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Summoner


Hit Points

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

Proficiences

Armor: Light and Medium
Weapons: Simpleweapons, Shortsword, and Rapier
Tools: Herbalism Kit and Alchemist's Kit
Saving Throws: Charisma and Constituion
Skills: Choose 2 from: Animal Handling, Arcana, Religion, Investigation, Insight, Intimidation, Perception, Persuasion, or Nature.

Overview & Creation

As the old dwarf rounded the corner of the street to get home, several thugs stepped out. Fear flashes on his face for only a moment before he grins. The thugs, believing the man senile, threaten his life if he doesn't give up everything he owns. The beating of wings fills the air moments before a loud thud hits the ground behind the thugs, rattling everything. They turn to see what made the noise, dropping their knives in fear as they see a large creature swelling up behind them. Standing a full nine feet tall, the creature only vaguely resembles a great, winged bear, with long, humanoid hands. It grasps the first thug as they try to bolt, lifting it by it's chest and snarling into it's face. "It's okay Jazareen, let him be. He's just a desperate fool." Summoner's are born with an unknown companion, known as an eidolon. As children, they display an unusually strong preoccupation with their imaginary friend, only to have their imaginary friend take corporeal form as they reach their teen years. For many, their powers never grow beyond this, simply being normal folk with unusual looking pets, but for those that push their connection further will find a powerful being they connect to, body and soul.  

Mysterious Origins

  A summoner's companion is something beyond explanation. They aren't any form of spirit or being known to any sage, and even the god's are silent on their origin. The best guesses describe them as extensions of the person's soul, and this seems to hold some truth with their shared experiences. Many believe that a summoner is a weird mutation of a sorcerer. Many summoner's cast spells as sorcerer's do, but far less effective, possibly due to their connection to their Eidolon. They cast limited spells, focused mostly on the power of their eidolon. What magic they do use is mostly defensive, as the shared magic between them can cause a summoner to suffer the brutal punishment inflicted on their eidolon.


Class Features

Eidolon

A Summoner begins to play with the ability to summon to his side a powerful outsider called an Eidolon. The Eidolon forms a link with the Summoner, who, forever after, summons an aspect of the same creature. An Eidolon has the same alignment as the Summoner that calls it and can speak all of his languages. Eidolons are treated as summoned creatures, except that they are not sent back to their home plane until reduced to zero hit points. In addition, due to its tie to its Summoner, an Eidolon can touch and attack creatures warded by effects that prevent contact with summoned creatures.   A Summoner can summon his Eidolon in a ritual that takes 1 minute to perform. The Eidolon is summoned with a number of hit points equal to its hit point total the last time the Eidolon was dismissed, unless the Summoner has taken a short or long rest, in which case the Eidolon is at its maximum hit points. If an Eidolon is reduced to 0 hit points, it is immediately banished, and cannot be summoned again until the Summoner has finished a long rest.   The Eidolon takes a form shaped by the Summoner's desires. At first level the Eidolon has 10 hit points, plus its constitution modifier, and gains a number of hit points each time the Summoner levels up equal to 1d10 plus its constitution modifier. The Eidolon shares any special senses (such as Darkvision) that the Summoner has, and uses the Summoners proficiency bonus. The summoner may also sacrifice hit points equal to the damage done to the Eidolon, but not the other way around, in order to prevent damage done to the Eidolon. In addition, each Eidolon receives a pool of evolution points, based on the Summoner's class level, that can be used to give the Eidolon different abilities and powers. Whenever the Summoner gains a level, he must decide how these points are spent, and they are set until he gains another level of Summoner.   The Eidolon's physical appearance is up to the Summoner, but it always appears as some sort of fantastical creature. The Eidolon also bears a glowing rune that is identical to a rune that appears on the Summoner as long as the Eidolon is summoned. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as Alter Self or Polymorph (although Invisibility does conceal it as long as the spell lasts).   When you first take a level in Summoner, you assign your Eidolon ability scores as if creating a character using point buy (see PHB). You may increase any ability score of an Eidolon whenever you gain the ability score improvement class feature from the Summoner class. In effect, the Eidolon gets the "Ability Score Improvement" feature at the same levels as its Summoner, with the same restrictions.   An Eidolon is proficient with any simple weapons if it starts with the bipedal base form, they lack proficiency with armor but can still wear it with barding, unless they have a perfectly humanoid form. However, an Eidolon can wear any other item that is not armor (such as rings or amulets.)  

Summoner's Bond

  Due to the nature of the summoning, eidolons are resistant to attempts to control the eidolon's movement, mind or attacking abilities. This gives the eidolon advantage on rolls against fear and charm effects, and any effects that can be shrugged off by self harming actions will also be ended when the eidolon is commanded to harm their summoner. Additionally, the Eidolon and summoner can telepathically communicate to each other as long as they're in the same plane of existence.  

Spellcasting

  As a summoner your spell casting ability is Charisma and you cast spells from the summoner spell list. The DCs for your spells is 8 + your proficiency bonus + your Charisma modifier, while your spell attack bonus is your proficiency bonus + your Charisma modifier. You know a number of spells according to the summoner spells known column on the summoner leveling table. Whenever a summoner gains a spell through this feature they may replace one of their previously chosen spells for another of a level that they can cast. The summoner also knows a number of cantrips as shown on the cantrips known column of the summoner table.  

Bond Senses

  Starting at 2nd level, a summoner can, as an action, share the senses of his eidolon, hearing, seeing, smelling, tasting, and touching everything the eidolon does. While doing so, the summoner is completely blind, deaf, unfeeling and cannot taste until they end the effect. There is no range to this effect, but the eidolon and the summoner must be on the same plane. The summoner can end this effect as a bonus action.  

Archetype

  At 3rd level, the summoner selects an archetype, between Eidolist, Divisionist or Synergist. Your archetype choice grants you features at 3rd, 7th, 11th, and 15th levels.  

Ability Score Improvement

  When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.  

Maker's Call

  At 6th level, as an action, a summoner can call his eidolon to his side. This functions as the spell dimension door. When used, the eidolon appears adjacent to the summoner (or as close as possible if all adjacent spaces are occupied). If the eidolon is out of range, the ability is wasted. The summoner can use this ability once per day at 6th level, plus one additional time per day for every four levels beyond 6th.  

Aspect

  Starting at the 10th level, a summoner can divert up to 3 points per summoner level from his eidolon's evolution pool to add evolution to himself. He cannot select any evolution that the eidolon could not possess, and he must be able to meet the requirements as well. He cannot select the ability increase evolution through this ability. Any points spent in this way are taken from the eidolon's evolution pool (reducing the total number available to the eidolon). The summoner can change the evolution he receives from these points any time he can change the eidolon's evolution.  

Shield Ally

  Beginning at 14th level, whenever a friendly creature is adjacent to the Eidolon, it receives half cover.  

Life Bond

  Beginning at 18th 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.  

Twin Eidolon

  At 20th level, a summoner and his eidolon share a true connection. As an action, the summoner can assume the shape of his eidolon, copying all of its evolutions, form, and abilities. His Strength, Dexterity, and Constitution scores change to match the base scores of his eidolon. He can choose to have any gear that he carries become absorbed by his new form, drop to the ground or be worn if it makes sense for him to wear it in the form of his eidolon. Items with continuous effects continue to function while absorbed in this way. The summoner loses access to their class levels while in this form, as well as his natural attacks and all racial traits (except bonus feats, skills, and languages) in favor of the abilities granted by his eidolon's evolutions, additionally the summoner gains the difference in health from his eidolon (if it has more) as temporary hit points. To exit this form, the summoner must use a separate action, otherwise he can stay this way for as long as they want.


Starting Equipment

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

  • (a) one simple weapon and shortsword or (b) a shortbow and 20 arrows,
  • (a)Leather armor or (b) Hide armor,
  • (a)A component pouch or (b) An arcane focus,
  • and (a) An exploerer's pack or (b) A diplomat's pack.


Spellcasting

As a summoner your spell casting ability is Charisma and you cast spells from the Summoner's Spell List. The DCs for your spells is 8 + your proficiency bonus + your Charisma modifier, while your spell attack bonus is your proficiency bonus + your Charisma modifier. You know a number of spells according to the summoner spells known column on the summoner leveling table. Whenever a summoner gains a spell through this feature they may replace one of their previously chosen spells for another of a level that they can cast. The summoner also knows a number of cantrips as shown on the cantrips known column of the summoner table.   Spells Known at First Level: 2 Cantrips


Subclass Options

Eidolist

The bond you have created with your Eidolon has strengthened it it significantly. Choosing the path of the Eidolist means focusing on improving your Eidolon above all else, making it a powerful ally and fearsome foe.  

Enduring Eidolon

  Beginning at 3rd level when you select this archetype, your eidolon gains 6 additional hit points, and gains two additional hit points whenever you gain a level in summoner.  

Strong Bond

  Beginning at 7th level, an Eidolist gains the ability to summon a different Eidolon of their choice. The Eidolist can only have one Eidolon at a time, but can choose which one is summoned. Changing the characteristics of either Eidolon still requires a long rest.  

Evolutionist

  At 11th level an Eidolist adds 6 points to the evolution pool of their eidolon.  

Merge Forms

  At 15th level, as an action, an Eidolist can touch his Eidolon and the two can merge forms. This transformation includes all of the summoner's gear. While merged in this way, the summoner is protected from harm and cannot be the target of spells or effects. All effects and spells currently targeting the summoner are suspended until the summoner emerges from the eidolon (although durations continue to expire).   The summoner can cast spells while inside the eidolon by taking control of the eidolon for the duration of the casting. Any material components used for these spells are taken from the summoner's gear, even though they are otherwise inaccessible. The summoner can direct all of the eidolon's actions while merged, can perceive through its senses, and can speak through its voice.   An Eidolist can end this effect at any time as a bonus action. The Eidolist emerges in a square adjacent to the Eidolon if able. If the Eidolon is returned to its home plane while the summoner is merged with it, the summoner is immediately ejected, taking 4d6 points of force damage, and is stunned for 1 minute.  

Divisionist

  Other Summoners are of the belief that one Eidolon is enough. Divisionists disagree and are able to split the power of their Eidolon into multiple forms. Believing a multipronged approach is best, the Divisionist controls multiple Eidolon bodies at one time.  

Divided Eidolon

  At 3rd level, when you select this archetype, you gain the ability to divide your Eidolon's power amongst multiple bodies. The Divisionist is able to control a number of Divided Eidolons at a time equal to 1 + half his proficiency bonus, rounded down. When dividing your Eidolon, the penalities applied to the new forms affect your original Eidolon as well.   When creating additional Eidolons, you may fully recreate a new form using the same method used to create the first Eidolon with the following requirements:
  • All of their ability scores suffer a -2 penalty,
  • They start with 4 HP + their Constitution bonus, and gain 3 HP + their Constitution bonus at each new level, and
  • You must divide the Evolution Points you have between all forms. They share a pool
  Divided Eidolons provide only half the normal bonus from the Shield Ally class feature, and the bonus does not stack if an ally is adjacent to more than one Eidolon. Each Eidolon may have a different base form and type. All Eidolons are summoned at the same time. Eidolons are banished individually when defeated, but may be dismissed by the Summoner as a group. Eidolon creation is PERMANENT. Make sure you want another Eidolon before you create it. When you use the "Makers Call" ability you may only summon a single Eidolon.  

Linked Senses

  At 7th level, your Divided Eidolons have learned how to share their senses. As long as all of your Eidolons are within 30 feet of each other, visible attackers can not gain advantage on attacks against them. In addition, they all gain the benefits of any sensory bonuses at least one of them has (low-light vision, scent, multiple heads, etc). This class feature only applies if you control at least 2 Divided Eidolons.  

Spell Efficiency

  At 11th level, when you cast a spell on one of your Divided Eidolons, you may choose to have it affect all of them. This only applies to spells you cast on your Eidolons. This class feature only applies if you control at least 2 Divided Eidolons.  

Evolutionary Chain

  At 15th level, your Divided Eidolons have learned to share their power. If you control 2 Divided Eidolons, each of your divided Eidolons gain a number of evolution points equal to the number of divided Eidolons you control. These evolution points may not be given to other Eidolons or taken using the "Aspect" feature and are otherwise treated as normal. Additionally once you reach this level your "Maker's Call" feature you may choose to bring any number of Eidolons to you.  
  • Note: When using the Bond Senses class feature, you select one Eidolon to target. At 20th level, when using the Twin Eidolon class feature, you split into a single copy of an Eidolon you currently control and may transform into a different one as a bonus action.
 

Synergist

Some see their Eidolon as less of a pet and more of a partner. They believe that the Eidolon is not to be stood behind, but to be fought beside. Focusing on standing side-by-side, the Synergist become like their Eidolon, and work as a team to break down opponents.  

Combat Training

  At 3rd level, when you select this archetype, you gain proficiency with martial weapons and heavy armour. You may still perform the somatic components of spells while using a weapon and shield, or a two-handed weapon.  

Lesser Aspect

  At 7th level, the Synergist may choose to divert 4 points away from your Eidolon's evolution point pool. If you do, you remove it from the total points your Eidolon has access to and add it to yourself. You may then select an evolution you would qualify for. The total points and evolution can be changed at any time you could change your Eidolon's evolutions, but is otherwise permanent. This stacks with the Aspect class feature gained at level 10. If you choose to use these points to get natural attacks, you have the same limit as the Eidolon.  

Aspect Efficiency

  At 11th level, your Eidolon only loses half a point from its evolution pool (rounded up) for each point you divert to yourself.  

Greater Aspect

  At 15th level, the Synergist may choose to divert up to 6 points away from your Eidolon's evolution point pool. If you do, you remove these from the total points your Eidolon has access to and add them to yourself. You may then select evolutions you would qualify for. The total points and evolutions can be changed as a bonus action. This stacks with the Lesser Aspect and Aspect class features.  
  • Note: The "Aspect Efficiency" class feature does not double the amount of points you may divert from your Eidolon. It simply reduces the total amount you actually divert by half. IE: A 15th level Eidolist diverts the full 12 points (the max allowed by his class features) away from his Eidolon to use himself, and his Eidolon loses only 6 points.


Proficiency-SpellSlotsperLevel-
LevelBonusCantripsSpells KnownEvolution PoolFeatures1st2nd3rd4th5th
1st+22-8Eidolon, Summoer's Bond-----
2nd+2229Spellcasting, Bond Senses2----
3rd+22310Archtype3----
4th+22311Ability Score Improvment3----
5th+32412-42---
6th+32513Maker's Call 1/day42---
7th+33514Archtype Feature43---
8th+33615Ability Score Improvement43---
9th+43617-432--
10th+43718Aspect, Maker's Call 2/day432--
11th+43719Archtype Feature433--
12th+43820Ability Score Improvment433--
13th+54921-4331-
14th+54923Shield Ally, Maker's Call 3/day4331-
15th+541024Archetype Feature4332-
16th+541025Ability Score Improvment4332-
17th+641126-43331
18th+641127Life Bond, Maker's Call 4/day43331
19th+651229Ability Score Improvment43332
20th+651330Twin Eidolon43332

Created by

Magenth.

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