Class
Summoner
Summary:
Battlefield controllers who overwhelm encounters by commanding squads of summoned minions. They trade personal action economy for spatial control, attrition, and denial, shaping the map through bodies, formations, and forced responses. Power comes from positioning minions well, accepting losses, and converting them into momentum. You rarely deal damage directly — your army does.
Heroic Resource: Essence
Gain Essence equal to Victories at start of combat
Gain 2 Essence at start of each turn
Gain 1 Essence first time each round a minion dies in Summoner’s Range (any side)
Can sacrifice your own minions to reduce Essence costs
Essence resets at end of encounter
Core Mechanics:
Control up to 8 minions, organised into two squads
Summon and command within Summoner’s Range (5 + Reason)
Issue orders per squad, not per minion
Minions block space, absorb hits, redirect damage, and set up allies
Expected to lose minions — deaths fuel your engine
Summoner Strike and Strike for Me let minions act in your place
Formations and quick commands reshape damage flow and enemy options
Subclasses (Circles):
Demon – aggressive pressure, self-destruction, corruption, punishment for proximity
Undead – attrition, durability, zone denial, death triggers
Fey – mobility, forced movement, swarms, positional control
Elemental – terrain effects, area control, elemental punishment
Last updated: 6 June 2026