Spatial Summoner (5e Class)
From D&D Wiki
- 1 Spatial Summoner
- 2 Class Features
- 3 Eidolons
- 4 Evolutions
- 5 Archetypes
- 5.1 Eidolist
- 5.2 Broodmaster
- 5.3 Divisionist
- 5.4 Synergist
- 6 Multiclassing
- 7 Summoner Spells
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||—||—||—||—||—|
|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 (1), Second Summon||4||2||—||—||—|
|8th||+3||3||6||15||Ability Score Improvement||4||3||—||—||—|
|10th||+4||3||7||18||Aspect, Maker's Call (2)||4||3||2||—||—|
|12th||+4||3||8||20||Ability Score Improvement||4||3||3||—||—|
|14th||+5||4||9||23||Shield Ally, Maker's Call (3)||4||3||3||1||—|
|16th||+5||4||10||25||Ability Score Improvement||4||3||3||2||—|
|18th||+6||4||11||27||Evolutionist, Maker's Call (4)||4||3||3||3||1|
|19th||+6||5||12||29||Ability Score Improvement||4||3||3||3||2|
A spatial summoner begins to 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 unless specified otherwise and can speak all of his languages. Eidolons act after the summoner's turn but the summoner must use their action to order their summon to attack, if they have extra attack they instead sacrifice and attack if they take the attack action. Eidolons are summoned creatures but 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 using an action 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 or life struggles. 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 1d10 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 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 or rolling (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, they lack proficiency with armor but can still wear it with barding, unless they have a perfectly humanoid form. However, an Eidolon can wear any other item that is not armor (such as rings or amulets.)
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.
At level 3, 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. Neither can sacrifice hit points for the other if they are below half of their hit point maximum.
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). If the eidolon is out of range, the ability is wasted. The summoner can use this ability once per day per summon at 6th level, plus one additional time per day for every four levels beyond 6th.
Additionally, at the 6th level the summoner has a close bond with his eidolon. This allows him to create a new bond with another eidolon, this new summon is treated the same as his first (This option is not available to the Broodmaster Archetype). Both summons can be called at the same time, but it must take a separate action on the summoners part to summon both eidolon. This summon can be ordered in the same fashion as the first with both verbal and mental communications. This eidolon is also granted all of the evolution points granted to the first eidolon up till now. (this effect extends to eidolonist, but the eidolonist cannot have their summon out when either the original or this summon are around.
Starting at the 10th level, a summoner can divert up to 3 points from his eidolon's evolution pool to add evolution to himself. He cannot select any evolution that the eidolon could not possess, and he must be able to meet the requirements as well. 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 evolution he receives from these points any time he can change the eidolon's evolution.
Beginning at 14th level, whenever a friendly creature is adjacent to the Eidolon, the Eidolon may impose disadvantage on the attacking creature
Beginning at 18th level, you may alter your Eidolon's evolutions after a long rest.
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, drop to the ground or be worn if it makes sense for him to wear it in the form of his eidolon. Items with continuous effects continue to function while absorbed in this way. The summoner loses access to their class levels while in this form, as well as his natural attacks and all racial traits (except bonus feats, skills, and languages) in favor of the abilities granted by his eidolon's evolutions, additionally the summoner gains the difference in health from his eidolon (if it has more) as temporary hit points. To exit this form, the summoner must use a separate action, otherwise he can stay this way for as long as they want.
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.
On an Eidolon's turn, if it chooses to do an attack action with natural weapons, it can do a multi-attack with all of these. However, there's a limit to how many attacks an Eidolon can do in this short time, the limit increases with levels.
They can do 2 natural attacks in their multi-attack at first level, 3 at 5th level, 4 at 9th level, 5 at 13th level and finally 6 at 17th level.
Know that the Eidolon must possess the number of natural attack evolution to do the amount of attacks you want it to do.
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: 12 + 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 Strength.
- An almost humanoid Eidolon that stands upright.
AC: 12 + 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: 12 + 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: 12 + 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 Constitution.
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 Athletic 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.
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.
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 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.
Swift: Your Eidolon becomes faster, increasing its speed by 10. This evolution can be taken multiple times. Its effects stack.
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.
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.
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.
Extra Attack: The Eidolon can Attack twice, instead of once, whenever it takes the Attack action on it's Turn. You must have 5 levels in the summoner class to take this evolution. Additionally you can take this evolution again at level 11 summoner to increase the number of attacks to three at the cost of 2 extra evolution points, and to four when you reach 20th level in this class for another 2 evolution points. Extra attacks can be done using a single or many weapons or natural weapons and replace multi-attacks.
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 14+ Dex. They also become resistant to the extremes of temperature.
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 (extra evolution point may be used to make it a bonus action).
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.
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.
Resilient: An eidolon becomes especially adept at an ability saving throw, gaining a proficiency bonus on that save. 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 save.
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 11. 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
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.
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 as shields.
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. If a final 2 points are spent it also gains proficiency in Heavy Armor.
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.
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. 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.
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.
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 the amount sacrificed.
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 for 1 round. 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 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).
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 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.
If 6 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. It deals an extra 2d4 damage with its natural attacks. These bonuses and penalties replace, and do not stack with, those gained from becoming Large.
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 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 2d8 points of damage of the selected type.
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.
Beginning at 3rd level when you select this archetype, your eidolon gains 6 additional hit points, and gains two additional hit points whenever you gain a level in summoner.
Beginning at 7th level, an Eidolist can summon one of two eidolons as an action. The second Eidolon's build is of your choosing. Only one Eidolon can be summoned at a time. You also only need a long rest before you can change the characteristics of one of the Eidolon's builds. You can also temporarily dismiss any summon as an action, putting them into a pocket dimension similar to find familiar
At 11th level an Eidolist adds 10 points to the evolution pool of their eidolon
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.
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 3rd level when you choose this archetype a Broodmaster may cast the spell Conjure Animals or Conjure Lesser Demons 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 Elemental or Conjure Vrock (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.
Summon Monster III
Beginning at 11th 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 seperate daily use from Summon Monster I and II.
Beginning at 15th level, any summon spell the Broodmaster casts using the summon monster class feature is now cast as if using a 9th level spell slot. Additionally, a Broodmaster has advantage on any concentration checks to maintain spells
Other Summoners are of the belief that one Eidolon simply isn't enough. Divisionists are able to split the power of their Eidolon into multiple forms.
At 3rd level, when you select this archetype, you gain the ability to divide your Eidolon's power amongst multiple bodies. The Divisionist is able to control a number of Divided Eidolons at a time equal to 1 + half his proficiency bonus, rounded down. When creating additional Eidolons, use the same method used to create the first Eidolon, but all of their ability scores suffer a -2 penalty, they start with 4 HP + their Constitution bonus, and gain 3 HP + their Constitution bonus at each new level (these changes apply to the original Eidolon as well). Divided Eidolons provide only half the normal bonus from the Shield Ally class feature, and the bonus does not stack if an ally is adjacent to more than one Eidolon. Each Eidolon may have a different base form and type. The total number of Evolution points available remains the same regardless of the number of Eidolons you possess, but is split between them all. All Eidolons are summoned at the same time. Eidolons are banished individually when defeated, but may be dismissed by the Summoner as a group. Eidolon creation is PERMANENT. Make sure you want another Eidolon before you create it. When you use the "Makers Call" ability you may only summon a single Eidolon.
At 7th level, your Divided Eidolons have learned how to share their senses. As long as all of your Eidolons are within 30 feet of each other, visible attackers can not gain advantage on attacks against them. In addition, they all gain the benefits of any sensory bonuses at least one of them has (low-light vision, scent, multiple heads, etc). This class feature only applies if you control at least 2 Divided Eidolons.
At 11th level, when you cast a spell on one of your Divided Eidolons, you may choose to have it affect all of them. This only applies to spells you cast on your Eidolons. This class feature only applies if you control at least 2 Divided Eidolons.
At 15th level, your Divided Eidolons have learned to share their power. If you control 2 Divided Eidolons, each of your divided Eidolons gain a number of evolution points equal to the number of divided Eidolons you control. These evolution points may not be given to other Eidolons or taken using the "Aspect" feature and are otherwise treated as normal. Additionally once you reach this level your "Maker's Call" feature you may choose to bring any number of Eidolons to you.
- Note: When using the Bond Senses class feature, you select one Eidolon to target. At 20th level, when using the Twin Eidolon class feature, you split into a single copy of an Eidolon you currently control and may transform into a different one as a bonus action.
Yet others choose that becoming one with their eidolon is the way to truly understand their partner. You may choose for your eidolon to appear fused with you or to your side. So that you appear to be inside or a part of your eidolon. You direct all of the eidolon’s actions while fused, perceive through its senses, and speak through its voice, as you are now one creature. You act on your initiative, and you and the eidolon cannot take separate actions unless separate from you. While fused with your eidolon, you can use all of your own abilities and gear. An eidolon must be your size or larger for this to happen
At 3rd level, while fused with your eidolon, you use the eidolon’s physical ability scores (Strength, Dexterity, and Constitution), but retains your own mental ability scores (Intelligence, Wisdom, and Charisma). You gain the eidolon’s hit points as temporary hit points. When these hit points reach 0, the eidolon is sent back to its home plane. A spell or effect that targets you instead targets your eidolon. You also possess all your Eidolon's evolutions and features (such as Armor Class and Movement speed) while fused.
Banishing effects go against your ability scores, and if your eidolon is banished, it is sent back to its plane, and you take 4d6 force damage.
When you gain the Lifelink feature, you may use your reaction to sacrifice your HP to regain your temporary HP, and vice versa, with the regular restrictions. You may still seperate from your eidolon but it costs an action to do it in battle. Any spells or effects that affect you before splitting affect both of you afterwards. Any that affect either of you before re-fusing affect both of you when you refuse. (See page 128 of the Player's Handbook for details on Combining Magical Effects to resolve any potential confusion.)
At 7th level, the Synergist may choose to divert 5 points away from your Eidolon's evolution point pool. If you do, you remove it from the total points your Eidolon has access to and add it to yourself. You may then select an evolution you would qualify for. The total points and evolution can be changed at any time you could change your Eidolon's evolutions, but is otherwise permanent. This stacks with the Aspect class feature gained at level 10. If you choose to use these points to get natural attacks, you have the same limit as the Eidolon.
At 11th level, any evolutions you take on as part of your Aspect feature do not subtract from your Eidlon's EP pool.
At 15th level, the Synergist may call their eidolon again once per day in the middle of battle if they have been dismissed already due to battle. This is a reaction and the eidolon comes back with 2/3 of their original hit points. (rounded down)
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
- Mage Hand
- Minor Illusion
- Poison Spray
- Ray of Frost
- Thorn Whip
- Absorb Elements(ee)
- Arms of Hadar
- Beast Bond(ee)
- Cure Wounds
- Detect Magic
- Earthen Ward*
- Expeditious Retreat
- Faerie Fire
- Find Familiar
- Guiding Bolt
- Healing Word
- Inflict Wounds
- Mage Armor
- Protection from Evil and Good
- Tenser's Floating Disk
- Unseen Servant
- Warding Bond
- Witch Bolt
- Alter Self
- Animal Messenger
- Detect Thoughts
- Dust Devil (ee)
- Enhance Ability
- Healing Spirit
- Hold Person
- Lesser Restoration
- Magic Mouth
- Maximilian's Earthen Grasp (ee)
- Misty Step
- Protection from Poison
- See Invisibility
- Spike Growth
- Spider Climb
- Spiritual Weapon
- Warding Wind (ee)
- Conjure Animals
- Create Food and Water
- Dispel Magic
- Gaseous Form
- Hunger of Hadar
- Lightning Bolt
- Magic Circle
- Mass Healing Word
- Plant Growth
- Protection from Energy
- Sleet Storm
- Spirit Guardians
- Stinking Cloud
- Wall of Sand (ee)
- Wall of Water (ee)
- Chains of Mantares*
- Conjure Minor Elementals
- Conjure Woodland Beings
- Control Water
- Dimension Door
- Dominate Beast
- Evard's Black Tentacles
- Elemental Bane (ee)
- Fire Shield
- Freedom of Movement
- Giant Insect
- Guardian of Faith
- Mordenkainen's Faithful Hound
- Wall of Fire
- Arcane Mark*
- Conjure Elemental
- Conjure Volley
- Control Winds (ee)
- Dominate Person
- Hold Monster
- Insect Plague
- Mass Cure Wounds
- Planar Binding
- Teleportation Circle
- Wall of Force
- Wall of Stone