Who knows if I'll ever be able to play this character - it would be a very difficult task to get my players to try a similar-in-premise TTRPG from D&D even if I were tired of 5E, and I'm not. I get excited about all the campaigns I have not yet had a chance to run, from an existentially terrifying Ravenloft game (think doppelgangers and being unsure whether you're truly you) and a big Planescape game that I only really know starts in a dive bar on the Plain of Infinite Portals in the Abyss, to another Ravenloft campaign that starts with all the players being teenagers in the 1990s in America before getting sucked into the Domains of Dread, to the vast number of concepts I have for a game set in my own homebrew setting (including my grandest ambition - a Chrono Trigger-style time-travel campaign). Realistically, if I'm ever likely to actually play Draw Steel as a PC, I've got to introduce it to my players as a Director and hope they fall in love with it to themselves not fall back on 5E as the game they want to run, or I've got to seek out some randos online.
So, ask me in like fifteen years.
All that being said:
I had to come up with a build now that the Summoner has come out.
As it stands, my initial ambitions for Draw Steel characters were probably most focused on the Shadow (which feels like the most raw-damage-focused class) and maybe a Talent or Fury who focuses a lot on forced movement (which feels like the most exciting robust system in this compared with D&D).
The Summoner is daunting - the idea of controlling so many minions, picking how each of them move on every turn, makes me worry that my turns would take ages to actually complete. And yet, I think there was a concerted effort in the class design, as well as the advice around how to play said class, that it might not actually be that bad.
And so, I wanted to toss out a kind of first draft of how I'd want to build a Summoner.
This isn't going to be an exhaustive build - I'm not going into every single Perk or Skill I pick, or even much of my background. Mainly I'm looking at class options, but before we do that, I think I want to go into how, narratively, at least, I'd want to build my backstory.
To start, yes, we're going with the Circle of Graves. Ever since I started playing World of Warcraft, the undead have been my go-to fantasy monsters (while WoW has tons of big scary bad guys, the Scourge were always my favorite). But I also feel like there's something kind of tragic and romantic about the undead - there's a potential within them for a kind of mourning of the passing of time, the passing of ages gone past. The undead, after all, generally used to just be people, and I think you could play into that idea of reaching through time to call upon these spirits of from a world now gone. Human melodrama is baked into the undead, whether they are undead out of a need for vengeance and justice, or if the drama is coming from our reaction to seeing these figures transformed.
In Diablo, Necromancers are actually the generally-heroic priests of Rathma, the oldest proto-human born directly of the angel Inarius and the demon Lilith. While both the angels and the demons are incapable of understanding the nuance of a human existence (demons are worse, but angels aren't great either in that setting) Rathma seems to embody a kind of grim pragmatism in the preservation of humanity.
So I'm tempted to imagine this summoner as a kind of spiritual character - not devoted to a god or saint, but to the passage of mortal life and respecting the ages that have gone past.
We're not going to sugarcoat his raising of the dead as purely clean ghostly spirits - I think he has a comfort in the visceral and horrid aspects of death and decay - but I do think that his general practice is a kind of caretaker/protector. I imagine that he is a member of an order that goes to comfort the sick and dying, and adheres to a strict code of conduct regarding how the dead are to be treated. He summons forth the undead, but I think it's a kind of consensual summoning. It's explicit in the rules that summoned minions (of any subclass) are soulless, and more just extensions of the Summoner's spirit and will, but I think that when he calls them forth, it's a calling forth that asks the souls of the departed to make use of their remains or forms.
Now, how does one wind up in a vocation such as this?
I think my Summoner is the victim of some terrible tragedy - some extremity of cruelty that left him a lone survivor of whatever society he was born into. Whether by monsters or by mortals who may as well have been monsters, his survival was one of sheer luck - maybe he was out in the woods gathering firewood when the raiders came to wipe out his village. Events of mass death like this don't tend to give survivors some clear-cut reason for why they were spared, and one aspect of survivor's guilt is that one is left searching for a reason that doesn't exist, or is utterly arbitrary.
It's said that trauma is a fracture in the truths that make up one's identity, and I think that's very much what my Summoner experienced. I think he was young, but not quite young enough to have the mental flexibility to rebuild after all of this happened - I imagine he was probably fourteen or something, on the cusp of adulthood, but the nature of the adulthood he was expecting was to just have a simple life as a villager, maybe trapping out in the woods or working on a farm - and then, everyone he had ever known was all dead in a terrible afternoon, from his parents and siblings, his friends, the girl he liked, the village priest, everyone.
And then, someone like the kind of person he will be, a Summoner, arrives to survey the damage and seek out the perpetrators to bring them to justice. This summoner finds him and shakes him out of whatever reverie he's fallen into. The summoner sees him to safety, but in doing so, allows the perpetrators to escape.
His entire life upended, our hero turns to his rescuer and, seeing their power, asks to be taught how to call upon the dead, thinking that he might be able to bring back his family. But his new master explains to him that it is more complicated than that, and that the process of learning to call forth the dead is a spiritual one.
Our hero is not turned away by this, and his master takes him on as an apprentice within their spiritual order. Our hero takes on a new name as an initiate in this order, and over time, learns the philosophical and spiritual practices that allow him to do as his master does.
But all the while, what he struggles with is the order's insistence on exterminating the ego and any personal stakes in the fate of the world - his job is not to use his powers for self-empowerment or enrichment, nor to pursue any personal vendettas, but to serve all mortals - all those who will one day die.
Thus, by the time our campaign begins, our Summoner, now taking the name of Altarus (or something to that effect - just a cool, vaguely Latin-sounding name), goes forth as a kind of errant summoner of the Circle of Graves to do just as his master had done.
Outwardly, he's just as solemn and, er, grave, as members of his order are expected to be, but there's an inner fire of passion that his training has led him to suppress that might get him into trouble, especially if he comes across those who slew his village.
Phew, that's a lot of backstory. Let's get to the mechanical ideas!
So, again, I don't want to go through every skill choice and perk - mainly I want to look at the major class feature and ability choices.
Subclass:
Well, obviously we're going Circle of Graves.
In addition to telling us which minions we can pick, this also comes with two features at 1st level: Dead Men Tell All Tales, and Rise!
Dead Men Tell All Tales is similar to the D&D spell Speak with Dead, giving you the opportunity to interview a corpse that died within the last week. Corpses need not tell you the truth, and you can only maintain the feature for multiple questions if you keep succeeding on medium reason tests (tier 2 is a success with consequences).
Rise! lets us turn fallen creatures into new signature minions, though only if we can organize them into one of our squads (but breaking our minion limit). It's a triggered action, but a free triggered action if the fallen creature is a minion already. (This really gives us that Necromancer feel).
Formation:
I honestly find all the options here tempting, but especially with a bunch of signature minions, the stamina boost for Elite Formation will mean a lot - remember that excess damage to our minion squads will go over to us, so if my Skeletons (spoilers) have 5 Stamina rather than just 2, I'm going to be taking much less damage when some Hobgoblin Burning Witch is dealing 8 fire damage to my dudes.
Thanks to Rise, I expect that I'll always want to have one of my squads populated with signature minions (though it'll be in playing that I find out if that's sustainable at high levels).
That being said, if I went with Horde formation, I could get four more minions out, potentially. In an extreme scenario, I could get 12 Skeletons instead of 8, which would be 24 total Stamina for the squad, though Elite gives us 40 total... basically I think this is a balance between damage output and survivability.
You can swap this as a respite activity, so I might give each a try.
Quick Command: Focus Fire!
Each seems like it could be useful. However, I think that, having some versatile Skeletons in my minion mix, it might not be hard to get the full bonus of Focus Fire! to give an ally a big boost in damage. While I don't know quite whether I'm building for damage output or battlefield control, this might inspire me to move more in one direction (going the other way, Halt! could be fun, though I suspect that one is more situational).
Signature Minions: Skeletons and Shriekers
Ok, now the real meat of things. Because we get to pick two Signature Minions out of three options, we're really choosing what we're excluding. I'm going to go with Skeletons and Shriekers. I'd actually initially intended to get Husks instead of Shriekers, but it occurred to me that Skeletons and Husks have slightly similar roles: both make it harder for foes to move, either by slowing them or punishing them. Shriekers deal twice the damage of the other two options, so they'll be good when I just need to pump out the DPR (if you figure you're getting 3 for free every turn, that's basically 6 guaranteed sonic damage every turn). Skeletons, though, can form living, or, well, unliving walls that will slow foes with difficult terrain and also damage them. I think plugging up a narrow corridor with skeletons could be very powerful, and at worst, I can make a wall of skeletons around me to protect myself (Skeletons are equally good in melee or at range).
I had originally intended to take Husks over Shriekers - they're a little more mechanically interesting, and their ability to strike together to gain a higher potency for their slow effect is nice. They also have more Stamina and thus might last longer, but we're already getting some bonus stamina from Elite Formation - 3 Stamina versus 1 or 2 is proportionately less impressive when it's actually 6 versus 4 or 5.
3-Essence Minions: Grave Knight and Stalker Shade
Ok, I'll confess that this is partially based on aesthetics. While described as zombie warriors, the art for Grave Knight (assuming I'm looking at the right one) feels way more skeleton. But I also think they've got the highest damage potential, and I might be able to make use of the bleeding that they can inflict.
The Stalker Shade has the benefit of a great deal of mobility, and its Shadow Strike lets it get away from foes safely.
Now, I will say that the Zombie Lumberer can really block off some of the battlefield with their size 2 heft, so I could imagine swapping the Shade for the Zombie.
5-Essence Heroic Ability: Explosive Parade
I'll confess that I'm a little torn between this and Summoner's Sword. This one will likely do 8-12 damage on its own, and if you use the forced movement to knock them into something, potentially 4-6 more damage. But if you also have a bunch of minions already and you just want to burst something down, you could get even more damage out of it. Basically, this feels versatile and also pretty dramatic.
Summoner's Sword could, in theory, do R+16 to R+20 damage if you're totally surrounded by allies. If you get three signature minions per turn, that could add up pretty fast - though you won't be able to do this and Call Forth on the same turn. If we assume that you're only getting the bonus from the three free minions on the turn you use this, we're talking R+6 to R+10. I really need to get a better sense of how many minions are likely to survive a turn before deciding if this is an amazing single-target damage option or if it's always going to be somewhat underwhelming.
Summoner's Dominion Feature:
Not a choice at this point, as this is just determined by our subclass, but we'll be summoning the Barrow Gates probably early on each combat. It'll be a very good battlefield hazard, frightening foes and also increasing the fortitude of our minions, who are already a little tougher from Elite Formation. It's already size 2 and the fear effect has an effective radius of 3 squares, so we're talking about a 7x7 square of fear-inflicting.
5-Essence Minion: Phase Ghoul
A tough call here - I think that the damage potential for both Accursed Mummies and Ceaseless Mournlings might outstrip the Phase Ghouls, but I like the insane mobility that the Phase Ghouls have. The Mummies are probably my second choice here, given the AoE potential they have (Mournlings do too...). Honestly, I think this comes down largely to whether we need more battlefield control or speedy dudes to attack elusive targets.
Summoner Kit Ward: Snare Ward
We are getting into territory where I think I really do need to get some experience playing the game to get a sense of how powerful these are, but I like that this will work against foes both near and far - if they come up and smack me in melee, I can pull them away from me to potentially get to safety (and it's a free triggered action, so even if I get swarmed, I might be able to pull them all off of me). But if a foe is attacking me from afar, I can at least potentially slam them into one of my nearby minions is punishment.
7-Essence Heroic Ability: Cavalry Call
I liked Essence Funnel, but the I don't love that sacrificing minions for the ability prevents you from gaining the Essence or other effects (and I have a few minions who have on-death effects). Cavalry Call at least gives me fresh new minions that last just for that turn, so I'm not really giving anything up other than the 7 Essence to use this. Using Shriekers, we're getting a total of 12 damage out of this, and we could get the compelled movement to a strong potency against three targets.
Subclass Features: Channel and Dread March
These are some little bonuses. Channel lets us basically perform a seance with a spirit of the dead, with the potential risk of being possessed. Dread March lets us and our minions ignore difficult terrain, and also lets us finish our turn even if we should have died during our move action (like if we took lethal opportunity attacks). While I hope that's not going to happen to my summoner, personally, this actually lets my minions move around a ton while drawing all the opportunity attacks they can and still be able to do what they meant to do, so it makes things a lot more flexible.
7-Essence Minion: Phantom of the Ripper
If we're really going for damage output, I think the Phantom wins out. We summon two at a time for 7 essence, fly them through our target (which causes it to take 3 corruption damage and get a bane on their next strike,) and ideally leave the phantoms in flanking position around the target, thus giving their attack an edge, which causes Plunge of the Knife, their ability, to deal 3 more damage, so we're now looking at 11, 16, or 20 damage (and potentially slowing the target). The other Phantom only gets to add their free strike damage to this, which is 8, so it's more like 19, 24, or 28 damage. But when you factor in the damage from their "ripping phase", you toss two instances of the aforementioned 3 corruption damage (one for each phantom) and that becomes 25, 30, or 34 damage.
I'd considered the False Vampire (which would have some synergy with Grave Knights' bleed attack, though I'm still likely to keep one squad for signature minions). But I think that even at level 10 with a +5 Reason, if both False Vampires successfully restrain their individual targets, you're getting 8 each from free strikes (16) and then 5 acid from the creature starting their turn restrained (10 total) for 26, which is less reliably barely over the tier 1 result for the Phantom's game plan.
(The Zombie Titan is impressive, and it'd be cool to have a size four minion out on the board, but I think it's far more about battlefield control than damage output).
This is actually our last choice point for our minions. It's obviously very party-dependent, as we'd want to shore up whatever the party was lacking, so I could imagine going in a more battlefield-control orientation. I don't really have a great sense yet of how much damage a character is expected to put out at each level, and I do wonder a bit whether Summoners are even made to pump out the DPR or if they really need to play a different role. That said, killing your foes is, as they say, the best crowd control.
We're actually only level 5 at the time we make this choice, so let's see what the back half of our adventuring career has in store for us!
9-Essence Heroic Ability: The Champion Slams the Earth
The fun thing about most of these abilities is that you can use any of your minions as the origin of the ability, so even though they're generally burst abilities or short-range, you effectively add your Summoner's Range to the range of the ability.
This one I think would do the most damage, and can potentially lock down creatures by preventing them from standing. The ability can also take on the damage type that your champion deals, and I think here I'll need to look into something: my reading has generally been that untyped damage is the most reliable - that foes might have some immunity to, say Corruption (though our Avatar of Death champion can also do Holy with its free strikes). Is there any instance in which Corruption overcomes an immunity that untyped damage doesn't? Some monsters simply have damage immunity X, but my interpretation was that that was immunity to all kinds of damage. If it's only untyped damage, then, well, they probably should have given untyped damage a type (like they do in D&D with bludgeoning, piercing, and slashing damage).
Anyway, as a 4-cube ability, you could theoretically hit as many as 16 foes (or I guess even 64 if you've got flying foes who are vertically stacked). It's probably very unlikely that you'd actually hit that many, but I think it's not unreasonable to think you could get 3 or 4 in one of these.
Subclass Feature: Kill the Pain
Another automatic gain from our subclass, we're now protected from excess damage done after wiping out one of our squads (which would seem to point us away from Leader Formation, as it's a bit redundant). Minions also get to ignore damage rolled as a d3 or d6 from environmental effects when we're not winded.
The latter part I truly do not have the experience to know how often it will come up. But I could imagine with the first part possibly leaning into a different formation option.
I hadn't mentioned this, but at level 4 our minion maximum grew to 12 (everyone gets this) and thus, if we took Horde Formation, we'd be able to get 16. I don't know how easy it actually is to get that many minions, as minions can die so easily.
Platoon Formation has the most direct boost to our damage, but I'm also not entirely sure that it's going to amount to all that much - it lets us add our Reason score to the damage one target takes when a squad uses an ability. Abilities and Free Strikes are not the same, though, so this would only apply, I believe, to our Grave Knights.
Our minions do get higher Stamina as we level, so Elite Formation is also potentially losing some value, proportionately, so I might be tempted to go Horde formation (especially given that, at this point, I've probably gotten more used to commanding so many minions).
Portfolio Champion: Avatar of Death
Thanks to our subclass, we get a specific Champion, which works pretty differently from the rest of our minions. Functioning almost like our 9-Essence Minion, but without the restrictions on squads or minion caps and such, the Avatar is obviously expensive to get out, but quite a massive impact on the battle. I'm particularly curious about its ability to instantly kill (or reduce to 0 stamina, at least, which is often the same thing) winded non-leader/solo monsters with lower Presence with a free strike. This feels best suited to taking down really tough non-boss monsters, where we might have a lot of Stamina to chew through. The potency is weak here, but would definitely be worth spending some surges on. Meanwhile, its main signature ability hits up to two targets within 2 squares and deals 9, 12, or 14 to each and inflicts bleeding (the bleeding also instantly-kills a still-bleeding target at the end of the encounter. I'd say avoid using it on someone you want to interrogate, but we can also speak with the dead, so maybe we don't really care). If we only have one target, we get to add our Reason to their strikes (which I think means that their Free Strike value of 9 is effectively actually 9+R, or 13 at this level).
11-Essence Heroic Ability: 10,000 Minions
I'll concede that there are other abilities that could theoretically wipe out more foes (though I think I Abjure Thee, which wipes out all enemy minions, might come too late in the battle to have as big of an impact as it seems it should). 10,000 Minions is just absurd, though: until you're dying, the entire battlefield is considered teeming with minions (I imagine zombie hands reaching up out of the ground and ghostly spirits flitting through the air). Enemies that end their turn in an affected square take 5 damage, which can't be reduced. You know, an affected square, as in, all of them. Also, this naturally makes Minion Bridge much easier to use, as you can treat up to 10 such squares as eligible minions for it (meaning it's nearly as good as a 10-square teleport as a maneuver.)
And there we go! Obviously, once again, this is a theoretical build. I'd need to play for a while to get a real sense of where the class and subclass' strengths lie. If pure damage-dealing should be left to the Shadows and Elementalists, we might focus a lot more on snagging enemies and gumming up the works, or even just putting everything into defensive abilities.
But I also suspect that the Summoner will be a fun class for players who like to GM games, and are accustomed to moving a lot of guys around on the board. Especially given Draw Steel's minion rules, the players are typically outnumbered in fights, but the Summoner can turn the tables and give the heroes the numerical advantage.