Summoners channel innate magic to shape the world to their will.
You get a pool of 5 Mana which you can use to cast spells. You regain spent mana at the end of a long rest.
You create spells on the fly by tapping directly into the magic of the universe. You know three Spell Effects.
3 SP | 3 HP | +5 mana | +1 spell effect
You can teleport up to an unoccupied location you can see within range. This feature costs 3 mana.
3 SP | 3 HP | +5 mana | +1 spell effect
When you are hit with an attack or targeted by a reflex save, you can teleport 10 feet away and take half the damage. If you use this ability to avoid a reflex save, you must be able to teleport outside of the range of the effect. Limited to twice per day.
4 SP | 3 HP | +5 mana | +1 spell effect
You attempt to move a creature within range. If the creature fails, it is teleported to a location within range of your choice. The location must be on solid ground. This feature costs 7 mana.
4 SP | 3 HP | +5 mana | +2 spell effects | Additional use of Reactive Blink
The range of all of your Displacer abilities are doubled. This feature also applies to spells you cast.
5 SP | 3 HP | +5 mana | +2 spell effect
You can store objects in a personal pocket dimension. You can store up to 5 large objects. For the purpose of this feature, one large object counts as 4 medium objects and one medium object counts as 4 small objects.
3 SP | 3 HP | +5 mana | +1 spell effect
You are considered trained with any armor made of metal. You ignore energy requirements and speed penalties while wearing metal armor.
3 SP | 3 HP | +5 mana | +1 spell effect
You can telekinetically move or manipulate metal objects within range. The weight limit of objects you can move is equal to 10 times your Main Ability Score modifier. You can temporarily increase this limit by expending 1 mana for every 10 pounds.
You can spend 2 mana to throw a metal object within range at a target within range. On a hit, you deal 1d6 for every 10 pounds the object weighs.
3 SP | 3 HP | +5 mana | +1 spell effect
You attempt to push a creature or object within range away from you. It must make an energy save or take 1d6 force damage and be pushed 5 feet away.
3 SP | 3 HP | +5 mana | +1 spell effect
You can make long jumps and high jumps at three times your usual distance without costing movement.
4 SP | 3 HP | +5 mana | +1 spell effect | Gravity Push damage increases to 1d8
You create a bubble of zero gravity centered on yourself that hinders movement. When you use this ability and each time a creature within range starts its turn, it must succeed on an energy save or be affected. Affected creatures begin to float out of control, taking a -2 penalty to attack rolls and agility saves. Affected creatures movement speeds are reduced to zero. You do not have to make saves against this affect, and while it is active your Boost Jump feature allows you to jump four times your standard distance.
3 SP | 3 HP | +8 mana | +1 spell effect
Your body is filled with an unnatural amount of mana. You can transfer mana from your mana pool to another creature within range with one action. Whenever a creature within range casts a spell, you can use a reaction to pay for any part of the mana cost with your own mana.
3 SP | 3 HP | +8 mana | +1 spell effect
You can concentrate mana into certain muscles to make yourself stronger. You can spend 5 mana to gain a +2 bonus to Energy checks and Energy saves for 1 minute. You can also give another creature this bonus.
4 SP | 3 HP | +8 mana | +1 spell effect
When you take damage, you can use your reaction to lose an amount of mana equal to the damage taken. You take any excess damage.
3 SP | 3 HP | +5 mana | +1 spell effect
Your body is radioactive and sets off nearby Geiger counters. You can cause your skin to glow at will, creating bright light in a 30 foot radius centered on yourself. You are also immune to the irradiated condition.
3 SP | 3 HP | +5 mana | +1 spell effect
When you cast a spell on a target, you can spend 2 mana to give that target a level of irradiated in addition to the spell's effects. The spell has to hit the target or the target has to fail a save against the spell for this feature to take effect. Limited to once per day.
4 SP | 3 HP | +3 mana | +1 spell effect
You become partially released from the flow of time and can manipulate it to your benefit. When you roll initiative, you can choose one of 3 options: either do nothing and roll initiative normally, stabilize your timestream, or destabilize your timestream and send it into intense fluctuations. If you choose to stabilize your timestream, you don't roll initiative, and instead your initiative is equal to 10 + your initiative modifier. If you choose to destabilize your timestream, attempt a DC 11 flat check. On a success, your initiative is equal to 19 + your initiative modifier, and on a failure, your initiative is equal to 1 + your initiative modifier.
4 SP | 3 HP | +3 mana | +1 spell effect
You can rewind time for a few seconds, undoing the last round, or 6 seconds out of combat. The round will play out exactly as it did before you rewound time, with each dice roll remaining exactly the same. You can use 3 actions to warn a creature of any incoming events, allowing them to reroll any saving throws within the reversed time. You gain a +1 to all saves and skill checks until the start of your next turn. Limited to once per day.
5 SP | 3 HP | +3 mana | +1 spell effect
You spend 2 mana and slow down time for a creature in range. On a failed save, the creature cannot use reactions and can only take one action on its turn. It also has a -2 penalty to AC and agility saves, and its movement speed is halved.
5 SP | 3 HP | +3 mana | +1 spell effect
You stop time for a brief moment, allowing you to take 1 action. There is no specific trigger for this ability and it can be activated on your turn. Limited to once per day.