Summoner, Variant (5e Class)

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Summoner

A small, scrawny halfling is surrounded by bloodthirsty orcs, ready to kill him. Still lightly quivering, he swipes his hand and a giant four armed acid elemental appears from seemingly nowhere. Although the orcs handle the surprise well, the brute still manages to disembowel the horde in a few quick seconds.

The dragonborn sits in the flimsy wooden seat, spitting draconic obscenities at the tiefling, standing in front of it. The tiefling merely smiles and stares, before snapping her fingers, and calling upon her horde. Within seconds nearly half a dozen snakelike aberrations were on top of the dragonborn. It took only a few minutes for him to divulge the information.

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.

Summoners spend much of their time exploring the arcane arts alongside their eidolons. While their power comes from within, they rely heavily on their eidolon companions in dangerous situations. While a summoner and his eidolon function as individuals, their true power lies in what they can accomplish together.

Creating a Summoner

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Summoner by Zoppy


Class Features

As a Summoner you gain the following class features.

Hit Points

Hit Dice: 1d8 per Summoner level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Summoner level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: Charisma and Wisdom
Skills: Choose 3 from Animal Handling, Arcana, Religion, Investigation, Insight, Intimidation, Perception, Persuasion, Survival or Nature

Equipment

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

  • (a) a simple weapon or (b) a shortbow and 10 arrows
  • (a) leather armor or (b) hide armor
  • (a) a component pouch or (b) an arcane focus
  • (a) an explorer's pack or (b) A diplomat's pack

Table: The Summoner

Level Proficiency
Bonus
Cantrips Known Spells Known Evolution Points Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 4 4 8 Summon Eidolon, Evolutions, Eidolon Control, Spellcasting, Summoner's Bond 2
2nd +2 4 5 10 Eidolon's Senses 3
3rd +2 4 6 12 Lifelink 4 2
4th +2 5 7 14 Ability Score Improvement 4 3
5th +3 5 8 18 4 3 2
6th +3 5 9 20 Bond Feature, Call Eidolon 4 3 3
7th +3 5 10 22 4 3 3 1
8th +3 5 11 24 Ability Score Improvement 4 3 3 2
9th +4 5 12 26 4 3 3 3 1
10th +4 6 14 30 Bond Feature, Aspect 4 3 3 3 2
11th +4 6 15 32 4 3 3 3 2 1
12th +4 6 15 34 Ability Score Improvement, Evolutionist 4 3 3 3 2 1
13th +5 6 16 36 4 3 3 3 2 1 1
14th +5 6 18 38 Bond Feature, Strong Bond 4 3 3 3 2 1 1
15th +5 6 19 42 4 3 3 3 2 1 1 1
16th +5 6 19 44 Ability Score Improvement 4 3 3 3 2 1 1 1
17th +6 6 20 46 4 3 3 3 2 1 1 1 1
18th +6 6 22 48 Twin Eidolon 4 3 3 3 3 1 1 1 1
19th +6 6 22 50 Ability Score Improvement 4 3 3 3 3 2 1 1 1
20th +6 6 22 55 Improved Aspect 4 3 3 3 3 2 2 1 1

Summon Eidolon

You gain the ability to summon to your side an 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 its own initiative, and it obeys any verbal or telepathic 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 hitpoints 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. It's 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. The eidolon also bears a glowing tattoo that is identical to a tattoo that appears on the summoner as long as the eidolon is summoned. While this tattoo can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph.

Base Eidolon

The eidolon's starting ability scores are: 15, 14, 13, 12, 10, 8. 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. A eidolon without this evoluion 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.

An Eidolon begins with 10 + the eidolon's Constitution modifier hit points. As you gain summoner levels, it gains HP equal to 8 + the eidolon's Constitution modifier, for each summoner level. When creating your eidolon, you must decide between 5 base forms, which grant it certain properties and free evolutions, listed bellow.

Quadruped
  • Speed:40 ft.
  • AC: 10+Dex
  • Evolutions: Bite, Limbs (legs) 2, Health
Biped
  • Speed: 30 ft.*AC: 10+ Dexterity modifier
  • Evolutions: Claws, Limbs (arms), Limbs (legs), Health
Serpentine
  • Speed: 25 ft.
  • AC: 11 + Dexterity modifier
  • Evolutions: Bite, Reach (Bite), Tail, Improved Natural Armor, Health, Grab
Aquatic
  • Speed: 20 ft., swim 40 ft.
  • AC: 11 + Dexterity modifier
  • Evolutions: Gills, Swim 2, Bite, Improved Natural Armor, Health
Servitor
  • Speed:fly 50 ft. (hover)
  • AC: 10 + Dexterity modifier
  • Evolutions: Flight, Hover, Bite, Health

Evolutions

An eidolon has a pool of evolution points that increases with your summoner level. These evolution points (EP) can be used to buy Evolutions, which give your eidolon features and powers. At level 1, you have 8 EP. As you level up, you may gain and change evolutions, otherwise they are fixed.

Each eidolon receives a number of evolution points that 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 bechosen. 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

1-Point Evolutions

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

  • Basic Magic: An eidolon can cast a cantrip from any spell list, using its Charisma and your summoner level to cast the spell. The eidolon must have a Charisma score of at least 11 to take this evolution. Each time you select this evolution, the eidolon learns a new cantrip.
  • Bite: An eidolon's mouth 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.
  • Darkvision: An eidolon has darkvision, enabling it to see 60 feet in darkness in shades of gray. Taking this evolution once more extends the range to 120 feet.
  • Gills: An eidolon has gills and can breathe underwater indefinitely.
  • Health* An eidolon becomes stronger and it muscles become stronger enabling it to withstand more attacks. Your Eidolon's hp maximum increases by 5. This evolution may be taken more than once.
  • Hooves: An eidolon has a pair of sharp hooves at the end of its limbs, giving it two hooves. The hooves deal 1d4+str or dex mod points of bludgeoning damage (1d6 if Large, 1d8 if Huge). A hoof attack can me made as a bonus action when the attack action is made. The eidolon must have the limbs evolution to take this evolution. This evolution can only be applied to the limbs (legs) evolution once. Alternatively, the eidolon can replace the claws evolution from its base form with these hoof attacks (this still costs 1 evolution point). This evolution can be selected more than once, but the eidolon must possess an equal number of limbs evolutions. An eidolon cannot make more claw attacks in a turn than twice the number of hoof evolutions it has.
  • Improved Damage: One of the eidolon's natural attacks is particularly deadly. Select one natural attack form and increase the damage die type by one step (1d4>1d6>1d8>1d10 for Medium eidolons, 1d6>1d8>2d6>2d8 for Large eidolons, and 1d8>2d6>2d8>3d6 for Huge eidolons). This evolution can be selected more than once. Its effects can stack or apply to a different natural attack.
  • Improved Natural Armor: An eidolon's hide grows thick fur, rigid scales, or bony plates, increasing its Armor Score by 1. You may choose this evolution multiple times, to a total of 5 (including a free instance).
  • Improved speed: The Eidolon's muscles increase in size, increasing its base speed by 10ft. By using an additional 1 evolution point you can increase the speed by 10 ft again.
  • 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 damage reduction. 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 damage reduction.
  • 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 natural 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 natural 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.
  • Quills: An eidolon can shoot sharp quill like hair that deal (5d8) piercing damage
  • Scent: An eidolon's sense of smell becomes quite acute. The eidolon gains the scent special quality, allowing it to detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents can be detected at twice the normal range. Scent does not allow the eidolon to precisely locate the creature, only to detect its presence. It can detect the direction with a move action. 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 a proficiency bonus on that skill. This evolution can be selected more than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different skill.
  • Slam: An eidolon can deliver a devastating slam attack. The slam deals 1d8+str points of bludgeoning damage (2d6 if Large, 2d8 if Huge). The eidolon must have the limbs (arms) evolution to take this evolution. Alternatively, the eidolon can replace the claws from its base form with this slam attack (this still costs 1 evolution point). This evolution can be selected more than once, but the eidolon must possess an equal number of the limbs evolution. An eidolon cannot make more slam attacks in a turn than the number of slam evolutions it has.
  • Sting: An eidolon possesses a long, barbed stinger at the end of its tail, granting it a sting attack. The sting deals 1d6+ str or dex mod points of piercing damage (1d8 if Large, 1d10 if Huge). A stinger attack can be made as a bonus action when the attack action is made, dealing 1d6 points of damage with no ability modifier. The eidolon must possess the tail evolution to take this evolution. This evolution can be selected more than once, but the eidolon must possess an equal number of the tail evolution. An eidolon cannot make more sting attacks in a turn than the number of sting evolutions it has.
  • Swim: An eidolon gains webbed hands, feet, or powerful flippers, giving it a swim speed equal to its base speed. This evolution does not give the eidolon the ability to breathe underwater. This evolution can be selected more than once. Each additional time it is selected, increase the eidolon's swim speed by 20 feet.
  • Tail: An eidolon grows a long, powerful tail. This grants it proficiency on acrobathics.
  • 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.
  • Unnatural Aura: An eidolon is obviously of unnatural origin. Normal animals do not willingly approach within 30 feet of the eidolon unless the creature succeeds on a Wisdom saving throw, or animal’s master (if it has one) makes a Wisdom (Animal Handling) check. The DC for such a save/check is equal to the Summoner's spell save DC.
  • Wing Buffet: An eidolon learns to use its wings to batter foes, granting it two wing buffet attacks. The wing buffets deal 1d4+str or dex points of bludgeoning damage (1d6 if Large, 1d8 if Huge). The eidolon must possess the flight evolution, with wings, to select this evolution. An eidolon cannot make more wing buffet attacks in a turn than twice the number of wing buffet evolutions it has.
2-Point Evolutions

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

  • Ability Increase: An eidolon grows larger muscles, gains faster reflexes, achieves greater intelligence, or acquires another increase to one of its abilities. Increase one of the eidolon's ability scores by +2. This evolution can be selected more than once. It can only be applied to any attribute once. This cannot increase an ability score above 20.
  • Constrict: An eidolon gains powerful muscles that allow it to crush those it grapples. Whenever the eidolon successfully grapples a foe using the grab evolution, it deals additional damage equal to the amount of damage dealt by the attack used by the grab evolution as bludgeoning damage. This evolution is only available to eidolons of the serpentine base form.
  • Energy Attacks: An eidolon's attacks become charged with energy. Pick one energy type: acid, cold, lightning, fire, thunder, radiant, or necrotic. Whenever the selected attack hits, the target takes an additional 1d6 of that energy's type. Selecting this evolution again increases the damage by 1d6, but it cannot be chosen more than twice for the same attack. The summoner must be at least 6th level before selecting this evolution.
  • 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. 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. The summoner must be at least 4th level before selecting this evolution.
  • Gore: An eidolon grows a number of horns on its head, giving it a gore attack. This attack is a primary attack. The gore deals 1d6+ str mod points of piercing damage (1d8 if Large, 2d6 if Huge).
  • Grab: An eidolon becomes adept at grappling foes, gaining the grab ability. Pick bite, claw, pincers, slam, tail slap, or tentacle attacks. Whenever the eidolon makes a successful attack of the selected type, it can attempt to grapple the target as a bonus action. . This ability only works on creatures of a size equal to the eidolon or smaller.
  • Head: An eidolon grows an additional head. The eidolon does not gain any additional natural attacks for the additional head, but the additional head does allow the eidolon to take other evolutions that add an additional attack to a head (such as a bite, gore, or breath weapon). This evolution can be selected more than once.
  • Hover:The eidolon flies by means of magic. It loses its wings, and no longer relies on physical means to fly. The eidolon's flight speed is increased by 20 feet. The *flight* evolution is required to choose this one.
  • 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.
  • Minor Magic: An eidolon can cast one of the following spells as a 2nd-level spell without a spell slot, using Charisma as its spell casting ability.

(Cure Wounds, Burning Hands, Earth Tremor, Gust of Wind, Magic Missile, Detect Magic, Hellish Rebuke, Ice Knife, Ray of Sickness, Shield, Sleep, Aganazzer's Scorcher, Blur, Darkness, Hold Person, Lesser Restoration, Misty Step, See Invisibility, Scorching Ray, Warding Wind). This Spell may only be cast once a long rest. A summoner must be at least level 4 to select this evolution. When a summoner is 11th level, the spell is cast at the 3rd level. The eidolon must have a Charisma score of at least 12 to take this evolution. When this evolution is chosen again, it applies to a new spell.

  • 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. This evolution may be selected twice per attack, increasing the damage to 4d4. The summoner must be at least 6th level before selecting this evolution.
  • Rake: An eidolon grows dangerous claws on its feet, allowing it to make 2 rake attacks on foes it is grappling. These attacks are primary attacks. The eidolon receives these additional attacks each time it succeeds on a grapple check against the target. These rake attacks deal 1d4 points of slashing damage (1d6 if Large, 1d8 if Huge). This evolution is only available to eidolons of the quadruped base form.
  • Rend: An eidolon learns to rip and tear the flesh of those it attacks with its claws, gaining the rend ability. Whenever the eidolon makes two successful claw attacks against the same target in 1 round, its claws latch onto the flesh and deal extra damage. This damage is equal to the damage dealt by one claw attack plus 1-1/2 times the eidolon's Strength modifier. The eidolon must possess the claws evolution to select this evolution. The summoner must be at least 6th level before selecting this evolution.
  • 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 one size smaller than itself. 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 1d8 points of bludgeoning damage (1d12 if Large, 2d10 if Huge), plus 1-1/2 times the eidolon's Strength modifier. Targets of the trample can make attacks of opportunity with disadvanatge. If a target forgoes the attack of opportunity, it can make a Dex save for half damage. The DC of this save is 8+ the eidolon's Strength modifier+ the eidolon's proficiency bonus. A trampling eidolon can only deal trampling damage to a creature once per round. This evolution is only available to eidolons of the biped or quadruped base forms.
  • Tremorsense: An eidolon becomes attuned to vibrations in the ground, gaining tremorsense out to a range of 30 feet. This works like the blindsense evolution, but only if both the eidolon and the creature to be pinpointed are in contact with the ground. The summoner must be at least 7th level before selecting this evolution.
  • Trip: An eidolon becomes adept at knocking foes to the ground with its bite, tail slap, or tentacle attack, granting it a trip attack. Whenever the eidolon makes a successful bite, tail slap, 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, or tentacles evolutions to select this evolution.
  • Underwater Scent: An eidolon’s sense of smell becomes even more acute while underwater. The eidolon can notice other creatures by scent in a 180-foot radius underwater and can detect blood in the water at ranges of up to a mile. The eidolon must possess the gills and scent evolutions to take this evolution.
  • Weapon Training: An eidolon learns to use a weapon, gaining Simple Weapon Proficiency as a bonus feat. If 2 additional evolution points are spent, it gains proficiency with all martial weapons as well.
3-Point Evolutions

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 it is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. The summoner must be at least 9th level before selecting this evolution.
  • Burrow: An eidolon grows thick and gnarled claws, allowing it to move through the earth. The eidolon gains a burrow speed equal to 1/2 its base speed. It can use this speed to move through dirt, clay, sand, and earth. It does not leave a hole behind, nor is its passage marked on the surface. The summoner must be at least 9th level before selecting this evolution.
  • Exotic Resistance: An eidolon's form takes on a resiliency to one of the less common energy types. Pick one energy type (radiant, necrotic, force, psychic). The eidolon gains resistance to that energy type. At level 20, this resistance becomes an immunity to the given energy type. This evolution can be selected more than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different energy type. The summoner must be at least 12th level before selecting this evolution.
  • Frightful Presence: An eidolon becomes unsettling to its foes, gaining the frightful presence ability. The eidolon can activate this ability as part of an offensive action, such as a charge or attack. Opponents within 30 feet of the eidolon must make a Wisdom save or become frightened for 1 minute. A creature may repeat the save every turn. On a success, the creaure is immune to ths effect for 24 hours. The DC of this save is equal to 8+ the eidolon's Charisma mod+ the eidolon's proficiency modifier. Selecting this evolution again causes creatures to be paralyzed instead. The summoner must be at least 11th level before selecting this evolution.
  • Major Magic: An eidolon can cast one of the following spells as a 4th-level spell without a spell slot, using Charisma as its spell casting ability.

(Bestow Curse, Remove Curse, Call Lightning, Dispel Magic, Erupting Earth, Fear, Fireball, Web, Gaseous Form, Ice Storm, Lightning Bolt, Slow, Haste [on self], Tidal Wave, Waterbreathing, Waterwalk, Vampiric Touch, Banishment, Blight, Elemental Bane, Boreal Wind, Fire Shield, Greater Invisibility, Ice Spear). This Spell may only be cast once a long rest. A summoner must be at least level 10 to select this evolution. When a summoner is 17th level, the spell is cast at the 5th level. The eidolon must have a Charisma score of at least 13 to take this evolution. When this evolution is chosen again, it applies to a new spell.

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


4-Point Evolutions

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

  • Blindsight: An eidolon's senses sharpen even further, granting it blindsight out to a range of 30 feet. The eidolon can maneuver and attack as normal, ignoring darkness, invisibility, and most forms of concealment as long as it has line of effect to the target. The eidolon must possess the blindsense evolution to take this evolution. The summoner must be at least 11th level before selecting this evolution.
  • Breath Weapon: An eidolon learns to exhale a cone or line of magical energy, gaining a breath weapon. Select either acid, cold, force, lightning, poison, necrotic, radiant or fire. The eidolon can breathe a 30-foot cone (or 60-foot line) that deals 1d6 points of damage of the selected type for every 2 summoner levels you possess (rounded down). 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. You must complete a short rest for the eidolon to use this ability again. The eidolon can use this ability 1 additional time per rest by spending an additional 1 evolution point (maximum 3/rest). The summoner must be at least 9th level before selecting this evolution.
  • Dimension Door (Sp): An eidolon learns to cast dimension door as a spell-like ability once per long rest. The caster level for this evolution is equal to the summoner’s caster level. The save DC for this spell is 8 + the eidolon’s proficiency bonus + the eidolon’s Charisma modifier. The eidolon must have a Charisma score of at least 14 to take this evolution. The summoner must be at least 13th level before selecting this evolution. Taking this evolution more than once adds one cast per long rest.
  • Fast Healing: An eidolon's body gains the ability to heal wounds very quickly, giving it fast healing 1. The eidolon heals 1 point of damage each round, just like natural healing. Fast healing does not restore hit points lost due to starvation, thirst, or suffocation, nor does it allow the eidolon to regrow lost body parts (or to reattach severed parts). Fast healing functions as long as the eidolon is alive. This fast healing does not function when the eidolon is not on the same plane as its summoner. This healing can be increased by 1 per round for every 2 additional evolution points spent (maximum 5). The summoner must be at least 11th level before selecting this evolution.
  • Large: An eidolon grows in size, becoming Large. The eidolon gains a +4 bonus to Strength, a +4 bonus to Constitution, to a maximum of 24, and a +2 bonus to its natural armor, and disadvantage on Stealth skill checks. If the eidolon has the biped base form, it also gains 10-foot reach. Any reach evolutions the eidolon possesses are added to this total. The eidolon must be Medium to take this evolution. The summoner must be at least 8th level before selecting this evolution. If 4 additional evolution points are spent, the eidolon instead becomes Huge. The eidolon gains a +8 bonus to Strength, a +8 bonus to Constitution, still to a maximum of 24, and a +5 bonus to its natural armor, 10-foot reach, and disadvantage on Stealth checks. If the eidolon has the biped base form, its reach increases to 15 feet (10 feet for all other base forms). Any reach evolutions the eidolon possesses are added to this total. These bonuses and penalties replace, and do not stack with, those gained from becoming Large. The summoner must be at least 13th level before selecting this option.The ability increase evolution costs twice as much (4 evolution points) when adding to the Strength or Constitution scores of a Large or Huge eidolon.
  • 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.
  • Spell Resistance: An eidolon is protected against magic, gaining spell resistance. Gain advantage on saving throws against magical effects, nullifing damages if is sucessful in the saving throw. This spell resistance does not apply to spells cast by the summoner. The summoner must be at least 9th 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.

(Cloudkill, 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.

Spellcasting

Cantrips

At 1st level, you know four cantrips of your choice from the Summoner spell list below. You learn additional Summoner cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Summoner table.

Spell Slots

The Summoner table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Summoner spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

Spells Known of First Level or Higher

You know three 1st-level spells of your choice from the Summoner spell list. The Spells Known column of the Summoner table shows when you learn more Summoner spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the Summoner spells you know and replace it with another spell from the Summoner spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your Summoner spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Summoner spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier. Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your summoners spells.

Eidolon Control

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.

Summoner's Bond

At 1st level, you further define the nature of your Eidolon's Bond. You can choose Broodmaster, Eidolist, or Synthesist. The bonds are detailed at the end of the class description.

Eidolon's Senses

At 2nd level, while on the same plane, you may use an action to perceive through all the Eidolon's Senses, which replaces and suppresses your own for the time being. You may switch back to your senses as an action.

Lifelink

At 3rd level, a summoner's life becomes linked to his Eidolon's. Whenever either the Eidolon or the Summoner takes damage, as a reaction either may sacrifice hit points up to the amount of the damage taken, and not in excess of their current hit points. If they do, they prevent damage equal to the number of hit points lost this way. The Eidolon may only choose to sacrifice hit points if the summoner is damaged, and the summoner may only sacrifice hit points if the Eidolon is damaged. 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 you 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.

You may increase any ability score of an eidolon in the same way 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. You cannot grant feats to your eidolon in this way.

Call Eidolon

At 6th level, as an action, a summoner can call his eidolon to his side. This functions as 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. You cannot use this feature again until you finish a short rest.

Aspect

At 10th level, you take on some of your eidolon's physical traits, and look more like your eidolon. Choose some of your Eidolon's evolutions (excluding Ability Increase, Basic/Minor/Major/Ultimate Magic, Large, Toughness), totaling no more than 4 EP. The total EP used is subtracted from your Eidolon's EP pool. This can be altered whenever your eidolon's evolutions could be altered.

Evolutionist

At 12th level, you may alter your Eidolon's evolutions after a long rest.

Strong Bond

At 14th level, it takes just 1 bonus action to summon your Eidolon.

Twin Eidolon

At 18th level, a summoner and his eidolon share a true connection. As an action, the summoner can assume the shape of his eidolon, copying all of its evolutions, form, and abilities. His Strength, Dexterity, and Constitution scores change to match the base scores of his eidolon. He can choose to have any gear that he carries become absorbed by his new form. Items with continuous effects continue to function while absorbed in this way. The summoner loses his natural attacks and all racial traits (except bonus feats, skills, and languages) in favor of the abilities granted by his eidolon's evolutions. The summoner retains all of his class features. The summoner can keep this form for a number of minutes per day equal to his summoner level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. The summoner can end this effect as a bonus action. This feature recharges on a long rest.

Improved Aspect

At 20th level, you may select evolutions totalling no more than 6 EP, and the total subtracted from your Eidolon is half of what you used.

Summoner Bonds

As a summoner becomes stronger, they develop ways to utilize their eidolon's capabilities to higher potentials.

Bond of the Eidolist

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A Summoner and his hulking Eidolon

An Eidolist uses their magic to summon an even more powerful Eidolon.

Resilient Eidolon

At 1st level, your Eidolon is stronger than most. Its Hit Point Maximum is increased by 2 for each summoner level you have and it takes the large evolution for free when you would be able to take it.

Extra Attack

At 6th level, your Eidolon can make an additional attack while taking the attack action.

Developed Eidolon

At 10th level, your Evolution Point pool is increased by 1/2 your summoner level (rounded down).

Transposition

At 14th level, you can, as a bonus action, swap locations with your eidolon. If it is larger than you, you can appear in any space occupied by the eidolon. The eidolon must occupy the space that was occupied by you if able, or as close as possible if it is not able. You can not use this feature again until you complete a long rest.

Bond of the Broodmaster

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A Broodmaster and her Eidolons

A Broodmaster summons multiple, weaker Eidolons.

Brood

At the 1st level, upon taking this Bond, you summon two eidolons with identical abilities.

Their size is small, and as such, their Strength is reduced by 4 and Consitution score is reduced by 2 (minimum 4), and their Dexterity is increased by 3, to a maximum of 20. Its walking speed is decreased by 5 feet. Natural Attacks your eidolons use a smaller damage die. (2d6 becomes 1d8, 1d8 becomes 1d6, 1d6 becomes 1d4, 1d4 becomes 1.)

Selecting the Large evolution instead causes your Eidolons to become Medium, which restores your Eidolon's abilities to default. Selecting the Evolution again causes your brood to be Large.

These Eidolons have only half of the hitpoints it normally would have, and half the evolution points it would otherwise have (rounded up).

When you use your Summon eidolon feature, all members of your brood are summoned simultaneously, and if one is banished, all are banished.

Expanded Brood

At the 6th level, you summon three eidolons, with similar features as before. At 14th level, this increases to four. At level 18, this increases to 5.

Brood Bond

At the 10th level, you and your eidolons gain advantage on attack rolls if at least one of you are adjacent to the target. Your eidolons have advantage on saving throws against being banished.

Improved Brood Bond

At the 14th level, spells that you target on your eidolons and your eidolons target on themselves are shared amongst all your eidolons so they all receive the effects.

Bond of the Synthesist

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A Synthesist fused with their Eidolon

A Synthesist fuses with their Eidolon into a single form.

Fused Form

At 1st level, you summon the essence of a powerful outsider to meld with your own being. Instead of appearing as a separate creature next to the summoner, the eidolon appears around you, 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. 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.

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.

Split Form

At 6th level, as an action, you may split from your Eidolon, and it has the form it regularly would as it appears in a space adjacent to you. As an action, you may refuse while adjacent to each other. 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.)

Fused Aspect

At 10th level, any evolutions you take on as part of your Aspect feature do not subtract from your eidolon's EP pool.

Quickened Split

At 14th level, you may split and re-fuse as a bonus action. When doing either, you may move an additional 10 feet.

Summoner Spells

Cantrips

mage hand, mending, message, minor illusion, poison spray, prestidigitation, ray of frost, resistance, sacred flame, spare the dying, thaumaturgy, thorn whip

1st Level Spells

absorb elements, alarm, arms of hadar, bane, beast bond (EE.15), command, cure wounds, detect magic, expeditious retreat, faerie fire, find familiar, guiding bolt, healing word, heroism, identify, inflict wounds, jump, mage armor, protection from evil and good, speak with animals, shield, floating disk, unseen servant, witch bolt

2nd Level Spells

alter self, animal messenger, barkskin, blur, darkness, darkvision, detect thoughts, dust devil (EE.17), enhance ability, enlarge/reduce, hold person, invisibility, lesser restoration, levitate, magic mouth, maximillian's earthen grasp (EE.20), misty step, mirror image, moonbeam, protection from poison, see invisibility, spider climb, spike growth, spiritual weapon, warding bond, warding wind (EE.23)

3rd Level Spells

blink, counterspell, create food and water, daylight, dispel magic, fireball, fly, gaseous form, haste, hunger of hadar, lightning bolt, magic circle, mass healing word, plant growth, protection from energy, sending, sleet storm, slow, spirit guardians, stinking cloud, tongues, wall of sand (EE.23), wall of water (EE.23)

4th Level Spells

banishment, control water, dimension door, dominate beast, elemental bane (ee), black tentacles, fabricate, fire shieldfreedom of movement, guardian of faith, polymorph, stoneskin, wall of fire

5th Level Spells

cloudkill, conjure volley, control winds (EE.16), creation, dominate person, hold monster, insect plague, mass cure wounds, passwall, planar binding, reincarnate, teleportation circle, tree stride, wall of force, wall of stone

6th Level Spells

arcane gate, bones of the earth (EE.15), conjure fey, contingency, flesh to stone, globe of invulnerability, harm, heal, investiture of flame (EE.19), investiture of ice (EE.19), investiture of stone (EE.19), investiture of wind (EE.20), magic jar, primordial ward (EE.21), programmed illusion, sunbeam, true seeing, wall of ice

7th Level Spells

etherealness, mirage arcane, plane shift, project image, sequester, simulacrum, teleport

8th Level Spells

antimagic field, antipathy/sympathy, control weather, demiplane, dominate monster, incendiary cloud, maze, sunburst, telepathy

9th Level Spells

gate, imprisonment, mass heal, prismatic wall, shapechange, true polymorph

Multiclassing

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 proficiency in light armor and simple weapons.



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