Unspoken Red Summoners bind a quiet spirit to a length of red thread, borrowing its hands, eyes, and stubborn presence. They are not battlefield commanders of great hosts: one fragile companion, careful positioning, and a little supernatural utility are their stock in trade. Their power is intimate, costly, and strongest when they and their summon act as one.
One red thread. One borrowed hand. No promise that the dead will obey.
Low-power summoner, scout, and cautious protector
USUnspoken Red Summoner
At a glance
Level
1
Proficiency
+2
bonus at this level
Red Marks
Hit die d8
PrimaryIntelligenceConstitution
Features
20, levels 1 to 20
1Level 1, reached
Red Thread, Bound Companion
You gain the class’s saving throw and skill proficiencies, learn to speak, read, and write one language of your choice, and gain Red Thread and Bound Companion. You can bind one companion spirit; it follows the Bound Companion rules in your class features.
2Level 2
A Second Pair of Eyes
When you or your companion fails an ability check to notice or investigate a nearby creature or object, you can expend one Red Mark to add 1d4 to the check, potentially turning it into a success. You decide after seeing the roll but before the DM says whether it succeeds.
3Level 3
Summoner Calling
Choose an Unspoken Red Summoner subclass. Your choice grants features at levels 3, 6, 10, and 14.
4Level 4
Ability Score Improvement
5Level 5
Threaded Strike
Your companion’s attacks count as magical for overcoming resistance and immunity to nonmagical attacks. When you summon it, you can choose its form to be Tiny, Small, or Medium.
6Level 6
Calling Feature
You gain a feature from your Summoner Calling subclass.
7Level 7
Borrowed Senses
When your companion is within 30 feet of you, you can use a Bonus Action to perceive through its senses until the start of your next turn. While doing so, you are Blinded and Deafened to your own surroundings.
8Level 8
Ability Score Improvement
9Level 9
Take the Tether
When your companion takes damage, you can take a Reaction to reduce that damage by 1d10 + your Summoner level. You can use this feature a number of times equal to your Proficiency Bonus, regaining all uses when you finish a Long Rest.
10Level 10
Calling Feature
You gain a feature from your Summoner Calling subclass.
11Level 11
Quickened Knot
When you roll Initiative and have no Red Marks remaining, you regain one Red Mark. You can also summon your companion as a Bonus Action instead of an Action.
12Level 12
Ability Score Improvement
13Level 13
Stitched Resilience
When you summon your companion, it gains Temporary Hit Points equal to your Summoner level. These Temporary Hit Points last until it is dismissed or disappears.
14Level 14
Calling Feature
You gain a feature from your Summoner Calling subclass.
15Level 15
The Thread Remembers
When you roll Initiative, you can summon your companion without expending a Red Mark, provided it has disappeared or been dismissed. Once you do so, you can’t do so again until you finish a Long Rest.
16Level 16
Ability Score Improvement
17Level 17
Shared Wound
When you use Take the Tether, the damage you reduce becomes 1d10 + twice your Summoner level. You can use that feature once without expending a use, regaining that free use when you finish a Long Rest.
18Level 18
Close-Knit Assault
Your companion’s attacks deal an extra 1d6 damage of their normal type when it hits a creature that is within 5 feet of you.
19Level 19
Ability Score Improvement, Epic Boon
20Level 20
Unbroken Red
When your companion is reduced to 0 Hit Points, it can instead drop to 1 Hit Point. Once it does so, it can’t do so again until you finish a Long Rest. When you roll Initiative with no Red Marks remaining, you regain two Red Marks instead of one.
Core traits
Hit die
d8
Primary
IntelligenceConstitution
Hit pointsHit Point Die: D8 per Unspoken Red Summoner level. Hit Points at Level 1: 8 + your Constitution modifier. Hit Points at Higher Levels: (or 5) + your Constitution modifier per Unspoken Red Summoner level after 1st.
Saving throwsProficient in Intelligence and Constitution saving throws. The class relies on positioning, light armor, and limited damage prevention rather than strong defenses.
ArmorLight armor.
WeaponsSimple weapons.
ToolsNone.
Saving ThrowsIntelligence, Constitution.
SkillsChoose two from Arcana, Insight, Investigation, Medicine, Nature, Perception, and Religion.
ResourceRed Marks: You have a number of Red Marks equal to your Proficiency Bonus, and regain all expended marks when you finish a Long Rest. You expend one mark to summon your companion or use a feature that says it costs a Red Mark.
MulticlassingPrerequisite: Intelligence 13. When you multiclass into this class, you gain Light armor proficiency and one skill proficiency from the class skill list. You do not gain the class’s starting equipment.
Subclasses
3
Witness of the Far Road
Let the unseen look ahead.
A companion adept at scouting and investigation
Improved sensory sharing
An emergency warning for nearby allies
Keeper of the Last Door
Stand where the living are most exposed.
A companion trained to interpose and distract
Improved protection through the tether
A brief defensive refuge for an ally
Red-Handed Envoy
Give the silence a sharp edge.
A companion that can harry foes and exploit openings
A modest boost to a commanded strike
A last effort when the summoner is cornered
Playing one
What it is
Unspoken Red Summoners bind a quiet spirit to a length of red thread, borrowing its hands, eyes, and stubborn presence.
They are not battlefield commanders of great hosts: one fragile companion, careful positioning, and a little supernatural utility are their stock in trade. Their power is intimate, costly, and strongest when they and their summon act as one.
How to play one
You play a capable but vulnerable adventurer supported by one modest companion, not a commander of a second full character.
Use the companion to scout, take the Help action, guard a lane, or make a single commanded attack; conserve Red Marks for dangerous scenes, and keep it near enough for your defensive features. Your own action remains important every round.
Make one
Personality
I pause before speaking, as if waiting for an answer no one else can hear.
Ideal
Care. The dead deserve dignity, and the living deserve another chance.
Bond
I will learn the name of the first spirit that answered me.
Flaw
I treat my companion as a person even when others call it a tool or an echo.
Quirk
Ties tiny knots in spare cord while thinking.
Personality
I pause before speaking, as if waiting for an answer no one else can hear.
I describe my companion’s preferences as carefully as I describe a friend’s.
I notice small signs of grief and offer practical help rather than comfort.
I use humor to defuse fear, especially my own.
Ideals
Care. The dead deserve dignity, and the living deserve another chance.
Restraint. A spirit’s help is a gift, not a right to command without limit.
Witness. What is forgotten is not necessarily gone.
Bonds
I will learn the name of the first spirit that answered me.
My companion carries the last memory of someone I failed to save.
I owe my training order a debt I cannot repay in coin.
Flaws
I treat my companion as a person even when others call it a tool or an echo.
I spend too long preparing for dangers that may never come.
I am reluctant to ask living people for help.
Quirks
Ties tiny knots in spare cord while thinking.
Leaves an empty place at the table for the companion, even when it is unseen.
Touches a red thread before entering a graveyard or sickroom.
Asks permission before handling another person’s belongings.
In the world
Training
A prospective summoner learns burial customs, spirit etiquette, and the discipline of listening before binding.
Initiation is usually a solitary vigil with a length of red cord and an object connected to a willing or unclaimed spirit; success is recognized when the cord moves without a living hand touching it. Responsible teachers insist that a binding can be refused or ended.
How others see them
Most people find a quiet, helpful companion comforting until they realize it is bound to a spirit.
Communities that honor their dead may welcome a summoner; others fear that the practice disturbs graves or invites misfortune. Even sympathetic people may expect the summoner to solve every haunting.
Famous practitioners
Unspoken Red SummonerMara VennA patient hospice attendant said to have guided hundreds of spirits without ever asking one to fight.
Unspoken Red SummonerOrric of the Long MileA caravan scout whose red-thread companion reportedly finds water, safe paths, and ambushes.
Unspoken Red SummonerSela AshmouthA disgraced ritualist who returned from exile with a silent companion no one else could see.
Factions
The Quiet Knot
A scattered fellowship that teaches summoners to ask for aid rather than demand obedience.
Lantern Thread Wardens
A practical network of village mediums who bind companion spirits to protect roads and graveyards.
The Ledger of Last Words
A secretive circle that records the names and last wishes of the dead before attempting any binding.
Regions
The Ashfield Marches
Small farming communities where families keep old burial customs and value a discreet guardian.
The Low Lantern Reach
Crowded river towns where summoners help locate the missing and tend to unmarked graves.
The Hushback Roads
Remote upland passes where a spirit scout can make the difference between a safe crossing and a fatal one.
Character hooks
A battlefield medic who learned to call a dead friend’s shadow to carry the wounded.
A village outcast whose red thread is tied to the local cemetery bell.
A former gravedigger trying to discover why one grave refuses to stay quiet.
A courier whose unseen companion knows every road the courier has ever traveled.
An apprentice sent to retrieve a missing summoner—and their abandoned familiar.
A survivor who summoned their first companion during a disaster and fears what answered.
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