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The Summoner's Codex
D&D 5e Conversion and homebrew based on Pathfinder's Summoner class, by Eldritch King.
About Me
Using Pathfinder's Summoner class as a base, combined with the effort of several playtesters, i present to you, the Summoner Class for D&D 5e which combines the prowess of a mage with the power of extra planar entities.
Artwork Credit
The cover art piece used belongs to Graey Erb, at https://www.artstation.com/graeyerb
The Art piece on page 4 belongs to Ekaputeh at https://www.deviantart.com/ekoputeh
The Art Piece on Page 5 is a montage of two pieces, belonging to to Aleksi Briclot, at https://www.artstation.com/aleksi and Akizero1510 at https://www.deviantart.com/akizero1510
The Art piece on page 7 is the official Pathfinder Art,by Paizo Publishing for the summoner class from 2nd Edition Pathfinder Advanced Player Guide.
The Art piece on page 9 belongs to Kang Shifu at https://www.artstation.com/tenhaveeightnine
The Art Piece on Page 12 belongs to Zoppy, at https://www.deviantart.com/zoppy
The Art Piece on Page 13 belongs to Anastasia Bulgakova, at https://www.artstation.com/sintorisky
The Art Piece on page 21 belongs to KateMaxpaint at https://www.deviantart.com/katemaxpaint
Copyright Disclaimers
"This Conversion/Homebrew uses trademarks and/or copyrights owned by Paizo Inc., which are used under Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access this content.The Conversion/Homebrewn is not published, endorsed, or specifically approved by Paizo Inc. For more information about Paizo's Community Use Policy, please visit paizo.com/communityuse. For more information about Paizo Inc. and Paizo products, please visit paizo.com."
"The Summoner Conversion/Homebrew is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC."
Table Of Contents
Table Of Contents
Special Thanks
The homebrew formatting was created using the amazing tool: GM Binder
I
The Summoner
The Summoner
A human clad in simple robes walks across a forest path. A gang of Orcs emerge from the bushes, arrows trained on him, their smiles wide at their good fortune of finding such easy prey. Their smiles turn to shrieks of terror as one by one they're slained by a large behemoth that appeared out of thin air. The man observes in amusement.
A somber looking Dwarf stands at the top of a hill, overlooking a nearby fortress. As he looks on, a swarm of Gargoyles start flying from atop the walls. They bear news that the deed is done. He shifts his gaze back as a portal appears in front of him. This is only the beginning
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. These practitioners of the arcane arts have, intentionally or by chance, discovered secrets to long forgotten contracts with otherworldly beings. Through such bonds, these beings find their way onto the material plane and form alliances with the summoners
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.
Creating a Summoner
As you make your summoner character, think about why is it they chose to delve in the study of the extra planar realms. Was it a sense of wonder, a desire to understand, or simply the usefulness of an eternal companion? Asking questions like these are key when first forming an idea for your summoner.
After deciding what it is that lead your summoner down this path, work with your DM to determine how big a part your bond plays in your character's career. Explore the relationship between summoner and eidolon. Is your eidolon a friend, a servant or even a personal god
Think about who or what provided your summoner with the knowledge to bring forth these planar allies? Have they they gone through intense study and practice to be able to manipulate the barriers between the planes. Have they learned from another summoner, or did it come natural to them
Quick Build
Follow these guidelines when creating a summoner. First, Charisma should be your highest ability score, followed by Dexterity or Constitution. Second, take the Sage background. Third, choose the Minor Illusion and Vicious Mockery cantrips, along with the 1st-leveI spells Rejuvenate Eidolon and Shield
You must have a Charisma score of 13 or higher in order to multiclass in or out of this class. Multiclassing grants the armor and weapon proficiencies, but no other proficiencies
The Summoner
Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | Spell Slots | Slot Level | Soul Shards |
---|---|---|---|---|---|---|---|
1st | +2 | Extraplanar Bond, Eidolon, Spellcasting | 2 | 2 | 1 | 1st | — |
2nd | +2 | Scholar of the Planes, Soul Shards | 2 | 3 | 2 | 1st | 2 |
3rd | +2 | Outsider's Advantage | 2 | 4 | 2 | 2nd | 3 |
4th | +2 | Ability Score Improvement | 3 | 5 | 2 | 2nd | 4 |
5th | +3 | Lifelink | 3 | 6 | 2 | 3rd | 5 |
6th | +3 | Bond Feature | 3 | 7 | 2 | 3rd | 6 |
7th | +3 | ─ | 3 | 8 | 2 | 4th | 7 |
8th | +3 | Ability Score Improvement | 3 | 9 | 2 | 4th | 8 |
9th | +4 | ─ | 3 | 10 | 2 | 5th | 9 |
10th | +4 | Bond Feature | 4 | 10 | 2 | 5th | 10 |
11th | +4 | Efficient Summoning | 4 | 11 | 3 | 5th | 11 |
12th | +4 | Ability Score Improvement | 4 | 11 | 3 | 5th | 12 |
13th | +5 | Rigorous Conjurer | 4 | 12 | 3 | 5th | 13 |
14th | +5 | Bond Feature | 4 | 12 | 3 | 5th | 14 |
15th | +5 | ─ | 4 | 13 | 3 | 5th | 15 |
16th | +5 | Ability Score Improvement | 4 | 13 | 3 | 5th | 16 |
17th | +6 | ─ | 4 | 14 | 4 | 5th | 17 |
18th | +6 | ─ | 4 | 14 | 4 | 5th | 18 |
19th | +6 | Ability Score Improvement | 4 | 15 | 4 | 5th | 19 |
20th | +6 | Planar Mastery | 4 | 15 | 4 | 5th | 20 |
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 summoner level after 1st
Proficiencies
- Armor: Light armor
- Weapons: Simple weapons
- Tools: None
- Saving Throws: Wisdom, Charisma
- Skills: Choose two from Animal Handling, Arcana, History, Insight, Persuasion, and Intimidation
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) a scholar's pack or (b) an explorer's pack
- Leather armor, any simple weapon, and two daggers
Extraplanar Bond
At 1st level, you have formed a bond with a powerful extraplanar being. When you first summon your eidolon you must choose it's creature type: Aberration, Celestial, Fey or Fiend.
Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
Eidolon
You possess the ability to summon to your side a powerful extraplanar being called an eidolon. You can do so once per long rest through a ritual that takes 10 minutes, and it remains until dismissed through an action, or if you are unconscious, asleep, or killed. The eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as banishment work normally.
• The eidolon does not heal naturally, however it's hit points refresh with each summon.
• It has the same alignment as you and can speak all of your languages.
• The Eidolon obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can command the it where to move (no action required by you). You can use your action to command the Eidolon to take one of its actions, Attack, Dash, Disengage, or Help action. If you don’t issue a command, the Eidolon takes the Dodge action.
•Additionally, as an action, you can see through their eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that your summon has. During this time, you are deaf and blind with regard to your own senses.
• The eidolon also bears a glowing rune that is identical to a rune that appears on your 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).
Spellcasting
By 1st level you become a conduit of extraplanar powers, and are bestowed with the ability to reshape the weave.
Cantrips
You know two cantrips of your choice from the summoner spell list.
You learn additional summoner cantrips of your choice at higher levels, as shown in the Cantrips Known column of the summoner table.
Spell Slots
The Summoner table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your summoner spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell Barbed Chains, you must spend one of those slots, and you cast it as a 3rd-level spell.
Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spells of your choice from the summoner spell list.
The Spells Known column of the summoner table shows when you learn more summoner spells of your choice of 1st level or higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new summoner spell, which can be 1st, 2nd, or 3rd 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, so 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
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your summoner spells.
Scholar of the Planes
Starting at 2nd level you begin honing your understanding of the creatures and planes they work with:
You have advantage on Intelligence checks to recall information relating to the planes, extraplanar creatures, and planar travel
Soul Shards
Starting at 2nd level, you can draw on your powers to harness the extraplnar energies. Your access to this energy is represented by a number of soul shards. Your summoner level determines the number of shards you have, as shown in the Soul Shard column of the summoner table.
You can spend these shards to fuel various features. You start knowing two such features: Summons and Maker's Call. You learn more shard features as you gain leveis in this class,
When you spend a soul shard, it is unavailable until you finish a long rest, at the end of which you draw all of your expended soul shards into yourself.
Summons
As an action you may expend any number of soul shards to summon a creature of matching CR level for 1 minute.
CR | Soul Shard Cost |
---|---|
1/8 - 1/4 | 1 |
1/2 | 2 |
1 | 3 |
2 | 4 |
3 | 6 |
4 | 8 |
5 | 10 |
The creature manifests in an unoccupied space that you can see within 30 feet. It disappears when it drops to 0 hit points or when the ability ends. Appendix B has tables for recommended summons for each CR level.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. On your turn, you can verbally command the summon where to move (no action required by you). You can use your action to verbally command it to take one of it's actions, Dash, Disengage, or Help action. If you don’t issue any, it takes the Dodge action.
Treat this ability as innate spellcasting for effects like Dispel Magic.
You cannot use this feature while your Eidolon is active.
Maker's Call
As long as your eidolon is within 500 feet, you may expend 1 soul shard as an action to teleport him to an unnocupied space within 5 feet of you.
Outsider's Advantage
At 3rd Level, your understanding of of the planes deepens. You gain one of the following features of your choice.
Boon of the Arcane
The bond between you and your eidolon is stronger than the usual.
Whenever you cast a spell on yourself or your Eidolon with the ranges of self and touch, the spell affects both you and your eidolon.
Boon of Collection
You have learned how to create a small portable demiplane. As an action you can flick your wrist, causing one object or small container in your hand to vanish.
The object, which only you can be holding and can weigh no more than 1 pound, is transported to an extradimensional space, where it remains until dismissed as an action. You must have a free hand to summon the object back.
Boon of the Dread Dash
You reach into the far realms and summon a mass of dark shadows that aids your mobility.
As a bonus action these shadows lift you a few inches off the ground. For the duration your speed increases by 15 ft. You can dismiss these shadows as a bonus action.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one of your ability scores 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.
You can forgo the Ability score improvement in favor of a feat
Lifelink
By 5th level, the bond between you and your eidolon is stronger than ever.
While you have your eidolon summoned, as a reaction you can expend soul shards to restore hit points. The eidolon regains a number of hit points equal to 1d8 per soul shard expended + your Charisma modifier.
Additionally, when you are reduced to 0 hit points but not killed outright, you can immediately banish your eidolon back to it's home plane, causing you to drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
Efficient Summoning
By 11th level you learn how to maximize your summoning efforts.
You may call upon multiple creatures at a time. So long as you have the Soul shards necessary, you may summon a number of creatures equal to your Charisma modifier (minimum of 1).
When you summon more than one creature, you may control any number of creatures using the same action.
Rigorous Conjurer
At 13th level, your conjuration skills have focused your mind to be stronger than most. You have advantage on saving throws to concentrate on a conjuration spell.
Master of Planes
by 20th level your understanding of the planes has greatly increased. You regain 4 expended soul shards whenever you finish a short rest.
Additionally, you can use your action once per day to spend 10 soul shards to cast the Gate spell, without needing material components.
Extraplanar Bonds
Though summoners have the ability to draw forth creatures from any plane, they always bind themselves to a single Creature, that will serve as their eternal companion.
These Eidolons come in many shapes or sizes, and equally they can belong to any plane. The summoner must attune to a specific plane to be able to bind themselves to their Eidolon properly, be it in the lower planes of hell or the farthest reaches of the realms.
Damned
You have formed a bond with a being from the lower planes of hell. Whether you desired power and dominion over the armies of hell, or you're a scholar studying the innerworkings of fiendish societies, your eidolon's subtype is fiend.
Expanded Spell List
Your attunement to the planes of hell lets you choose from an expanded list of spells when you learn a summoner spell. The following spells are added to the summoner spell list for you
Damned Expanded Spells
Spell Level | Spells |
---|---|
1st | bane, command |
2nd | blindness/deafness, heat metal |
3rd | stinking cloud, summon lesser demons |
4th | fire shield, summon greater demon |
5th | infernal calling, hallow |
Fiendish Allure
At 1st level, you become a master of hollow promises. You learn the infernal language and you gain proficiency in Deception. If you're already proficient in deception, then your proficiency bonus is doubled for ability checks using that skill.
Unyielding Blaze
Starting at 6th level, as you continue to draw on the energies of hell you have grown accustomed to it's flames. You can spend 1 soul shard to gain resistance to fire damage for 1 hour.
Damned Feast
At 10th level, when a creature that isn’t a construct or undead is reduced to 0 hit points within 30 feet of you, you can use your reaction to assimilate it's fleeting life force. Choose one of the following effects. Once you use either effect, you can’t use this feature again until you finish a long rest.
• You regain an expended summoner spell slot.
• You and your eidolon's attacks have advantage until the end of your turn.
Consuming Flame
At 14th level, any fire damage that you or any creature you summon deals ignores resistances, and treats immunity as resistance.
Eldritch
In your studies of the planes, you began delving deep into the nature of realms and beings utterly foreign and incomprehensible.
The creature you have summoned comes from the far realms, a space beyond the fabrics of reality, and although it undoubtly brings you power , your mind becomes entirely otherwordly. Your eidolon subtype is aberration.
Expanded Spell List
Your attunement to the far realms lets you choose from an expanded list of spells when you learn a summoner spell. The following spells are added to the summoner spell list for you
Eldritch Expanded Spells
Spell Level | Spells |
---|---|
1st | armor of agathys, dissonant whispers |
2nd | crown of madness, detect thoughts |
3rd | clairvoyance, sending |
4th | confusion, summon aberration |
5th | dream, telekinesis |
Watcher of the Stars
At 1st level, your mind has been scarred by the unblinking eyes of the night skies. While under the night sky, you instinctively know which way is north and you can't become lost, magically or otherwise.
Additionally you must roll a d100 or choose an indefinite madness flaw as per pg.260 on the DMG. This indefinite madness can be cured by nothing short of a Wish spell or magic of comparable power.
Strength of Mind
By 6th level your reality begins to shatter as you learn ways to augment your mind and body.
Whenever you finish a long rest you can replace your proficiency in wisdom saving throws. To do so choose Strength, Dexterity, Constituiton or Intelligence. You gain proficiency in saving throws using that ability, instead of Wisdom. This change lasts until you finish your next long rest.
Aspect
At 10th level, Your eidolon's alien nature starts affecting your very own physical form. You can divert up to 4 points from your eidolon's evoluton pool to add evolutions to yourself.
You cannot select any evolution that your eidolon could not possess, and you must be able to meet the requirements as well. You cannot select the ability score 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). You can change the evolutions you receives from these points any time you can change your eidolon’s evolutions.
Profane Mind
At 14th level, Your mind has become foreign to this world. You become immune to the frightened condition and your thoughts cannot be read through means of telepathy.
Additionally whenever you or your eidolon is hit with a melee attack, you can spend 4 soul shards as a reaction to deal back half the damage received as psychic damage. You must finish a long rest before you are able to use this feature again.
Hallowed
You have attuned yourself to the upper planes of everlasting bliss. Such planes, like the 7 Mounts of Celestia or Elysium fill your heart with a longing for paradise.
Perhaps you have a desire to protect innocents, or to bring light to the dark places of your world, regardless, your Eidolon's type is Celestial
Expanded Spell List
Your attunement to the celestial planes lets you choose from an expanded list of spells when you learn a summoner spell. The following spells are added to the summoner spell list for you
Hallowed Expanded Spells
Spell Level | Spells |
---|---|
1st | bless, cure wounds |
2nd | spiritual weapon, lesser restoration |
3rd | daylight, revivify |
4th | divination, spirit guardians |
5th | greater restoration, summon celestial |
Divine Awareness
At 1st level, Your exposure to the Upper planes has granted you an innate ability to discern ill intent. You gain proficiency in Insight. If you're already proficient in Insight, then your proficiency bonus is doubled for ability checks using that skill.
Font of Life
At 6th level, you gain the ability to channel the energies from the celestial planes.
As a bonus action, you can spend soul shards to heal one creature you can see within 60 feet of you. This healing is equal to 1d8 per soul shard spent.
The maximum number of shards you can spend at once equals your Charisma modifier (minimum of 1). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.
Sacred Exorcism
At 10th level, as a bonus action, you can spend 2 soul shards to target one creature you can see within 30 feet of you that is charmed, frightened, or possessed to immediately end the effect.
You can use this feature a number of times equal to your charisma modifier (minimum of 1). You regain all expended uses at the end of a long rest
Blinding truth
At 14th level, you are able to share the visions of the upper planes with those who have cast the light aside
As an action, you can spend 2 soul shards to target any creature that can see you within 30 feet that can see you. The targets must succeed on a Constitution saving throw equal to your spell save or be blinded until the end of their next turn.
If the creature's saving throw is successful , the creature is immune to this feature for the next 24 hours. You can use this feature a number of times equal to your charisma modifier (minimum of 1). You regain all expended uses at the end of a long rest
Seelie
You have focusd your attention to the land of wonder and music, everlasting twilight and trickery. The Feywild is an enchanted mirror of the Material Plane.
Perhaps you sought to expand your arcane abilities, or to study the wondrous tricksters and faeries, regardless your Eidolon subtype is fey.
Expanded Spell List
Your attunement to the feywild lets you choose from an expanded list of spells when you learn a summoner spell. The following spells are added to the summoner spell list for you
Seelie Expanded Spells
Spell Level | Spells |
---|---|
1st | charm person, sleep |
2nd | calm emotions, suggestion |
3rd | hypnotic pattern, summon fey |
4th | conjure woodland beings, dominate beast |
5th | dominate person, seeming |
Wits and Charm
At 1st level, if you speak to a humanoid alone for at least 1 minute, you can attempt to make it see you in a favorable way.
At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you for 1 hour. For the duration you have advantage on all charisma checks directed at the creature.
If the target succeeds on its saving throw, the target has no hint that you tried to charm it.
Once you use this feature, you can’t use it again until you finish a short rest or long rest.
Transposition
Starting at 6th level, as an action, you can spend 2 soul shards to teleport up to 30 feet to an unoccupied space that you can see.
Alternatively, you can spend 3 soul shards to choose a space within range that is occupied by a willing creature, causing you both to teleport, swapping places.
Illusionary Insight
At 10th level, you become so accustomed to the tricks and pranks of the fey you gain an innate ability to see through smoke and mirrors. You may expend 2 soul shards as an action to gain True Sight of 30 feet for 1 hour.
II
The Eidolon
Eidolon
An eidolon’s abilities are determined by your summoner level and by the choices made using its evolution pool. Each eidolon possesses a base form that modifies its base statistics.
Eidolon
Level | Proficiency Bonus | Features | Evolution pool |
---|---|---|---|
1st | +2 | Link | 3 |
2nd | +2 | ─ | 4 |
3rd | +2 | ─ | 5 |
4th | +2 | Ability Score Improvement | 7 |
5th | +3 | Extra Attack | 8 |
6th | +3 | ─ | 9 |
7th | +3 | ─ | 10 |
8th | +3 | ─ | 11 |
9th | +4 | ─ | 13 |
10th | +4 | ─ | 14 |
11th | +4 | ─ | 15 |
12th | +4 | Ability Score Improvement | 16 |
13th | +5 | ─ | 17 |
14th | +5 | ─ | 19 |
15th | +5 | ─ | 20 |
16th | +5 | ─ | 21 |
17th | +6 | ─ | 22 |
18th | +6 | Ability Score Improvement | 23 |
19th | +6 | ─ | 25 |
20th | +6 | ─ | 26 |
Hit Points
- Hit Dice: 1d10 per summoner level
- Hit Points at 1st Level: 10 + it's Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + it's Constitution modifier per summoner level after 1st
Proficiencies
- Saving Throws: Strength, Constitution
- Skills: Choose two skills from Acrobatics, Athletics, Intimidation, Perception, Survival, and Stealth
Evolution Pool
The value given in this column is the total number of points in the eidolon’s evolution pool. Points from this pool can be spent on a wide variety of modifications and upgrades that add new abilities, attacks, and powers to the eidolon.
Whenever the summoner gains a level, the number in this pool increases and the summoner can spend these points to change the abilities of the eidolon. These choices are not set. The summoner can change them whenever he gains a level
Eidolon Base Forms
Each eidolon has a base form that determines its starting size, speed, AC, attacks, and ability scores. Your eidolon's hit bonus for any attack is equal to the eidolon's strength modifier plus it's proficiency bonus.
Aberrant
Medium
- Armor Class 11
- Speed 20ft., Swim 20ft.
STR DEX CON INT WIS CHA 12 (+1) 13 (+1) 16 (+3) 7 (-2) 10 (+0) 11 (+0)
- Senses passive Perception 11
Free Evolutions. Bite, tentacle, reach (tentacle), swim.
Actions
Bite. Melee Weapon Attack: reach 5ft., one target. Hit 6 (1d6 + 1)piercing damage.
Tentacle. Melee Weapon Attack: reach 10ft., one target. Hit 4 (1d4 + 1)bludgeoning damage.
Aquatic
Medium
- Armor Class 11
- Speed 20ft., Swim 40ft.
STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 13 (+1) 7 (-2) 10 (+0) 11 (+0)
- Senses passive Perception 11
Free Evolutions. Bite, swim(x2).
Actions
Bite. Melee Weapon Attack: reach 5ft., one target. Hit 6 (1d6 + 3)piercing damage.
Avian
Small (unless it spends 2 points from its evolution pool, at which point it's Medium.)
- Armor Class 13
- Speed 20ft., Fly 40ft.
STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 13 (+1) 7 (-2) 10 (+0) 11 (+0)
- Senses passive Perception 11
Free Evolutions. Claws, flight(x2), Limbs(legs).
Actions
Claws. Melee Weapon Attack: reach 5ft., one target. Hit 3 (1d4 + 1)slashing damage.
Biped
Medium
- Armor Class 11
- Speed 30ft., climb 30ft.
STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 13 (+1) 7 (-2) 10 (+0) 11 (+0)
- Senses passive Perception 11
Free Evolutions. Claws, Climb, Limbs(arms), Limbs(legs).
Actions
Claws. Melee Weapon Attack: reach 5ft., one target. Hit 5 (1d4 + 3)slashing damage.
Quadruped
Medium
- Armor Class 12
- Speed 40ft.
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 13 (+1) 7 (-2) 10 (+0) 11 (+0)
- Senses passive Perception 11
Free Evolutions. Bite, Limbs(legs)(x2)
Actions
Bite. Melee Weapon Attack: reach 5ft., one target. Hit 5 (1d6 + 2)piercing damage.
Serpentine
Medium
- Armor Class 11
- Speed 20ft., Climb 20ft.
STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 13 (+1) 7 (-2) 10 (+0) 11 (+0)
- Senses passive Perception 11
Free Evolutions. Bite, climb, reach (bite), tail, tail slap.
Actions
Bite. Melee Weapon Attack: reach 5ft., one target. Hit 4 (1d6 + 1)piercing damage.
Tail Slap. Melee Weapon Attack: reach 10ft., one target. Hit 4 (1d4 + 1)bludgeoning damage.
Tauric
Medium
- Armor Class 12
- Speed 30ft.
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 13 (+1) 7 (-2) 10 (+0) 11 (+0)
- Senses passive Perception 11
Free Evolutions. Claws, limbs (arms), limbs (legs) (x2).
Actions
Claws. Melee Weapon Attack: reach 5ft., one target. Hit 4 (1d4 + 2)slashing damage.
Link
At 1st level, You and your eidolon share a mental link which 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. The eidolon must possess the appropriate appendages to utilize a magic item.
Ability Score Improvement
When you reach 4th level, and again at 12th and 18th level, you can increase one of the Eidolon’s ability score of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, the Eidolon can attack twice, instead of once, whenever you command it to take the attack action.
Roleplaying an Eidolon
Eidolons are intelligent extraplanar creatures, gifted with the power of speech and often carry their own identiy, personality and force of will. More often than not an eidolon will have it's own opinions on what goes around them. An Eidolon can be roleplayed a number of ways, such as being a foil to the summoner, a steadfast supporter, an inquisitve trickster, or even a respectable ally. Whether the summoner's player or the DM controls the eidolon during roleplay is left intentionally vague and should be discussed with your group. During combat it's expected for the player to decided the eidolon's actions. As an additional option the eidolon may be content with being a passive observer, should roleplaying it prove to be disruptive.
If you want to further define your eidolon's identity, you can roll on the the tables provided on this page
d8 | Personality trait |
---|---|
1 | No matter the foe i face, i stay dauntless. |
2 | I don't talk with anyone other than my master. They must earn my trust first. |
3 | I worry my master isn't good enough, but i'll make him worthy of summoning me. |
4 | It's amusing to challenge my master, be it wits or strength. |
5 | The material plane fascinates me. I always ask my master to teach me about new things. |
6 | I prefer to leave the thinking and talking part to my master. |
7 | I despise being used as a meat-shield and i make it known. |
8 | I'm always alert, especially when my master isn't. |
d6 | Ideal |
---|---|
1 | Freedom. Chains are meant to be broken, and it's only a matter of time. (Chaotic) |
2 | Obligation. It is my duty to protect my master. (Good) |
3 | Obedience. Whether i like it or not, my master makes the rules. (Lawful) |
4 | Might. I'm a predator, everyone else is my prey.(Evil) |
5 | Respect. All should respect my master's ability, and by extension myself. (Neutral) |
6 | Survival. My master needs me as much as i need them. (Any) |
d6 | Bond |
---|---|
1 | My loyalty to my master is unwavering. |
2 | I have always served alongside a long line of summoners. |
3 | The contract with my summoner is simply a means to a goal. |
4 | In truth, my master shouldn't be able to summon me. I chose them instead. |
5 | The material plane amuses me. That's the only reason why i allow myself to be summoned. |
6 | I have my own problems in my home plane to take care of. |
d6 | Flaw |
---|---|
1 | I always voice my disapproval when i see my master doing something i consider wrong. |
2 | Whenever i'm in the material plane, my curiosity knows no bounds. |
3 | I think everyone is beneath me, and i act like it. |
4 | Only my master matters, everyone else is expendable. |
5 | I despise my master for forcing me to do his bidding. |
6 | Violence is the only solution, and i know it. |
Creating your backstory
You will notice the summoner is light on lore regarding how the summoner and eidolon formed their bond. This was done intentionally to leave room for your creativity. Maybe your eidolon is a guardian passed down your family's bloodline, maybe you spent a big portion of your life learning how to call forth your summon, or perhaps it is simply something innate to you since you remember. A fun twist could be that maybe you failed wizarding school, but found out your knack for conjuration magic.
Regardless of how it happened, you are encouraged to explore this bond between eidolon and summoner. Using the tables provided or even traits you come up with yourself.
But don't forget! Just as every eidolon is unique, so is the summoner! Do not fall in the trap of neglecting your character in favor of the eidolon.
Eidolon Evolutions
1 Point Evolutions:
• Aberrant Mind: Prerequisite: 3rd Level Summoner, Eldritch Bond
Your interaction with an alien mind has empowered your own, as well as your eidolon's. You and your eidolon can communicate telepathically with any creature you can see within 60 feet of you
• Basic Magic: An eidolon learns to cast a basic spell as an innate spellcasting ability. Select one spell from the following list: acid splash, dancing lights, detect magic, light, mage hand, minor illusion, ray of frost. This spell can be cast once per day as an action.
At 4th level, this spell can be cast three times per day by spending 2 additional evolution points. The save DC for this spell is 10 + 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 from the list above.
• Bite: An eidolon’s maw is full of razor-sharp teeth, giving it a bite attack. The bite deals 1d6 points of piercing damage (1d8 if Large, 1d10 if Huge). If the eidolon already has a bite attack, this evolution allows it to double its Strength modifier on damage rolls made with its bite.
• Claws: Prerequisite: Limbs
An eidolon has a pair of vicious claws at the end of its limbs, giving it a claw attack. The claws deal 1d4 points of slashing damage (1d6 if Large, 1d8 if Huge). The eidolon must have the limb evolution to take this evolution.
This evolution can be selected more than once, but the eidolon must possess an equal number of limb evolutions.
• 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.
• Darkvision: The Eidolon has a superior vision in dark and dim conditions. It can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. The Eidolon can't discern color in darkness, only shades of gray.
• Gills: An eidolon has gills and can breathe underwater indefinitely
• Hooves: Prerequisite: Limbs (legs)
An eidolon has a pair of sharp hooves at the end of its limbs, giving it a hoof attack. The hooves deal 1d4 points of bludgeoning damage (1d6 if Large, 1d8 if Huge).
Alternatively, the eidolon can replace the claws evolution from its base form with these hoof attacks. 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: 1d4 > 1d6 > 1d8 > 1d10 > 1d12.
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 +2 bonus to its natural armor (AC). This evolution can be taken once for every five levels the summoner possesses after 1st level.
• Magic Attack: 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.
• 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 aquatic, avian, quadruped and serpentine base forms.
• Pincers: Prerequisite: Limbs
An eidolon grows a large pincer at the end of one pair of its limbs, giving it a pincer attack. The pincers deal 1d6 points of slashing damage (1d8 if Large, 1d10 if Huge). Eidolons with the grab evolution linked to pincers gain advantage on checks made to grapple.
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: An eidolon gains quick reflexes, allowing it to make an attack as part of the dash action. This evolution is only available to eidolons of the quadruped base form.
• 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.
• Scent: An eidolon’s sense of smell becomes quite acute gaining advantage on Wisdom (Perception) checks that rely on smell
Scent allows your eidolon to detect a creature's presence up to 60 feet, but not pinpoint its location, unless the creature is within 5 feet. The eidolon can use scent to track creatures.
• Skilled: An eidolon becomes especially adept at a specific skill. The eidolon becomes proficient in any one skill of your choice. Alternatively you can double the proficiency bonus a skill it already is proficient in. 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 skill.
• Slam: Prerequisite: Limbs
An eidolon can deliver a devastating slam attack. The slam 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 the limbs evolution.
• Slippery: Due to its slimy hide or a slick exoskeleton, the eidolon is especially slippery. The eidolon gains advantage on checks made to escape a grapple.
• Sparing Touch: Prerequisite: Hallowed Bond
As an action, your eidolon tocuhes a living creature that has 0 hit points. The creature becomes stable. This Ability has no effect on undead or constructs.
• Sticky: The eidolon is especially sticky, whether from a coating of adhesive slime, partially congealed blood, or tiny barbed spines. The eidolon gains advantage on checks made to maintain a grapple.
• Sting: Prerequisite: Tail
An eidolon possesses a long, barbed stinger at the end of its tail, granting it a sting attack. The sting deals 1d4 points of piercing damage (1d6 if Large, 1d8 if Huge).
This evolution can be selected more than once, but the eidolon must possess an equal number of the tail evolution.
• 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. This grants it advantage on Acrobatics checks made to balance on a surface. This evolution can be selected more than once.
• Tail Slap: Prerequisite: Tail
An eidolon can use its tail to bash nearby foes, granting it a tail slap attack. The tail slap deals 1d4 points of bludgeoning damage (1d6 if Large, 1d8 if Huge).
This evolution can be selected more than once, but the eidolon must possess an equal number of the tail evolution
• Tentacle: An eidolon possesses, at your choice a number of long, sinuous tentacles, granting it a tentacle attack. The tentacle attack deals 1d4 points of bludgeoning damage (1d6 if Large, 1d8 if Huge).
• Wing Buffet: Prerequisite: Flight (wings)
An eidolon learns to use its wings to batter foes, granting it a wing buffet attack. The wing buffet deals 1d4 points of bludgeoning damage (1d6 if Large, 1d8 if Huge).
2 Point Evolutions:
• Ability Score Increase: An eidolon grows larger muscles, gains faster reflexes, achieves greater intelligence, or acquires another increase to one of its abilities.
Increase one of the eidolon’s ability scores by +2. This evolution can be selected more than once, every 6 levels the summoner possesses.
• Constrict: Prerequisite: Grab
An eidolon gains powerful muscles that allow it to crush those it grapples. Whenever the eidolon successfully grapples a foe using the grab evolution,at the start of its turn, it deals additional damage equal to double its strength modifier until the grapple ends. This evolution is only available to eidolons of the serpentine base form.
• Devil's Shadow: Prerequisite: 5th level, Damned Bond
As an action, you can command your eidolon to exude an aura of magical darkness with a 15-foot radius that moves with and is centered on it. The darkness lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). Once you use this ability, you must finish a short or long rest before using it again.
• Devotion: The Eidolon has formed a close bond to you. The Eidolon gains advantage on saving throws against being charmed.
• Elemental Attacks: Prerequisite: 5th Level Summoner
An eidolon’s attacks become charged with energy. Pick one elemental type: acid, cold, lightning, or fire.
All of the eidolon’s natural attacks deal 1d6 points of elemental damage of the chosen type on a successful hit.
• Fey Step: Prerequisite: 5th Level Summoner, Seelie Bond
As a free action, your Eidolon can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this ability, you must finish a short or long rest before using it again.
• Flight: Prerequisite: 5th Level Summoner
An eidolon grows large wings, like those of a bat, bird, insect, or dragon, gaining the ability to fly. You can choose to make the eidolon flies by means of magic. It loses its wings. Flying via magic makes this an innate ability.
The eidolon gains a fly speed equal to its base speed. The eidolon’s fly speed can be increased by spending additional evolution points, gaining a 20-foot increase to fly speed for each additional point spent.
• Gore: An eidolon grows a number of horns on its head, giving it a gore attack. The gore deals 1d6 points of damage (1d8 if Large, 1d10 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 grapple check as a free action. If successful, the eidolon grapples the target. This ability only works on creatures of a size one category smaller than the eidolon or smaller.
• Underwater Scent: Prerequisite: Gills, Scent
An eidolon’s sense of smell becomes even more acute. The eidolon can notice other creatures by scent in a 180-foot radius underwater and can detect blood in the water at ranges of up to a mile.
• 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: Prerequisite: 4th Level Summoner
An eidolon learns to cast a minor spell as an innate spell. Select one spell from the following list: burning hands, comprehend languages, cure wounds, magic missile, darkness, puppet, silent image.
This spell can be cast once per day. 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 10 + Half your summoner level + 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.
This evolution can be selected more than once. Each time an eidolon selects this evolution, it applies to a new spell from the list above.
• Poison: Prerequisite: Bite or Sting
An eidolon secretes toxic venom, gaining a poison attack. Pick one bite or sting attack. Whenever the selected attack hits, the target must succeed on a constituition saving throw or becomes poisoned and suffers 1d4 damage at the beginning of its turns. At the end of each of turns, the target can make another Constituition saving throw. On a success, the effect ends on the target.
The save DC is equal to 10 + Half your Summoner level + the Eidolon’s Constitution modifier.
• Rake: Prerequisite: 4th Level Summoner, Quadruped
An eidolon grows dangerous claws on its feet, allowing it to make a rake attacks on foes it is grappling. The eidolon can do this attack as a free action each time it succeeds on a grapple check against a target.
These rake attacks deal 1d4 points of damage (1d6 if Large, 1d8 if Huge).
• Rend: Prerequisite: 6th Level Summoner, Claws
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 additional claw attack.
• Shadow Blend: The eidolon has advantage on stealth checks in conditions of dim light.
If it has the shadow form evolution, when in conditions of darkness, The Eidolon can use an action to become invisible. It remains invisible until it makes an attack, casts a spell, or is in an area of bright light.
• Shadow Form: The eidolon’s body becomes shadowy and more indistinct. As it’s harder to see the Eidolon, attacks against it have disadvantage, and its melee attacks affect incorporeal creatures. The eidolon’s melee attacks deal only half damage to corporeal creatures.
• TremorSense: Prerequisite: 7th Level Summoner
An eidolon becomes attuned to vibrations in the ground, gaining tremorsense out to a range of 30 feet. This works like the blindsense evolution, but only if both the eidolon and the creature to be pinpointed are in contact with the ground.
• Weapon Training: Prerequisite: Limbs (arms)
An eidolon learns to use a weapon, gaining proficiency in simple weapons. If 2 additional evolution points are spent, it gains proficiency with all martial weapons as well.
3 Point Evolutions:
• Burrow: Prerequisite: 9th Level Summoner
An eidolon grows thick and gnarled claws, allowing it to move through the earth. The eidolon gains a burrow speed equal to half 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.
• Frightful Presence: An eidolon becomes unsettling to its foes, gaining the frightful presence ability.
The eidolon can activate this ability as part of an attack. Each creature of the your choice that is within 30 feet of the eidolon and aware of it must succeed on a Wisdom saving throw or become Frightened for 1 minute. The DC of this save is equal to 10 + Half Your Summoner Level + the eidolon’s Charisma modifier.
A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Eidolon’s Frightful Presence for the next 24 hours.
• Resistance: Prerequisite: 7th Level Summoner
An eidolon’s body becomes extremely resilient to one elemental type, becoming resistant to that type. Pick one damage type: acid, cold, lightning, fire, or psychic. The eidolon gains resistance to that damage type.
This evolution can be selected more than once. Its effects do not stack. Each time it applies to a different elemental type.
• Major Magic: Prerequisite: 7th Level Summoner, Eidolon Charisma 12, Minor Magic
An eidolon learns to cast a major spell as an innate spell. Select one spell from the following list: acid arrow, darkness, invisibility (self only), lesser restoration, levitate, mirror image, scorching ray, see invisibility, or spider climb. This spell can be cast once per day.
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 10 + Half your Summoner Level + the eidolon’s Charisma modifier.
This evolution can be selected more than once. Each time an eidolon selects this evolution, it applies to a new spell from the list above.
• All-out Attack: Prerequisite: 7th Level Summoner
As an action, you can issue your eidolon to perform a reckless all-out attack instead of the normal Attack action. When attacking this way, your eidolon can attack once with each of the natural weapons it possesses, but all attack rolls have disadvantage until your next turn.
These attacks do not trigger the extra attack feature, however you can attack multiple times with the same natural weapon as long as you have multiples of the same evolution
• See in Darkness: Prerequisite: 9th Level Summoner
The Eidolon can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
• Swallow Whole: Prerequisite: 9th Level Summoner, Grab (bite)
An eidolon gains 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 to swallow the creature. The creature can be up to one size category smaller than the eidolon.
The swallowed creature takes damage equal to the eidolon’s bite damage plus 1d6 points of bludgeoning damage each round. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the eidolon, but can attempt to cut it's way out with a slashing or piercing weapon.
If the Eidolon takes damage equal to half its Hit Points or more on a single turn from a creature inside it, the Eidolon must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate the swallowed creature.
• Web: Prerequisite: 7th Level Summoner, Climb
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 entangled by the web can escape with an athletics check. The DC of these checks is equal to 10 + Half your Summoner Level + the eidolon’s Con modifier. The webs have a number of hits points equal to your level. The eidolon can climb its own webs at its climb speed and can pinpoint any creature touching its webs.
4 Point Evolutions:
• Blindsight: Prerequisite: 11th Level Summoner
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.
• Breath Weapon: Prerequisite: 9th Level Summoner
An eidolon learns to exhale a cone or line of magical energy, gaining a breath weapon.
Select either acid, cold, lightning, 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 level on a failed save or half as much on a successful save.
The DC is equal to 10 + Half your Summoner Level + 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).
• Regeneration: Prerequisite: 11th Level Summoner
An eidolon’s body gains the ability to heal wounds at an unnatural rate.
As long as the eidolon is not unconscious, it regain hit points equal to 1 + its Constitution modifier (minimum of 1) if it has at least 1 hit point and no more than half of its hit points left. This ability does not restore hit points lost due to starvation, thirst, or suffocation, nor does it allow the eidolon to regrow lost body parts (or to reattach severed parts).
This healing can be increased by 1 per round for every 2 additional evolution points spent (maximum 5).
• Immunity: Prerequisite: 11th Level Summoner
An eidolon’s body becomes invulnerable to one elemental type, becoming immune to that type. Pick one damage type: acid, cold, lightning, fire, or psychic. The eidolon gains immunity to that damage type.
This evolution can be selected more than once. Its effects do not stack. Each time it applies to a different
• Incorporeal Form: Prerequisite: 15th Level Summoner
Once per day, an eidolon can become incorporeal for 1 round per summoner level. While in this form, the eidolon gains the effects of the etherealness spell.
• Large: Prerequisite: 8th Level Summoner, Medium Size
An eidolon grows in size, becoming Large The eidolon gains a +2 bonus to Strength, a +2 bonus to Constitution, and a +2 bonus to its natural armor. It takes a –2 penalty to its Dexterity and disadvantage to stealth checks. If the eidolon has the biped base form, it also gains an extra 5-foot reach. Any reach evolutions the Eidolon possesses are added to this total. The eidolon must be Medium to take this evolution.
If 6 additional evolution points are spent, the eidolon instead becomes Huge. The eidolon gains an additional +2 bonus to Strength, a +2 bonus to Constitution, and a +2 bonus to its natural armor. It takes a –2 penalty to its Dexterity and disadvantage to stealth checks The Eidolon also gains an extra 5-foot reach in any form. Any reach evolutions the Eidolon possesses are added to this total.
The ability increase evolution costs twice as much (4 evolution points) when adding to the Strength or Constitution scores of a Large or Huge eidolon.
• No Breath: Prerequisite: 11th Level Summoner
An eidolon no longer needs to breathe. The eidolon does not breathe, and is immune to effects that re quire breathing (such as inhaled poison). This does not give immunity to cloud or gas attacks that do not require breathing.
• Ultimate Magic: Prerequisite: 11th Level Summoner, Eidolon Charisma 13, Minor Magic
An eidolon learns to cast a major spell as an innate spell.
Select one spell from the following list: detect magic, create food and water, daylight, fireball, fly, gaseous form, lightning bolt, major image, stinking cloud, tongues, or water breathing. This spell can be cast once per day
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 10 + Half your Summoner Level + the eidolon’s Charisma modifier.
This evolution can be selected more than once. Each time an eidolon selects this evolution, it applies to a new spell from the list above.
Appendix A
Summoner Spell List
Cantrips (0 Level)
- Control Flames
- Create Bonfire
- Dancing Lights
- Friends
- Light
- Mage Hand
- Message
- Minor Illusion
- Prestidigitation
- Vicious Mockery
1st Level
- Barbed Chains
- Detect Evil and Good
- Detect Magic
- Disguise self
- Find Familiar
- Fog Cloud
- Healing Word
- Longstrider
- Protection from Evil and Good
- Shield
- Speak with Animals
- Rejuvenate Eidolon
- Tenser's Floating Disk
- Unseen Servant
2nd Level
- Blur
- Dust Devil
- Find Steed
- Gust of Wind
- Hold Person
- Invisibility
- Levitate
- Lesser Eidolon Restoration
- Misty step
- Protection from Poison
- Rope trick
- See Invisibility
- Silence
- Spider Climb
- Summon Beast
3rd Level
- Animate Dead
- Blink
- Conjure Animals
- Dispel Magic
- Fly
- Galder's Tower
- Gaseous Form
- Haste
- Leomund's Tiny Hut
- Magic Circle
- Phantom Steed
- Protection from Energy
- Restore Eidolon
- Slow
- Summon Shadowspawn
- Tiny Servant
- Tongues
- Wall of Sand
- Wall of Water
- Water Breathing
4th Level
- Arcane Eye
- Banishment
- Charm Monster
- Dimension Door
- Find Greater Steed
- Greater Invisibility
- Leomund's Secret Chest
- Mordenkainen's Faithful Hound
- Polymorph
- Stoneskin
- Wall of Fire
5th Level
- Animate Objects
- Contact Other Plane
- Far Step
- Hold Monster
- Passwall
- Planar Binding
- Teleportation Circle
- Wall of Force
Barbed Chains
1st-level conjuration
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a length of chain doused with fresh blood)
Duration: Instantaneous
Spell Lists: Summoner
You summon a chain from another realm, causing it to burst out from the ground and strike a target within the spell’s range and deal 2d6 slashing damage. On a successful hit the target must attempt a Constituition saving throw against your spell DC or be restrained until the end of it's next turn.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you summon an extra chain and target an additional creature. If you instead choose to target the same creature, you apply the extra damage, but only force the target to make one saving throw regardless of how many chains hit.
Eidolon Restoration
3rd-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (diamond dust worth at least 100 gp, which the spell consumes)
Duration: Instantaneous
Spell Lists: Summoner
Through your touch, you imbue the Eidolon with positive energy to undo a debilitating effect. You can reduce its exhaustion level by one, or end one of the following effects on the target:
• One effect that charmed or petrified the target
• One curse, including the target’s attunement to a cursed magic item
• Any reduction to one of the target’s ability scores
• One effect reducing the target’s hit point maximum
Lesser Eidolon Restoration
2nd-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Spell Lists: Summoner
You touch your eidolon and can end either cure one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
Rejuvenate Eidolon
1st-level evocation
Casting Time: 1 action
Range: Touch
Components: V, S, M ( a drop of your blood)
Duration: Instantaneous
Spell Lists: Summoner
By laying your hand upon an eidolon, you cause its wounds to close and its form to solidify. This spell cures 1d10 points of damage + your spellcasting ability modifier
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d10 for each slot level above 1st.
Summon Eidolon
2nd-level conjuration
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a silver coin)
Duration: Concentration, up to 1 minute
Spell Lists: Summoner
You open a rift between dimensions that summons your eidolon.
Treat this as if you had summoned your eidolon normally, except that it only remains with you for the duration of this spell. While summoned in this way, your eidolon cannot touch any creature warded by protection from evil or a similar effect and your eidolon can be sent back to its home plane by dispel magic.
If you cast this spell while your eidolon is already on your plane, this spell has no effect. This spell allows you to summon your eidolon even if it has been returned to its home plane due to damage. Summoning the eidolon in this way still interferes with the summon monsters ability like it would normally.
At Higher Levels: When you cast this spell using a spell slot of 3rd level the duration of the spell increases to up to 10 minutes
Appendix B
Examples of Summons
The following tables contain hand picked examples of the possible creatures you can summon with soul shards through your summoning feature.
Remember that ultimately your DM has the final say. Talk with your DM about what you can or can't use. Maybe you're not allowed to summon a creature from this list, or perhaps the DM lets you summon a creautre not listed.
Summon CR 1/8 - 1/4
Creature | Type | Rules Page |
---|---|---|
Blink Dog | Fey | MM p.318 |
Blood Hawk | Beast | MM p.319 |
Flying Snake | Beast | MM p.322 |
Flying Sword | Construct | MM p.20 |
Pseudo Dragon | Dragon | MM p.254 |
Steam Mephit | Elemental | MM p.217 |
Stirge | Beast | MM p.284 |
The Wretched | Mosntrosity | MToF p.233 |
Wolf | Beast | MM p.341 |
Summon CR 1/2
Creature | Type | Rules Page |
---|---|---|
Ape | Beast | MM p.317 |
Black Bear | Beast | MM p.318 |
Magmin | Elemental | MM p.212 |
Ice Mephit | Elemental | MM p.215 |
Smoke Mephit | Elemental | MM p.217 |
Worg | Beast | MM p.341 |
Summon CR 1
Creature | Type | Rules Page |
---|---|---|
Death Dog | Monstrosity | MM p.321 |
Dire Wolf | Beast | MM p.321 |
Imp | Fiend | MM p.76 |
Quasit | Fiend | MM p.63 |
Specter | Undead | MM p.279 |
Summon CR 2
Creature | Type | Rules Page |
---|---|---|
Ankheg | Monstrosity | MM p.21 |
Black Dragon Wyrmling | Dragon | MM p.88 |
Ettercap | Monstrosity | MM p.131 |
Gargoyle | Elemental | MM p.140 |
Grick | Monstrosity | MM p.173 |
Shadow Mastiff | Monstrosity | VGtM p.190 |
Spined Devil | Fiend | MM p.78 |
Will-o-Wisp | Undead | MM p.301 |
Summon CR 3
Creature | Type | Rules Page |
---|---|---|
Hell Hound | Fiend | MM p.182 |
Killer Whale | Beast | MM p.331 |
Manticore | Monstrosity | MM p.213 |
Water Weird | Elemental | MM p.299 |
Winter Wolf | Monstrosity | MM p.340 |
Summon CR 4
Creature | Type | Rules Page |
---|---|---|
Chuul | Aberration | MM p.40 |
Elephant | Beast | MM p.322 |
Incubus/Succubus | Fiend | MM p.285 |
Red dragon Wymling | Dragon | MM p.98 |
Shadow Demon | Fiend | MM p.64 |
Summon CR 5
Creature | Type | Rules Page |
---|---|---|
Barlgura | Fiend | MM p.56 |
Fire Elemental | Elemental | MM p.125 |
Otyugh | Aberration | MM p.248 |
Roper | Monstrosity | MM p.261 |
Young Rhemoraz | Monstrosity | MM p.258 |
The
Summoner's
Codex
I have always maintained that D&D 5e doesn't have any good summoning potential. When this project started it was mostly a port from Pathfinder 2E's summoner class, but now it has evolved into something more.
Over the course of a year, and with the help of community feedback, i bring you the Summoner's Codex, a living project, centered around summoning and the study of the planes.
Cover Art: Graey Erb