Summoner (5e Class)
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- 1 The Summoner
- 1.1 Creating a Summoner
- 1.2 Class Features
- 1.3 Summoner's Bond
- 1.4 Eidolon's Senses
- 1.5 Lifelink
- 1.6 Ability Score Improvement
- 1.7 Call Eidolon
- 1.8 Aspect
- 1.9 Strong Bond
- 1.10 Improved Aspect
- 1.11 Evolutionist
- 2 Summoner Bonds
- 2.1 Bond of the Eidolist
- 2.2 Bond of the Broodmaster
- 2.3 Bond of the Synthesist
- 3 Summoner Spells
- 4 Multiclassing
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.
Summoners spend much of their time exploring the arcane arts alongside their eidolon. 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
As you make your character, spend some time thinking about what your eidolon looks like. What is the link between you and it? What is your eidolon's personality? Does it prioritize protecting you over protecting your party members?
- Quick Build
You can make your character quickly by following these suggestions.
For your summoner:
- First, charisma should be your highest ability score, followed by constitution.
- Second, choose the perception and persuasion skills and choose the folk hero background.
- Third, pick the chill touch and prestidigitation cantrips.
- Fourth, take a shortsword, a leather armor, an arcane focus and an explorer's pack.
For your eidolon:
- First, strength should be its highest ability score, followed by constitution.
- Second, choose to become proficient in dexterity and constitution saving throws and in the acrobatics, athletics, and perception skills.
- Third, take a celestial eidolon with the quadruped base form.
- Fourth, pick the following evolutions: mount, pounce, and toughness.
As a Summoner you gain the following class features.
- Hit Points
Armor: Light armor
Weapons: Simple weapons, simple ranged weapons, and shortswords
Saving Throws: Wisdom and charisma
Skills: Choose 2 from animal handling, arcana, deception, insight, intimidation, investigation, nature, perception, persuasion, religion, or survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) any simple weapon or (b) a shortsword or (c) a shortbow and 20 arrows
- (a) a leather armor or (b) a hide armor
- (a) an arcane focus or (b) a component pouch
- (a) an explorer's pack or (b) a diplomat's pack
- If you are using starting wealth, you have 4d4 x 10 gp in funds.
|Cantrips Known||Spells Known||Evolution Points||Features||—Spell Slots per Spell Level—|
|1st||+2||2||—||3||Spellcasting, Eidolon, Evolutions||—||—||—||—||—|
|2nd||+2||2||4||4||Summoner's Bond, Eidolon's Senses||2||—||—||—||—|
|4th||+2||3||6||7||Ability Score Improvement, Eidolon Multi-Attack||3||—||—||—||—|
|6th||+3||3||8||10||Bond Feature, Call Eidolon||4||2||—||—||—|
|8th||+3||3||10||13||Ability Score Improvement||4||3||—||—||—|
|10th||+4||4||12||16||Bond Feature, Aspect||4||3||2||—||—|
|12th||+4||4||14||19||Ability Score Improvement||4||3||3||—||—|
|14th||+5||4||16||22||Bond Feature, Strong Bond||4||3||3||1||—|
|16th||+5||5||18||25||Ability Score Improvement||4||3||3||2||—|
|19th||+6||5||21||30||Ability Score Improvement||4||3||3||3||2|
You have learned to master the school of conjuration, but you can also cast spells from the other school of magic. You can see all spells you are able to learn from the summoner spell list, available at the bottom of this page.
- Spells Known
At 2nd level you know two 1st-level spells of your choice from the summoner spell list. The "Spells Known" column of the summoner table shows how many spells you learn at each level. Each of these spells must be of a level for which you have spell slots. Additionally, when you gain a level in this class, you can choose one of the summoner spells you know and replace it with another one from the summoner spell list.
- Spell Slots
The "Spell Slots per Spell Level" column of the summoner table shows how many spell slots you have to cast your spells. To cast a spell you know, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
- 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.
- Spell save DC = 8 + your proficiency bonus + your charisma modifier
Spell attack modifier = your proficiency bonus + your charisma modifier
- Ritual Casting
You can cast any summoner spell you know as a ritual if that spell has the ritual tag.
- Spellcasting Focus
As a summoner, you are linked to a powerful outsider called "eidolon". You can summon it through a 1-minute ritual or as an action using a 3rd level spell slot or higher to summon it instantly. You can communicate with it telepathically, as long as you are on the same plane (without using any action). An eidolon acts on its own initiative but must obeys any verbal or telepathic commands that you issue to it. (You can also choose to control your eidolon, if the DM allows you) An eidolon cannot wear armor and weapons unless it has hands and has the appropriate evolution. During a Short rest short rest, you may use your own hit dice to heal your eidolon just as you would heal yourself, using the amount rolled + your charisma modifier. It also returns to full health after you complete a long rest.
An eidolon fall unconscious when his hit points fall under 0 and is killed after reaching a negative amount of HP equal to its constitution score + your summoner's level. If your eidolon would be killed, it instead returns to its original plane and cannot be summoned again until you have completed a long rest. If your eidolon return to its original plane by a spell or in any other way (unless it was killed), you can summon it again and it has the same amount of hit points it had last time. You can also manually send back your eidolon to its original plane as a bonus action.
The eidolon's physical appearance is up to the summoner, but it always appears as some sort of fantastical creature and must respect his evolutions (legs, tails, tentacles, etc.) The appearance of the eidolon can be changed each time you can change its evolutions. The eidolon also bears a glowing rune that is identical to a rune that appears on the summoner's forehead as long as the eidolon is summoned (you may also chose to always keep the rune, even if your eidolon isn't summoned). While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance (such as polymorph).
An eidolon's starting ability scores are dependent on rolling or point-buy system. It has a base armor class of 10 + its dexterity modifier. An eidolon begins with 12 + its constitution modifier hit points. As you level up, it gains HP equal to 1d12 + its constitution modifier, for each summoner level.
Your eidolon has a base speed of 20 feet. It has the same alignment, languages, and proficiency bonus as you and you chose 2 saving throws and 3 skills that it become proficient with. While creating your eidolon you must chose one monster type from the following options : celestial, construct, dragon, elemental, fey, fiend, plant, undead, monstrosity. You are able to change your eidolon type, saving throw and skill proficiency, each time you can change its evolutions.
- Base Forms
At 1st level, you chose 1 of the 5 possible base forms for your eidolon, which determines its starting evolutions. Once you've made your choice, you can't exchange these evolutions for different ones, but you can remove them.
- Quadruped: Head, Limbs (legs), Limbs (legs), Bite
- Biped: Head, Limbs (legs), Limbs (arms), Claws
- Serpentine: Head, Tail (ground), Bite, Improved Natural Armor (scales)
- Aquatic: Head, Limbs (legs), Swim (flippers), Water Breathing, Improved Natural Armor (scales)
- Aerial: Head, Flight, Limbs (legs), Tail (aerial)
Starting at 1st level, you have 3 evolution points. The "Evolution Points" column of the summoner table shows how many you have at each level. They can be spent to give your eidolon new features and powers. You can change them each time you level up and each evolution can only be selected once, unless otherwise stated.
- 1-Point Evolutions
The following evolutions cost 1 point from the eidolon's evolution pool.
- Basic Magic: Your eidolon learns a cantrip from any spell list and it can cast it using its charisma modifier. The eidolon must have a charisma score of at least 11 to take this evolution. Each time you select this evolution, it learns a new cantrip.
- Bite: Your eidolon's maw grows razor-sharp teeth, giving it a bite attack. It deals 1d6 + its strength modifier piercing damage (1d8 if large, 2d6 if huge). This evolution can be selected once for each head evolution your eidolon has.
- Claws: Your eidolon grows a pair of vicious claws at the end of its limbs, giving it a claw attack. It deals 1d4 + its strength or dexterity modifier slashing damage (1d6 if large, 1d8 if huge). If the claw attack hit, you can do a second one as a bonus action. This evolution can be selected once for each limbs evolution your eidolon has, but only once for the limbs (legs) evolution.
- Climb: Your eidolon becomes a skilled climber, gaining a 30 feet climbing speed. It also gains proficiency in the athletics skill (or expertise if it is already proficient).
- Darkvision: Your eidolon's sight gets used to the darkness, giving it a 60 feet darkvision. This evolution can be selected a second time to increase the distance to 120 feet.
- Doge: Your eidolon gains quick reflexes, allowing it to take the disengage action as a bonus action.
- Hooves: Your eidolon grows a pair of vicious claws at the end of its limbs, giving it a hove attack. It deals 1d6 + its strength or dexterity modifier bludgeoning damage (1d8 if large, 2d6 if huge). This evolution can be selected once for each limbs (legs) evolution your eidolon has.
- Improved Attack: One of your eidolon's natural attacks become particularly deadly. Select one natural attack it posses 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 once for each natural attack.
- Natural Armor: Your eidolon's hide grows thick fur, rigid scales, or bony plates, increasing its armor class by 1. It can also appear as armor, which is attached to it and cannot be removed. You can choose this evolution up to 5 times.
- Pincers: Your eidolon grows a large pair of pincers at the end of its limbs, giving it a pincer attack. It deals 1d6 + its strength modifier bludgeoning damage (1d8 if large, 2d6 if huge). If the pincer attack hit, you can do a second one as a bonus action, dealing 1d6 points of damage with no ability modifier. It also gains a +3 bonus on grapple checks. This evolution can be selected once for each limbs (arms) evolution your eidolon has.
-*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.
-*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: Your eidolon grows webbed hands, feet, or powerful flippers. The first time you take this evolution, your eidolon gains a 30 feet swimming speed. This evolution can be selected more than once. Each additional time, that number increases by 10 feet.
- Tail: Your eidolon grows a long powerful tail, which can take the form of a ground or an aerial tail. The ground one increases its base speed by 10 feet and grant it advantage on saving throw against being knocked prone, while grounded. The aerial one increases its flying speed by 5 feet and increases its AC by 1 while flying.
-*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.
-*Toughness: An eidolon's hit points are increased by your summoner level x2. Selecting this evolution again increases the eidolon's health by your summoner level.
-*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.
- Water Breathing: Your eidolon grows gills that allow it to breathe underwater indefinitely.
-*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. If used on the summoner as per the aspect class feature they can instead use the feat variant rule instead of the Ability increase, and can be used for the eidolon
-*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 7th level before selecting this evolution.
- Flight: Your eidolon grows large wings, gaining the ability to fly. The first time you take this evolution, your eidolon gains a 30 feet flying speed. This evolution can be selected more than once. Each additional time, that number increases by 10 feet.
-*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: Your eidolon grows a head with up to 2 eyes, 1 nose, 1 mouth, and 2 ears. 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 60 feet. The flight evolution is required to choose this one.
- Limbs: Your eidolon grows a pair of limbs, which can take one of two forms. They can be made into arms complete with hand, or they can be made into legs complete with feet. The first pair of legs your eidolon gets, give it a 30 feet base speed. Each additional pair of legs increases that number by 10 feet. This evolution can be selected more than once.
- Magic Attacks: Your eidolon become infused with magic. Its natural attack now counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You must be at least summoner of 6th level to select this evolution.
-*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, 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.
- Mount: Your eidolon become properly skilled and formed to serve as a combat-trained mount. The eidolon must be at least one size category larger than its rider.
-*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 7th level before selecting this evolution.
- Pounce: Your eidolon's legs become incredibly fast, allowing it to take the dash action as a bonus action. You must have the limbs (legs) evolution 2 times, in order to take this evolution.
-*Rake: An eidolon grows dangerous claws on its feet, allowing it to make 2 rake attacks on foes it is grappling. These attacks are primary attacks. The eidolon receives these additional attacks each time it succeeds on a grapple check against the target. These rake attacks deal 1d4 points of slashing damage (1d6 if Large, 1d8 if Huge). This evolution is only available to eidolons of the quadruped base form. The summoner must be at least 4th level before selecting this evolution.
-*Rend: An eidolon learns to rip and tear the flesh of those it attacks with its claws, gaining the rend ability. Whenever the eidolon makes two successful claw attacks against the same target in 1 round, its claws latch onto the flesh and deal extra damage. This damage is equal to the damage dealt by one claw attack plus 1-1/2 times the eidolon's Strength modifier. The eidolon must possess the claws evolution to select this evolution. The summoner must be at least 6th level before selecting this evolution.
-*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.
-*Extra Attack: The eidolon can Attack twice, instead of once, whenever it takes the Attack action on it's turn. 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.
-*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.
-*Advanced 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, Lightning Bolt, Slow, Haste [on self], Tidal Wave, Waterbreathing, Waterwalk, Vampiric Touch, Banishment, Blight, Elemental Bane, Fire Shield, Greater Invisibility). 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.
-*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.
-*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) unless it's fast healing 5. 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 6 additional evolution points are spent, the eidolon instead becomes Huge. The eidolon gains a +10 bonus to Strength, a +10 bonus to Constitution, a +6 bonus to Dexterity. Strength and Constitution have a maximum of 30, Dexterity is a max of 26 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. 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,Create undead). 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.
At 2nd 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.
At 2nd level, while on the same plane, you may use a reaction or bonus action to percieve through all the eidolon's Senses, which replaces and suppresses your own for the time being. You may switch back to your senses as a reaction or bonus action.
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.
Starting at 4th, your eidolon learns to do multi-attacks. When it uses the attack action on its turn, it can attack with 2 natural weapons at the same time. This number increase by 1 when you reach 8th, 12th, 16th and 20th level.
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.
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.
At 10th level, you can take on some of your eidolon's physical traits, and look more like your eidolon. Choose some of your eidolon's evolutions (excluding Basic/Minor/Major/Ultimate Magic, Large, Toughness), totaling no more than Triple your Hit Dice in Evolution points. The total Evolution Points used is not subtracted from your eidolon's Evolution Points pool. This can be altered whenever your eidolon's evolutions could be altered.
At 14th level, both summoner and eidolon gain +3 AC and can't be pushed, pulled or moved away from each other in similar manners (Unless willing) while within 25 feet of each other. Being teleport bypasses the protection.
At 18th level, you may select evolutions totaling no more than 6 Evolution Points, and the total Evolution Points for the summoner is now four times their HD
At 20th level, you may alter your eidolon's evolutions after a long rest.
As a summoner becomes stronger, they develop ways to utilize their eidolon's capabilities to higher potentials.
Bond of the Eidolist
|A summoner and his hulking eidolon.|
An Eidolist uses their magic to summon an even more powerful eidolon.
At 2nd level, your eidolon is stronger than most. Its Hit Point Maximum is increased by 2 for each summoner level you have. Also whenever the eidolon attacks it gain 1d4 health back for the first attack.
Never Ending Assault
At 6th level, the eidolon now recovers 1d6 HP (instead of 1d4)back, per hit, from the first 2 attacks. Additionally at level 11 the number of attacks increases to three and also recovers 1d8 HP, and finally to four attacks gaining 1d10 HP per attack when you reach 18th level in this class. Extra attacks can be done using a single or many weapons or natural weapons.
At 10th level, your Evolution Point pool is increased by 1/2 your summoner level (rounded down). The eidolon Hit Point Maximum is increased by 3 for each summoner level you have.
At 14th level as a free action you may swap locations with your eidolon and both regain 1/4th HP, +5 AC, and +5 Attack/Damage until the end of your next turn. 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 short rest. Gain the ability to use this again if both you and your eidolon are active and the summoner drops to 10 HP or below. (One time only)
At 20th level, this allows all allies within 10 feet of either the summoner or eidolon to receive the effect of the bonuses. Bonus increase to +7 AC, +10 Attack/Damage until the end of the summoners next turn.
At 20th level, as long as the summoner or eidolon have at least 1 HP left, neither can be defeated. While either are below 10 HP, you both gain +5 damage and +5 move speed. This effect only works while they are within 100 feet of each other. Strong Bond now protects against any kind of teleportation. The eidolon cannot be banished.
Bond of the Broodmaster
|A Broodmaster and her eidolons.|
A Broodmaster summons multiple, weaker eidolons.
At the 2nd level, upon taking this Bond, you summon two eidolons with different 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 1d3.)
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 have (round up)
When you use your Summon eidolon feature, all members of your brood are summoned simultaneously.
At the 6th level, you summon three eidolons, with similar features as before. At 12th level, this increases to four. At level 18, this increases to 5.
At the 10th level, you and your eidolons gain advantage on attack rolls if at least one of you are adjacent to the target. The summoner and all eidolons recover 1 HP for every time another eidolon hits a creature. 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 spells your eidolons target on themselves are shared amongst all your eidolons so they all receive the effects. You have perfected the ritual to summon your brood to the point that you may now instantly summon any and all eidolons if they haven't been defeated or banished. Choose if you wish to summon all at once or a few at a time. If any eidolons have been defeated or banished you may sacrifice health (10 HP, 20 HP, 30 HP, 40 HP, 40 HP, ect.. caps at 40) to bring back the eidolon you wish to summon. Cost resets after a long rest.
All Consuming Brood
You're now an overwhelming force of power with no means to be stopped. Age isn't a factor in your death now, only combat may put you down. At the 18th level, any eidolon that is banished or defeated gives the rest of the brood a pool of 10 health. (Pick and choose how much the summoner or eidolons recover from the pool) Also gives all eidolons from that point on a progressive +1 damage per eidolon banished or defeated. (DM will determine how long the damage increase last). Brood bond recovers 2 HP instead of 1 HP.
If the summoner is defeated the brood will instantly gain 10 HP each, +2 AC, +5 move speed, +1 to hit/damage and Brood bond increases to 3 HP instead of 2 HP. The eidolons will continue to be under the summoner's control and last until defeated. Roll a d20 after every enemies is defeated that you've done at least 1 damage to, while the summoner is dead, and if you roll 19-20 (No modifiers) another eidolon is created. 17-20 at level 20. Creating eidolons with this method allow you to increase the max amount to 15. You may sacrifice 10 eidolons to resurrect yourself.
Bond of the Synthesist
|A Synthesist fused with their eidolon.|
A Synthesist fuses with their eidolon into a single form.
At 2nd 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. While fused both the summoner and eidolon regain 1 HP at the start of their turn. Regained amount increases by 1 at level 8 and 16.
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 use the Lifelink feature you also gain 5 temporary HP. 7 temporary HP at level 8. Level 16 it increases to 10. At level 20, increases to 15. If the damage of the attacker doesn't deplete the temporary HP to 0 then you gain the damage they do to your temporary health back into health plus 1d6 and your regain the temporary health.
At 3rd level, when you select this archetype, you gain proficiency with martial weapons and heavy armour. You may perform the somatic components of spells while using a weapon and shield, or a two-handed weapon. You also gain new abilities. At 6th level, while fused, you treat weapons as if they are one size lower. (Reminder: Tiny>Small>Medium>Large>Giant ; Two-handed weapons may be used as one handed but not dual wielded)
While fused, Blink strike allows the summoner to teleport 20 feet and perform a single melee or ranged attack with a +3 hit/damage but drains a pool of 15 health (Split among the summoner and eidolon) by doing so. Can only be done once per turn. If target is hit you regain 5 health.
Level 8 changed to twice per turn, +4 hit/damage, 25 feet, 10 health. Level 16 changed to three times per turn, +5 hit/damage, 30 feet, 5 health.
While separated, Blink aegis allows the summoner to teleport 10 feet and perform a single melee or ranged attack but drains 10 health, +3 AC til the start of your next turn. Fuses the eidolon back to the summoner. If target is hit regain 5 health. Can only be used once per turn.
Level 8 changed to +4 AC, drains 5 health. Level 16 changed to +5 AC, drains 0 health.
Shared power allows the eidolon to sacrifice 1/4 health to heal a creature other than the summoner as an action. Creature gains HP based on amount given, +3 AC and +3 to hit until the end of the creatures next turn.
Level 8 changed to 1/4 +1d6, +4 AC, +4 to hit. Level 16 changed to 1/4 +2d6, +5 AC, +5 to hit
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. The multi-attack class feature now allows the eidolon to use a simple or martial weapon instead of a natural weapon. As an action, you may re-fuse 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.)
At 10th level, any evolutions you take on as part of your Aspect feature are given to the eidolon when seperated as well. Cannot stack effects beyond original limits on eidolon.
At 14th level, you may split and re-fuse as a bonus action. When doing either, you may move an additional 10 feet. Also while connected remove restrictions of lifelink so that you may transfer health between the summoner and eidolon whenever you want without the need of taking damage to trigger it. This gives you the options for it to be straight health gained instead of temporary health.
- acid splash
- chill touch
- create bonfire
- dancing lights
- mage hand
- minor illusion
- poison spray
- produce flame
- thorn whip
- unseen servant
- beast bond
- cure wounds
- mage armor
- find familiar
- fog cloud
- hail of thorns
- ice knife
- warding bond
- arms of hadar
- animal messenger
- find steed
- dust devil
- cloud of daggers
- spiritual weapon
- healing spirit
- maximilian's earthen grasp
- misty step
- call lightning
- conjure animals
- conjure barrage
- sleet storm
- spirit guardians
- summon lesser demons
- animate dead
- evard's black tentacles
- find greater steed
- mordenkainen's faithful hound
- conjure minor elementals
- conjure woodland beings
- giant insect
- dominate beast
- dimension door
- grasping vine
- summon greater demon
- wall of force
- wall of stone
- conjure elemental
- conjure volley
- insect plague
- teleportation circle
- hold monster
- dominate person
- raise dead
- mass cure wounds
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: Light Armor, Animal Handling, Intimidation, and Nature as well choose between: Simple Weapons or Simple Ranged Weapons