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Summoner


Hit Points

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

Proficiences

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

Overview & Creation

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.


Class Features

Summon Eidolon

Summon Eidolon. You gain the ability to summon to your side a powerful outsider called an eidolon. The eidolon forms a link with the summoner, who, forever after, summons an aspect of the same creature. An eidolon has the same alignment as the summoner that calls it and can speak all of 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/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 incapicitated 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 bainshed with a 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. An eidolon remains until is killed, banished, or dismissed by you as an action. Dispel Magic does not banish your eidolon.

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 apearance 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 tatto can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as the spell lasts).

Base Eidolon

An Eidolon's starting ability scores are 15, 14, 13, 12, 10, 8. They may be applied in any way. An Eidolon has 5 base forms, which grant it certain properties, and free evolutions, whose properties are already listed in form descriptions.

Quadruped

  • 40FT Walking Speed
  • AC: 10+Dex
  • Evolutions: Bite, Limbs (legs) 2, Health

Biped

  • 30FT Walking Speed
  • AC: 10+Dex
  • Evolutions: Claws, Limbs (arms), Limbs (legs), Health
 
 


Starting Equipment

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

  • (a) one simple weapon or (b) A short bow 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


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 two 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


Subclass Options

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. 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. In 12th level, your Eidolon can make a third additional attack. The same attack can't repeat three times, you have to use at least two different attacks. Developed Eidolon At 10th level, your Evolution Point pool is increased by 1/3 your summoner level (rounded down). Transposition At 14th level, a you can, as bonus action to 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| 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 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 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 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 Eidlon'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.


LevelProficiency BonusCantrips KnownSpells KnownEvolution PointsFeatures1st2nd3rd4th5th6th7th8th9th
1st+2428Summon Eidolon, Evolutions, Eidolon Control, Spellcasting, Summoner's Bond2
2nd+2439Eidolon's Senses3
3rd+24410Lifelink42
4th+25511Ability Score Improvement43
5th+35614-432
6th+35716Bond Feature, Call Eidolon433
7th+35818-4431
8th+35920Ability Score Improvement4332
9th+451021-43331
10th+461122Bond Feature, Aspect43332

Created by

starlord10203.

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