects grabbed. A creature grabbed by this strike still has their normal speed, but can't move farther away from the principle.

Quiet of Snow
Summoner Minion · Elemental

Quiet of Snow

Minion Artillery
5 essence for three minions
This elemental is a pure-white vulpine with six legs that freely sprints through the air. Their howls are telepathic, washing over the receivers with a strong chill and a wave of goosebumps.
1SSize
5Speed
4 | 4 | 4Stamina
1Stability
4Free Strike
ImmunitySonic R, Cold R
Weakness
MovementFly, hover
With Captain
M-1Might
A+2Agility
R+0Reason
I+0Intuition
P+3Presence
ll
Main action

Freezing Howl

Signature
KeywordsMagicRangedStrike
ActionMain action
DistanceRanged 5
TargetOne creature or object per minion
Power Roll2d10 + R
!4 cold damage; M < WEAK slowed (EoT)
@6 cold damage; M < AVERAGE slowed (EoT)
#8 cold damage; M < STRONG speed is 0 (EoT)
Effect

Frost slows the enemy down, allowing one ally adjacent to each target to shift 2 and either hide or defend.

**
Trait

Cold Surge

When the quiet is reduced to 0 Stamina, they launch a refreshing blast of air into an area equal to their size + 1 within 5 before being destroyed. Each ally in the affected area gains a surge.

Fey Portfolio 5-Essence Minion

Choose one of the following minions.

Nixie Hemloche
Summoner Minion · Fey

Nixie Hemloche

Minion Hexer
5 essence for three minions
Hemloches are spotted nixies whose long, wavy hair endlessly bobs and flows into the water surrounding them. Any sailor caught in a whirlpool created by hemloches knows that their ship won't survive the encounter.
1TSize
6Speed
4 | 4 | 4Stamina
0Stability
3Free Strike
Immunity
Weakness
MovementSwim
With Captain
M-2Might
A+0Agility
R+1Reason
I+3Intuition
P+2Presence
**
Trait

Water Weird

Once per turn during their move action, each nixie under your control can teleport to a body of water within 6. The hemloche can't teleport into water created by their own whirling waves.

**
Trait

Whirling Waves

The area within 1 square of the hemloche is filled with churning water and is considered difficult terrain. At the end of the hemloche's turn, the hemloche can choose to slide each enemy in the affected area 3 squares. An enemy that takes damage while being force moved is also M < AVERAGE knocked prone.

**
Trait

Minuscule

The hemloche has cover while occupying a larger creature's space.

Sprite Foxglow
Summoner Minion · Fey

Sprite Foxglow

Minion Ambusher
5 essence for three minions
Foxglows are masked sprites that leave behind an evanescent trail of tiny glowing orbs as they fly. They beat their wings at a frequency that completely blocks out all nearby noise.
1TSize
8Speed
5 | 5 | 5Stamina
0Stability
4Free Strike
ImmunityFire R
Weakness
MovementFly
With Captain
M-1Might
A+3Agility
R+0Reason
I+1Intuition
P+2Presence
**
Trait

Flash Strike

The foxglow's melee strikes inflict I < STRONG dazed (EoT) if they were hidden when they make the strike.

**
Trait

Quiet Flight

The area within 2 squares of the foxglow is completely silent. Each enemy has a bane on tests made to search for the foxglow and allies hidden in the affected area.

**
Trait

Minuscule

The foxglow has cover while occupying a larger creature's space.

Pixie Rosenthall
Summoner Minion · Fey

Pixie Rosenthall

Minion Harrier
5 essence for three minions
The collective of blood-eyed pixie warriors that make up a rosenthall are also known as rosies. It's said that some rosenthall armies contain thousands of pixies and can span half the length of a wode.
2Size
6Speed
5 | 5 | 5Stamina
1Stability
3Free Strike
Immunity
Weakness
MovementFly, hover
With Captain
M+0Might
A+2Agility
R+4Reason
I+0Intuition
P+3Presence
ll
Main action

Stickerbush Symphony

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 2
TargetOne creature or object per minion
Power Roll2d10 + R
!3 damage; pull 2; A < WEAK bleeding (EoT)
@6 damage; pull 3; A < AVERAGE bleeding (EoT)
#8 damage; pull 4; A < STRONG bleeding (EoT)
Effect

A target can't shift while bleeding from this ability.

**
Trait

Swarm

The rosenthall can move through squares as if they were size 1T, and can occupy other creatures' spaces. At the start of the rosenthall's turn, they deal 2 damage to each enemy whose space they share.

Undead Portfolio 5-Essence Minion

Choose one of the following minions.

Accursed Mummy
Summoner Minion · Undead

Accursed Mummy

Minion Hexer
5 essence for three minions
The preserved dead, bound for eternal rest, know only violence when robbed of their future. Accursed mummies use their wrappings to bind others to the same fate.
1MSize
5Speed
4 | 4 | 4Stamina
2Stability
3Free Strike
ImmunityCorruption R, Poison R
WeaknessFire 1
Movement
With Captain
M+2Might
A-1Agility
R+1Reason
I+3Intuition
P-1Presence
ll
Main action

Fetid Bindings

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee R
TargetOne creature or object per minion
Power Roll2d10 + R
!3 poison damage; pull R
@4 poison damage; pull R + 1
#6 poison damage; pull R + 2
Effect

A target pulled adjacent to the mummy is M < STRONG weakened (EoT).

**
Trait

Mummy Dust

Whenever the mummy takes damage, each enemy adjacent to the mummy takes 2 poison damage.

Ceaseless Mournling
Summoner Minion · Undead

Ceaseless Mournling

Minion Controller
5 essence for three minions
Mournlings are hulking amalgams of mismatched cadavers with tear-stained trenches where their cheeks used to be. Their crying shakes enemies to their bone and renders them struggling to move.
2Size
4Speed
4 | 4 | 4Stamina
Stability
3Free Strike
ImmunityCorruption R, Poison R
Weakness
MovementBurrow
With Captain
M+3Might
A+2Agility
R-1Reason
I+1Intuition
P-2Presence
**
Trait

Always Crying

At the end of the mournling's turn, each enemy within 1 of the mournling takes 2 sonic damage and can't shift until the start of the mournling's next turn.

**
Trait

Immutable Form

The mournling's shape can't change via any external effects.

Phase Ghoul
Summoner Minion · Undead

Phase Ghoul

Minion Harrier
5 essence for three minions
Phase ghouls are bilocated undead caught between two different manifolds, rapidly flickering between them. They almost appear transparent save for their long, bright blue tongues that appears to lag behind their movements by a full second.
1MSize
5Speed
5 | 5 | 5Stamina
0Stability
3Free Strike
ImmunityCorruption R, Poison R
Weakness
MovementTeleport
With Captain
M+2Might
A+3Agility
R-2Reason
I+0Intuition
P+1Presence
**
Trait

Leaping Strike

The ghoul teleports 5 squares before making a melee free strike. The target is M < AVERAGE knocked prone. If the target is in the air, the potency increases by 1.

**
Trait

Nerveless

The ghoul takes no damage from falling and always lands on their feet.

3rd-Level Features

As a 3rd-level summoner, you gain the following features.

Summoner's Kit

*
Summoner Feature

Summoner's Kit

Level 3

You conjure a kit for yourself. This kit includes an implement, such as a rod or a baton, which grants you the following benefits:

Your kit also comes with wards like magic armor and transient minion forces. Choose one of the following wards.

Conjured Ward

Level 3

You are clad in the natural defenses of your portfolio (bones, fairy wood, stone, writhing flesh). You gain a +3 bonus to Stamina and that bonus increases by 3 at 4th, 7th, and 10th levels.

Emergency Ward

Level 3

The first time each round you take damage, you can use a free triggered action to shift 1 after the triggering effect resolves and summon a signature minion into the square you left (as long as there is enough space).

Howling Ward

Level 3

You create a 1-aura vortex of slicing magic around you when you enter combat. An enemy that starts their turn adjacent to you takes damage equal to your Reason.

Snare Ward

Level 3

Whenever an adjacent creature deals damage to you, you can use a free triggered action to pull that creature toward one of your minions within your Summoner's Range a number of squares equal to your Reason score.

7-Essence Ability

*
Summoner Feature

7-Essence Ability

Level 3

Choose one heroic ability from the following options, each of which costs 7 essence to use.

f
Maneuver

Blitz Tactics

Rush 'em! CRUSH 'EM!

Magic
Distance
Self
Targets
Special
Effect

Until the end of the encounter or you are dying, each minion under your control during the encounter is the target of the following effect. The first time on a turn that the target moves through an enemy's space, the enemy can choose to shift 1 square or be M < WEAK (or M < AVERAGE if the target is larger than the enemy) knocked prone. The potency increases by 1 for each subsequent target that moves through the enemy's space during the same move action.

l
Main Action

Cavalry Call

A lone squad appears to disrupt the enemy's plans and peels off their forces, one by one.

Magic
Distance
Summoner's Range
Targets
Special
Effect

You summon a temporary squad containing 6 of your signature minions regardless of your minion maximum within distance. Whenever one of these minions deals damage to an enemy, the enemy is R < AVERAGE compelled to move 5 squares toward the source of the damage (provoking opportunity attacks). The potency increases by 1 for enemies targeted by two or more of these minions.

These minions die at the end of your turn, activate no effects upon death, and you gain no essence from their deaths.

l
Main Action

Essence Funnel

You rapidly summon and sacrifice minions in order to power a devastating blast of magic.

AreaMagic
Distance
10 × 1 line within 1
Targets
Each enemy and object in the area
Power Roll +Reason
!5 damage; push 2
@9 damage; push 4
#12 damage; push 6
Special

You can choose to kill any number of your minions within your Summoner's Range as a part of this ability, provided they haven't used a main action or maneuver during the turn. Each target takes an additional 1 damage, plus 1 damage for each minion killed this way. These minions activate no effects upon death, and you gain no essence from their deaths.

l
Main Action

Lead By Example

Your minions watch as your implement crackles with power, ready to slam unbelievable force into your foe.

MagicMeleeRangedStrike
Distance
Melee 1 or Summoner's Range
Targets
One enemy or object
Power Roll +Reason
!8 + R damage; R < WEAK dazed (save ends)
@12 + R damage; R < AVERAGE dazed (save ends)
#16 + R damage; R < STRONG dazed (save ends)

4th-Level Features

As a 4th-level summoner, you gain the following features.

Characteristic Increase

*
Summoner Feature

Characteristic Increase

Level 4

Your Reason score becomes 3. Additionally, you can increase one of your characteristic scores by 1, to a maximum score of 3.

Minion Improvement

*
Summoner Feature

Minion Improvement

Level 4

Your maximum number of minions increases by 4.

You can increase each of your minions' Stamina as shown on the 4th-Level Minion Stamina Increase table. Additionally, each minion that receives a Stamina boost can treat their characteristics as one higher for the purposes of resisting potencies (to a maximum value of 3).

These benefits are not reflected in the stat blocks of new minions you acquire.

4th-Level Minion Stamina Increase

MinionStamina Increase
Signature MinionStamina +1
3-Essence MinionStamina +3
5-Essence MinionStamina +2

Essence Salvage

*
Summoner Feature

Essence Salvage

Level 4

The first time each combat round that any minion unwillingly dies within your Summoner's Range, you gain 2 essence instead of 1.

Minion Chain

*
Summoner Feature

Minion Chain

Level 4

Whenever you use Minion Bridge as a maneuver, each of your minions within your Summoner's Range can shift up to their speed before the maneuver takes effect, as long as each minion that shifts ends their movement adjacent to another one of your minions.

Additionally, your minions can chain themselves together to function as a ladder or a swinging rope. When your minions move as a part of using Minion Bridge, each minion can use this movement to shift into a position directly beneath another one of your minions, hoisting them and each other minion they have hoisted, until they form a chain. The chain can then choose to fall across an unoccupied space and/or the topmost minion grabs an object to keep the chain steady.

The chain lasts until the start of your next turn or until the chain is no longer steady. The chain can also end when a minion in the chain is destroyed or when you command your minions to let go as a free maneuver. All size 1 minions count as one square when determining the chain's length.

Perk

*
Summoner Feature

Perk

Level 4

You gain any one perk of your choice. See Perks in Draw Steel: Heroes for more information.

Skill

*
Summoner Feature

Skill

Level 4

You gain one skill of your choice.

5th-Level Features

As a 5th-level summoner, you gain the following features.

5th-Level Circle Feature

Your circle grants you a feature as shown on the 5th-Level Summoner Circle Features table.

5th-Level Summoner Circle Features
Circle Feature
Blight Shaping, Soul Flense
Graves Channel, Dread March
Spring Flash Powder, Pixie Lift
Storms Nature Watch, Split

Channel

*
Summoner Circle Feature

Channel

Level 5

You can spend 1 uninterrupted minute to perform a ritual and use your body as a host for a willing spirit of a creature who died in the area. While hosting the spirit, you have access to their memories of the 24 hours leading up to their death and any skills they knew in life. You can also magically change your appearance to look like them while they were alive.

You can attempt to stop channeling the spirit at any time. If the spirit is hostile to you or you've hosted them for at least 1 hour, you must make a medium Presence test. On success, the spirit leaves your body. On failure, you become fully possessed by a haunt; you have no access to your skills and you can't get above a tier 2 result on power rolls until you exorcise the haunt either by completing the Find a Cure downtime project in Draw Steel: Heroes or taking a respite with an exorcist.

After you stop channeling their spirit, you can't use this feature to channel the same creature again.

Dread March

*
Summoner Circle Feature

Dread March

Level 5

You and your undead minions don't spend additional speed to move through difficult terrain. If one or more of your undead minions would die while using their move action, they can choose to not die until the end of your turn.

Flash Powder

*
Summoner Circle Feature

Flash Powder

Level 5

Each ally that gains temporary Stamina from your Pixie Dust feature also gains one of the following effects until the end of their next turn (or for 10 minutes if used outside of combat):

  • Flight: Their speed gains the Fly keyword.
  • Vanish: They become invisible.
  • Water Weird: As a free maneuver once per turn, they can teleport to a body of water within 5 squares of them.
  • Panacea: They can end one condition affecting them or stand up.

Nature Watch

*
Summoner Circle Feature

Nature Watch

Level 5

You can spend 1 uninterrupted minute each day to perform a ritual and summon a special elemental mote called a beacon to patrol the area. This mote telepathically communicates any hostile creatures, hazards, or traps within 20 squares of them to you no matter how far away you are. You know the number of nearby hazards and which direction they're in relative to where the beacon is, but not their exact position. You can have a number of beacons active equal to your level.

Pixie Lift

*
Summoner Circle Feature

Pixie Lift

Level 5

Your speed gains the Fly and Hover keywords. You lose the Hover keyword from this feature while you are dazed, dying, or you fly more than 1 square above the surface of the ground.

If your speed previously had the Fly keyword, you can now fly while sneaking an additional number of squares equal to your Reason.

Shaping

*
Summoner Circle Feature

Shaping

Level 5

You can spend 1 uninterrupted minute to perform a ritual that causes one of your minions to fold their shape and disguise themself to look like a duplicate of you, including speaking basic Caelian, allowing them to (potentially) freely move through civilization while completing their tasks. You can have a number of minions disguised at the same time equal to your Reason score.

Split

*
Summoner Circle Feature

Split

Level 5

Once during your turn, you can use a free maneuver to deal damage to one of your elemental minions equal to half their maximum Stamina in order to create one additional copy of that minion in an adjacent unoccupied space and add them to their squad, even if you're at your minion maximum. You can't use this feature if it would kill one or more of the minions in the squad.

Soul Flense

*
Summoner Circle Feature

Soul Flense

Level 5

As a maneuver, you can command one or more of your demon minions to each deal damage equal to their free strike value to an adjacent ally. This damage can't be reduced. The ally then ends a condition affecting them and confers it to the demon that attacked them.

Additionally, whenever one of your demon minions Death Snaps, their target is P < WEAK affected by a condition the minion was suffering from. The potency increases by 1 on each subsequent Death Snap the target takes damage from in the same turn (maximum +2).

New Portfolio Minion

Your circle allows you to select new minions to add to your portfolio.

Demon Portfolio 7-Essence Minion

Choose one of the following minions.

Faded Blightling
Summoner Minion · Demon

Faded Blightling

Minion Support
7 essence for two minions
This cherubin creature is bloated and warped by demonic energy. The lights from their myriad eyes have all but gone out, now resembling pustules across their body.
1LSize
5Speed
17 | 17Stamina
0Stability
7Free Strike
Immunity
WeaknessHoly 1
MovementFly
With Captain
M+0Might
A+0Agility
R-1Reason
I+4Intuition
P+3Presence
ll
Main action

Blighted Strike

Signature
KeywordsMagicRangedStrike
ActionMain action
DistanceRanged 5
TargetOne creature or object per minion
Power Roll2d10 + R
!7 corruption damage; P < WEAK bleeding (EoT)
@11 corruption damage; P < AVERAGE bleeding (EoT)
#16 corruption damage; P < STRONG bleeding (EoT)
Effect

Instead of taking damage, you or an ally targeted by this ability impose a double bane on the next strike that targets them.

**
Trait

Wilted Wings

The blightling must land on the ground at the end of their turn or fall prone.

**
Trait

Soulsight

Each creature adjacent to the blightling can't be hidden from them.

Gorrre
Summoner Minion · Demon

Gorrre

Minion Brute
7 essence for two minions
The gorrre demons evoke features of rhino and orangutan while clad in heavy armor. They've been utilized as jail guards by devils, as few prisoners can ever hope to outrun a monster with unlimited endurance.
2Size
5Speed
17 | 17Stamina
2Stability
8Free Strike
Immunity
WeaknessHoly 1
Movement
With Captain
M+4Might
A+3Agility
R+0Reason
I-1Intuition
P+0Presence
**
Trait

Gorrring Strike

The gorrre must charge before making a strike. The target is M < STRONG knocked prone if the gorrre moved through an enemy or object other than the target during the charge.

**
Trait

Soulsight

Each creature adjacent to the gorrre can't be hidden from them.

Vicisittante
Summoner Minion · Demon

Vicisittante

Minion Harrier
7 essence for two minions
It's difficult to identify the base nature of a vicisittante apart from an ever-changing mass of burning flesh. Any surface they touch immediately scars as the demon leaves parts of themselves behind.
2Size
10Speed
17 | 17Stamina
0Stability
7Free Strike
Immunity
WeaknessHoly 1
Movement
With Captain
M+3Might
A+4Agility
R+0Reason
I+0Intuition
P-1Presence
ll
Main action

Cerebral Flay

Signature
KeywordsMeleePsionicStrike
ActionMain action
DistanceMelee 1
TargetOne creature or object per minion
Power Roll2d10 + R
!7 psychic damage; P < WEAK weakened (save ends)
@11 psychic damage; P < AVERAGE weakened (save ends)
#16 psychic damage; P < STRONG weakened (save ends)
Effect

A target weakened by this ability is always considered flanked by the vicisittante regardless of position until the condition ends.

**
Trait

Soulsight

Each creature adjacent to the vicisittante can't be hidden from them.

Elemental Portfolio 7-Essence Minion

Choose one of the following minions.

Iron Reaver
Summoner Minion · Elemental

Iron Reaver

Minion Harrier
7 essence for three minions
Iron reavers are long, gnashing lines of centipede-like bladed legs. Their bodies endlessly shed metal shavings and hard sheets of iron as they move.
1LSize
6Speed
10 | 10 | 10Stamina
Stability
6Free Strike
ImmunityPoison R
Weakness
MovementBurrow
With Captain
M+3Might
A+4Agility
R+0Reason
I+0Intuition
P-1Presence
**
Trait

Decentralized Segments

The reaver has cover while adjacent to another reaver they were summoned with. Whenever they receive an effect that allows them to move or shift outside of their move action, they share the effect with each adjacent reaver they were summoned with.

Knight of Blood
Summoner Minion · Elemental

Knight of Blood

Minion Controller
7 essence for two minions
These faceless suits of armor have visible rivers of deep red blood flowing throughout their being. Their blood has a powerful pull to it, causing any open wounds nearby to rip deeper and leak toward the knight.
1LSize
6Speed
16 | 16Stamina
Stability
7Free Strike
ImmunityCorruption R
Weakness
Movement
With Captain
M+4Might
A+2Agility
R+0Reason
I+0Intuition
P+3Presence
**
Trait

Scarlet Death

The knight's melee strikes inflict P < STRONG bleeding (save ends). While bleeding this way, the target can't roll lower than a 3 on the die used to resolve bleeding damage.

Light of the Sun
Summoner Minion · Elemental

Light of the Sun

Minion Support
7 essence for two minions
These elementals are blazing white avian-shaped beings that are nearly impossible to perceive directly. Between a light of the sun's talons is a massive glowing sword that can split the heaviest of defenses asunder.
2Size
6Speed
17 | 17Stamina
0Stability
7Free Strike
ImmunityCorruption R, fire R
Weakness
MovementFly
With Captain
M+0Might
A+2Agility
R+4Reason
I+0Intuition
P+3Presence
ll
Main action

Solar Blade

Signature
KeywordsMagicMeleeStrike
ActionMain action
DistanceMelee 1
TargetOne creature or object per minion
Power Roll2d10 + R
!7 fire damage; I < WEAK dazed (EoT)
@11 fire damage; I < AVERAGE dazed (EoT)
#16 fire damage; I < STRONG dazed (save ends)
Effect

A target dazed by this ability has their stability reduced to 0 until the condition ends.

Fey Portfolio 7-Essence Minion

Choose one of the following minions.

Nixie Corallia
Summoner Minion · Fey

Nixie Corallia

Minion Support
7 essence for two minions
Corallias are saltwater nixies with coarse, coral-like skin and curly hair with hooked ends. Their salty tears are used to hallow places of worship and ward off demons.
1TSize
6Speed
17 | 17Stamina
0Stability
7Free Strike
ImmunityLightning R
Weakness
MovementSwim
With Captain
M-2Might
A+3Agility
R+3Reason
I+4Intuition
P+1Presence
**
Trait

Water Weird

Once per turn during their move action, each nixie under your control can teleport to a body of water within 6. The corallia can't teleport into water created by their own seafoam pool.

**
Trait

Seafoam Pool

The area within 2 squares of the corallia is filled with purifying saltwater that disables the effects of difficult terrain created by enemies. At the end of the corallia's turn, the corallia can scrub you or an ally in the affected area and end one condition.

**
Trait

Minuscule

The coralia has cover while occupying a larger creature's space.

Pixie Belladonix
Summoner Minion · Fey

Pixie Belladonix

Minion Artillery
7 essence for two minions
The belladonix are found among the elite guard of fey monarchs and carry themselves like royalty. Their moth-like wings ooze with vibrant colors and are barbed; the poison within threatening to completely shift the reality of their victims.
1TSize
6Speed
16 | 16Stamina
0Stability
8Free Strike
ImmunityPoison R
Weakness
MovementFly, hover
With Captain
M-2Might
A+2Agility
R+4Reason
I+0Intuition
P+4Presence
ll
Main action

A Thorn, Woe to the Pricked

Signature
KeywordsMagicRangedStrike
ActionMain action
DistanceRanged 15
TargetOne creature or object per minion
Power Roll2d10 + R
!8 poison damage; M < WEAK restrained (save ends)
@12 poison damage; M < AVERAGE restrained (save ends)
#17 poison damage; M < STRONG restrained (save ends)
Effect

A target restrained by this ability is trapped in a poison-fueled haze and considers each creature within 1 square of them to be an enemy until the condition ends.

**
Trait

Minuscule

The belladonix has cover while occupying a larger creature's space.

Sprite Olyender
Summoner Minion · Fey

Sprite Olyender

Minion Brute
7 essence for two minions
These brawny sprites wear heavy beetle armor and have a halo hovering away from their backs where their wings used to be. The faster the halo spins, the more power the olyender generates, enabling them to stand toe to toe with giants.
1TSize
6Speed
17 | 17Stamina
Stability
8Free Strike
Immunity
Weakness
MovementFly
With Captain
M+4Might
A+3Agility
R+0Reason
I+1Intuition
P+2Presence
**
Trait

Warrior's Toss

The olyender's melee strikes inflict push 4. If the target is force moved into an object, they are M < AVERAGE knocked prone and can't stand (save ends).

**
Trait

Use Their Might

When targeting a creature with a grab or forced movement, the olyender's size is considered one larger than the target.

**
Trait

Minuscule

The olyender has cover while occupying a larger creature's space.

Undead Portfolio 7-Essence Minion

Choose one of the following minions.

False Vampire
Summoner Minion · Undead

False Vampire

Minion Brute
7 essence for two minions
A false vampire is a bestial, bipedal ghoul that draws life from liquified remains. In death, their hands curl into thick hooks, their bodies turn a putrid red-green as if wearing a dress suit, and their mouth twists and extends into a large feeding needle that can pierce steel.
1LSize
6Speed
17 | 17Stamina
2Stability
8Free Strike
ImmunityCorruption R, poison R
Weakness
MovementClimb
With Captain
M+4Might
A+1Agility
R+3Reason
I+0Intuition
P+0Presence
**
Trait

Bloodthirsty

The false vampire has a speed of 10 while a creature is bleeding within 10.

Phantom of the Ripper
Summoner Minion · Undead

Phantom of the Ripper

Minion Ambusher
7 essence for two minions
These phantoms puppet the remnants of their corporeal forms. Unlike other spirits, the ripper tears the reality around them and leaves behind distorted or uneven "bumps" in the air, which can affect stone, metal, and flesh.
1MSize
6Speed
17 | 17Stamina
1Stability
8Free Strike
ImmunityCorruption R, poison R
Weakness
MovementFly, hover
With Captain
M+0Might
A+4Agility
R+0Reason
I+0Intuition
P+3Presence
ll
Main action

Plunge of the Knife

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object per minion
Power Roll2d10 + R
!8 damage; A < WEAK slowed (save ends)
@13 damage; A < AVERAGE slowed (save ends)
#17 damage; A < STRONG slowed (save ends)
Effect

The phantom deals an additional 3 damage if they have an edge.

**
Trait

Ripping Phase

The phantom can move through other creatures and objects at normal speed. The first time in a round that the phantom passes through a creature, that creature takes 3 corruption damage and has a bane on their next strike. The phantom doesn't take damage from being force moved into objects.

Zombie Titan
Summoner Minion · Undead

Zombie Titan

Minion Defender
7 essence for one minion
Zombie titan is a catchall for undead giants, patchwork ogres and mournlings, or amalgamations of a graveyard's entire population. The titan lumbers and slumps across battlefields, wanting desperately to collapse and crash into the earth like a sea of flesh and bone.
4Size
4Speed
40Stamina
Stability
7Free Strike
ImmunityCorruption R, poison R
Weakness
Movement
With Captain
M+4Might
A-3Agility
R+0Reason
I+2Intuition
P+3Presence
**
Trait

Overwhelming Size

The titan can move through enemies at normal speed. If the titan ends their turn in a prone size 2 or smaller creature's space, the creature can't stand.

**
Trait

Flesh to Mountains

When the titan is reduced to 0 Stamina, their space becomes difficult terrain. If a creature was prone underneath the titan when the titan is killed, they take 10 damage and are restrained (save ends).

6th-Level Features

As a 6th-level summoner, you gain the following features.

Perk

*
Summoner Feature

Perk

Level 6

You gain an interpersonal, lore, or supernatural perk of your choice. See Perks in Draw Steel: Heroes for more information.

Return to the Source

*
Summoner Circle Feature

Return to the Source

Level 6

You can translate yourself and your allies into the space that your minions come from, as if summoning in reverse.

When you take a respite, you teleport to your circle's source manifold or point of origin, as shown on the Circle's Source Manifold table. You can bring along any allies to gather resources or research details about that location's denizens. You are seen as a native resident of the location, but your allies might be seen as intruders.

Circle's Source Manifold

CircleManifold or Point of Origin
BlightAbyssal Waste
GravesNecropolitan Ruins (located within the Abyssal Waste)
SpringArcadia
StormsQuintessence

At the end of the respite, you and everyone you brought with you immediately teleports back into the same location from which you made the portal.

Minion Machinations

*
Summoner Feature

Minion Machinations

Level 6

Your maximum number of followers increases by 2.

You can summon and recruit an artisan follower and a sage follower that share a keyword with a minion you can summon. These followers can be creatures from your portfolio or preexisting denizens of your circle's source manifold. See Follower Types under Attract Followers in Draw Steel: Heroes for information on constructing your followers' stats.

Kit Improvement

*
Summoner Feature

Kit Improvement

Level 6

You can choose one additional ward from your Summoner's Kit.

Additionally, whenever you reduce an enemy to 0 Stamina with your Summoner Strike ability, you can use Call Forth as a free maneuver. Minions summoned this way are unable to act during this turn.

9-Essence Ability

*
Summoner Feature

9-Essence Ability

Level 6

You can summon the assistance of your future champion (see Portfolio Champion) and allow them to show off a brief display of their power. Select one of the following heroic abilities, each of which costs 9 essence to use.

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Main Action

A Champion's Cry

Your champion unleashes a bellow that shakes you to your core.

AreaChampionMagic
Distance
3 burst
Targets
Each enemy in the area
Power Roll +Reason
!2 psychic or sonic damage; I < WEAK frightened of you (save ends)
@5 psychic or sonic damage; I < AVERAGE frightened of you and all allies (EoT)
#7 psychic or sonic damage; I < STRONG frightened of you and all allies (save ends)
Effect

You can use this ability as if in the space of one of your minions within your Summoner's Range.

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Maneuver

Army's Idol

Your champion's appearance has an enchanting impact on you and your allies.

AreaChampionMagic
Distance
4 burst
Targets
Self and each ally in the area
Effect

You can use this ability as if in the space of one of your minions within your Summoner's Range.

Until the end of the encounter or you become dying, each target has a +2 bonus to saving throws.

Each target can immediately make each of their saving throws and stand up from prone.

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Main Action

The Champion Slams the Earth

Your champion lays their fury upon those unfortunate enough to be in their wake.

AreaChampionMagicWeapon
Distance
4 cube within 1
Targets
Each enemy and object in the area
Power Roll +Reason
!5 damage; M < WEAK prone and can't stand (save ends)
@8 damage; M < AVERAGE prone and can't stand (save ends)
#11 damage; M < STRONG prone and can't stand (save ends)
Effect

You can use this ability as if in the space of one of your minions within your Summoner's Range.

Special

You can change the damage type to be a type that your champion deals on their stat block (see Portfolio Champion).

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Maneuver

Their Pall Shrouds All

Your champion fills the area with a thick haze hiding friend from foe.

AreaChampionMagic
Distance
4 burst
Targets
Each enemy in the area
Effect

You can use this ability as if in the space of one of your minions within your Summoner's Range.

Each target is R < AVERAGE weakened (save ends).

Until the end of the encounter, whenever a target gets a tier 1 result on a strike, they deal half damage. If a target was striking a creature adjacent to one of their allies, they target their ally instead.

7th-Level Features

As a 7th-level summoner, you gain the following features.

Characteristic Increase

*
Summoner Feature

Characteristic Increase

Level 7

All of your characteristics increase by 1, to a maximum score of 4.

Minion Improvement

*
Summoner Feature

Minion Improvement

Level 7

At the start of each of your turns during combat, you can summon one additional signature minion at no cost into an unoccupied space within your Summoner's Range (no action required).

Additionally, you can increase each of your minions' Stamina as shown on the 7th-Level Minion Stamina Increase table. Additionally, each minion that receives a Stamina boost can treat their characteristics as one higher for the purposes of resisting potencies (to a maximum value of 4).

These benefits are not reflected in the stat blocks of new minions you acquire.

7th-Level Minion Stamina Increase

MinionStamina Increase
Signature MinionStamina +1 (to a total of +2)
3-Essence MinionStamina +3 (to a total of +6)
5-Essence MinionStamina +2 (to a total of +4)
7-Essence MinionStamina +5

Font of Creation

*
Summoner Feature

Font of Creation

Level 7

When you gain essence at the start of each of your turns during combat, you gain 3 essence instead of 2.

Their Life for Mine

*
Summoner Feature

Their Life for Mine

Level 7

If you or an ally within your Summoner's Range would die from an effect that isn't age related, you sacrifice all your active minions (minimum 1) and spend all your essence (minimum 1) as a free triggered action to bring the target back to life, reconstructing the damaged parts of their body with summoned material related to your portfolio. The target comes back with 0 Stamina plus 1 Stamina for each minion and essence used in the effect. You must have at least one fragment of the creature's remains, and the creature's soul must be willing to return to life for the effect to work.

You can't use this feature again until you gain a new level, or until you spend 3 eidos to use it (see Eidos).

Skill

*
Summoner Feature

Skill

Level 7

You gain one skill of your choice.

8th-Level Features

As an 8th-level summoner, you gain the following features.

Perk

*
Summoner Feature

Perk

Level 8

You gain any one perk of your choice. See Perks in Draw Steel: Heroes for more information.

8th-Level Circle Feature

*
Summoner Circle Feature

8th-Level Circle Feature

Level 8

Your circle grants you a feature as shown on the 8th-Level Summoner Circle Features table.

8th-Level Summoner Circle Features

CircleFeature
BlightAbyssal Evolution
GravesKill the Pain
SpringCelestial Grace
StormsControl the Elements

Abyssal Evolution

*
Summoner Feature

Abyssal Evolution

Level 8

At the start of each of your turns, you can transform up to two of your demon minions within your Summoner's Range. A demon can transform into a different demon minion within your Summoner's Range, maintaining their current Stamina. Starting from round 2, a demon can transform any demon minion you can call forth for half the essence cost, as if you summoned the new minion into the demon's space.

The minions must be reassigned to a new squad if their new name differs from the other squad members.

Celestial Grace

*
Summoner Feature

Celestial Grace

Level 8

Your number of Recoveries further increases by 2.

Additionally, the area affected by your Pixie Dust feature and any of your fey minions' traits that affect adjacent creatures and/or the area within 1 or more squares of them increase that distance by 1 square.

Control the Elements

*
Summoner Feature

Control the Elements

Level 8

Whenever you use Call Forth, you can spend essence to change the size of one elemental minion you summon as shown on the following table.

Control the Elements

Essence CostSize Change
1The minion becomes size 2.
3The minion becomes size 3.
5The minion becomes size 4.

Kill the Pain

*
Summoner Feature

Kill the Pain

Level 8

You aren't affected by excess damage after all minions in a squad are dead.

Additionally, you and each of your undead minions ignore damage rolled as a d3 or a d6 and damage from environmental effects while you are not winded.

Portfolio Champion

Your circle now allows you to add a champion to your portfolio. Champions follow the same rules as your other minions, with the following exceptions:

  • You can only summon and command one instance of your champion.
  • Your champion is in their own squad that does not count toward your maximum number of squads.
  • Your champion can regain Stamina and gain temporary Stamina.
  • Your champion uses your Recoveries to regain Stamina.
  • Your champion can take the Heal and Defend Actions.
  • Your champion uses the normal rules for maneuvers.
  • You have an edge whenever you use an ability with the Champion keyword from your Champion's space.
  • Your champion refuses to be referred to as a minion.

After summoning a champion, you can't summon them again until you earn a Victory.

Your champion gains additional features at 10th level. This includes a special Champion Action ability that costs eidos to use (see Eidos). This ability can be activated once per encounter at the end of any other creature's turn.

Demon Portfolio Champion

Your champion is an Aspect of a demon lord. They have borne witness to your exploits and struck a deal with you: Allow their children to feed and you can call forth a modicum of their power. Morality is none of their concern, but certainly a hero is enough of an arbiter of whose souls deserve to be fed to demons, right?

The demon lord's Aspect enjoys bringing enemies in close with their appendages or flinging victims and throwing them to the gnashing horde. They're willing to put your connection to this world at risk if it means taking one more bite.

Demon Lord's Aspect
Summoner Champion · Demon

Demon Lord's Aspect

Champion
9 essence for one champion
Stamina: Your maximum Stamina
2Size
5Speed
SPECIALStamina
2Stability
9Free Strike
ImmunityCorruption 5
Weakness
MovementTeleport
With Captain
M+2Might
A+5Agility
R+5Reason
I+2Intuition
P+2Presence
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Main action

Grasping Appendages

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 5
TargetTwo creatures or objects
Power Roll2d10 + 5
!9 corruption damage; pull 2
@12 corruption damage; pull 4
#14 corruption damage; pull 5
Effect

A target pulled adjacent to the Aspect is grabbed.

**
Trait

Champion's Ire

If the Aspect only targets one creature or object with a strike, they deal additional damage to the target equal to your Reason.

**
Trait

Size Increase

The Aspect is now size 3.

Elemental Portfolio Champion

Your champion is a Portent of a dragon yet to manifest. Through defending the innocent, you have made yourself and your elementals a close neighbor to the malice that threatens them. The dragon desires you bring their creation about and lends you strength to see your justice through.

As a harbinger of ruin, the dragon's Portent has incredibly potent impact and control of the environment. Their final shape has yet to be determined; use this to your advantage and call upon the affinity that will end conflict the quickest.

Dragon's Portent
Summoner Champion · Elemental

Dragon's Portent

Champion
9 essence for one champion
Stamina: Your maximum Stamina
2Size
6Speed
SPECIALStamina
4Stability
9Free Strike
ImmunityAffinity 5
Weakness
MovementFly
With Captain
M+2Might
A+2Agility
R+5Reason
I+5Intuition
P+2Presence
**
Trait

Affinity

The Portent selects an affinity for one of the following damage types when they are summoned: acid, cold, corruption, fire, lightning, or poison. This type determines the Portent's affinity immunity and the damage type of their abilities.

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Main action

Elemental Tail Swing

Signature
KeywordsChargeMeleeStrikeWeapon
ActionMain action
DistanceMelee 2
TargetTwo creatures or objects
Power Roll2d10 + 5
!9 affinity damage; push 2
@12 affinity damage; push 4
#14 affinity damage; push 6
**
Trait

Champion's Ire

If the Portent only targets one creature or object with a strike, they deal additional damage to the target equal to your Reason.

**
Trait

Searing Wyrmscale

Whenever an adjacent creature deals damage to the Portent, they take 4 affinity damage.

**
Trait

Dragon Heart

Once per turn, the Portent can take 10 damage to allow you or an ally within your Summoner's Range to gain 1 heroic resource. This damage can't be reduced in any way.

**
Trait

Size Increase

The Portent is now size 3.

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1 Eidos

A Breath Felt in a Hurricane

KeywordsAreaMagicRanged
Action1 Eidos
Distance4 cube within 10
TargetEach enemy and object in the area
Effect

9 affinity damage. The damage ignores immunity. The affected area becomes difficult terrain. An enemy has affinity weakness 5 while occupying an affected square.

Champion Action

Fey Portfolio Champion

Your champion is an Attendant of a celestial. Whenever you call on their assistance, you must formally welcome and introduce them to the occasion. You can't be certain if this is truly the blessing of a celestial you've previously allied yourself with, or if you've received someone else's power—neither circumstance puts you in any less danger.

The celestial Attendant wants to swarm the map with pixies while limiting their foes' ability to do anything about it. A single neurotoxic strike is all it takes to move everyone into position.

Celestial Attendant
Summoner Champion · Fey

Celestial Attendant

Champion
9 essence for one champion
Stamina: Your maximum Stamina
2Size
7Speed
SPECIALStamina
0Stability
9Free Strike
ImmunityDamage 2
Weakness
MovementFly, hover
With Captain
M+2Might
A+2Agility
R+5Reason
I+2Intuition
P+5Presence
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Main action

Pixie Swarm

Signature
KeywordsMagicRangedStrike
ActionMain action
DistanceRanged 10
TargetTwo creatures or objects
Power Roll2d10 + 5
@12 damage; slide 5
#14 damage; slide 6
Effect

An ally targeted by this ability can, instead, spend Recovery and shift the slide amount.

**
Trait

Champion's Ire

If the Attendant only targets one creature or object with a strike, they deal additional damage to the target equal to your Reason.

**
Trait

Size Increase

The Attendant is now size 3.

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1 Eidos

A Shower of Dust

Keywords
Action1 Eidos
Distance20 burst
TargetSelf and each non-minion ally in the area
Effect

Each target gains 20 temporary Stamina and receives the benefits of one of your Flash Powder effects until the end of their next turn.

Champion Action

Undead Portfolio Champion

Your champion is an Avatar of death. The number of creatures you and your army have laid to rest now hangs above your head and threatens to crush your skull at any moment. You were unable to gain the power of the ultimate force of nature without a memento mori to keep you humble.

The Avatar of death weighs down their foes with conditions so their army can take care of the rest. If an enemy can't handle it, well then maybe they should just die.

Avatar of Death
Summoner Champion · Undead

Avatar of Death

Champion
9 essence for one champion
Stamina: Your maximum Stamina
2Size
6Speed
SPECIALStamina
3Stability
9Free Strike
ImmunityCorruption 5, poison 5
Weakness
MovementFly
With Captain
M+5Might
A+2Agility
R+5Reason
I+2Intuition
P+2Presence
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Main action

Culling Scythe

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 2
TargetTwo creatures or objects
Power Roll2d10 + 5
!9 corruption damage; M < WEAK bleeding (save ends)
@12 corruption damage; M < AVERAGE bleeding (save ends)
#14 corruption damage; M < STRONG bleeding (save ends)
Effect

If the target is a creature that isn't a leader or a solo and they are still bleeding at the end of the encounter, they instantly die.

**
Trait

Champion's Ire

If the Avatar only targets one creature or object with a strike, they deal additional damage to the target equal to your Reason.

**
Trait

Size Increase

The Avatar is now size 3.

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1 Eidos

Gravemaker

KeywordsAreaMagicRanged
Action1 Eidos
Distance5 × 3 line within 1
TargetEach enemy and object in the line
Effect

9 holy damage. Each target is vertically pulled a number of squares equal to their size straight down, ignoring stability. If the target would be force moved into the ground, they are buried beneath the ground instead.

Champion Action

9th-Level Features

As a 9th-level summoner, you gain the following features.

Kit Improvement

*
Summoner Feature

Kit Improvement

Level 9

You've conjured your kit into its ultimate form. You have the following benefits:

  • The potency of your Summoner Strike ability increases to R < STRONG.
  • You can choose one additional ward from your Summoner's Kit.
  • You have a double edge on tests made to dissuade or scare enemy minions or lackeys.
  • Your clothing and equipment become adorned with distinct and elaborate regalia to make you stand out from your army, like massive rib cage pauldrons, a tooth crested helmet, or a billowing mantle of fire.

Steward of Two Worlds

*
Summoner Feature

Steward of Two Worlds

Level 9

You and your allies are now welcome in your circle's source manifold. Negotiations with native denizens of your circle's source manifold have their patience increased by 2.

11-Essence Ability

*
Summoner Feature

11-Essence Ability

Level 9

Choose one heroic ability from the following options, each of which costs 11 essence to use.

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Main Action

10,000 Minions

The battle is now a war. Your entire army storms the field.

Magic
Distance
Special
Targets
Special
Effect

Until the end of the encounter or you are dying, each square on the ground is considered teeming with minions. An enemy that ends their turn in an affected square takes 5 damage. This damage can't be reduced.

Additionally, you can use Minion Bridge treating each affected square as an eligible minion (up to a maximum of 10 additional squares).

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Main Action

Bodyguard Tactics

You surround your allies with a nigh-endless supply of summons that stand in the way of all impacts.

AreaMagic
Distance
5 burst
Targets
Self and each non-minion ally in the area
Effect

Until the end of the encounter or you are dying, each target has damage immunity 5 and can use a free triggered action once per turn whenever they are force moved to reduce the distance by half.

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Main Action

I Abjure Thee

Cast those not affixed to this manifold into the void of a minion's existence.

AreaMagic
Distance
3 burst
Targets
Special
Effect

Each enemy minion in the area is permanently removed from the encounter map. Up to three non-leader or non-solo enemies in the area are removed from the encounter for 1 round.

A leader or a solo enemy in the area that has R, I, or P < AVERAGE is weakened and slowed (save ends) as they are partially removed from the manifold. You can increase the potency by 1 for each of your minions adjacent to the target you choose to sacrifice as a part of using this ability.

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Main Action

The Champion's Wrath

Your champion appears and goes into a rampage, clearing the way for your minions to march forth.

AreaChampionMagicWeapon
Distance
4 burst
Targets
Each enemy in the area
Power Roll +Reason
!6 damage; push 4 M < WEAK push is vertical
@10 damage; push 5 M < AVERAGE push is vertical
#14 damage; push 6 M < STRONG push is vertical
Effect

You can use this ability as if in the space of one of your minions within your Summoner's Range.

You can change the damage type to be a type that your champion deals on their stat block (see Portfolio Champion). For each enemy reduced to 0 Stamina by this ability, an ally within distance can move up to their speed.

10th-Level Features

As a 10th-level summoner, you gain the following features.

Characteristic Increase

*
Summoner Feature

Characteristic Increase

Level 10

Your Reason score becomes 5. Additionally, you can increase one of your characteristic scores by 1, to a maximum score of 5.

Minion Improvement

*
Summoner Feature

Minion Improvement

Level 10

You now start encounters and round-tracked situations by summoning up to two additional minions for every two Victories you have (in addition to the two you normally summon).

Each of your minions' Stamina improves as shown on the 10th-Level Minion Stamina Increase table. Additionally, each minion that receives a Stamina boost can treat their characteristics as one higher for the purposes of resisting potencies (to a maximum value of 5).

10th-Level Minion Stamina Increase

MinionStamina Increase
Signature MinionStamina +1 (to a total of +3)
3-Essence MinionStamina +3 (to a total of +9)
5-Essence MinionStamina +2 (to a total of +6)
7-Essence MinionStamina +5 (to a total of +10)

Eidos

*
Summoner Feature

Eidos

Level 10

You gain an epic resource called eidos. When you take a respite, you gain eidos equal to the XP you gain. You can spend eidos as if it were essence on minions and abilities you have. When you do, you summon up to two bonus signature minions into unoccupied spaces within your Summoner's Range.

You and your champion also have access to abilities that can be used by spending eidos (see Their Life for Mine and Portfolio Champion).

Eidos remains until you spend it.

No Matter the Cost

*
Summoner Feature

No Matter the Cost

Level 10

Whenever you sacrifice minions, you now reduce the cost of a heroic ability or minion by the same amount (to a minimum of 1) instead of only reducing the cost by 1.

Among Our Ranks

*
Summoner Feature

Among Our Ranks

Level 10

As a respite activity, you summon a willing and not-restrained NPC or player ally to join your party, regardless of distance or manifold. The target stays until the start of your next respite or until they are killed, in which they are immediately dismissed to the place from which they were summoned. You can't have more than one character summoned in this way.

Perk

*
Summoner Feature

Perk

Level 10

You gain an intrigue, interpersonal, or supernatural perk of your choice. See Perks in Draw Steel: Heroes for more information.

Skill

*
Summoner Feature

Skill

Level 10

You gain one skill of your choice.

Source: The Summoner · printing 1.0