Class
Summoner
A battlefield controller who overwhelms encounters by commanding squads of summoned minions. They trade personal action economy for control, attrition, and denial — shaping the map with bodies, formations, and forced responses. You rarely deal damage yourself; your army does it for you.
Heroic Resource: Essence
- Gain Essence equal to your Victories at the start of combat, and 2 more each turn.
- Gain 1 more the first time each round that a minion dies within your Summoner's Range — yours or the enemy's.
- Sacrifice your own minions to reduce the cost of summoning and abilities. Losses aren't a setback; they're fuel.
- Essence resets at the end of the encounter.
Core Mechanics
- Control up to 8 minions, organised into two squads, and command them within your Summoner's Range.
- Issue orders per squad, not per minion. Minions block space, absorb hits, redirect damage, and set up your allies.
- You're expected to lose minions — their deaths feed your engine — and can let them strike in your place. Formations and quick commands reshape the flow of the fight.
Subclasses (Circles)
- Demon — aggressive pressure and self-destruction; corruption and punishment for getting close.
- Undead — attrition, durability, and zone denial, with triggers on death.
- Fey — mobility, forced movement, and swarms; positional control.
- Elemental — terrain effects, area control, and elemental punishment.
Last updated: 7 June 2026