Summoner

Walking into the conference, hulking monstrosity behind her, she calmly sits giving a calm but assertive glance over the rest in the room. She begins laying out the terms and conditions, which all are obliged to follow out of fear that stems from her eidolon.

With a crash and roar the eidolon slams through the entrance, making its presence known to the enemies within. It slams down enemies one by one, no remorse, no pity, until all that’s left are the remains of whatever tried to cross its drow master.

Letting a carefree laugh out, the halfling flies atop her eidolon, gleefully performing aerial loops and dives, before flying down to ambush a caravan. As quickly as they went in, they left, goods in hand and the original owners non the wiser.

Summoners rely on their summoned creatures, primarily their eidolon, but their use of space manipulating magic makes them a formidable casting force. Using their eidolon as their primary fighting force, the summoners themselves often have sharp wit and a silver tongue.

Unbreakable Bond

Summoners seldom allow their eidolons to wander from their side, either for protection, or simple companionship. Summoners work almost everywhere; their skills lead them mostly towards independent messengers, bodyguards, and political escorts. There are summoners who prefer to remain independent, keeping only their eidolon for company and shunning those who attempt to break their solidarity.

Their intimate connection with their eidolon lends them to use a variety of tactics and abilities. While they focus on their interactions with people, the eidolon can be almost anything, focusing on combat prowess, stealth, spells, and even knowledge.

Unfathomable Creation

Creations of the mind, a summoners eidolon can fulfill any role given, learning their skills through the magic of the far realm. The summoners themselves however strive to learn more about the world, other planes, learning where they draw their abilities. Other summoners attempt to learn new locations to further their own power.

Summoners abilities and skills often lead them to adventuring, the lure of new locations is often to much. A summoners eidolon will often be wary of other adventurers, not sure if it trusts these so called allies. But soon, it will learn from both the summoner and the ally’s actions that they are a boon to its master.

Creating a Summoner

While creating your summoner character, consider how their abilities flourished and how your eidolon came to be. Were you trained in the art of summoning, or did your eidolon appear before you? Was your eidolon given to you by powers beyond mortal comprehension, or were dark rituals the source.

How did you hone your skills? was it with a mentor, otherworldly guidance, self-taught? What was your motivation for gaining this power? Revenge, curiosity, power? What is your motivation with the party? Is it hard trying to convine your allies to trust your eidolon, and trying to get your eidolon to trust your newfound allies.

1

PART 2 | CLASSES

Summoner
Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th
1st +2 Eidolon, Lifelink, Summon Monster 1st
2nd +2 Bond Senses, Spellcasting 2
3rd +2 Summoner Archetype, Summon Monster 2nd 3
4th +2 Shield Ally, Ability Score Improvement 3
5th +3 Summon Monster 3rd 4 2
6th +3 Makers Call 4 2
7th +3 Summoner Archetype Feature, Summon Monster 4th 4 3
8th +3 Ability Score Improvement 4 3
9th +4 Summon Monster 5th 4 3 2
10th +4 Aspect 4 3 2
11th +4 Summoner Archetype Feature, Summon Monster 6th 4 3 3
12th +4 Ability Score Improvement 4 3 3
13th +5 Summon Monster 7th 4 3 3 1
14th +5 Life Bond 4 3 3 1
15th +5 Summon Monster 8th 4 3 3 2
16th +5 Ability Score Improvement 4 3 3 2
17th +6 Summoner Archetype Feature, Summon Monster 9th 4 3 3 3 1
18th +6 4 3 3 3 1
19th +6 Gate, Ability Score Improvement 4 3 3 3 2
20th +6 Twin Eidolon 4 3 3 3 2

Quick Build

You can make a summoner quickly by following these suggestions. First, make Charisma your highest ability score, followed by Dexterity or Constitution (if you wish to focus on health). Second, choose the Charlatan background.

Class Features

As a Summoner, you gain the following class features

Hit Points

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

Proficiencies

Armor: Light Armor
Weapons: Simple weapons
Tools: none
Saving Throws: Charisma, Constitution
Skills: Choose two from Intimidation, Arcana, Investigation, Persuasion, Religion, History, and Insight

Equipment

You start with the following equipment, in addition to the equipment granted by your background:
• (a) Light Crossbow and 20 bolts or (b) any Simple Weapon
• (a) Component Pouch or (b) Arcane Focus
• (a) Scholar’s Pack or (b) Explorers Pack
• Leather Armor, any Simple weapon, and two Daggers

Eidolon

A summoner begins 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 it fails 3 death saves. In addition, due to its tie to its summoner, an eidolon can touch and attack creatures warded by protection from evil and good, and similar effects that prevent contact with summoned creatures. In Combat the Summoner dictates the eidolons movement, and actions. A summoner can summon his eidolon in a ritual that takes 1 minute to perform. When summoned in this way, the eidolons hit points are

2

Part 2 | CLASSES

unchanged from the last time it was dismissed or banished. The only exception to this is if the eidolon was

slain, in which case it returns with half its normal hit points The eidolon does not heal naturally. The eidolon remains until dismissed by the summoner (an action). If the eidolon is sent back to its home plane due to death, it cannot be summoned again until the following day. The eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as banishment work normally. If the summoner is unconscious, asleep, or killed, his eidolon is immediately banished. The eidolon takes a form shaped by the summoner’s desires. The eidolon’s proficiency, saving throws, skills, feats, and abilities are tied to the summoner’s class level and increase as the summoner gains levels. In addition, each eidolon receives a pool of evolution points, based on the summoner’s class level, which 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. This control is not fine enough to make the eidolon appear like a specific creature. 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. 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).

Starting at 1st level, a summoner forms a close bond with his eidolon. Whenever the eidolon takes enough damage to send it back to its home plane, the summoner can sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage done to the eidolon. This can prevent the eidolon from being sent back to its home plane.

In addition, the eidolon and the summoner must remain within 100 feet of one another for the eidolon to remain at full strength. If the eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by half. If the eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by three quarters. If the eidolon is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when the eidolon gets closer to its summoner, but its maximum hit point total does return to normal.

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. He can use this ability a number of rounds per day equal to his summoner level. 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 free action.

Summon Monsters

Starting at 1st level, a summoner can cast summon monster I a number of times per day equal to his Charisma modifier. Drawing upon this ability uses up the same power as the summoner uses to call his eidolon. As a result, he can only use this ability when his eidolon is not summoned. He can cast this spell as an action and the creatures remain for 1 minute per level (instead of 1 round per level).

At 3rd level, and every 2 levels thereafter, the power of this ability increases by one spell level, allowing him to summon more powerful creatures (to a maximum of summon monster IX at 17th level). At 19th level, this ability can be used as gate or summon monster IX. If used as gate, the summoner must pay any required material components. A summoner cannot have more than one summon monster or gate spell active in this way at one time. If this ability is used again, any existing summon monster or gate immediately ends.

Spellcasting

By 2rd level you learn how to pull elements and effects from other places to cast spells. See chapter 10 of the PHB for general rules on spellcasting and Page 14 for the Summoner spell list.

Preparing and Casting Spells

The Summoner spellcasting table shows how many spell slots you have to cast your spells for 1st level and higher. To cast one of these 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.
You prepare the list of summoner spells that are available for you to cast, choosing from the summoner spell list. When you do so, chose a number of summoner spells equal to your Charisma Modifier + half you summoner level, rounded down (minimum of one spell). The spells must be of a level of which you have spell slots.

For example, if you are a 5th-level summoner, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st-level or 2nd-level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparring a new list of summoner spels requires time spent memorizing locations: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells, since you learn your spells through instinct. 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 sorcerer spell you cast and when making an attack roll with one.

Spell save DC = 8 + proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Summoner Archetype

At 3rd level, A summoner may pick an archetype that you base your skills around: Broodmaster or Eidolist, both are detailed at the end of the class description. Your choice grants you fetures at 3rd level and again at 7th, 11th and 17th level.

3

Part 2 | CLASSES

Shield Ally

At 4th level, the summoners eidolon begins protecting its master. Whenever a summoner is within his eidolon’s reach, the summoner receives a +2 to armor class and advantage on physical saving throws if the Eidolon spends its reaction. Does not apply is the Eidolon is unable to take a reaction.

Ability Score Improvement

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

4

Part 2 | CLASSES

Makers Call

At 6th level, as an action, a summoner can call his eidolon to his side. This functions as dimension door, using the summoner’s caster level. 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 times equal to their Charisma modifier.

Aspect

At 10th level, a summoner can divert up to 2 points from his eidolon’s evolution pool to add evolutions to himself. He cannot select any evolution that the eidolon could not possess, the large evolution, 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 evolutions he receives from these points any time he can change the eidolon’s evolutions. At 18th level the summoner may divert up to 6 points, and for every 2 points used by the summoner, the eidolon loses 1 point.

Life Bond

At 14th level, a summoner’s life becomes linked to his eidolons. As long as the eidolon has 1 or more hit points, the summoner is protected from harm. Damage in excess of that which would reduce the summoner to less than 0 hit points is instead transferred to the eidolon. This damage is transferred 1 point at a time, meaning that as soon as the eidolon is reduced to 0, all excess damage remains with the summoner.

Effects that cause death but not damage are unaffected by this ability. This ability does not affect spells like polymorph, flesh to stone, or imprisonment, or other spells that do not cause actual damage.

Twin Eidolons

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, 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 20 minutes. 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 free action.

Summoner Archetypes

Each and every summoner treats their eidolon differently, and there abilities follow two trends: Broodmaster and Eidolist.

Broodmaster

Braving this path shows a want for more raw power, calling more creatures from other planes to this one under your command

Brood Maker

At 3rd level, you are able to summon other creatures along side your Eidolon. You may cast Summon Monster using your Summon Monster ability at half the level (rounded up) you would normally cast the ability (for example a summoner at 9th level can cast summon monster at level 3 while your eidolon is out). In addition you are able to communicate with any creatures summoned by the summon monster ability.

Maker's Corral

At 7th level, the summoner learn’s how to better control their brood. As a bonus action using his maker’s call ability, the summoner call all creatures summoned through their Summon Monster to your Eidolon. If their Eidolon is not summoned, the summoned creatures are teleported to you.

4

Part 2 | CLASSES

Brood Mentality

At 11th level, the summoner’s brood learns how to better work together. The summoner’s summoned creatures can convey the effects of shield ally to the Summoner, the eidolon or another summoned creature so long as they are able.

Brood Lord

At 17th level, the summoner’s magic further infests his body. The summoner can divert more of their eidolon’s evolutions to themselves. This ability functions as the aspect ability, but up to 6 evolution points can be taken. In addition, you no longer have to concentrate on the spell Summon Monsters, however, casting the spell again dispels any creatures previously summoned by this spell

Eidolist

Following the path of the Eidolist means devoting your powerto your eidolon to better aid its combat potential. Furthering down this path aids your bond with your eidolon, learning how each other thinks strategically.

Evolutionist

At 3rd level, the summoner learns how to better link their eidolon to this world. The eidolon gains evolution points equal to the summoners charisma modifier or their proficiency modifier (which ever is higher) and the distance that the Eidolon can be away from the summoner without losing hit points is doubled.

Transposition

At 7th level, a summoner can use his maker’s call ability to swap locations with his eidolon. If it is larger than him, he can appear in any square occupied by the eidolon. The eidolon must occupy the square that was occupied by the summoner if able, or as close as possible if it is not able. In addition, when the summoner teleports the eidolon, the eidolon may use its reaction to move up to 10 feet and perform a melee attack

Greater Shield Ally

At 11th level, whenever an ally is within an eidolon’s reach, they gain the effects of shield ally, if the ally is summoner; the summoner receives an additional +2. Also, if a creature within the eidolons reach attacks the summoner, the eidolon may use its reaction to perform an attack.

Merge Forms

At 17th level, expending his turn, a summoner 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).

While merged, the eidolon adds the summoners proficiency modifier to their damage rolls and saving throws and 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.

The summoner can use this ability for a number of rounds equal to his summoner level and recharge on a long rest. He can end this effect at any time as a free action. The summoner 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 damage, and is stunned for 1 round.

5

Part 2 | CLASSES

Eidolon
Level Proficiency Bonus Features AC Bonus STR/DEX Bonus Evo Pool
1st +2 Darkvision, Link, Share Spells 3
2nd +2 4
3rd +2 5
4th +2 Ability Score Improvement 7
5th +3 Extra Attack 1 1 8
6th +3 Evasion, Devotion 1 1 9
7th +3 1 1 10
8th +3 Ability Score Improvement 1 1 11
9th +4 1 1 13
10th +4 2 2 14
11th +4 Extra Attack (2) 2 2 15
12th +4 Ability Score Improvement 2 2 16
13th +5 2 2 17
14th +5 2 2 19
15th +5 3 3 20
16th +5 Ability Score Improvement 3 3 21
17th +6 3 3 22
18th +6 3 3 23
19th +6 Ability Score Improvement 3 3 25
20th +6 Extra Attack (3) 4 4 26

Eidolon

Creating an Eidolon

When creating an eidolon, think about its personality and demeanor. What is its behaviour around the summoner, and what is its reaction to the party? Does it like the summoner and party, or loathe them.

Quick Build

You can make an eidolon quickly by following these suggestions. When creating a attack heavy eidolon, choose aquatic or biped base forms. When creating a speed heavy eidolon, choose avian, quadruped, or tauric base forms. When creating a stealth heavy eidolon, choose avian or serpentine base forms.

Class Fetures

The eidolon has the following class fetures

Hit Points

Hit Dice: 1d10 per eidolon Level
Hit Points at 1st Level: 1d10(6) + eidolons Constitution modifier for all levels

Constitution modifier per eidolon level after 1st

Proficiencies

Armor: No Armor
Weapons: None
Tools: None
Saving Throws: One physical (Str, Dex, Con) and one mental (Int, Wis, Cha)

Skills: Choose any 3

Darkvision

The eidolon can see 60 feet in dim light as if it were bright light, and in darkness as if it were dim light.

AC and Str/Dex Bonus

The eidolon becomes tougher and faster. At 5th, 10th, 15th, and 20th level the gains 1 extra armor class and 1 into strength and dexterity. The stat increases can push a stat above 20.

Eidolon Leveling

The eidolons level is based on the sumoners level and the eidolon cannot take levels in other classes.

6

Part 2 | CLASSES

A summoner and his eidolon share a mental link allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the summoner to give orders to his eidolon at any time. In addition, magic items interfere with the summoner’s connection to his eidolon. As a result, the summoner and his eidolon share magic item slots. For example, if the summoner is attuned to two items, the eidolin can only attune to one magic item

Share Spells

The summoner may cast a spell with a target of “self” or on his eidolon (as a spell with a range of touch) instead of on himself. Spells cast in this way must come from the summoner spell list.

This ability does not allow the eidolon to share abilities that are not spells, even if they function like spells.

Ability Score Improvement

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

Extra Attack

At 5th level, the Eidolon gains two attacks per attack action, and bonus action attacks. Bonus action attacks are made without adding strength modifier to the damage of an attack. Bonus action attacks are listed in the Eidolon evolutions, and can be used for off hand attacks. The Eidolon can only make one attack of each type in an action or bonus action attack unless specified otherwise by the evolution.

At 11t level, the Eidolon gains three attacks per attack action and bonus action attack, at 20th level the Eidolon gains 4 attacks per attack action and bonus action attack

Evasion

The eidolon has learnt how to better evade harm. Beginning at 6th level, whenever the eidolon is subject to a Dex save, he may spend his reaction to take half damage on a failed save, and nothing on a successful save

Devotion

The eidolons unwavering faith to its summoner makes it harder to sway. At 6th level The eidolon gains advantage on saving throws against being charmed and frightened.

7

Part 2 | CLASSES

Base Forms

Aquatic

Size Medium; Speed 20 ft., swim 40 ft.; AC +2 natural armor

Ability Scores Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11

Free Evolutions

Bite, improved natural armor, gills, swim (2), and can select the mount evolution.

Avian

Size: When summoned, an avian eidolon is Small unless it spends 2 points from its evolution pool. At 5th level, a Medium or larger avian eidolon's flight speed increases by 40 feet, as if it had 2 more points in the flight evolution; Speed 30 ft., fly 30 ft. AC +1

Ability Scores Str 12, Dex 16, Con 13, Int 7, Wis 10, Cha 11.

Free Evolutions

Claws, flight, limbs (legs).

Biped

Size Medium; Speed 30 ft.; AC +1 natural armor

Ability Scores Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11

Free Evolutions

Claws, limbs (arms), limbs (legs).

Quadruped

Size Medium; Speed 40 ft.; AC +1 natural armor

Ability Scores Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11

Free Evolutions

Bite, limbs (legs) (2)

Serpentine

Size Medium; Speed 20 ft., climb 20 ft.; AC +1 natural armor

Ability Scores Str 12, Dex 16, Con 13, Int 7, Wis 10, Cha 11

Free Evolutions

Bite, climb, reach (bite), tail.

Tauric

Size: When summoned, a tauric eidolon is Small unless it spends 2 points from its evolution pool, in which case it is Medium; Speed 40 ft.; AC +1 natural armor

Ability Scores Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11.

Free Evolutions

Claws, limbs (arms), limbs (legs) (2).

8

Part 2 | CLASSES

Evolutions

1 Point Evolutions

Basic Magic

Basic Magic An eidolon learns to cast a basic spell as a spell-like ability. Select one spell from the following list: acid splash, dancing lights, detect magic, prestidigitations, light, mage hand, ray of frost, spare the dying. This spell can be cast once per day. At 4th level, this spell can be cast three times per day by spending 2 additional evolution points. The caster level for this evolution is equal to the eidolon’s Hit Dice. The save DC for this spell is 8 + proficiency + the eidolon’s Charisma modifier. The eidolon must have a Charisma score of at least 10 to take this evolution. This evolution can be selected more than once. Each time an eidolon selects this evolution, it applies to a new spell.

Bite

An eidolon’s maw is full of razor-sharp teeth, giving it a bite attack. This attack can only be done once per Attack action unless you put more points into it. The bite deals 1d8 points of damage (1d10 if Large, 2d6 if Huge). This evolution can be selected more than once, but the eidolon must possess an equal number of head evolutions.

Claws

An eidolon has a pair of vicious claws at the end of its limbs, giving it claw attacks. The claws deal 1d6 points of damage (1d8 if Large, 1d10 if Huge). This attack can only be done Twice per Attack action unless you put more points into it. 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.

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.

Gills

An eidolon has gills and can breathe underwater indefinitely.

Hooves

An eidolon has a pair of sharp hooves at the end of its limbs, giving it hoof attacks. The hooves deal 1d4 points of damage (1d6 if Large, 1d8 if Huge) and can be used as a bonus action. This attack can only be done twice per Attack bonus action unless you put more points into it. 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.

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. 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.

Improved Natural Armor

An eidolon’s hide grows thick fur, rigid scales, or bony plates, giving it a +1 bonus to its natural armor. This evolution can be taken four times at 1st, 5th, 10th, and 15th.

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 resistances. If the summoner is 10th level or higher, all of the eidolon’s weapons are treated as magical for the purpose of overcoming damage resistances.

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, aquatic and serpentine base forms.

Pincers

An eidolon grows a large pincers at the end of one pair of its limbs. The pincers deal 1d8 points of damage (1d10 if Large, 2d6 if Huge) and can be used as a bonus action. This attack can only be done twice per Attack bonus action unless you put more points into it. 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.

Pounce

The Eidolon gains quick reflexes, they are able to make an attack as a bonus action after dashing and moving 20 ft in a straight line towards a target, target must make a strength save (Strength mod + prof. + 8) or be knocked prone. 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 contested Athletics 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.

9

Part 2 | CLASSES

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 contested Athletics check. 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.

Resistance

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, electricity, fire, or thunder). The eidolon gains resistance to the 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.

Skilled

An eidolon becomes especially adept at a specific skill, gaining proficiency in that skill. Each time an eidolon selects this evolution, it applies to a different skill.

Slam

An eidolon can deliver a devastating slam attack. This attack is a primary attack. The slam deals 1d10 points of damage (2d6 if Large, 2d8 if Huge). This attack can only be done once per Attack action unless you put more points into it. 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.

Sting

An eidolon possesses a long, barbed stinger at the end of its tail, granting it a sting attack. This attack can only be done once per Attack action unless you put more points into it. The sting deals 1d4 points of damage (1d6 if Large, 1d8 if Huge). This evolution can be selected more than once.

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 granting it the Tail Slap Attack. The tail slap deals 1d6 points of damage (1d8 if Large, 1d10 if Huge) and can be used as a bonus action. This attack can only be done once per Attack bonus action unless you put more points into it. This evolution can be selected more than once.

Tentacle

An eidolon possesses a long, sinuous tentacle, granting it a tentacle attack. The tentacle attack deals 1d6 points of damage (1d8 if Large, 1d10 if Huge) and can be used as a bonus action. This attack can only be done once per Attack bonus action unless you put more points into it. This evolution can be selected more than once.

Unnatural Aura

An eidolon is obviously of unnatural origin. Normal animals do not willingly approach the eidolon unless the animal’s master makes a DC 20 Animal Handling check.

Wing Buffet

An eidolon learns to use its wings to batter foes, granting it wing buffet attacks. The wing buffets deal 1d4 points of damage (1d6 if Large, 1d8 if Huge) and can be used as a bonus action. This attack can only be done twice per Attack bonus action unless you put more points into it. The eidolon must possess the flight evolution, with wings, to select this evolution.

10

Part 2 | CLASSES

2 Point Evolutions

Ability Increase

The Eidolon hones its skills further, it gains +1 into a chosen stat, and this cannot be used to exceed 20. This evolution can be taken four times at 1st, 5th, 10th,15th.

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. 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, electricity, fire, or thunder. All of the eidolon’s natural attacks deal 1d6 points of energy damage of the chosen type on a successful hit. The summoner must be at least 5th level before selecting this evolution.

Finesse

The Eidolon hones its skills in quick and deadly movements. Pick any attack, that attack gains the finesse quality.

Flight

An eidolon grows large wings, like those of a bat, bird, insect, or dragon, gaining the ability to fly. The eidolon’s fly speed can be increased by spending additional evolution points, gaining a 20-foot increase to fly speed for each 2 additional point spent. The summoner must be at least 5th level before selecting this evolution.

Gore

An eidolon grows a number of horns on its head, giving it a gore attack. This attack can only be done once per Attack action unless you put more points into it. The gore deals 1d8 points of damage (1d10 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 a contested athletics check. If successful, the eidolon grapples the target. This ability only works on creatures of a size one category smaller than the eidolon or smaller.

An eidolon grows an additional head. The eidolon does not gain any additional natural attacks for the additional head, but the additional head does allow the eidolon to take other evolutions that add an additional attack to a head (such as a bite or breath weapon). This evolution can be selected more than once.

Immunity

An eidolon’s body becomes extremely resilient to one energy type, gaining immunity to that type. Pick one energy type: acid, cold, electricity, fire, or thunder. The eidolon gains immunity to that energy type. This evolution can be selected more than once. Its effects do not stack. Each time it applies to a different energy type. The summoner must be at least 7th level before selecting this evolution.

Keen Scent

An eidolon’s sense of smell becomes even more acute. It gains advantage on perception and survival checks made using smell.

Large

An eidolon grows in size, becoming Large. The eidolon must be Medium to take this evolution. If the eidolon has the biped base form, it also gains 10-foot reach. The summoner must be at least 4th level before selecting this evolution. If the eidolon takes this evolution again, it is increased to huge; 5 feet increase to all attacks reach. Summoner must be 10th level before selecting large again.

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 learns to cast a minor spell as a spell-like ability. Select one spell from the following list: burning hands, comprehend languages, healing word, detect good and evil, magic missile, fog cloud, and silent image. This spell can be cast once per day as a spell-like ability. At 7th level, this spell can be cast three times per day by spending 2 additional evolution points. The save DC for this spell is 8 + proficiency + the eidolon’s Charisma modifier. The eidolon must have a Charisma score of at least 11 and must possess the basic magic evolution to take this evolution.

The summoner must be at least 4th level before selecting this evolution. This evolution can be selected more than once. Each time an eidolon selects this evolution, it applies to a new spell from the above list.

Poison

An eidolon secretes toxic venom, gaining a poison attack. Pick one bite or sting attack. Whenever the selected attack hits, the target must succeed a constitution saving throw (DC 8 + proficiency + Constitution modifier) or take 3d6 poison damage. The summoner must be at least 7th level before selecting this evolution.

11

PART 2 | CLASSES

Rake

An eidolon grows dangerous claws on its feet, allowing it to make 2 rake attacks on foes it is grappling with advantage as a bonus action. The eidolon receives these additional attacks each time it succeeds on a grapple check against the target. Unlike other bonus action attacks, these receive strength bonus to damage. These rake attacks deal 1d4 points of 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 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.

Rider Bond

You and your eidolon share an empathic connection while you ride it. The summoner has advantage on checks and saving throws made to stay mounted. The eidolon must possess the mount evolution to take this evolution.

Shadow Blend

The eidolon now has a dark, mist like body. In any condition of illumination other than bright light, the eidolon disappears into the shadows, allowing it to make a stealth check as a bonus action in dim light and darkness.

Sickening

The eidolon's smell or appearance is so offensive it sickens nearby creatures. Any living creature except its summoner that approaches within 20 feet or begins its turn in that area is sickened for 1 round unless it succeeds at a Constitution save (DC = 8 + proficiency + its Con modifier). Creatures that successfully save cannot be affected by the same eidolon's sickening effect for 24 hours.

Trample

An eidolon gains the ability to crush its foes underfoot, gaining the trample ability. Using its action and bonus action, the eidolon can overrun any creature that is at least one size smaller than itself. The creatures in its path take 2d8 points of damage (2d10 if Large, 2d12 if Huge), plus eidolon’s Strength modifier. Targets of the trample can make attacks of opportunity with disadvantage. If a target forgoes the attack of opportunity, it can make a dexterity save for half damage. The DC of this save is 8 + proficiency + the eidolon’s Strength modifier. A trampling eidolon can only deal trampling damage to a creature once per round. This evolution is only available to eidolons of the biped, quadruped or tauric 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 blindsight evolution, but only if both the eidolon and the creatures 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, granting it a trip attack. Whenever the eidolon makes a successful bite attack of the selected type, it can attempt a contested athletics check. If successful, the target is knocked prone. If the check fails, the eidolon is not tripped in return. This ability only works on creatures of a size equal to or smaller than the eidolon. The eidolon must possess the bite evolution to select this evolution.

Undead Appearance

An eidolon appears as an undead creature, and mimics some of an undead creature’s abilities and weaknesses. Necrotic energy heals the eidolon, and positive energy harms it. Spells and effects that target undead or have specific affects against undead (such as Command Undead), affect the eidolon as if it were undead. The eidolon gains advantage on saves against disease, paralysis, poison, sleep effects, and stunning.

At 12th level, this protection can be increased to immunity against these attacks by spending 2 additional evolution points

Although the eidolon appears undead, it is still an aberration.

Weapon Training

An eidolon learns to use a weapon, Gaining proficiency with 3 different weapons. This evolution can be selected multiple times for different weapons.

12

PART 2 | CLASSES

3 Point Evolutions

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.

Damage Reduction

An eidolon’s body becomes resistant to harm, granting it damage reduction. The eidolon gains DR 5 from bludgeoning, piercing and slashing damage. At 12th level, this protection can be increased to DR 10 by spending 2 additional evolution points. The summoner must be at least 9th 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 2d4 rounds. The DC of this save is equal to 8 + proficiency + the eidolon’s Charisma modifier. The summoner must be at least 11th level before selecting this evolution.

Major Magic

An eidolon learns to cast a major spell. Select one spell from the following list: melf’s acid arrow, cure wounds, darkness, invisibility (self only), lesser restoration, levitate, minor image, scorching ray, see invisibility, or spider climb. This spell can be cast once per day as a spell-like ability.

At 10th level, this spell can be cast three times per day by spending 2 additional evolution points. The save DC for this spell is 8 + proficiency + the eidolon’s Charisma modifier. The eidolon must have a Charisma score of at least 12 and must possess the minor magic evolution to take this evolution. The summoner must be at least 7th level before selecting this evolution. This evolution can be selected more than once. Each time an eidolon selects this evolution, it applies to a new spell from the above list.

Sacrifice

An eidolon can sacrifice its own health to heal another creature.

As anaction, the eidolon can sacrifice up to 2 hit points per level and then touch the target creature, thereby healing the creature for half the amount sacrificed.

See in Darkness

An eidolon can see perfectly in darkness of any kind, including magical darkness. The summoner must be at least 9th level before selecting this evolution.


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 a contested athletics check to swallow the creature. The creature can 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 or natural piercing or slashing 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.

Web

An eidolon gains a pair of spinnerets, giving it the ability to spin webs. The eidolon can use these webs to support itself plus up to one creature of the same size. It can throw webbing as a ranged touch attack up to 8 times per day, entangling a creature up to one size larger than the eidolon. The webbing has a range of 50 feet. Creatures restrained by the web can escape with an Althetics or Sleight of Hand check. The DC of these checks is equal to 8 + proficiency + the eidolon’s Con modifier. The webs have hits points equal to the eidolon’s level. The eidolon can climb its own webs at its climb speed and can pinpoint any creature touching its webs. The eidolon must possess the climb evolution to take this evolution. The summoner must be at least 7th level before selecting this evolution.

4 Point Evolutions

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 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, electricity, or fire. The eidolon can breathe a 30-foot cone (or 60-foot line) that deals 1d6 points of damage of the selected type per summoner levels. Those caught in the breath weapon can attempt a Dexterity save for half damage. The DC is equal to 8 + proficiency + the eidolon’s Constitution modifier. The eidolon can use this ability once per day. The eidolon can use this ability 1 additional time per day by spending an additional 1 evolution point (maximum 3/day). The summoner must be at least 9th level before selecting this evolution.

13

PART 2 | CLASSES

Dimension Door

An eidolon learns to cast dimension door as a spell-like ability once per day. 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.

Lifesense

An eidolon can pinpoint living creatures with ease. The eidolon notices and locates living creatures within 60 feet, just as if it possessed the blindsight evolution. The eidolon must possess the undead appearance evolution to take this evolution. The summoner must be at least 11th level before selecting this evolution.

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.


Ultimate Magic

An eidolon learns to cast a powerful spell as a spell-like ability. Select one spell from the following list: create food and water, mass healing word, daylight, fireball, fly, gaseous form, lightning bolt, major image, stinking cloud, tongues, or water breathing. This spell can be cast once per day as a spell-like ability. The save DC for this spell is 8 + proficiency bonus + the eidolon’s Charisma modifier. The eidolon must have a Charisma score of at least 13 and must possess the major magic evolution to take this evolution.

The summoner must be at least 11th level before selecting this evolution. This evolution can be selected more than once. Each time an eidolon selects this evolution, it applies to a new spell from the above list.

13

PART 2 | CLASSES

1st Level
  • Armor of Agythys
  • Arms of Hadar
  • Bane
  • Cure Wounds
  • Detect Evil and Good
  • Expenditous Retreat
  • False Life
  • Find Familiar
  • Guiding Bolt
  • Healing Word
  • Heroism
  • Ice Knife
  • Inflict Wounds
  • Protection from Evil and Good
  • Speak with Animals
  • Shield
  • Unseen Servant
2nd Level
  • Crown of Madness
  • Darkness
  • Enhance Ability
  • Find Steed
  • Flame Blade
  • Invisibility
  • Melf’s Acid Arrow
  • Misty Step
  • Pass Without Trace
  • Ray of Enfeeblement
  • Rope Trick
  • See Invisibility
  • Snilloc’s Snowball Swarm
  • Warding Bond
3rd Level
  • Blink
  • Conjure Animals
  • Conjure Barrage
  • Counterspell
  • Dispel Magic
  • Fear
  • Fly
  • Hunger of Hadar
  • Remove Curse
  • Vampire Touch
  • Wind Wall
4th Level
  • Banishment
  • Conjure Minor Elementals
  • Conjure Woodland Beings
  • Dimension Door
  • Evards Black Tentacles
  • Greater Invisibility
  • Otiluke’s Resilient Sphere
5th Level
  • Bigby’s Hand
  • Conjure Elemental
  • Contact Other Plane
  • Dispel Evil and Good
  • Planar Binding
  • Animate Objects

Summon Monster

1st-level Conjuration


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S, M (Tiny bag or small candle)
  • Duration: Concentration, rounds equal to caster level

You may summon a creature from the level 1 table for rounds equal to your combined caster level. You must roll a d6 to decide what the creature you summon is. The creature remains for rounds equal to the casters level, dismissed at the start of your appropriate turn.

The cretures that are summoned act on your turn and move to attack the nearest enemy, if you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.

If the caster looses concentration on the spell, the creature remains in the plane for the time they were originally summoned for and are not controlled by the caster.

At Higher Levels every spell slot higher, you may pick from the higher level table or one table level lower summoning 1d3+1 creatures rolled from the table one level lower, or 1d4+1 for two levels lower, you may not pick any tables lower than two.

Level 1 (CR 0-1/8)
d6 Creature
1 Giant Rat
2 Poisonous Snake
3 Hyena
4 Raven
5 Fire Beetle
6 Flying Snake

Summon Monster Tables

DM's may forgo the use of the roll, and opt to choose creatures. DM's can also change what is on the tables if they wish, though it is reccomended that they stay within the CR of each table.

14
PART 3 | SPELLS

Level 2 (CR 1/4)
d6 Creature
1 Wolf
2 Panther
3 Giant Owl
4 Giant Bat
5 Constrictor Snake
6 Blink Dog
Level 3 (CR 1/2)
d6 Creature
1 Crocodile
2 Black Bear
3 Mephit (1d3 for magma, ice or dust)
4 War Horse
5 Worg
6 Giant Wasp
Level 4 (CR 1)
d6 Creature
1 Dire Wolf
2 Tiger
3 Giant Eagle
4 Imp
5 Fire Snake
6 Death Dog
Level 5 (CR 2)
d6 Creature
1 Polar Bear
2 Spine Devil
3 Pegasus
4 Gargoyle
5 Giant Constrictor Snake
6 Giant Elk
Level 6 (CR 4)
d6 Creature
1 Shadow Demon
2 Couatl
3 Chuul
4 Winter Wolf
5 Giant Scorpion
6 Owlbear
Level 7 (CR 5)
d6 Creature
1 Unicorn
2 Giant Crocodile
3 Elemental (1d4 for Fire, Water, Wind, or Earth)
4 Bulette
5 Barlgura
6 Barbed Devil

Level 8 (CR 7)
d6 Creature
1 Chasme
2 Chimera
3 Mammoth
4 Giant Ape
5 Invisible Stalker
6 Vrock
Level 9 (CR 9)
d6 Creature
1 Deva
2 Tyrannosaurus Rex
3 Glabrezu
4 Hydra
5 Bone Devil
6 Aboleth

15

PART 3 | SPELLS

This class is an adaptation of the Pathfinder summoner class, all base idea's go to the original creator of the summoner class. Rule set used is 5e, all credit for the rule set goes to Wizards of the Coast.

Image references

pg 1 image by liyart (http://liyart.deviantart.com/art/Summoner-366746490)
pg 4 Image by shreyashettyart (https://www.instagram.com/p/BCEgbPCxBvj/)
pg 6 image by Shizuku (http://m.blog.naver.com/sijuku79/70069004047)
pg 7 image by image by 咖喱*伊不从墨星美工三癫 (http://huaban.com/pins/771297761/)
pg 9 image copyright Guildwars (http://www.creativeuncut.com/gallery-06/gwn-monster-crocothing.html)
pg 11 image by Mavros-Thanatos (http://mavros-thanatos.deviantart.com/art/Serpent-530648661)
pg 13 left image by Hookwang Lee (https://www.artstation.com/artwork/51ywO)
pg 13 right image by Nick De Spain (https://www.artstation.com/artwork/nDvDE)