Spatial Summoner (5e Class)
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A lone dwarf stands between an orc raiding party and a small fishing town. He focuses and the rune on his hand glows. A monstrous beast with large claws and teeth appears in front of the orcs. They think it's an illusion until it begins to rip them to pieces. The beast approaches the dwarf and they nod before the dwarf waves his hand and dismisses his partner.
The elf woman blows out the candle and lays down to sleep. A few hours later an assassin sneaks in through the unlocked window. It seemed easy enough, until a sword pierced his chest and he began to bleed onto the floor. A small fight later and the assassin lays dead in a puddle of blood. As the sun comes up the woman wakes up. The sun makes the floor shine, 'Its never looked cleaner' She thinks to herself. She looks up and sees her knight in shining armor still standing guard. She smiles and knows she'll always be safe.
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. But this power comes with a price: the summoner's spells and abilities are limited due to his time spent enhancing the power and exploring the nature of his eidolon.
As a Spatial Summoner you gain the following class features.
- Hit Points
Armor: Light and medium
Weapons: Simple Weapons, shortsword, rapier
Tools: Herbalism kit, alchemist's supplies
Saving Throws: Charisma, Constitution
Skills: Choose 2 from Animal Handling, Arcana, Religion, Investigation, Insight, Intimidation, Perception, Persuasion or Nature
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a simple weapon and a 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
|Cantrips||Spells Known||Evolution Pool||Features||—Spell Slots per Spell Level—|
|1st||+2||2||-||8||Eidolon, Summoners Bond Archetype||—||—||—||—||—|
|2nd||+2||2||2||9||Spellcasting, Bond Senses||2||—||—||—||—|
|4th||+2||2||3||11||Ability Score Improvement||3||—||—||—||—|
|6th||+3||2||5||13||Maker's Call, Second Summon||4||2||—||—||—|
|8th||+3||3||6||15||Ability Score Improvement||4||3||—||—||—|
|12th||+4||3||8||20||Ability Score Improvement||4||3||3||—||—|
|16th||+5||4||10||25||Ability Score Improvement||4||3||3||2||—|
|19th||+6||5||12||29||Ability Score Improvement||4||3||3||3||2|
At 1st level you gain the ability to summon to your side a powerful outsider called 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 your languages. An eidolon shares the summoner's proficiency bonus. If your eidolon is killed, it cannot be summoned again until you have completed a long rest. An eidolon that is sent back to its plane otherwise may be summoned again with a ritual. Conjuring a creature with a spell does not return your Eidolon to its plane. Summoning your Eidolon does not cause other conjured creatures to be returned to their plane. An eidolon acts on your initiative, and it obeys any commands that you issue to it (no action required by you). Your eidolon can communicate with you telepathically, as long as you are on the same plane. An eidolon is incapacitated after being reduced to 0 hit points. It is killed after reaching a negative amount of hit points equal to its Constitution score. An eidolon is sent back to its plane if it is killed, or banished with banishment or similar effect. An eidolon that is summoned after a long rest returns with all its hit points. A banished eidolon that was not killed is not healed, until you take a long rest. During a short rest, you may use your Hit Die to heal your eidolon just as you would heal yourself, using your Charisma modifier with the amount rolled instead of Constitution. An eidolon remains until is killed, banished, or dismissed by you as an action. The eidolon’s physical appearance is up to the summoner, but it always appears as some sort of fantastical creature. Its general appearance is based on the chosen eidolon form, which may not be changed. As it gains new evolutions, an eidolon's appearance may change appropriately. This control is not fine enough to make the eidolon appear like a specific creature.
An eidolon can’t grant the help action If the Eidolon takes damage you take the same damage You have the same hit points as the eidolon You can only summon your eidolon by using a ritual that takes 10 minutes and 5gp per level of the summoner In your turn only you or the eidolon make take an action you may choose who acts, once you selected who is going to act then only the selected character can take action and bonus action. If the eidolon takes an action then only the eidolon can take a bonus action. Its impossible to summon more than one eidolon under any circumstances’ even a wish spell or godly magic can’t undo this. If your eidolon gest hit and you are concentrating on a spell you still need to make a concentration save.
The eidolon's starting ability scores are: 18, 16, 15, 14, 12, 10. They can be distributed on the six ability scores in any chosen order. You chose your eidolon type from one of the following options: celestial, construct, dragon, elemental, fey, fiend, plant, aberration or undead. The eidolon now belongs to that type. This evolution may only be selected once. An eidolon without this evolution is treated as being a monstrosity. The eidolon cannot wear armor. It also cannot wield weapons unless it has hands and has the appropriate evolution. You cannot exchange an eidolon's free evolutions for different ones, but you can remove them.
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. Additionally, the Eidolon and summoner can telepathically communicate to each other as long as they're in the same plane of existence.
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 (Although you do not lose your spellcasting-abilities when you multiclass into this class). As a summoner your spell casting ability is Charisma and you cast spells from the summoner 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.
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. While doing so, the summoner is completely blind, deaf, unfeeling and cannot taste until they end the effect. 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.
At 3rd level, the summoner selects an archetype, between Broodmaster, Eidolist, Divisionist or Synergist. Your archetype choice grants you features at 3rd, 7th, 11th, and 15th levels.
Ability Score Improvement
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.
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).
At level 10 you and your eidolon share a bond of honor and you will never betray the other you and your eidolon can’t be charmed or mind controlled by any means
At 14th level, it takes just 1 bonus action to summon your Eidolon.
Beginning at 18th level, you no longer need to pay for you to summon your eidolon
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.
Eidolons are proficient in whatever skills the summoner is proficient in.
Eidolon Base Forms
Each eidolon has one of five 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.
- An imposing beast-like Eidolon that dashes on four powerful legs.
AC: 10 + Dexterity modifier
Attacks: Bite (1d6)
Saving throws: Dexterity and Constitution
Skills: Choose 2 from Acrobatics, Stealth, Insight, Perception, Survival, and Intimidation
Free evolutions: Limbs (legs) x2, bite, Mount, tail
Special: A quadrupedal Eidolon gains +1 constitution.
- An almost humanoid Eidolon that stands upright.
AC: 10 + Dexterity modifier
Attacks: Bite (1d6), claws (1d4)
Saving throws: Strength and Constitution
Skills: Choose 2 from Athletics, Stealth, Sleight of Hand, Perception, Survival, and Persuasion
Free evolutions: Limbs (arms), limbs (legs), bite, basic weapon training
Special: A bipedal Eidolon gains + 1 Charisma.
- A snake-like Eidolon with a long, slender body.
Speed: 20, climb 20
AC: 8 + Dexterity modifier
Attacks: Bite (1d6), tail slap (1d6)
Saving throws: Dexterity and Wisdom
Skills: Choose 2 from Athletics, Stealth, Nature, Perception, Survival, and Deception
Free evolutions: Climb, bite, reach (bite), tail, tail slap
Special: A serpentine Eidolon gains +1 Dexterity.
- A bird or bat-like Eidolon that flits about on wings.
Speed: 30, fly 40
AC: 11 + Dexterity modifier
Attacks: Claws (1d4)
Saving throws: Dexterity and Wisdom
Skills: Choose 2 from Acrobatics, Stealth, Nature, Perception, Survival, and Performance
Free evolutions: Claws, limbs (legs), flight
Special: An avian Eidolon gains +1 Dexterity.
- An Eidolon that appears as a writhing mass of energy, goo, or flesh.
AC: 10 + Dexterity modifier
Attacks: Tenatcles (1d6)
Saving throws: Constitution and Charisma
Skills: Choose 2 from Athletics, Stealth, Investigation, Perception, Survival, and Intimidation
Free evolutions: Tentacle x2, improved damage (tentacle) x2, energy resistance
Special: An amorphous Eidolon gains +1 strenght.
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.
Choose one “monster type” from the following options; beast, 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.
After selecting its base form, choose a type from the following list. Your Eidolon gains the general appearance of a creature of the chosen type, as well as a bonus skill proficiency, and is treated as a creature of that type for spells and other effects.
Celestial: Proficiency with Persuasion and +1 Charisma.
Dragon: Proficiency with Arcana and +1 Constitution.
Elemental: Proficiency with Investigation +1 Intelligence.
Fey: Proficiency with Nature and +1 Dexterity.
Fiend: Proficiency with Deception and +1 Charisma.
Monstrosity: Proficiency with Intimidation and +1 Strength.
Plant: Proficiency with Perception and +1 Wisdom.
Undead: Proficiency with Religion and +1 Wisdom.
Construct: Proficiency with Athletics and +1 Strength.
Beast: Proficiency with Survival and +1 Strength.
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.Youcan use this attack only once per round.
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.
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.
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.
Gills: An eidolon has gills and can breathe underwater indefinitely.
Hooves: The Eidolon grows a pair of sharp hooves at the end of its legs. These hooves deal 1d4 + Strength modifier points of slashing damage for a medium Eidolon. After making a successful hoof attack, the Eidolon may choose to make a contested Strength check with the target. If it wins, the target is pushed back 10 feet. This evolution can only be taken once per set of legs the Eidolon possesses.
Improved Damage: One of the eidolon's attacks is particularly deadly. Select one attack 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.
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 magical 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.
Swift: Your Eidolon becomes faster, increasing its speed by 10.
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.
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..
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.
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 each time you got an abilty score immprovement. It can only be applied to any attribute once. This cannot increase an ability score above 20.
Color Change: Your Eidolon is capable of blending in with its surroundings by changing its external colors. It gains advantage on Dexterity (Stealth) checks.
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 1d8+ str mod points of piercing damage (1d10 if Large, 2d8 if Huge).
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 10+con+ Dex.
Size Control: An eidolon that has learned to control their size in order to survive. They are able to manipulate their body to either grow or shrink (only applicable to eidolon that are large or huge). Reductions to damage and any stat changes apply as well. Used as an action during battle
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.
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.
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.
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 a successful claw attack against a target, its claws latch onto the flesh and deal extra damage. This damage is equal to the damage dealt by the claw attack plus 1.5 times the eidolon's Strength or Dexterity modifier. The eidolon must possess the claws evolution to select this evolution.
Resist Energy: An eidolon’s form takes on a resiliency to one particular energy type, which is usually reflected in its physical body (ashen hide for fire, icy breath for cold, and so on). Pick one energy type (acid, cold, lighting, fire, poison, or thunder). The eidolon gains resist resistance to that energy type. This becomes an immunity at level 20.
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.You can only take this if you are 11th level.
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.
Armor Training: An eidolon learns to use armor, gaining proficiency in Light Armor. If 2 additional evolution points are spent, it gains proficiency in Medium Armor and shields.
The following evolutions cost 3 points from the eidolon's evolution pool.
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.You can only choose this evolution if you are level 15
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.
Deep Sight: Magic infuses your Eidolon's eyes, allowing it to see perfectly in magical darkness as far as it's darkvision allows it to.
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.
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 for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The DC of this save is equal to 8+ the eidolon's Charisma mod+ the eidolon's proficiency modifier.
Healing Touch: Your Eidolon can heal creatures with a touch. It gains a pool of healing points equal to 3 times the Summoner's class level. It can expend any number of points from this pool to heal a creature it touches. additionally you can spend more points on this evolution, for every additional evolution point spent you increase the multiplier used with the summoner's class level. This pool refreshes after a long rest.
Shrink: Big things come in small packages, as your Eidolon decreases in size. Your Eidolon becomes one size category smaller, to a minimum of diminutive. Each size category smaller than Small it becomes, it deals 1d4 less damage with its natural attacks (minimum 1 damage). This evolution can be taken multiple times. Each time this evolution is taken, increase your Eidolon's Dexterity score by 2, Strength decreases by 2, and the maximum for Dexterity is increased by 2. The first time this evolution is taken, your Eidolon gains advantage on Dexterity saving throws and Dexterity (Stealth) checks. The second this evolution is taken, your Eidolon gains advantage on all Dexterity checks, including saving throws. In addition, as long as your Eidolon is tiny, all attack rolls against it have disadvantage, and it is no longer able to wield manufactured weapons if it was able to do so before. This evolution provides no further bonus beyond ability score increases if taken more than twice.
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.
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.
Venom: Your Eidolon can inject enemies with a wicked venom. Select one bite or stinger. Once chosen, this cannot be changed. When it makes a successful attack, the target must make a Constitution save equal to 8 + the Eidolon's Constitution modifier + the Eidolon's proficiency bonus. On a failed save, the target is paralyzed it can repeat this save at the end of every turn.You can do this anumber of times equal to your constitution modifier. This effect can only be used once per turn.
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 60 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.
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 equal to half the 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).
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. Taking this evolution more than once adds one cast per long rest.
Large: An eidolon becomes large it deals an additional dice of damage. By spending 2 more points your eidolon becomes huge
No Breath: An eidolon no longer needs to breathe. The eidolon does not breathe, and is immune to effects that require breathing (such as inhaled poison). This does not give immunity to cloud or gas attacks that do not require breathing. The summoner must be at least 11th level before selecting this evolution.
Ultimate Magic: An eidolon can cast one of the following spells as a 6th-level spell without a spell slot, using Charisma as its spell casting ability. (Cloud kill, Cone of Cold, Destructive Wave, Flame Strike, Greater Restoration, Hold Monster, Immolation, Insect Plague, Maelstrom, Mass Cure Wounds, Chain Lightning, Globe of Invulnerability, Sunbeam). This Spell may only be cast once a long rest. The eidolon must have a Charisma score of at least 14 to take this evolution. A summoner must be at least level 15 to select this evolution. When this evolution is chosen again, it applies to a new spell.
Health* An eidolon becomes stronger and its muscles become stronger enabling it to withstand more attacks. Your Eidolon's hp maximum increases by 2. This evolution may be taken more than once. To a maximum of times equal to your eidolon constitution modifier
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,force, lightning, fire, thunder, radiant, or necrotic. Whenever the selected attack hits, the target takes 2d8 points of damage of the selected type.
Supreme bond: Whenever you or your eidolon make a saving throw you gain a bonus to the saving throw equal to the Charisma modifier, of the summoner (with a minimum bonus of +1). You must be conscious to grant this bonus.
Sacrifice: The eidolon becomes explosive at its death. Upon death, the eidolon releases a sphere of concentrated energy. 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. Size of explosion varies depending on your eidolon's 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 class level.
Share Spell: Spells cast by the summoner on the summoner effect the eidolon as well.
Evolutionary: An eidolon that has become the epitome of evolution. Grants an additional 2 evolution points per level and +1 to survival checks. (This is not stackable)
You prefer to focus on improving your eidolon above all else, giving it significant increases in its abilities.
At 1st level, your Eidolon is stronger than most. it takes the large evolution for free when you would be able to take it. And your hit die becomes a d10
At 7th level, your Eidolon can make an additional attack while taking the attack action.
At 11th level, your Evolution Point pool is increased by 1/2 your summoner level (rounded down).
At 15th level, your eidolon attacks 3 times while taking the attack action
Survival of the fittest
At 20th level, your eidolon becomes the ultimate creature and the pinnacle of evolution The eidolon gains a +4 bonus to Strength or dexterity, a +4 bonus to Constitution, to a maximum of 24
Not satisfied with just one creature, you prefer to summon more than just your eidolon, because the more the merrier.
Summon Monster I
Beginning at 1st level when you choose this archetype a Broodmaster may cast the spell Conjure familiar once per long rest as an action without consuming a spell slot. This spell does not count against the number of spells known by the summoner
Summon Monster II
Beginning at 7th level, a Broodmaster may cast the spell Conjure Animals or Conjure Lesser Demons (requiring no material component or offering; all other conditions of the spell must still be followed) once per long rest as an action without consuming a spell slot. This spells does not count against the number of spells known by the summoner. This ability has a separate daily use from Summon Monster I.
Summon Monster III
Beginning at 11th level, a Broodmaster may cast the spell Conjure elemental (requiring no material component or offering; all other conditions of the spell must still be followed) once per long rest as an action without consuming a spell slot. This spell does not count against the number of spells known by the summoner. This ability has a seperate daily use from Summon Monster I and II.
Beginning at 15th level, a Broodmaster may cast the spell Conjure Fey or Conjure Hezrou (requiring no material component or offering; all other conditions of the spell must still be followed) once per long rest as an action without consuming a spell slot. This spell does not count against the number of spells known by the summoner. This ability has a separate daily use from Summon Monster I and II.
Beginning at 20th level, you have adv on saves to maintain concentration
Prerequisites. To qualify for multiclassing into the Summoner class, you must meet these prerequisites: 13 charisma
Proficiencies. When you multiclass into the Summoner class, you gain the following proficiencies: Arcana and Insight
- Acid Splash
- Booming Blade
- Green-flame Blade
- Lightning Lure
- Mage Hand
- Minor Illusion
- Arms of Hadar
- Beast Bond
- Cure Wounds
- Detect Magic
- Earthen Ward
- Find Familiar
- Guiding Bolt
- Healing Word
- Inflict Wounds
- Mage Armor
- Protection from Evil and Good
- Tenser's Floating Disk
- Unseen Servant
- Alter Self
- Animal Messenger
- Detect Thoughts
- Dust Devil (ee)
- Enhance Ability
- Hold Person
- Lesser Restoration
- Misty Step
- Summon Beast
- See Invisibility
- Warding Wind (ee)
- Conjure Animals
- Create Food and Water
- Dispel Magic
- Hunger of Hadar
- Lightning Bolt
- Mass Healing Word
- Spirit Guardians
- Summon Fey
- Summon Lesser Demons
- Summon Shadowspawn
- Wall of Water
- Conjure Minor Elementals
- Conjure Woodland Beings
- Control Water
- Dimension Door
- Dominate Beast
- Fire Shield
- Freedom of Movement
- Guardian of Faith
- Mordenkainen's Faithful Hound
- Summon Abberation
- Summon Construct
- Summon Elemental
- Summon Greater Demon
- Wall of Fire
- Conjure Elemental
- Conjure Volley
- Dominate Person
- Hold Monster
- Mass Cure Wounds
- Planar Binding
- Teleportation Circle
- Wall of Force