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Controlling Summons and Multiple Creatures

The Narrator typically controls all characters that aren't the PCs. However, players may command mounts and hirelings, summon familiars, or conjure squads of reinforcements to tip the scales of any Turn-Based Action encounter in their favor.

Any creatures or summons under your control can take their movement at any point on your turn. Identical creatures and summons move as a group provided each is adjacent to one other member.

You can use your bonus action to command a single creature or group of creatures to take their actions. For groups, this means each member performs the same action against the same target or towards the same goal.

For group ability checks:

  1. Roll the ability check for one member of the group.
  2. For Strength group ability checks, add +1 for every other member of the group. The Narrator should determine how many members of the group can meaningfully contribute to the check.

For group attack rolls:

  1. The attack roll becomes a Dexterity saving throw made by the target. If the attack is already based on a saving throw, skip step 2.
  2. The DC of the Dexterity saving throw equals 8 + the highest attack bonus among creatures in the group. On a failure the target takes the attack's damage and any additional effects, or half damage and no additional effects on a success.
  3. Add +1 to the DC and damage for every other member of the group.