Summoner (5e Class)
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While many who dabble in the arcane become adept at beckoning monsters from the farthest reaches of the planes, none are more skilled at it than the summoner. This practitioner of the arcane arts forms a close bond with one particular outsider, known as an eidolon, who gains power as the summoner becomes more proficient at his summoning. Over time, the two become linked, eventually even sharing a shard of the same soul. But this power comes with a price: the summoner's spells and abilities are limited due to his time spent enhancing the power and exploring the nature of his eidolon.
Summoners spend much of their time exploring the arcane arts alongside their eidolon. While their power comes from within, they rely heavily on their eidolon companions in dangerous situations. While a summoner and his eidolon function as individuals, their true power lies in what they can accomplish together.
Creating a Summoner
As you make your character, spend some time thinking about what your eidolon looks like. What is the link between you and it? What is your eidolon's personality? Does it prioritize protecting you over protecting your party members?
- Quick Build
You can make your character quickly by following these suggestions.
For your summoner:
- First, charisma should be your highest ability score, followed by constitution.
- Second, choose the perception and persuasion skills, and the folk hero background.
- Third, take a shortsword, an arcane focus and an explorer's pack.
For your eidolon:
- First, strength should be its highest ability score, followed by constitution.
- Second, choose to become proficient in dexterity saving throws and in the athletics skill.
- Third, take a celestial eidolon with the quadruped base form.
As a Summoner you gain the following class features.
- Hit Points
Weapons: Simple weapons, simple ranged weapons, and shortswords
Saving Throws: Wisdom and charisma
Skills: Choose two from animal handling, deception, intimidation, investigation, nature, perception, persuasion, performance, religion, or survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Any simple weapon or (b) a shortsword or (c) a shortbow and 20 arrows
- (a) An arcane focus or (b) a component pouch
- (a) An explorer's pack or (b) a diplomat's pack
- If you are using starting wealth, you have 4d4 x 10 gp in funds.
|Evolution Points||Cantrips Known||Spells Known||Features||—Spell Slots per Spell Level—|
|4th||+2||2||1||4||Ability Score Improvement||3||—||—||—||—|
|8th||+3||5||1||8||Ability Score Improvement||4||3||—||—||—|
|12th||+4||7||2||12||Ability Score Improvement||4||3||3||—||—|
|16th||+5||10||3||16||Ability Score Improvement||4||3||3||2||—|
|19th||+6||12||3||19||Ability Score Improvement||4||3||3||3||2|
At 1st level, you are linked to a powerful outsider called "eidolon". You can summon it through a ritual that takes 1 minute to perform, or as an action using a 1st level spell slot or higher to summon it instantly. You can communicate with it telepathically (without using any action), as long as you are on the same plane. Your eidolon acts on its own initiative but must obey any verbal or telepathic commands that you issue to it. Any spell effects that can be affected by self-harming actions will also be affected when the eidolon harms its summoner. It cannot wear armor or wield weapons unless it has the appropriate evolutions.
Your eidolon falls unconscious when its hit points fall under 0 and is killed after reaching a negative amount of hit points equal to its constitution score + your summoner's level. If your eidolon would be killed, it instead returns to its original plane and cannot be summoned again until you have completed a long rest. If your eidolon returns to its original plane by a spell or in any other way (unless it was killed), you can't summon it for the next 1 min and the next time you summon it, it has the same amount of hit points it had last time. You can also manually send it back to its original plane as an action.
The eidolon's physical appearance is up to the summoner, but it always appears as some sort of fantastical creature and must respect its evolutions (legs, tails, tentacles, etc.) The appearance of the eidolon can be changed each time you can change its evolutions. The eidolon also bears a glowing rune that is identical to a rune that appears on the summoner's forehead as long as the eidolon is summoned (you may also choose to always keep the rune, even if your eidolon isn't summoned). While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance (such as polymorph).
Your eidolon's starting ability scores are dependent on rolling or point-buy system, but it gets a -2 debuff to all of it. It has a base armor class of 8 + its dexterity modifier. The eidolon starts with 6 + its constitution modifier hit points. Each time you gain a summoner level, it gains hit points equal to 1d6 + its constitution modifier. Your eidolon also has a number of hit dice (d6) equal to your summoner level, which it can use when it does a short rest (or when you do one, if it's not summoned).
Your eidolon has a base speed of 25 feet. It has the same alignment, languages, and proficiency bonus as you, and you chose one saving throw and one skill that it become proficient with. While creating your eidolon you must chose one creature type from the following options : aberration, celestial, dragon, elemental, fey, fiend, plant, undead, or monstrosity. You are able to change your eidolon type, saving throws and skills, each time you can change its evolutions.
- Base Forms
At 1st level, you chose 1 of the 5 possible base forms for your eidolon, which determines its starting evolutions. Once you've made your choice, you can't exchange these evolutions for different ones, but you can remove them.
- Quadruped: Head, Limbs (legs), Limbs (legs), and Bite
- Biped: Head, Limbs (legs), Limbs (arms), and Claws
- Serpentine: Head, Tail (ground), Bite, and Improved Natural Armor (scales)
- Aquatic: Head, Limbs (legs), Swim (flippers), Water Breathing, and Improved Natural Armor (scales)
- Aerial: Head, Limbs (legs), and Wings
You have learned to master the school of conjuration, but you can also cast spells from the other school of magic. You can see all spells you are able to learn from the summoner spell list, available at the bottom of this page.
- Spells Known
At 2nd level, you know two 1st-level spells of your choice from the summoner spell list. The "Spells Known" column of the summoner table shows how many you know at each level. Each of these spells must be of a level for which you have spell slots. Additionally, when you gain a level in this class, you can choose any summoner spell you know and replace it with another one from the summoner spell list.
- Spell Slots
The "Spell Slots per Spell Level" column of the summoner table shows how many you have at each level. To cast a spell you know, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
- Spellcasting Ability
Charisma is your spellcasting ability for your summoner spells since the power of your magic relies on your ability to project your will into the world.
- Spell save DC = 8 + your proficiency bonus + your charisma modifier
- Spell attack modifier = your proficiency bonus + your charisma modifier
- Ritual Casting
You can cast any summoner spell you know as a ritual if that spell has the ritual tag.
- Spellcasting Focus
Starting at 2nd level, you have 1 evolution point that you can spend to improve your eidolon stats and grant it new features and powers. The "Evolution Points" column of the summoner table shows how many you have at each level. You can change evolution points you already spent each time you level up and each evolution can only be selected once, unless otherwise stated.
At 3rd level, you delve into the advanced techniques of a summoner bond of your choice: the Bond of the Eidolist, the Bond of the Broodmaster, or the Bond of the Synthesist. Your choice grants you features at 3rd, 6th, and 14th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of 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.
Also, you may increase ability scores of your eidolon in the same way each time you gain this feature with the summoner class. You cannot grant feats to your eidolon in this way.
Starting at 5th level, you can enter a trance to start sharing your senses with your eidolon as an action. While in trance, you perceive through all the senses of your eidolon. You also lose your own sight and hearing, but you still feel all other sensations. The trance is interrupted if your eidolon is unconscious, more than 1 mile away from you, or on a different plane than yours. Whenever you take damage while in trance, you must make a constitution saving throw to maintain it (DC=half damage taken). You can also end it manually at any time (no action required).
Starting at 7th level, your eidolon learns to do multi-attacks. The first time it uses the attack action on its turn, it can attack with 2 natural weapons at the same time. It can use this feature a number of time equal to your charisma modifier and you regain expended uses when you finish a short. Both these numbers increase by 1 when you reach 11th, 15th, and 18th level.
At 20th level, you and your eidolon share a true connection. While within 100 feet of your eidolon and on the same plane, you gain the following benefits :
- You share all of your senses at all times
- Any damage that would reduce your hit points below 1 is instead transferred to your eidolon
- You both gain a +1 bonus to armor class, spell save DC, spell attack modifier, attack rolls, skill checks and saving throws.
Bond of the Conjurer
As a conjurer, you have forged an incredibly strong connection with your eidolon.
- Eidolon Endurance
- Eidolon Mutation
At 6th level, you get +1 evolution point to increase your eidolon's power even more. You also get another one for every 3 summoner levels you get. (9th level, 12th level, etc.)
- Eidolon Hypertrophy
Bond of the Arcanist
As an arcanist, you have learned to syergize your magic with your eidolon's power.
- Arcane Recovery
At 3rd level, you can regain some of your magical energy while resting. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your summoner level (rounded down).
- Shared Magic
At 6th level, when afflicted by a spell and your eidolon is within 50 feet of you, you can choose to have it affected by that spell as well. If you stop being affected by this spell, the eidolon also stops being affected. You cannot share multiple spells at the same time using this feature.
- Spell Opportunist
Bond of the Eidolist
As an eidolist, you master mounted combat on your eidolon.
- Eidolon Rider
At 3rd level, you get the mounted combatant feat and can now ride your eidolon. When summoned, it now has a saddle on his back that takes the appearance of your choice. When you gain this feature, your eidolon can no longer have the wings evolution and lose it if it already has it.
- Defense Reinforcement
At 6th level, you gain proficiency with light armor.
- Master Rider
At 14th level, you have to choose whether you prefer to master offensive or defensive manoeuvres. You must chose one of the follwing buffs :
- While riding your eidolon, you both gain a +1 bonus to armor class and all saving throws
- While riding your eidolon, you both gain a +1 bonus to attack rolls and all damage rolls
- Acid splash
- Booming blade
- Chill touch
- Create bonfire
- Dancing lights
- Green-flame blade
- Mage hand
- Minor illusion
- Poison spray
- Produce flame
- Sword burst
- Thorn whip
- 1st-Level Spells
- Arms of Hadar
- Beast bond
- Charm person
- Cure wounds
- Find familiar
- Fog cloud
- Hail of thorns
- Ice knife
- Mage armor
- Unseen servant
- Warding bond
- 2nd-Level Spells
- Animal messenger
- Cloud of daggers
- Dust devil
- Find steed
- Healing spirit
- Maximilian's earthen grasp
- Misty step
- Shadow blade
- Spiritual weapon
- Summon beast
- 3rd-Level Spells
- Animate dead
- Call lightning
- Conjure animals
- Conjure barrage
- Hunger of Hadar
- Intellect Fortress
- Sleet storm
- Spirit guardians
- Summon fey
- Summon lesser demons
- Summon shadowspawn
- 4th-Level Spells
- Charm monster
- Conjure minor elementals
- Conjure woodland beings
- Dominate Beast
- Dimension door
- Evard's black tentacles
- Find greater steed
- Mordenkainen's faithful hound
- Giant insect
- Grasping vine
- Summon aberration
- Summon greater demon
- 5th-Level Spells
- Conjure elemental
- Conjure volley
- Dominate person
- Hold monster
- Infernal calling
- Insect plague
- Mass cure wounds
- Raise dead
- Summon celestial teleportation circle
- Wall of force
- Wall of stone
To qualify for multiclassing into the summoner class, you must meet these prerequisites: 13 charisma.