Summoner (5e Class)

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The Summoner[edit]

Born sickly and weak, the summoner relies on their friendship with their life-long spirit companion to keep them safe. For some it was someone they once knew. For others, the soul of an ancient hero or a surprise twin their parents didn’t know of. For some truly lucky individuals, it could even be a celestial, demonic, or fey spirit, happily serving them for some unknown greater purpose. One thing however is certain; You wouldn’t be alive today if it wasn’t for your eidolon.


You must have a Charisma score of 13 or higher in order to multiclass in or out of this class.

Class Features

As a Summoner you gain the following class features.

Hit Points

Hit Dice: 1d6 per Summoner level
Hit Points at 1st Level: 1d6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Summoner level after 1st

Proficiencies

Armor: Light armour
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, charisma
Skills: Choose three from Arcana, History, Insight, Investigation, Medicine, Perception, Religion, and Stealth

Equipment

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

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) An dungeoneer's pack or (b) a explorer's pack
  • leather armour
  • If you are using starting wealth, you have 2d6x10 (average of 70gp) in funds.

Table: The Summoner

Level Proficiency
Bonus
Features Cantrips Known Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Eidolios, Summoner's Soul,Know Thyself 2 4 2
2nd +2 Spellcasting 2 5 3
3rd +2 Split Focus 2 6 4 2
4th +2 Ability Score Improvement, Evolution 2 7 4 3
5th +3 3 8 4 3 2
6th +3 Evolution 3 9 4 3 3
7th +3 Summoner's Soul Feature 3 10 4 3 3 1
8th +3 Ability Score Improvement, Evolution 3 11 4 3 3 2
9th +4 4 12 4 3 3 3 1
10th +4 Endurant Summon, Evolution 4 14 4 3 3 3 2
11th +4 Summoner's Soul Feature 4 15 4 3 3 3 2 1
12th +4 Ability Score Improvement, Evolution 4 15 4 3 3 3 2 1
13th +5 5 16 4 3 3 3 2 1 1
14th +5 Summoner's Soul Feature, Evolution 5 18 4 3 3 3 2 1 1
15th +5 5 19 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement, Evolution 5 19 4 3 3 3 2 1 1 1
17th +6 Two Minds, One Form 6 20 4 3 3 3 2 1 1 1 1
18th +6 Evolution 6 22 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 6 22 4 3 3 3 3 2 1 1 1
20th +6 Maestro, Evolution 6 22 4 3 3 3 3 2 2 1 1


Eidolios[edit]

Beginning at 1st level, a second soul connected to your own has revealed itself. Regardless of the appearance, it gains the following attributes:


Eidolon Companion

small native outsider

Armour Class: 10 + Dexterity modifier + Proficiency Bonus (natural armour)

Hit Points: 5 + five times your summoner level ([d8s] equal to your summoner level)

Speed: 25 ft.

Ability scores: STR: -, DEX: -, CON: -, INT: -, WIS: -, CHA: -

Saving Throws: Con, Int

Senses: darkvision 60 ft., passive Perception 12

Languages: Understands the languages you speak, and 1 other based on its nature.

Challenge: −

Proficiency Bonus: equals your bonus

Lived Experience. Gains identical benefits to your background.

Fixed Form. Looks like a normal member of its apparent form, E.g. Dog, unicorn, fairydragon.

Unique Being. At 1st level in this class, you choose the order of the eidolon’s ability scores: 15, 14, 13, 12, 10, 8.

Closer Than Family. You can cast any self or touch spells on your eidolon, regardless of distance on the same plane.

Same, But Different. You and your eidolon are able to share thoughts as if one mind, though distinctly separate.

Figment. Has 0 attunement slots.

Mortally-Challenged. If the eidolon reaches 0 hit points, instead of dying the eidolon turns into a puff of white smoke and flows into you. You suffer a level of exhaustion as your soul bears the weight of the eidolon. Gaining a level of exhaustion this way cannot be healed until you perform an 8-hour ritual to heal the eidolon, costing 50gp worth of rare magical reagents per character level.

At the end of the ritual, the reagents form into a slime-like blob which the eidolon can be safely transferred to, for which it will regain its normal form over a long rest, fitting into their normal outfit during that time.

The eidolon begins with 4 evolution points. See the Evolution feature for more information. You and your eidolon go on the same turn, taking actions in any order you want, however you roll for initiative using whichever bonus is lower.


Actions

Unarmed Strike. Natural Attack: Proficient, reach 5 ft., one target. Base damage is 1d3 (small), gains PB bonus.

Empowered Form. The eidolon can cast, but must concentrate on, enlarge on itself once. You need to finish a long rest before it can use this feature again.

Reactions

Willing Shield. When an ally is attacked within 30ft, reaction: Move next to them and give them +2 AC for 1 round.


Summoner's Soul[edit]

Starting at 1st level, your true self is revealed. You gain additional benefits based on what kind of soul you have. Details for each subclass are at the end.

• Broodmaster

• Master Summoner

• Sanguine Shaman

• Synthesist

• Twinned Summoner


Know Thyself[edit]

Your bond with your eidolon has not only defined your life, but also how you help them and your allies in combat. You learn additional spells when you reach certain levels in this class. Choose one Cleric Domain. When you reach the levels indicated in that domain, you may add those spells to your spell list.

Knowing the spell does not confer spell slots of that spell level and concentration spells gained this way do not count as conjuration concentration spells, unless specifically from the conjuration school normally.

These spells don't count against the number of summoner spells you know. You can cast each of these spells once without expending a spell slot, assuming you have met the required level. Once you cast a spell in this way, you can't cast that spell with this feature again until you finish a long rest.

Cantrips you know can be from any school of magic.


Spellcasting[edit]

At 2nd level, you have learned to begin manifesting your very will onto the world, creating beasts, and eventually much worse, out of nothing.


Spell Slots

The summoner table shows how many spell slots you have to cast your summoner spells of 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. For example, if you know the 1st-level spell find familiar and have a 1st-level and a 2nd-level spell slot available, you can cast find familiar using either slot.


Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the Conjuration spell list. The Spells Known column of the summoner table shows when you learn more summoner spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the summoner spells you know and replace it with another spell from the summoner spell list, which also must be of a level for which you have spell slots.


Spellcasting Ability

Charisma is your spellcasting ability for your summoner spells, since your magic draws on your understanding of self. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a summoner spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Charisma modifier


Split Focus[edit]

The Same, But Different trait grows to include a strange and unique talent; While you concentrate on a conjuration spell, if you cast another conjuration spell, either you or your eidolon can use a standard action to maintain concentration on the second spell. If hit, you only need to roll a concentration check once, but the DC is increased by 1 per spell level of the more powerful of the two spells.


Evolution[edit]

At first level, the eidolon has 4 evolution points and gains 2 additional ones at 4th level and every two level after that. Evolution points can be spent to upgrade the eidolon with a wide range of various features. “You” in the description of the evolutions refers to the eidolon.

Note that the Caster series of evolutions require the eidolon to have a number of hit dice equal to double the spell levels gained, E.g. To gain Caster III, the eidolon must have at least 10 hit dice, and so the summoner must be at least level 10 in this class. Spells gained via the Caster evolutions can be cast once. You need to finish a short or long rest before it can cast these spells again.

When taking a level in this class, you may reverse one evolution and the eidolon regains all points invested in that evolution.


1 Point Evolutions:

• Amphibious. Breathe both air and water. Once only.

• Quadruped. Double carry capacity. Carry creatures 1 size smaller if fitted with a harness or saddle. Once only.

• Serpentine. Cannot be knocked prone. +2 grapple. Once only.

• Medium. Land speed 30ft, increase Unarmed Strike by 1 step (1d4, 1d6, 1d8, 2d6, 2d8, 3d6...). Once only.

• Blindsight +15ft. Grants, or increases, blindsight 15ft. Can be taken a number of times equal to your proficiency modifier.

• Swallow. An Unarmed Strike (bite) can swallow creatures 2 sizes smaller. Grapple check required. Once only.

• Attack I. Increase one damage die by 1 step (1d4, 1d6, 1d8, 2d6, 2d8, 3d6...). Once each.

• Caster I. Gain 2 cantrips and 1 first-level spell. Once only.

• Natural I. Gain +1d4 of a damage type with an unarmed strike. Can be taken a number of times equal to your proficiency modifier (max 1d4 each).

• Real I. Gain 1 more hit point per level. Can be taken a number of times equal to your proficiency modifier.

• Skilled I. Prof. in 1 language, 1 tool and 1 game set, all simple weapons, or all light armour or all shields.

• Variant I. Swim/climb/hover/burrow/walk +5ft.


2 Point Evolutions:

• Resistance. Gain resistance to 1 damage type. Can be taken a number of times equal to your proficiency modifier. Choose a different type each time.

• Large. Requires Medium. Land speed 45ft, increase Unarmed Strike by 1 step. Once only.

• Breath Weapon. As per dragon’s breath, once per day. Can be taken a number of times equal to your proficiency modifier.

• Training Program. Gain proficiency with 1 additional skill. Can be taken a number of times equal to your proficiency modifier.

• Nihil. Reaction: Take up to HD damage. Touch another creature to heal them the same amount. Once only.

• Attack II. Increase one damage die by 1 step (1d4, 1d6, 1d8, 2d6, 2d8, 3d6...). Once each.

• Caster II. Gain 2 cantrips and 1 first-level spell. Once only.

• Natural II. Gain +1d4 of a damage type with an unarmed strike. Can be taken a number of times equal to your proficiency modifier (max 2d4 each).

• Real II. Gain 1 attunement slot. Can be taken PB-1 times.

• Skilled II. Gain proficiency in one martial weapon or medium armour or heavy armour.

• Variant II. Swim/climb/hover/burrow/walk +15ft. Hover becomes fly. Once each.


3 Point Evolutions:

• Huge. Requires Large. Land speed 60ft, increase Unarmed Strike by 2 steps. Once only.

• Tough Nut. Reduce damage taken by 1.

• Armsman. Perform one more attack during a standard attack action. Can be taken PB-2 times.

• Attack III. Increase one damage die by 1 step (1d4, 1d6, 1d8, 2d6, 2d8, 3d6...). Once each.

• Caster III. Requires Caster I & II. Gain 1 2nd-level and 1 3rd-level spell or two 2nd or lower. Once only.

• Natural III. Requires Natural I & II. Gain another type or +1d4. Can be taken a number of times equal to your proficiency modifier (max 3d4 each).

• Real III. Gain all the benefits of one feat. You ignore class/race requirements. Can be taken a number of times equal to your proficiency modifier.

• Skilled III. Gain expertise in one skill you are proficient with.

• Variant III. Bonus action: Turn into faint smoke and move 30ft. This feature can be used a number times per long rest equal to your proficiency modifier. Once only.


4 Point Evolutions:

• Attack IV. Increase one damage die by 1 step (1d4, 1d6, 1d8, 2d6, 2d8, 3d6...). Once each.

• Caster IV. Requires Caster III. Gain a 4th-level spell or two 3rd-level or lower. Once only.

• Natural IV. Gain another type or +1d4. Can be taken a number of times equal to your proficiency modifier (max 4d4 each).

• Real IV. Gain all features of 1 playable race except for racial ability score adjustments. Once only.


5 Point Evolutions:

• Attack V. Increase one damage die by 1 step (1d4, 1d6, 1d8, 2d6, 2d8, 3d6...). Once each.

• Caster V. You have PB mana. You can cast a spell you know by spending 1 mana per spell level. Once only.

• Natural V. While you have at least 1 hit point, you heal 1 hit point per round.

• Real V. Gain one class level (except Summoner). You cannot gain extra hit points this way.


Ability Score Improvement[edit]

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. Alternatively, you may choose a feat instead.

Special: You may choose for your eidolon to benefit from this instead, or give the eidolon 3 evolution points.


Endurant Summon[edit]

At 10th level, conjuration spells you and your eidolon can concentrate on can persist for far longer. Increase the maximum duration to 8x normal, up to 24 hours. You can choose to spend an additional spell slot, even while asleep or unconscious, to automatically refresh the duration once it runs out.


Two Minds, One Form[edit]

At 17th level, your eidolon can engulf you and be worn like armour as a full-found action. While combined like this, your eidolon automatically uses its Empowered Form feature on you. While combined into one form, your eidolon takes all damage on your behalf, but changing its form in this way leaves it open to injury and becomes vulnerable to all damage. While combined, your eidolon cannot perform a standard action, but it can guide you in battle, and you gain +2 to hit, damage, and AC. This feature can be used once. You need to finish a long rest before you can use this feature again.


Maestro[edit]

You can maintain one conjuration spell indefinitely without concentration, in addition to the one non-conjuration spell or two conjuration spells that you can concentrate on.


Subclasses[edit]

Broodmaster

Eidolon Brood

Instead of one eidolon, you have many. At 1st level, you have PB eidolons. They don’t need to be the same form, but all evolution points are split between them and they split the health points evenly. You may command all of your eidolons either to perform the same action or different actions as a bonus action, however your brood cannot make more than one attack per round between them until they take the Armsman evolution. The brood cannot perform attacks of opportunity if they attacked on your turn and vice versa. They cannot use the willing shield reaction unless you command one to protect a specific creature. While protecting that creature, it will only use their standard action to dash or hide. If a member of the brood reaches 0 hit points, you do not suffer a level of exhaustion, and each fallen brood-member costs only 10gp per HD in rare reagents to restore, and takes only 1 hour.


Brood Link

At 7th level, you can use your standard action to see, hear, smell, taste, and feel everything your eidolons do. Your own body is blind and deaf during this. Each turn you must use your standard action to maintain this feature, or otherwise your senses return to your body. Your eidolons share one health pool between them.


Brood Bond

At 11th level, your bond with the brood grows so strong that your own hit points and your brood’s hit points are combined into one pool. You experience all sensory input from the entire brood in addition to your own. Your mind has grown used to this strange experience.


Horde Form

At 14th level, you become one with the brood and can use your action to turn into one of them, lasting until you use a bonus action to turn back into your normal form. While in the Horde Form, you can transform into yourself from any one of the brood, as if you were that specific one already.


Master Summoner

Eidolon Familiar

Your eidolon is as sickly and weak as yourself, and you have grown not to depend on them, but on your own powers. At 1st level, treat your levels in this class as if they were halved (rounded down, min 1) where your eidolon is involved. Your eidolon can be no larger than a house cat, but in exchange they have learned how to use the very same magic you use.

Your eidolon gains the same summoner-specific spellcasting ability as you, including their own spell slots and spells, which do not need to be the same as yours. If your eidolon takes the Cogito Ergo Sum evolution, they gain the racial adjustments as well. If they take the A Real Boy evolution, they gain the hit points of the class level. If they take the Hard to Kill evolution, they heal 2 hit points per round.


Augment Spell

At 7th level, your eidolon can use its action to increase your spell attack modifier and spell DC by half your PB for 1 round (round down).


Wallflower Power

At 11th level, your eidolon gains 5 extra evolution points.


Late Bloomer

At 14th level, your eidolon can concentrate on two spells at once.


Sanguine Shaman

Chunky Salsa

You have learned the truth of nature; it is a vicious mistress and even herbivores eat meat. At 1st level, you can have your eidolon feast on a corpse and gain up to half your PB (round down) extra evolution points. These persist until the end of your next long rest and must be related to the corpse eaten. Your eidolon can do this any number of times per day, but each time replaces extra evolution points granted by the previous ‘feast’. It can’t digest hair or bones. The eidolon is immune to poison and prefers its meat expired in more ways than one.


Solid Snack, Liquid Snack

At 7th level, your eidolon has consumed enough of a variety of creatures that it can mimic the form of its last meal. Your eidolon can cast Alter Self at will over 10 minutes, as if it was a ritual spell and can assume the form of non-humanoids. If ordered to take the form of a non-humanoid, it will loudly grumble about the indignity of it all and will only accept an apology in the form of expired meat or a new skeleton. Keeping the bones enables the eidolon to assume that form again. It has a morbid obsession with the history of its ‘collection’.


One With Nature

At 11th level, your eidolon gains a level in a nature-themed class or subclass for free. If it takes a level in barbarian, It can concentrate while raging. If it takes a level in druid, it will choose Circle of the Moon.


Adapt to Survive

At 14th level, your eidolon can polymorph at will, but must choose something its own size or smaller, and it must have the complete skeleton of intended form. It cannot replicate magical abilities, only physical ones.


Synthesist

Your eidolon never separated from your soul, and guards it jealously. You are so used to its presence that even when it reaches 0 hit points, you do not suffer a level of exhaustion. At 1st level, the traits of your eidolon are near non-existent. The eidolon cannot perform move actions. It takes the Caster evolutions as soon as possible and picks up as many bonus action and reaction spells as it can, always to defend you, and can cast several spells in one round. The eidolon can perform 2 reactions per round. While you still share a turn in combat, its bonus action always goes before you. It can use its standard action only to perform one of the following spells at will, each of which are available only after certain levels in this class:

1st – thorn whip, entangle

3rd – maximilian's earthen grasp

5th – spirit shroud

7th – grasping vine

9th – bigby’s hand

11th – bones of the earth, move earth

13th – mordenkainen’s sword

15th – mighty fortress (one at a time, can be used once until the end of your next long rest, material component required)

17th – weird


Overprotective

At 7th level, the eidolon grants you 2 temporary hit points per HD, which is refreshed at the end of a long rest.


Violent Mind

At 11th level, any attempt to perform divination on you is much harder. You gain +2 to resist, and if you succeed, the caster must make a concentration check or suffer PB d6 psychic damage and be frightened of you for 24 hours. You may take 1/4 of the evolution points for yourself. You cannot use evolution points to gain an extra feat, race, or class.


Split forms

At 14th level, as a standard action, you can project your eidolon as a construct of some natural substance or shadowstuff. This functions as the stat block above, but it gains all of the actions of the summon shadowspawn spell as well as the Terror Frenzy trait and the Weight of Sorrow trait.


Twinned Summoner

Your parents were shocked to find the afterbirth moving, slowly revealing itself to be a second baby. You’re not like other subclasses. Your eidolon’s form is naturally identical to your own, and as such the features and evolutions available to them remain the same, except as noted below.


Eidolon Companion

small or medium native outsider

Armour Class: 10 + Dexterity modifier

Speed: Equal to your speed.

Saving Throws: -

Languages: Understands and speaks the languages you speak.

Fixed Form. Gains identical benefits to your race.

Same, But Different. -

Mortally-Challenged. Same as before, except two levels of exhaustion instead.

Figment. -

Borderline Normal. Has as many attunement slots as you do.

Actions

Unarmed Strike. Same as a living person.

Empowered Form. -

Almost Boring. Can perform all actions a living person can.


1 Point Evolutions:

• Variant I. Swim/climb 15ft. Once each.

• Blindsight +15ft. Grants, or increases, blindsight 15ft. Can be taken a number of times equal to your proficiency modifier.

• Un/Natural. Choose a damage type. Gain +1d4 damage with an unarmed strike for that type. Once only.


2 Point Evolutions:

• Variant II. Requires Variant I. Increase variant speed by 15ft. PB times each.

• Attack I. Increase weapon attack damage by 1 step (1d4, 1d6, 1d8, 2d6, 2d8, 3d6...). Once only.

• Super/Natural. Requires Un/Natural. Choose another type or increase one by +1d4. Once Only.

• Nihil. Reaction: Take up to HD damage. Touch another creature to heal them the same amount. Once only.


3 Point Evolutions:

• Preter/Natural. Requires Super/Natural. Benefit from Super/Natural again. Can be taken a number of times equal to your proficiency modifier.

• Attack II. Increase weapon attack damage by 1 step (1d4, 1d6, 1d8, 2d6, 2d8, 3d6...). Once only.

• Tough Nut. Reduce damage taken by 1.

• A Real Boy. Gain one non-spellcaster class level.


4 Point Evolutions:

• Attack III. Increase weapon attack damage by 1 step (1d4, 1d6, 1d8, 2d6, 2d8, 3d6...). Once only.


5 Point Evolutions:

• Hard to Kill. While you have at least 1 hit point, you heal 1 hit point per round.

• Attack IV. Increase weapon attack damage by 1 step (1d4, 1d6, 1d8, 2d6, 2d8, 3d6...). Once only.


Shared Destiny

At 1st level, you and your eidolon gain one additional feat each. It must be the same feat.


Twinned Transposition

At 7th level, as long as you and your twin are on the same plane, you can swap locations. You both lose your next move action.


Twinned Summoner

At 11th level, you can have up to half of your twin’s evolutions points. You cannot gain the A Real Boy evolution.


Twinned Eidolon

At 14th level, the actions you and your eidolon can perform can all be done by only one of you, e.g. Your eidolon could perform two move actions, two bonus actions, two standard actions, and two reactions in one round if you perform no actions.


Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Summoner class, you must meet these prerequisites: You must have a Charisma score of 13 or higher.

Proficiencies. When you multiclass into the Summoner class, you gain any one skill proficiency.

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