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Ally Summoner[edit]

While many who dabble in the arcane become adept at beckoning monsters from the farthest reaches of the planes, none are more skilled at it than the summoner. This practitioner of the arcane arts forms a close bond with one particular outsider, known as an eidolon, who gains power as the summoner becomes more proficient at his summoning. Over time, the two become linked, eventually even sharing a shard of the same soul. A summoner also redirects a portion of his energy from normal spellcasting into summoning existing creatures both natural and magical. This stunts his spells and abilities in comparison to other mages.

Class Features

As a Ally Summoner you gain the following class features.

Hit Points

Hit Dice: 1d8 per Ally Summoner level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Ally Summoner level after 1st

Proficiencies

Armor: Light and medium
Weapons: Simple Weapons, shortsword, rapier, shields
Tools: none
Saving Throws: Charisma and Constitution
Skills: Choose 3 from Animal Handling, Arcana, Religion, Investigation, Insight, Intimidation, Perception, Persuasion or Nature

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) one simple weapon and shortsword or (b) A shortbow and 20 arrows
  • (a) Leather armor or (b) Hide armor
  • (a) A component pouch or (b) An arcane focus
  • (a) An explorer's pack or (b) A diplomat's pack

Table: The Ally Summoner

Level Proficiency
Bonus
Cantrips Spells Known Evolution Pool Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 4 - 4 Eidolon, Summoners Bond, Summon Monster I 2
2nd +2 4 2 5 Spellcasting, Bond senses 3
3rd +2 4 3 6 Summon Monster II, Enduring Eidolon 4 2
4th +2 5 4 7 Ability Score Improvement, Pact Points 4 3
5th +3 5 5 8 Summon Monster III 4 3 2
6th +3 5 6 9 Maker's Call 1/day 4 3 3
7th +3 5 7 10 Summon Monster IV, Strong Bond 4 3 3 1
8th +3 5 8 11 Ability Score Improvement 4 3 3 2
9th +4 5 9 13 Summon Monster V 4 3 3 3 1
10th +4 6 10 14 Aspect, Maker's Call 2/day 4 3 3 3 2
11th +4 6 11 15 Summon Monster VI, Evolutionist 4 3 3 3 2 1
12th +4 6 12 16 Ability Score Improvement 4 3 3 3 2 1
13th +5 6 12 17 Summon Monster VII 4 3 3 3 2 1 1
14th +5 6 13 19 Shield Ally, Maker's Call 3/day 4 3 3 3 2 1 1
15th +5 6 13 20 Merge Forms 4 3 3 3 2 1 1 1
16th +5 6 14 21 Ability Score Improvement 4 3 3 3 2 1 1 1
17th +6 6 14 22 Summon Monster IX 4 3 3 3 2 1 1 1 1
18th +6 6 15 23 Life Bond, Maker's Call 4/day 4 3 3 3 3 1 1 1 1
19th +6 6 15 25 Ability Score Improvement 4 3 3 3 3 2 1 1 1
20th +6 7 16 28 Twin Eidolon 4 3 3 3 3 2 2 1 1

Class Features[edit]

Eidolon:[edit]

A Summoner begins play with the ability to summon to his side a powerful outsider called an Eidolon. The Eidolon forms a link with the Summoner, who, forever after, summons an aspect of the same creature. An Eidolon has the same alignment as the Summoner that calls it and can speak all of his languages. Eidolons are treated as summoned creatures, except that they are not sent back to their home plane until reduced to zero hit points. In addition, due to its tie to its Summoner, an Eidolon can touch and attack creatures warded by effects that prevent contact with summoned creatures.

A Summoner can summon his Eidolon in a ritual that takes 1 minute to perform. The Eidolon is summoned with a number of hit points equal to its hit point total the last time the Eidolon was dismissed, unless the Summoner has taken a short or long rest, in which case the Eidolon is at its maximum hit points. If an Eidolon is reduced to 0 hit points, it is immediately banished, and cannot be summoned again until the Summoner has finished a long rest.

The Eidolon takes a form shaped by the Summoner's desires. At first level the Eidolon has 10 hit points, plus its constitution modifier, and gains a number of hit points each time the Summoner levels up equal to 1d8 plus its constitution modifier. The Eidolon shares any special senses (such as Darkvision) that the Summoner has, and uses the Summoners proficiency bonus. The summoner may also sacrifice hit points equal to the damage done to the Eidolon, but not the other way around, in order to prevent damage done to the Eidolon. In addition, each Eidolon receives a pool of evolution points, based on the Summoner's class level, that can be used to give the Eidolon different abilities and powers. Whenever the Summoner gains a level, he must decide how these points are spent, and they are set until he gains another level of Summoner.

The Eidolon's physical appearance is up to the Summoner, but it always appears as some sort of fantastical creature. The Eidolon also bears a glowing rune that is identical to a rune that appears on the Summoner's forehead as long as the Eidolon is summoned. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as Alter Self or Polymorph (although Invisibility does conceal it as long as the spell lasts).

When you first take a level in Summoner, you assign your Eidolon ability scores as if creating a character using point buy (see PHB). You may increase any ability score of an Eidolon whenever you gain the ability score improvement class feature from the Summoner class. In effect, the Eidolon gets the "Ability Score Improvement" feature at the same levels as its Summoner, with the same restrictions.

An Eidolon is proficient with any simple weapons if it starts with the bipedal base form, but cannot wear armor. However, an Eidolon can wear any other item that is not armor (such as rings or amulets.)

Summoner's Bond:[edit]

Due to the nature of the summoning, eidolons are resistant to attempts to control the eidolon's movement, mind or attacking abilities. This gives the eidolon advantage on rolls against fear and charm effects, and any effects that can be shrugged off by self harming actions will also be ended when the eidolon is commanded to harm their summoner.

Summon Monster[edit]

(improves on levels 3, 5, 7, 9, 11, 13, 15, and 17. A higher level casting can summon 1 d4 creatures from any list below it or 1 creature from it's level list. Use the Summon Monsters list for reference excluding creatures eliminated from the monster manual DM discretion applies to substitutions to fill these slots)

Casting time 1 action

Components V, S, F/DF

Range close (25 ft. + 5 ft./2 levels)

Effect one summoned creature

Duration 30 Minutes/level

Saving Throw none; Spell Resistance no

This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. The spell conjures one of the creatures from the 1st Level list on Table 10–1. You choose which kind of creature to summon, and you can choose a different one each time you cast the spell.

If you have a totem from a living or extraplanar creature (hair, nails, vial of blood), you may summon that specific creature. The creature must still be alive (or animated in the case of undead and constructs)

The level 1 casting of this spell is not counted against spell slots. After using this spell you must either consume a spell slot to use it again or take a short or long rest. Summoning a creature or group of creatures from a lower level doubles the duration for each level below your current maximum.

Creatures summoned with the same general alignment as you gain a +2 to attack and save rolls.

Pact Points:[edit]

At fourth level, the summoner can convert spell slots into pact points and use those points to increase the CR of creatures they summon. Each spell slot produces pact points equal to its level. A 3rd level spell slot gives you 3 pact points. Pact points cannot be stored and reset to zero at the end of a long rest. 4 pact points increase the CR of one creature summoned by 1. These points can only be used to summon creatures of the same general alignment. Ex:If you are neutral good, your pact points can still be applied to a creature of lawful good alignment. If summoning mutiple creatures of a lower CR, you may still increase the CR of those creature using pact points, but instead it requires 6 points instead of 4 to increase the CR by 1.

Spellcasting:[edit]

At second level the summoner has regained his ability to cast spells after temporarily losing it as a side effect of the bonding ritual between him and his eidolon. As a summoner your spell casting ability is Charisma and you cast spells from the sorcerer spell list. The DCs for your spells is 8+ your proficiency bonus+ your Charisma modifier, while your spell attack bonus is your proficiency bonus+ your Charisma modifier. You know a number of spells according to the summoner spells known column on the summoner leveling table. Whenever a summoner gains a spell through this feature they may replace one of their previously chosen spells for another of a level that they can cast. The summoner also knows a number of cantrips as shown on the cantrips known column of the summoner table.

Bond Senses:[edit]

Starting at 2nd level, a summoner can, as an action, share the senses of his eidolon, hearing, seeing, smelling, tasting, and touching everything the eidolon does. He can use this ability a number of minutes per day equal to his summoner level. There is no range to this effect, but the eidolon and the summoner must be on the same plane. The summoner can end this effect as a bonus action.

Enduring Eidolon[edit]

Beginning at 3rd level, your eidolon gains 6 additional hit points, and gains two additional hit points whenever you gain a level in summoner.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Maker's Call:[edit]

At 6th level, as an action, a summoner can call his eidolon to his side. This functions as the spell dimension door. When used, the eidolon appears adjacent to the summoner (or as close as possible if all adjacent spaces are occupied). If the eidolon is out of range, the ability is wasted. The summoner can use this ability once per day at 6th level, plus one additional time per day for every four levels beyond 6th.

Strong Bond[edit]

Beginning at 7th level, an Eidolist can summon one of two eidolons as an action. The second eidolons build of your choosing. Only one eidolon can be summoned at a time. If one dies the other dies, they share each others Hp total. You also only need a long rest before you can change the characteristics of one of the eidolons builds.

Aspect[edit]

Starting at the 10th level, a summoner can divert up to 2 points per summoner level from his eidolon's evolution pool to add evolutions to himself. He cannot select any evolution that the eidolon could not possess, and he must be able to meet the requirements as well. He cannot select the ability increase evolution through this ability. Any points spent in this way are taken from the eidolon's evolution pool (reducing the total number available to the eidolon). The summoner can change the evolutions he receives from these points any time he can change the eidolon's evolutions.

Evolutionist[edit]

At 11th level an Eidolist adds 4 points to the evolution pool of their eidolon

Shield Ally[edit]

Beginning at 14th level, whenever a friendly creature is adjacent to the Eidolon, it receives half cover.

Merge Forms[edit]

At 15th level, as an action, an Eidolist can touch his Eidolon and the two can merge forms. This transformation includes all of the summoner's gear. While merged in this way, the summoner is protected from harm and cannot be the target of spells or effects. All effects and spells currently targeting the summoner are suspended until the summoner emerges from the eidolon (although durations continue to expire). The summoner can cast spells while inside the eidolon by taking control of the eidolon for the duration of the casting. Any material components used for these spells are taken from the summoner's gear, even though they are otherwise inaccessible. The summoner can direct all of the eidolon's actions while merged, can perceive through its senses, and can speak through its voice. An Eidolist can end this effect at any time as a bonus action. The Eidolist emerges in a square adjacent to the Eidolon if able. If the Eidolon is returned to its home plane while the summoner is merged with it, the summoner is immediately ejected, taking 4d6 points of force damage, and is stunned for 1 minute.

Life Bond:[edit]

Beginning at 18th level, a summoner's life becomes linked to his Eidolon's. Whenever either the Eidolon or the Summoner takes damage, as a reaction either may sacrifice hit points up to the amount of the damage taken, and not in excess of their current hit points. If they do, they prevent damage equal to the number of hit points lost this way. The Eidolon may only choose to sacrifice hit points if the summoner is damaged, and the summoner may only sacrifice hit points if the Eidolon is damaged.


Twin Eidolon:[edit]

At 20th level, a summoner and his eidolon share a true connection. As an action, the summoner can assume the shape of his eidolon, copying all of its evolutions, form, and abilities. His Strength, Dexterity, and Constitution scores change to match the base scores of his eidolon. He can choose to have any gear that he carries become absorbed by his new form. Items with continuous effects continue to function while absorbed in this way. The summoner loses his natural attacks and all racial traits (except bonus feats, skills, and languages) in favor of the abilities granted by his eidolon's evolutions. The summoner retains all of his class features. The summoner can keep this form for a number of minutes per day equal to his summoner level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. The summoner can end this effect as a bonus action. This feature recharges on a long rest.


Eidolons[edit]

An eidolon's abilities are determined by the summoner's level and by the choices made using its evolution pool. Each eidolon possesses a base form that modifies these base statistics. Eidolons are "monstrosities" for the purpose of determining which spells affect them.

Eidolon Skills[edit]

Eidolons are proficient in the whatever skills the summoner is proficient in.

Eidolon Base Forms[edit]

Each eidolon has one of three base forms that determines its starting size, speed, AC, attacks, and saving throw proficiencies. These base forms also note any free evolutions that base form possesses. The bonuses from these free evolutions are already factored into the starting statistics.


Quadruped[edit]

Starting Statistics: Size Medium; Speed 40 ft.; AC 12 + dex; Attack bite (1d6); Saving Throw Proficiencies Constitution and Wisdom; Free Evolutions bite, tail, limbs (legs) (2).

Biped[edit]

Starting Statistics: Size Medium; Speed 30 ft.; AC 12 + dex; Attack 2 claws (1d4); Saving Throw Proficiencies Dexterity and Constitution; Free Evolutions claws, limbs (arms), limbs (legs), weapon training.

Serpentine[edit]

Starting Statistics: Size Medium; Speed 20 ft., climb 20 ft.; AC 12 + dex; Attack bite (1d6), tail slap (1d6); Saving Throw Proficiencies Dexterity and Wisdom; Free Evolutions bite, climb, reach (bite), tail, tail slap.


Evolutions[edit]

Each eidolon receives a number of evolution points that reflects the highly adaptable nature that Eidolon's possess. They can be spent to give the eidolon new abilities, powers, and other upgrades. These abilities, called evolutions, can be changed whenever the summoner gains a new level, but they are otherwise set. Some evolutions require that the eidolon have a specific base form or the summoner be of a specific level before they can be chosen. A number of evolutions grant the eidolon additional natural attacks.

Evolutions are grouped by their cost in evolution points. Evolution points cannot be saved. All of the points must be spent whenever the summoner gains a level. Unless otherwise noted, each evolution can only be selected once.

0-Point Evolutions[edit]

Eidolon Type: Choose one “monster type” from the following options; celestial, construct, dragon, elemental, fey, fiend, plant, or undead. The eidolon now belongs to that type. An eidolon without this evolution is treated as being a monstrosity.

1-Point Evolutions[edit]

The following evolutions cost 1 point from the eidolon's evolution pool.

Bite: An eidolon's maw is full of razor-sharp teeth, giving it a bite attack. The bite deals 1d6 + str mod points of piercing damage (1d8 if Large, 2d6 if Huge). An eidolon cannot make more bite attacks in a turn than the number of bite evolutions it has.

Claws: An eidolon has a pair of vicious claws at the end of its limbs, giving it two claws. The claws deal 1d4+str or dex mod points of slashing damage (1d6 if Large, 1d8 if Huge). A claw attack can me made as a bonus action when the attack action is made, dealing 1d4 points of damage with no ability modifier. The eidolon must have the limbs evolution to take this evolution. This evolution can only be applied to the limbs (legs) evolution once. This evolution can be selected more than once, but the eidolon must possess an equal number of the limbs evolution. An eidolon cannot make more claw attacks in a turn than twice the number of claw evolutions it has.

Climb: An eidolon becomes a skilled climber, gaining a climb speed equal to its base speed. This evolution can be selected more than once. Each additional time it is selected, increase the eidolon's climb speed by 20 feet.

Gills: An eidolon has gills and can breathe underwater indefinitely.

Improved Damage: One of the eidolon's natural attacks is particularly deadly. Select one natural attack form and increase the damage die type by one step (1d4>1d6>1d8>1d10 for Medium eidolons, 1d6>1d8>2d6>2d8 for Large eidolons, and 1d8>2d6>2d8>3d6 for Huge eidolons). This evolution can be selected more than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different natural attack.

Magic Attacks: An eidolon is infused with magic, allowing it to treat all of its natural attacks as if they were magic for the purpose of overcoming physical damage resistance. If the summoner is 10th level or higher, all of the eidolon's weapons are treated as the alignment of the eidolon for the purpose of overcoming physical damage resistance.

Mount: An eidolon is properly skilled and formed to serve as a combat-trained mount. The eidolon must be at least one size category larger than its rider. This evolution is only available to eidolons of the quadruped and serpentine base forms.

Pincers: An eidolon grows a large pincers at the end of one pair of its limbs, giving it two pincers. The pincers deal 1d6+str points of bludgeoning damage (1d8 if Large, 2d6 if Huge). A pincer attack can be made as a bonus action when the attack action is made, dealing 1d6 points of damage with no ability modifier. Eidolons with the grab evolution linked to pincers gain a +2 bonus on checks made to grapple. The eidolon must have the limbs (arms) evolution to take this evolution. Alternatively, the eidolon can replace the claws from its base form with pincers (this still costs 1 evolution point). This evolution can be selected more than once, but the eidolon must possess an equal number of the limbs evolution. An eidolon cannot make more pincer attacks in a turn than the number of pincer evolutions it has.

Pounce: An eidolon gains quick reflexes, allowing it to take a dash action as a bonus action during the attack action. This evolution is only available to eidolons of the quadruped base form.

Pull: An eidolon gains the ability to pull creatures closer with a successful attack. Select one type of natural attack. Whenever the eidolon makes a successful attack of the selected type, it can attempt a free grapple check. If successful, the target of the attack is pulled 5 feet closer to the eidolon. This ability only works on creatures of a size equal to or smaller than the eidolon. Creatures pulled in this way do not provoke attacks of opportunity. The eidolon must have a reach of 10 feet or more to select this evolution. This evolution can be selected more than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different natural attack.

Push: An eidolon gains the ability to push creatures away with a successful attack. Select one type of attack. Whenever the eidolon makes a successful attack of the selected type, it can attempt a strength check versus the target's dexterity saving throw. If successful, the target of the attack is pushed 5 feet directly away from the eidolon. This ability only works on creatures of a size equal to or smaller than the eidolon. Creatures pushed in this way do not provoke attacks of opportunity. This evolution can be selected more than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different attack.

Reach: One of an eidolon's attacks is capable of striking at foes at a distance. Pick one attack. The eidolon's reach with that attack increases by 5 feet. This evolution can be selected multiple times. Its effects do not stack. Each time you select this evolution, you pick a different natural attack to gain reach.


Scent: An eidolon's sense of smell becomes quite acute. The eidolon gains advantage on skill checks made to detect creatures by smell. Scent does not allow the eidolon to precisely locate the creature, only to detect its presence.The eidolon can pinpoint the creature's location if it is within 5 feet. The eidolon can use scent to track creatures.

Skilled: An eidolon becomes especially adept at a specific skill, gaining proficiency in that skill. This evolution can be selected more than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different skill.

Slam: An eidolon can deliver a devastating slam attack. The slam deals 1d8+str points of bludgeoning damage (2d6 if Large, 2d8 if Huge). The eidolon must have the limbs (arms) evolution to take this evolution. Alternatively, the eidolon can replace the claws from its base form with this slam attack (this still costs 1 evolution point). This evolution can be selected more than once, but the eidolon must possess an equal number of the limbs evolution. An eidolon cannot make more slam attacks in a turn than the number of slam evolutions it has.

Sting: An eidolon possesses a long, barbed stinger at the end of its tail, granting it a sting attack. The sting deals 1d6+ str or dex mod points of piercing damage (1d8 if Large, 1d10 if Huge). A stinger attack can be made as a bonus action when the attack action is made, dealing 1d6 points of damage with no ability modifier. The eidolon must possess the tail evolution to take this evolution. This evolution can be selected more than once, but the eidolon must possess an equal number of the tail evolution. An eidolon cannot make more sting attacks in a turn than the number of sting evolutions it has.

Swim: An eidolon gains webbed hands, feet, or powerful flippers, giving it a swim speed equal to its base speed. This evolution does not give the eidolon the ability to breathe underwater. This evolution can be selected more than once. Each additional time it is selected, increase the eidolon's swim speed by 20 feet.

Tail: An eidolon grows a long, powerful tail. This grants it advantage on any attempts to keep its balance or to stay standing.

Tail Slap: An eidolon can use its tail to bash nearby foes, granting it a tail slap attack. The tail slap deals 1d6 + str or dex mod points of bludgeoning damage (1d8 if Large, 2d6 if Huge). A tail slap attack can me made as a bonus action when the attack action is made, dealing 1d6 points of damage with no ability modifier. The eidolon must possess the tail evolution to take this evolution. This evolution can be selected more than once, but the eidolon must possess an equal number of the tail evolution. An eidolon cannot make more tail slap attacks in a turn than the number of tail slap evolutions it has.

Tentacle: An eidolon possesses a long, sinuous tentacle, granting it a tentacle attack. The tentacle attack deals 1d4 + str or dex points of bludgeoning damage (1d6 if Large, 1d8 if Huge). A tentacle attack can be made as a bonus action when the attack action is made, dealing 1d4 points of damage with no ability modifier This evolution can be selected more than once. An eidolon cannot make more tentacle attacks in a turn than the number of tentacle evolutions it has.

Wing Buffet: An eidolon learns to use its wings to batter foes, granting it two wing buffet attacks. The wing buffets deal 1d4+str or dex points of bludgeoning damage (1d6 if Large, 1d8 if Huge). The eidolon must possess the flight evolution, with wings, to select this evolution. An eidolon cannot make more wing buffet attacks in a turn than twice the number of wing buffet evolutions it has.

2-Point Evolutions[edit]

The following evolutions cost 2 points from the eidolon's evolution pool.

Ability Increase: An eidolon grows larger muscles, gains faster reflexes, achieves greater intelligence, or acquires another increase to one of its abilities. Increase one of the eidolon's ability scores by +2. This evolution can be selected more than once. It can only be applied to any attribute once. This cannot increase an ability score above 20.

Constrict: An eidolon gains powerful muscles that allow it to crush those it grapples. Whenever the eidolon successfully grapples a foe using the grab evolution, it deals additional damage equal to the amount of damage dealt by the attack used by the grab evolution as bludgeoning damage. This evolution is only available to eidolons of the serpentine base form.

Darkvision: Eidolon gains the ability to see in the dark. Eidolon has darkvision out to 120 feet.


Flight: An eidolon grows large wings, like those of a bat, bird, insect, or dragon, gaining the ability to fly. The eidolon gains a fly speed equal to its base speed. For 2 additional evolution points, the eidolon flies by means of magic. It loses its wings, and no longer relies on physical means to fly. The eidolon's fly speed can be increased by spending additional evolution points, gaining a 20-foot increase to fly speed for each additional point spent.

Gore: An eidolon grows a number of horns on its head, giving it a gore attack. This attack is a primary attack. The gore deals 1d6+ str mod points of piercing damage (1d8 if Large, 2d6 if Huge).

Grab: An eidolon becomes adept at grappling foes, gaining the grab ability. Pick bite, claw, pincers, slam, tail slap, or tentacle attacks. Whenever the eidolon makes a successful attack of the selected type, it can attempt to grapple the target as a bonus action. This ability only works on creatures of a size equal to the eidolon or smaller.

Head: An eidolon grows an additional head. The eidolon does not gain any additional natural attacks for the additional head, but the additional head does allow the eidolon to take other evolutions that add an additional attack to a head (such as a bite or breath weapon). This evolution can be selected more than once.

Improved Natural Armor: An eidolon's hide becomes more resistant to damage (through the development of thick fur, rigid scales, bony plates, or some other adaptation) making it's armor class equal 14+ Dex. They also become resistant to the extremes of temperature.

Limbs: An eidolon grows an additional pair of limbs. These limbs can take one of two forms. They can be made into legs, complete with feet. Each pair of legs increases the eidolon's base speed by 10 feet. Alternatively, they can be made into arms, complete with hands. The eidolon does not gain any additional natural attacks for an additional pair of arms, but it can take other evolutions that add additional attacks (such as claws or a slam). Arms that have hands can be used to wield weapons, if the eidolon is proficient. This evolution can be selected more than once.

Poison: An eidolon secretes toxic venom, gaining a poison attack. Pick one bite or sting attack. Whenever the selected attack hits, the target makes a constitution save equaling 8+prof bonus of Eidolon + con mod of eidolon. On a failed save, the target takes 2d4 points of poison damage. This poison can be used no more than once per round. The summoner must be at least 7th level before selecting this evolution.

Rake: An eidolon grows dangerous claws on its feet, allowing it to make 2 rake attacks on foes it is grappling. These attacks are primary attacks. The eidolon receives these additional attacks each time it succeeds on a grapple check against the target. These rake attacks deal 1d4 points of slashing damage (1d6 if Large, 1d8 if Huge). This evolution is only available to eidolons of the quadruped base form. The summoner must be at least 4th level before selecting this evolution.

Rend: An eidolon learns to rip and tear the flesh of those it attacks with its claws, gaining the rend ability. Whenever the eidolon makes two successful claw attacks against the same target in 1 round, its claws latch onto the flesh and deal extra damage. This damage is equal to the damage dealt by one claw attack plus 1-1/2 times the eidolon's Strength modifier. The eidolon must possess the claws evolution to select this evolution. The summoner must be at least 6th level before selecting this evolution.

Trample: An eidolon gains the ability to crush its foes underfoot, gaining the trample ability. As a full-round action, the eidolon can overrun any creature that is at least its size or one size smaller. This works like the overrun combat maneuver, but the eidolon does not need to make a check, it merely has to move over opponents in its path. The creatures take 1d6 points of bludgeoning damage (1d8 if Large, 2d6 if Huge), plus 1-1/2 times the eidolon's Strength modifier. Targets of the trample can make attacks of opportunity at a –4 penalty. If a target forgoes the attack of opportunity, it can make a Dex save for half damage. The DC of this save is 8+ the eidolon's Strength modifier+ the eidolon's proficiency bonus. A trampling eidolon can only deal trampling damage to a creature once per round. This evolution is only available to eidolons of the biped or quadruped base forms.

Tremorsense: An eidolon becomes attuned to vibrations in the ground, gaining tremorsense out to a range of 30 feet. This works like the blindsense evolution, but only if both the eidolon and the creature to be pinpointed are in contact with the ground. The summoner must be at least 7th level before selecting this evolution.

Trip/Knock Down : An eidolon becomes adept at knocking down foes to the ground with its bite, tail slap, slam, or tentacle attack, granting it a trip attack. Whenever the eidolon makes a successful bite, tail slap, slam, or tentacle attack, it can attempt to trip the target. The target must attempt a Dexterity saving throw against a DC of 8+ the eidolon's Strength or Dexterity modifier+ the eidolon's proficiency modifier. If the target fails, they are knocked prone. This ability only works on creatures of a size equal to or smaller than the eidolon. The eidolon must possess the bite, tail slap, slam, or tentacles evolutions to select this evolution.

Weapon Training: An eidolon learns to use a weapon, gaining Simple Weapon Proficiency as a bonus feat. If 2 additional evolution points are spent, it gains proficiency with all martial weapons as well.

3-Point Evolutions[edit]

The following evolutions cost 3 points from the eidolon's evolution pool.

Armored Surface: An eidolon grows armored surfaces across its body granting -3 to all nonmagical piercing, bludgeoning, and slashing damage taken. The summoner must be at least 5th level before selecting this evolution.

Blindsense: An eidolon's senses become incredibly acute, giving it blindsense out to a range of 30 feet. This ability allows the eidolon to pinpoint the location of creatures that it cannot see without having to make a Perception check, but such creatures still have total concealment from the eidolon. Visibility still affects the eidolon's movement and creatures it cannot see still have advantage on attacks against it. The summoner must be at least 9th level before selecting this evolution.

Burrow: An eidolon grows thick and gnarled claws, allowing it to move through the earth. The eidolon gains a burrow speed equal to 1/2 its base speed. It can use this speed to move through dirt, clay, sand, and earth. It does not leave a hole behind, nor is its passage marked on the surface. The summoner must be at least 9th level before selecting this evolution.

Exotic Resistance: An eidolon's form takes on a resiliency to one of the less common energy types. Pick one energy type (radiant, necrotic, force, psychic). The eidolon gains resistance to that energy type. At level 20, this resistance becomes an immunity to the given energy type. This evolution can be selected more than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different energy type. The summoner must be at least 12th level before selecting this evolution.

Frightful Presence: An eidolon becomes unsettling to its foes, gaining the frightful presence ability. The eidolon can activate this ability as part of an offensive action, such as a charge or attack. Opponents within 30 feet of the eidolon must make a Wisdom save or become frightened. The DC of this save is equal to 8+ the eidolon's Charisma mod+ the eidolon's proficiency modifier. If the eidolon has at least 4 more Hit Dice than an opponent, that opponent is paralyzed instead. Foes with more HD than the eidolon are immune to this effect. The summoner must be at least 11th level before selecting this evolution.

Siphon Health: An eidolon can siphon its own health to heal another creature. As a standard action, the eidolon can sacrifice up to 2 hit points per summoner level and then touch the target creature, thereby healing the creature for half the amount sacrificed.

Swallow Whole: An eidolon gains the swallow whole ability, giving it the ability to consume its foes. If the eidolon begins its turn with a creature grappled using its bite attack (see the grab evolution), it can attempt to swallow the creature with a second opposed grapple check. The creature can only be up to one size category smaller than the eidolon. Swallowed creatures take damage equal to the eidolon's bite damage each round plus 1d6 points of bludgeoning damage. A swallowed creature keeps the grappled condition, but can attempt to cut its way free with a light slashing or piercing weapon. The amount of damage needed to cut free is equal to 1/10 the eidolon's total hit points. The eidolon's AC against these attacks is equal to 10 + 1/2 its natural armor bonus. If a swallowed creature cuts its way out, the eidolon loses this ability until it heals this damage. Alternatively, the swallowed creature can attempt to escape the grapple as normal. Success indicates that it has returned to the eidolon's mouth, where it can attempt to escape or be swallowed again. The eidolon must possess the grab evolution, tied to a bite attack, to take this evolution. The summoner must be at least 9th level before selecting this evolution.

Web: An eidolon gains a pair of spinnerets, giving it the ability to spin webs. The eidolon can use these webs to support itself plus up to one creature of the same size. It can throw webbing as a ranged attack up to 8 times per day, entangling a creature up to one size larger than the eidolon. The webbing has a range of 50 feet and a 10-foot range increment, and ignores bonuses from armor or a shield. Creatures entangled by the web can escape with a Dexterity (Acrobatics) check or a Strength saving throw (at a –4 penalty). The DC of these checks is equal to 8+ the eidolon's Constitution modifier+ the eidolon's proficiency modifer. The webs have a Hardness of 0 and a number of hits points equal to the eidolon's total Hit Dice. The eidolon can climb its own webs at its climb speed and can pinpoint any creature touching its webs. The eidolon must possess the climb evolution to take this evolution. The summoner must be at least 7th level before selecting this evolution.

4-Point Evolutions[edit]

The following evolutions cost 4 points from the eidolon's evolution pool.

Blindsight: An eidolon's senses sharpen even further, granting it blindsight out to a range of 30 feet. The eidolon can maneuver and attack as normal, ignoring darkness, invisibility, and most forms of concealment as long as it has line of effect to the target. The eidolon must possess the blindsense evolution to take this evolution. The summoner must be at least 11th level before selecting this evolution.

Breath Weapon: An eidolon learns to exhale a cone or line of magical energy, gaining a breath weapon. Select either acid, cold, lightning, or fire. The eidolon can breathe a 30-foot cone (or 60-foot line) that deals 1d6 points of damage of the selected type per level the summoner possesses. Those caught in the breath weapon can attempt a Dex save for half damage. The DC is equal to 8+ the eidolon's Constitution modifier+ the eidolon's proficiency bonus. The eidolon can use this ability once per day. The eidolon can use this ability 1 additional time per day by spending an additional 1 evolution point (maximum 3/day). The summoner must be at least 9th level before selecting this evolution.

Dimension Door (Sp): An eidolon learns to cast dimension door as a spell-like ability once per long rest. The caster level for this evolution is equal to the summoner’s caster level. The save DC for this spell is 8 + the eidolon’s proficiency bonus + the eidolon’s Charisma modifier. The eidolon must have a Charisma score of at least 14 to take this evolution. The summoner must be at least 13th level before selecting this evolution. Taking this evolution more than once adds one cast per long rest.

Fast Healing: An eidolon's body gains the ability to heal wounds very quickly, giving it fast healing 1. The eidolon heals 1 point of damage each round, just like natural healing. Fast healing does not restore hit points lost due to starvation, thirst, or suffocation, nor does it allow the eidolon to regrow lost body parts (or to reattach severed parts). Fast healing functions as long as the eidolon is alive. This fast healing does not function when the eidolon is not on the same plane as its summoner. This healing can be increased by 1 per round for every 2 additional evolution points spent (maximum 5). The summoner must be at least 11th level before selecting this evolution.

Large: An eidolon grows in size, becoming Large. The eidolon gains a +4 bonus to Strength, a +4 bonus to Constitution, to a maximum of 22, and a +2 bonus to its natural armor,and disadvantage on Stealth skill checks. If the eidolon has the biped base form, it also gains 10-foot reach. Any reach evolutions the eidolon possesses are added to this total. The eidolon must be Medium to take this evolution. The summoner must be at least 8th level before selecting this evolution.

If 6 additional evolution points are spent, the eidolon instead becomes Huge. The eidolon gains a +8 bonus to Strength, a +8 bonus to Constitution, to a maximum of 24, and a +5 bonus to its natural armor, 10-foot reach, and disadvantage on Stealth checks. If the eidolon has the biped base form, its reach increases to 15 feet (10 feet for all other base forms). Any reach evolutions the eidolon possesses are added to this total. These bonuses and penalties replace, and do not stack with, those gained from becoming Large. The summoner must be at least 13th level before selecting this option.

The ability increase evolution costs twice as much (4 evolution points) when adding to the Strength or Constitution scores of a Large or Huge eidolon.

Spell Resistance: An eidolon is protected against magic, gaining spell resistance. Gain advantage on saving throws against magical effects. This spell resistance does not apply to spells cast by the summoner. The summoner must be at least 9th level before selecting this evolution.

5-Point Evolutions[edit]

The following evolutions cost 5 points from the eidolon's evolution pool.

Energy Attacks: An eidolon's attacks become charged with energy. Pick one natural attack type and one energy type: acid, cold, lightning, fire, thunder, radiant, or necrotic. Whenever the selected attack hits, the target takes 2d4 points of damage of the selected type. The summoner must be at least 10th level before selecting this evolution.

Sacrifice: The eidolon becomes explosive at its death. As an action you can sacrifice your eidolon, you must have line of site. Once sacrificed the eidolon releases a sphere of force centered on it. Those caught can attempt a Dex save for half damage. The DC is equal to 8+ the eidolon's Constitution modifier+ the eidolon's proficiency bonus, damage according to the eidolons hp total, size, and summoner level. Hp Total: Full to Quarter Hp - 1/4 damage, <Quarter to 2 Hp - Full damage. Size: Tiny-5 foot square, Small-10 foot sphere, Medium-20 foot sphere, Large-30 foot sphere, Huge-40 foot sphere. Damage : 1d6 of force damage per level of summoner. As a reaction you can detonate you eidolon if reduced to 0 Hp, it deals 1/2 damage, 1 Hp - X2 damage. The summoner must be at least 3rd level before selecting this evolution.

Share Spell: Spells cast by the summoner on the summoner effect the eidolon as well. The summoner must be at least 11th level before selecting this evolution.


Summon Monster lists[edit]

LEVEL 1 (CR 1/4)[edit]

"Animated Object, Flying Sword"

Axe Beak

Bat, Giant

Boar

Bullywug

Centipede, Giant

Demon, Dretch

Frog, Giant

Elf, Drow

Goblin

Grimlock

Kenku

Kobold (2)

Pixie

Skeleton

Snake, Constrictor

Snake, Giant Poisonous

Spider, Giant Wolf

Troglodyte


LEVEL 2 (CR 1/2)[edit]

Ape

Bear, Black

Cockatrice

Darkmantle

Gnoll

Gnome, Deep (Svirfneblin)

Goat, Giant

Hobgoblin

Jackalwere

Lizardfolk

Magmin

Mephit, dust

Modron, Tridrone

Elf Scout

Orc

Rust Monster

Satyr

Shadow

Worg


LEVEL 3 (CR 1)[edit]

Animated Object, Animated Armor

Bear, Brown

Bugbear

Death Dog

Demon, Quasit

Devil, Imp

Dire Wolf

Dryad

Duergar

Eagle, Giant

Ghoul

Harpy

Hippogriff

Hyena, Giant

Modron, Quadrone

Ogre, Half- (Ogrillon)

Scarecrow

Thri-kreen

Yuan-ti, Pureblood


LEVEL 4 (CR 2)[edit]

Ankheg

Azer

Carrion Crawler

Centaur

Devil, Spined

Elk, Giant

Ettercap

Gargoyle

Gibbering Mouther

Grick

Griffon

Intellect Devourer

Lycanthrope, Wererat

Nothic

Human Beserker

Ogre

Orc, Orog

Peryton

Quaggoth


LEVEL 5 (CR 3)[edit]

Basilisk

Beholder, Spectator

Devil, Bearded

Displacer Beast

Doppelganger

Gith, Githyanki Warrior

Grell

Hag, Green

Hell Hound

Hook Horror

Lycanthrope, Werewolf

Manticore

Minotaur

Nightmare

Owlbear

Scorpion, Giant

Winter Wolf

Yeti

Yuan-ti, Malison


LEVEL 6 (CR 4-5)[edit]

Banshee

Chuul

Coatl

Demon, Shadow

Ettin

Flameskull

Helmed Horror

Lamia

Lycanthrope, Weretiger

Naga, Bone

Succubus/Incubus

Giant, Hill

Golem, Flesh

Gorgon

Hag, Night

Otyugh

Salamander

Troll

Umber Hulk


LEVEL 7 (CR 6-7)[edit]

Ape, Giant

Chimera

Cyclops

Demon, Chasme

Demon, Vrock

Drider


Galeb Duhr

Giant, Stone

Gith, Githzerai Zerth

Invisible Stalker

Mammoth

Medusa

Mind Flayer

Oni (Ogre Mage)

Shield Guardian

Slaad, Blue

Wyvern

Yuan-Ti, Abomination

Dragon, Young Black


LEVEL 8 (CR 8-9)[edit]

Cloaker

Demon, Hezrou

Demon, Glabrezu

Devil, Bone

Devil, Chain

Dinosaur, Tyrannosaurus Rex

Fomorian

Giant, Cloud

Giant, Fire

Giant, Frost

Golem, Clay

Hydra

Naga, Spirit

Drow Assassin

Slaad, Gray

Slaad, Green

Dragon, Young Blue

Dragon, Young Green

Dragon, Young Silver


LEVEL 9 (CR 10-12)[edit]

Aboleth

Angel, Deva

Behir

Demon, Yochlol

Devil, Horned

Genie, Dao

Genie, Djinni

Genie, Efreeti

Genie, Marid

Golem, Stone

Naga, Guardian

Remorhaz

Roc

Slaad, Death

Sphinx, Gynosphinx

Dragon, Young Gold

Dragon, Young Red

Devil, Erinyes

Human Archmage



Summoner Spells[edit]

Cantrips

  • Acid Splash
  • Booming Blade
  • Green-Flame Blade
  • Light
  • Mage Hand
  • Mending
  • Message
  • Minor Illusion
  • Poison Spray
  • Prestidigitation
  • Resistance
  • Thaumaturgy
  • Thorn Whip

1st Level

  • Absorb Elements(ee)
  • Alarm
  • Arms of Hadar
  • Bane
  • Beast Bond(ee)
  • Command
  • Cure Wounds
  • Detect Magic
  • Earthen Ward*
  • Expeditious Retreat
  • Faerie Fire
  • Featherfall
  • Find Familiar
  • Guiding Bolt
  • Healing Word
  • Heroism
  • Identify
  • Inflict Wounds
  • Jump
  • Longstrider
  • Mage Armor
  • Protection from Evil and Good
  • Shield
  • Tenser's Floating Disk
  • Unseen Servant
  • Warding Bond

2nd Level

  • Alter Self
  • Animal Messenger
  • Barkskin
  • Blur
  • Darkness
  • Darkvision
  • Detect Thoughts
  • Dust Devil (ee)
  • Enhance Ability
  • Enlarge/Reduce
  • Evolution Surge
  • Hold Person
  • Invisibility
  • Lesser Restoration
  • Levitate
  • Magic Mouth
  • Maximilian's Earthen Grasp (ee)
  • Misty Step
  • Moonbeam
  • Protection from Poison
  • See Invisibility
  • Spike Growth
  • Spider Climb
  • Spiritual Weapon
  • Warding Wind (ee)

3rd Level

  • Blink
  • Conjure Animals
  • Counterspell
  • Create Food and Water
  • Daylight
  • Dispel Magic
  • Fly
  • Gaseous Form
  • Haste
  • Hunger of Hadar
  • Magic Circle
  • Mass Healing Word
  • Plant Growth
  • Protection from Energy
  • Sending
  • Sleet Storm
  • Slow
  • Spirit Guardians
  • Stinking Cloud
  • Tongues
  • Wall of Sand (ee)
  • Wall of Water (ee)

4th Level

  • Banishment
  • Chains of Mantares*
  • Conjure Minor Elementals
  • Conjure Woodland Beings
  • Control Water
  • Dimension Door
  • Dominate Beast
  • Evard's Black Tentacles
  • Elemental Bane (ee)
  • Fabricate
  • Fire Shield
  • Freedom of Movement
  • Giant Insect
  • Guardian of Faith
  • Mordenkainen's Faithful Hound
  • Polymorph
  • Stoneskin
  • Wall of Fire

5th Level

  • Arcane Mark*
  • Cloudkill
  • Conjure Elemental
  • Conjure Volley
  • Control Winds (ee)
  • Creation
  • Dominate Person
  • Hold Monster
  • Insect Plague
  • Mass Cure Wounds
  • Passwall
  • Planar Binding
  • Reincarnate
  • Teleportation Circle
  • Treestride
  • Wall of Force
  • Wall of Stone

6th Level

  • Arcane Gate
  • Bones of the Earth (ee)
  • Conjure Fey
  • Contingency
  • Drawmij's Instant Summons
  • Flesh to Stone
  • Globe of Invulnerability
  • Harm
  • Heal
  • Investiture of Flame (ee)
  • Investiture of Ice (ee)
  • Investiture of Stone (ee)
  • Investiture of Wind (ee)
  • Magic Jar
  • Planar Ally
  • Primordial Ward (ee)
  • Programmed Illusion
  • Sunbeam
  • True Seeing
  • Wall of Ice

7th Level

  • Conjure Celestial
  • Etherealness
  • Mirage Arcane
  • Plane Shift
  • Project Image
  • Sequester
  • Simulacrum
  • Teleport

8th Level

  • Antimagic Field
  • Antipathy/Sympathy
  • Control Weather
  • Demiplane
  • Dominate Monster
  • Incendiary Cloud
  • Maze
  • Sunburst
  • Telepathy

9th Level

  • Gate
  • Imprisonment
  • Mass Heal
  • Prismatic Wall
  • Shapechange
  • True Polymorph

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