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.

Skilled Companions

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.

Symbolic Knowledge

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.

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.

Class Features

As a Summoner, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: None
  • Weapons: None
  • Tools: None

  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Survival, Nature, Medicine, Arcana, or Investigation.

Equipment

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

  • A trinket of your choice.
  • A simple weapon

Eidolon

At 1st level, 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 do not return to their home plane until they are reduced to a number of negative hit points equal to or greater than their Constitution score. In addition, due to it's tie with it's summoner, an eidolon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creates. A summomner can summon his Eidolon as a ritual that takes 10 minutes. When summoned this way, the eidolon's hit points are unchanged from the last time it was dismissed or banished. If the eidolon was slain, it returns with half of it's maximum Hit Points. The eidolon cannot be healed by any means other than spells. The Eidolon takes a form shaped by the summoner's desires. The eidolon's Hit Dice, saving throws, skills, abilities, and stats are based on a creature or beast with a CR equal to a fourth of your Summoner level, and is agreed upon by the DM. You can change the creature that your Eidolon is based on when you gain a level. 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 for the spell's duration). Once an Eidolon is slain, it cannot be summoned again until the next day, and the ritual requires an hour and 10 gp in supplies when summoning an Eidolon that was formerly slain. When you take damage that brings you under half of your total Hit Points, you have to roll a Constitution Saving Throw with a DC decided by the DM. If you fail, the Eidolon dissapears, and you must complete the ritual again before it is resummoned. Add your Constitution modifier to the roll.

Summon Monster

At 2nd level, a Summoner can summon a creature specified in the ability's table corrosponding to the level of the Summoner, detailed in the Summonable Creatures list at the end of the Class Description and expending a number of Summon Slots equal to the monster's CR. They can summon creatures this way a number of times equal to 1 + their Charisma modifier. The creature summoned is friendly to you and creatures that you are friendly to. The creatures each have their own turn. At 3th level, you can expend 1 Slot to cast the Flock of Familiars, or Find Steed spells, These slots recover after finishing a Short or Long Rest. At 8th level, you can expend 1 slot to cast the Conjure Animals or Summon Lesser Demon. At 10th level, you can expend 1 slot to cast the Conjure Minor Elementals, Conjure Woodland Beings, or Find Greater Steed. At 13th level, you can expend 1 slot to cast Summon Greater Demon or Conjure Elemental. At 18th level, you can expend 1 slot to cast Conjure Celestial. Creatures summoned this way are dismissed after 1 minute. You can only have 1 creature of a CR 1/2 or higher summoned at a time. You can dismiss a summoned creature as a Bonus Action. You can summon a maximum of 2 creatures as an Action.

Summoning Method

At 3rd level, choose one of the following Summoning Methods: Garthan's Method, Azawrath's Method, or Enzovox's Method. These methods grant you abilities at 3rd, 10th, and 18th level.

Eidolic Evolution

Starting at 3rd level, you can expend a number of Summon Slots corrosponding to an Eidolic Evolution from the Summoner Eidolic Evolution table, and apply it to your summoned creature as an Action, or you can apply this bonus as a free action when you summon the creature.

Bond's Call

At 6th level, as a standard action, you can call your Eidolon to your side. It appears adjacent to you, in an unoccupied space. If the Eidolon goes 20ft away from you, it dissapears. This function as Dimension Door, but only for your Eidolon. Your Eidolon stays for 1d4 rounds.

Transposition

At 9th level, you can switch places with your Eidolon as a Bonus Action. If the Eidolon is larger than you, you can appear in any space your Eidolon occupies.

Life Bond

At 11th level, a Summoner's life force is connected to the Eidolon's. When your Eidolon would reach 0 Hit Points, you can expend 2 Hit Points to allow the Eidolon to regain 1 Hit Point, or any increased extent of that (4 Hit Points for 2 Hit Points) in the same Action.

Eidolon Spirit

At 15th level, when you resummon your Eidolon after it was slain, you can expend any number of Hit Die to heal the Eidolon 6 Hit Points for each expended Hit Die.

Summoning Maestro

At 20th level, whenever you enter a combat with 0 Summon Slots, you can summon a creature of CR 1/2 or less.

Summoning Methods

There are as many different ways of manipulating the power coming from your Eidolon as there are summoners, but the following are some general groups and methodoligies, named after the famous 3 Conjurers Garthan, Azawrath, and Enzovox.

Garthan's Method

The way of Garthan, a famous Summoner in history, that focuses on summoning your Eidolon in a protective manner around you as if it was a shield. This type of Eidolon is called a guardian spirit by many of it's users, and it is often mistaken for some sort of divine embassy or deity.

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Eidolonic Guardian

A Summoner who chooses Garthan's Method can change their Eidolon into an Eidolonic Guardian, however the Guardian cannot go 10ft away from the Summoner. Your AC becomes 13 + your Wisdom modifier. Your Eidolon will usually have some sort of shield or other object that it uses to block attacks (flavor)

Clandestine Eidolon

From 10th level, when a creature makes a magic attack against you and misses by 2 or less, you can absorb the attack and channel it into a counterattack. Immediately, perform a ranged attack against the target, the effect and damage of which is the same as the redirected spell.

Eidolon Shield

At 18th level, you can, as a Bonus Action, increase your AC to 13 + your Wisdom Modifier + Your Proficiency Bonus. This bonus to AC lasts for 1 round. Once you have used this ability twice, you cannot use it again until you complete a Long Rest.

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Azawrath's Method

The way of Azawrath, a famous historical Summoner, that focuses on channeling your eidolon to summon dangerous creatures using arcane magics.

Summoning Soul

At 3rd level, you learn 1 Conjuration spell from any class' Spell List, and you can expend Summon Slots in exchange for Spell Slots when casting this spell.

Summoned Spirit

At 10th level, when your summoned creature drops to 0 Hit Points, you can regain Summon Slots equal to that summoned creature's CR (max. 1). Once you've used this ability, you can't use it again until you finish a Long Rest.

Spirital Summoner

At 18th level, you get a book from your Eidolon called a Summoning Epitoph, which has every Conjuration spell written inside of it. Every day, you can select 2 of those spells. You can cast those spells, using Wisdom as your spellcasting modifier.

Enzovox's Method

The way of Enzovox, a famous historical Summoner, that focuses on channeling your Eidolon to summon a large amount of creatures in a short amount of time.

The Conjured Ones

Starting at 3rd level, if you summoned a creature with a CR of 1/2 or lower as an action, you can expend 1/4 Summon Slot as a bonus action to summon a creature of CR 1/4 or lower. Once you've used this ability twice, you cannot use it again until

Arcadia Summoner

Starting at 10th level, when your Eidolon's Hit Points reach 0, you can immediately move 1 of your Summoned creatures to the space your Eidolon formerly occupied. You can only move one of your summoned creatures to this area.

Utopian Summon

Starting at 18th level, when your Eidolon reaches 0 Hit Points, you can, as a Reaction, summon a creature with a CR of 1 or lower. Once you've used this ability, you cannot use it again until you finish a Long Rest.

Summonable Creatures By CR

CR 1/8
  • Giant Crab
  • Giant Rat
  • Giant Wiesel
  • Blood Hawk
  • Dolphin
  • Kobold
  • Strix
  • Mastiff
  • Dimetrodon
  • Xvart
CR 1/4
  • Blink Dog
  • Boar
  • Panther
  • Smoke Mephit
  • Steam Mephit
  • Pseudodragon
  • Ox
  • Rothe
  • Vegepygmy
  • Troglodyte
  • Wolf
CR 1/2
  • Ape
  • Black Bear
  • Darkmantle
  • Ice Mephit
  • Magma Mephit
  • Magmin
  • Dust Mephit
  • Crocadile
  • Cockatrice
  • Rust Monster
  • Vine Blight
  • Sahuigin
  • Ghoul, Beggar
  • Worg
  • Tridrone
CR 1
  • Brass Dragon Wyrmling
  • Brown Bear
  • Bugbear
  • Imp
  • Tiger
  • Specter
  • Young Fairie Dragon
  • Vargouille
  • Thri-Kreen
  • Harpy
  • Quasit
  • Quaggoth Spore Servant
  • Skull Swarm
  • Scarecrow
  • Fire Snake
CR 2
  • Awakened Tree
  • Ankheg
  • Akata
  • Atomie
  • Guard Drake
  • Minotaur Skeleton
  • Nothic
  • Poltergeist
  • Quetzalcoatus
The Summoner
Level Proficiency Bonus Features Summon Slots
1st +2 Eidolon, Summon Slots 1/2
2nd +2 Summon Monster 1/2
3rd +2 Summoning Method 1
4th +2 Ability Score Improvement 1
5th +3 2
6th +3 Ability Score Improvement, Bond's Call 2
7th +3 2
8th +3 Ability Score Improvement 2
9th +4 Transposition 3
10th +4 Summoning Method Ability 3
11th +4 Life Bond 3
12th +4 Ability Score Improvement 3
13th +5 4
14th +5 Ability Score Improvement 4
15th +5 Eidolon Spirit 4
16th +5 Ability Score Improvement 5
17th +6 5
18th +6 Summoning Method Ability 5
19th +6 Ability Score Improvement 6
20th +6 Summoner Maestro 7

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