Summoner
Surrounded by a gang of bandits, a robed gnome feigns surrender. Just as the gang leader approaches the gnome, a young dragon flies over the hillside, snatches the bandit in his claws and engulfs the rest in its fiery breath. With the bandits either slain or fleeing, the gnome gives his dragon a loving pat on the snout.
An elderly elf, standing back from the brunt of the fighting, weaves a spell to paralyze one of the attacking ogres. Now helpless, the ogre can only watch as a massive serpentine creature erupts from the ground beneath it, swallowing it whole.
Surrounded dark tomes and magical reagants, a human begins the ritual she has become so familiar with. She
smiles as her demon, emerging from the chalk circle, flexes its newly grown steel-like claws, ready for something to try them on.
Each summoner develops a peculiar connection to a certain plane of existence granting them a close bond with the magical energies of that plane. Through this connection, summoners create an eidolon, a magical creature that they can shape and evolve as they please. Together, eidolon and summoner become a force to be reckoned with, bringing powerful magic and extraplanar power to overcome their foes.
Extraplanar Bond
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. Each summoner has developed a particularly strong magical connection to one of the planes of existence. From the energies of this plane, the summoner creates a creature, known as an eidolon, which serves it's summoner and gains power as the summoner's skills grow. Over time, eidolon and summoner become linked, eventually even sharing a shard of the same soul.
Arcane Companion
Summoners typically spend their time exploring their arcane
power alongside their eidolons. While summoners attain mastery of their magic, they also rely heavily on their eidolon companions in dangerous situations. Though a summoner and their eidolon function as individuals, their true power
lies in what they can accomplish together as they become an inseparable and deadly team.
Those who form a close bond with an extraplanar being rarely lead a quiet, simple life. Summoners frequently seek out increased knowledge about their bonded plane and
the nature of their companion. This often leads them
to set out on dangerous adventures to ancient ruins
and foreign lands where they must use their magical
power and the strength of their eidolon to pull through.
Creating a Summoner
The first question you should consider when making a summoner is the nature of your bond to another plane of existence. Look at the summoner planar bonds available and consider what plane you have bonded to. How did you bond with this plane? Was it a magical accident, your inherited birthright, or a planned event you worked hard to achieve?
Even more importantly, consider the appearance of your eidolon and the abilities you want it to have. Summoners use their magical power to form their eidolon as they see fit. Therefore, eidolons come in every shape and size. Look through available evolutions for your eidolon and plan for the most important ones you wish for your eidolon to obtain.
Lastly, consider your relationship with your eidolon. Do you see each other as partners or friends, or are you in a master and servant relationship? More specifically, in battle, does your eidolon take the front line, does it stay right by your side as a loyal protector, or does it like to lie in wait to catch enemies off guard once fighting has begun? The evolutions you choose as you gain power will shape your eidolon's abilities and the role it plays.
Quick Build
You can make a summoner quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution or Dexterity. Then, choose the hermit background and the dancing lights and fire bolt cantrips. Lastly, for your eidolon, select the quadruped base form with a bite attack and choose the
improved health and improved
damage evolutions.
The Summoner Table
Level | Proficiency Bonus |
Features | Evolution Points |
Cantrips Known |
Spells Known |
1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Planar Bond, Eidolon, Spellcasting | 2 | 2 | 2 | 2 | — | — | — | — |
2nd | +2 | Summon Creature, Bond Senses | 3 | 2 | 3 | 2 | — | — | — | — |
3rd | +2 | Maker's Call | 4 | 3 | 4 | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 5 | 3 | 5 | 3 | — | — | — | — |
5th | +3 | — | 7 | 4 | 6 | 4 | 2 | — | — | — |
6th | +3 | Planar Bond Feature | 8 | 4 | 7 | 4 | 2 | — | — | — |
7th | +3 | Life Bond | 9 | 4 | 8 | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | 10 | 4 | 9 | 4 | 3 | — | — | — |
9th | +4 | — | 11 | 4 | 10 | 4 | 3 | 2 | — | — |
10th | +4 | Aspect | 12 | 4 | 11 | 4 | 3 | 2 | — | — |
11th | +4 | Transposition | 14 | 4 | 12 | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 15 | 4 | 12 | 4 | 3 | 3 | — | — |
13th | +5 | — | 16 | 4 | 13 | 4 | 3 | 3 | 1 | — |
14th | +5 | Planar Bond Feature | 17 | 4 | 13 | 4 | 3 | 3 | 1 | — |
15th | +5 | Greater Aspect | 18 | 4 | 14 | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 19 | 4 | 14 | 4 | 3 | 3 | 2 | — |
17th | +6 | Merge Forms, Plane Shift | 21 | 4 | 15 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Planar Bond Feature | 22 | 4 | 15 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 23 | 4 | 15 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Grand Eidolon | 28 | 4 | 15 | 4 | 3 | 3 | 3 | 2 |
Class Features
As a Summoner, you gain the following class features:
Hit Points
- Hit Dice: 1d6 per summoner level
- Hit Points at 1st Level: 6 + your Constitution modifier
- Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per summoner level after 1st
Proficiencies
- Armor: None
- Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
- Tools: None
- Saving Throws: Wisdom, Charisma
- Skills: Choose two from Animal Handling, Arcana, Deception, Insight, Intimidation, Persuasion, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a quarterstaff or (b) a dagger
- (a) a component pouch or (b) an arcane focus
- (a) a dungeoneer's pack or (b) an explorer's pack
Planar Bond
At 1st level, you have developed a close connection with a particular plane of existence and the magical energies that can be drawn from it. The plane you choose grants you features at levels 1, 6, 14, and 18. Your chosen plane affects the creature type of your eidolon (described in the following section).
In addition, you gain spells according to your chosen plane at the appropriate summoner levels. Each of these spells counts as an summoner spell for you, but do not count against the number of summoner spells you know.
Eidolon
Small, Creature type depends on planar bond
- Armor Class 10 + Dex Modifier + PB (Natural Armor)
- Hit Points 2 + five times your summoner level (the eidolon has a number of hit dice [d6s] equal to your summoner level)
- Speed 20 ft.
STR DEX CON INT WIS CHA 14/10
(+2/+0)14/10
(+2/+0)12
(+1)8
(-1)10
(+0)14
(+2)
Attributes. At 1st level, choose whether your eidolon has 14 STR and 10 DEX or 10 STR and 14 DEX.
- Saving Throws Con +1 +PB, Cha +2 +PB
- Skills Athletics +2/+0 +PB
- Senses Passive Perception 10
- Languages Understands the languages its summoner speaks, but can only speak telepathically to its summoner while on the same plane.
- Proficiency Bonus (PB) equals your bonus
Features
Evolutions. Your eidolon's features and statistics depend largely on the evolutions you choose. At each summoner level, you gain at least one evolution point (as shown in the Summoner table) to spend on eidolon evolutions (see the "Evolutions" section).
Ability Score Improvement. At levels 4, 8, 12, 16, and 19, you can increase one of your eidolon's ability scores by 2, or you can increase two ability scores by 1.
Increases to ability scores affects the relevant saving throws, skills, attacks, hit points, AC, etc. as if the eidolon were a player character (e.g. if the eidolon's constitution modifier increases by 1, it gains a number of hit points equal to your summoner level and one more hit point at each new summoner level).
Actions
Multiattack. The eidolon makes a number of attacks depending on your summoner level (1 attack at level 1-4, up to 2 attacks at levels 5-16, and up to 3 attacks at levels 17-20). Multiattack cannot include spells.
The attacks available to your eidolon depend on its base form and evolutions. Each attack evolution you take applies to only one body part and may only be used once during an attack action. In addition, each of your eidolon's heads, arms, pairs of legs, and sets of wings may only perform one attack during an attack action.
Each attack counts as magical and uses your PB plus either the eidolon's strength or dexterity modifier to hit. On a hit, an attack deals an amount of damage according to its evolution description plus either the eidolon's strength or dexterity modifier. Unless otherwise stated, the range of each attack is 5 ft.
Spells. Some evolutions and features give your eidolon the ability to cast spells. Regardless of its form, your eidolon is able to perform the somatic and verbal components of spells it knows and can ignore material components that do not have a gold cost.
Eidolon
Beginning at 1st level, your attunement to another plane has allowed you to form an eidolon, a creature molded from the magical energies of its home plane. It is friendly to you and your companions, and it obeys your commands. You and your eidolon share a mental link that allows for telepathic communication across any distance on the same plane.
You can summon your eidolon in a ritual that takes 1 minute to perform. When summoned in this way, your eidolon's hit points are unchanged from the last time it was dismissed or banished. Your eidolon remains until you dismiss it as an action. If your eidolon is killed, it is banished to its home plane and it cannot be summoned again until you complete a long rest, which allows your eidolon to reform in its home plane and also gain the benefits of a long rest. Note that your eidolon benefits from rests and makes death saving throws like a player character. If you are killed, your eidolon is immediately banished to its home plane.
See your eidolon's base statistics in the eidolon stat block, which uses your proficiency bonus (PB) in several places. When applicable, your eidolon's proficiency bonus equals your own. When an ability is gained at a certain level, it is referring to your summoner level.
In combat, the eidolon shares your initiative count and takes its turn simultaneously with yours. It can move and use its actions and reaction on its own, requiring no action from the summoner. That action can be one in its stat block or some other action.
Eidolon Evolutions and Base Form
At 1st level, you choose a base form for your eidolon (see the "Eidolon Base Forms" section). A base forms provides some free evolutions for your eidolon that do not count against your pool of evolution points. Evolutions are improvements to your eidolon that grant it additional capabilities.
You have a number of evolution points (EP) according to evolution points column of the Summoner Table. These can be spent on evolutions for your eidolon. See the "Evolutions" section for a list of available evolutions and their EP costs. Whenever you gain a summoner level, you may spend available EP on new evolutions. When you do so, you may remove one of your eidolon's current evolutions (except for the free evolutions granted by their base form). Any EP that had been spent on the removed evolution are available to be spent on new evolutions. Unless otherwise stated, an evolution can be selected multiple times.
Spellcasting
Beginning at 1st level, you cast spells by drawing upon the power of the plane of existence you have bonded with. See the summoner spell list for the spells you can learn.
Cantrips
At 1st level, 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 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.
Spells Known of 1st Level and Higher
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 from this feature. Each of these spells must be of a level for which you have spell slots on the summoner table.
Additionally, when you gain a level in this class, you can choose one of the summoner spells you know from this feature and replace it with another spell from the summoner spell list. The new spell must also be of a level for which you have spell slots on the Summoner table.
Spellcasting Ability
Charisma is your spellcasting ability for your summoner spells. 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 attack modifier = your proficiency bonus +
Ritual Casting
You can cast a summoner spell as a ritual if that
spell has the ritual tag and you know the spell.
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for
your summoner spells.
Summon Creature
At 2nd level, you diversify your summoning abilities to
handle situations your eidolon is not suited for. Once per long rest, instead of summoning your eidolon, you may use the same ritual to summon a creature from your bonded plane with a CR up to 1/3 of your summoner level for up to one hour, after which it returns to its home plane.
Maintaining the creature on the same plane as you requires your concentration, which if broken, causes the creature to immediately be dismissed. Like the eidolon, you summon this creature in a ritual that takes 1 minute to perform. The creature must be of the same type as your eidolon (determined by your planar bond). Your DM will have creature options for you and the stats for those creatures. The summoned creature is friendly to you and your companions, shares your initiative count, and takes its turn immediately after yours. It can move and use its action and reaction on its own.
You can have either your eidolon or one creature summoned through this feature at a time. If you summon your eidolon or a creature from this feature, other summons from this or the eidolon feature are immediately dismissed to their home plane.
Bond Senses
Beginning at 2nd level, you develop a close link with your eidolon allowing you to see the world from its perspective. Once per short rest, as an action, you can experience what your eidolon senses (including sight, hearing, feeling, etc.) for up to one minute, gaining the benefits of any special senses it has. During this time, you do not experience your own senses and do not have control of your own body. Your body does not move from the position you left it until the effect ends unless something else moves it.
Maker's Call
Beginning at 3rd level, you and your eidolon are magically connected regardless of distance. Whenever your eidolon is on the same plane as you, you can use your bonus action to teleport it to an open space within 5 ft. of you. If there are no open spaces, the teleportation fails.
In addition, while you can see your eidolon, spells you cast with a range of self can instead target your eidolon. If a self-targeting spell uses your reaction, it can be triggered through your eidolon (for example, when your eidolon is hit by an attack, you can use your reaction to cast shield on it).
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. As noted in the eidolon stat block, your eidolon's ability scores increase the same way.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Life Bond
At 7th level, your life becomes intertwined with that of your eidolon. Whenever your eidolon takes damage, you may use your reaction and sacrifice a number of hit points from your current total. When you do so, you reduce the damage of the triggering attack by an amount equal to the number of hit points you sacrificed.
You may not reduce yourself to 0 hit points with this feature.
Aspect
At 10th level, your deepening relationship with your eidolon has bestowed you some of its power. You choose a number of evolutions your eidolon has that cost up to 2 EP total. You gain the benefits of the chosen evolution(s).
Each evolution may only be selected once for the aspect or greater aspect features.
Transposition
At 11th level, as a bonus action you can switch locations with your eidolon through teleportation. You must be able to see your eidolon to perform the transposition. In addition, if your eidolon is larger than you they must still occupy the space you were previously on (or vice versa). If there is
not sufficient room to do so, the
transposition fails.
Greater Aspect
At 15th level, you increasingly resemble your eidolon as the plower of your bonded plane flows through you. You choose a number of evolutions your eidolon has that cost up to 4 EP total. You gain the benefits of the chosen evolution(s).
Each evolution may only be selected once for the aspect or greater aspect features.
Merge Forms
At 17th level, your eidolon becomes an extension of your own being. You learn to merge you and your eidolon's forms into one creature.
Merging
As a bonus action, you may touch your eidolon to merge you and its physical forms into one body. When you do so, you and your eidolon become one creature. Your merged form continues to be affected by any ongoing spells or magical effects that were affecting either of you, including those from worn magical equipment. You become the size of your eidolon if it was larger than yourself, but otherwise you remain the same size. After the merge, you may occupy the space either you or your eidolon were in, but you must be able to fit in the chosen space with your new size.
Merged Statistics
In your merged form, your creature type is the same as your eidolon. You have access to both your own and your eidolon's senses and movement speeds. Each one of your merged form's ability scores equals either your or your eidolon's corresponding ability score, whichever is higher. In addition, you use your eidolon's hit point pool and its armor class, but you may still use the life bond feature to draw from your own hit point pool and reduce damage taken. Lastly, your merged
form has all proficiencies that you
or your eidolon had.
Merged
Form Actions
While merged, you and your eidolon continue to take your separate turns as normal but are now controlling the same body in tandem. Your minds and thoughts are so coordinated that you encounter no issues piloting the same form. You may use any of your normal actions including casting spells while in your merged form, but you may alternatively perform one of your eidolon's attacks or another one of its actions instead. Your eidolon acts as normal. Note that if one of your eidolon's abilities has a limited number of uses, you and your eidolon share the available uses. In addition, either you or your eidolon (not both) may choose to move using one of your merged form's speeds. Lastly, your merged form has two reactions per round; one from you and one from your eidolon, but only one can be used at a time.
Splitting
You may willingly split forms, using your bonus action, causing you and your eidolon to occupy separate spaces directly on or within 5 feet of the space(s) your merged form had occupied; if there is not enough space to split, you remain merged.
Also, if your merged form is reduced to
0 hit points, your form splits if there is space available to do so, and your eidolon begins making death saving throws. If there is not enough space available to split, you and your eidolon remain merged and you make one death saving throw each round as your merged form. If your merged form dies, you die, your form splits, and your eidolon is banished.
Plane Shift
Beginning at 17th level, you learn to travel to your bonded plane. Once per long rest, as a ritual that takes 10 minutes, you can transport yourself and up to 8 willing creatures you can see to a general location on your bonded plane (see the plane shift spell).
Alternatively, while on your bonded plane, you can use this ritual to return yourself and up to 8 willing creatures to a familiar location on your home plane.
Grand Eidolon
At 20th level, your eidolon becomes a creature of legend and immense power. You gain four additional EP (for a total of 28 as shown in the Summoner Table).
Eidolon Base Forms
An eidolon's base form acts as the starting point for
your eidolon's evolution. Each base form has free
evolutions that do not count against your pool of evolution points (EP). Unlike other evolutions, these free evolutions cannot be removed when you gain a summoner level.
You may decide that your eidolon has body parts it
does not have the corresponding evolution for. However,
this only affects your eidolon's appearance and does not impart any gameplay benefit. For example, this is often applied to eidolons that have legs but not the "legs"
evolution, because they do not use their legs for attacking.
Aquatic
Aquatic eidolons begin with the head, gills, swim, and tail evolutions. In addition, choose one of the following
evolutions for your starting attack: bite, headbutt, horns,
or tail slap.
This grants them a head, the ability to breathe
underwater indefinitely, a swim speed of 30 feet, a tail, proficiency in acrobatics, and the attack you chose.
Biped
Biped eidolons begin with the head, arms, and speed (base) evolutions. In addition, choose one of the following evolutions for your eidolon's starting attack: bite, claws, headbutt, horns, pincers, slam, or stinger.
This grants them a head, a pair of arms, a speed of 30 ft., and the attack you chose. Here, the speed evolution represents a pair of legs that is unavailable for attacking or receiving attack evolutions.
Quadruped
Quadruped eidolons begin with the head, legs, pounce, and speed (base) evolutions. In addition, choose one of the following evolutions for your eidolon's starting attack: bite, claws, headbutt, hooves, or horns.
This grants them a head, a pair of legs, a speed of 40 ft., doubled distance on their long jumps, and the attack you chose. Here, the speed evolution represents a second pair of legs that is unavailable for attacking or receiving attack evolutions.
Serpentine
Serpentine eidolons begin with the head, climb, reach, and tail evolutions. In addition, choose one of the following evolutions for your eidolon's starting attack: bite, headbutt, horns, stinger, or tail slap.
This grants them a head, a climb speed of 20 ft., a tail, proficiency in acrobatics, and the attack you chose (which gains a range of 10 feet).
Winged
Winged eidolons begin with the head, skilled (acrobatics), and wings evolutions. In addition, choose one of the following evolutions for your eidolon's starting attack: bite, headbutt, horns, or wing buffet.
This grants them a head, proficiency in acrobatics, a flight speed of 30 ft., and the attack you chose.
Optional Rule: Custom Base Forms
If none of the above base forms closely fit the idea you have for your eidolon's form, you can make a custom base form by following the guidelines listed below. Note that evolutions gained through a custom base form count as free evolutions and cannot be removed later.
- Choose two of the following evolutions: "arms", "head", "legs", "tail", and "wings". You may choose the same evolution twice, except for "wings". You may not choose both the "arms" and "wings" evolutions.
- Choose two different 1-point evolutions that are not attacks. However, if you chose either the "arms" or "wings" evolutions at least once in the previous step, you may only choose one 1-point evolution.
- Choose one 1-point attack evolution that your eidolon has a prerequisite body part evolution for. For example, the "claws" evolution requires "arms" or "legs".
Evolutions
The following are all the evolutions that can be given to your eidolon. You have a number of evolution points (EP) according to evolution points column of the Summoner Table. These can be spent on evolutions for your eidolon (see the "Evolutions" section) to grant them additional capabilities. Whenever you gain a summoner level, you may spend available EP on new evolutions. When you do so, you may remove one of your eidolon's current evolutions (except for the free evolutions granted by their base form). Any EP that had been spent on the removed evolution are available to be spent on new evolutions. Unless otherwise stated, each evolution can be taken multiple times.
An evolution that grants your eidolon an attack requires that your eidolon have one of the corresponding body part evolutions. For example, the claws evolution requires either the "arms" or "legs" evolutions.
1-Point Evolutions
The following evolutions cost one evolution point to choose.
Ability Score
Your eidolon becomes physically or mentally more capable. Choose one of your eidolon's ability scores. The chosen ability score increases by 1.
Increases to ability scores affects the relevant saving throws, skills, attacks, hit points, AC, etc. as if the eidolon were a player character. For example, if an eidolon's constitution ability score increases from 11 to 12, its constitution modifier increases by 1, and it gains a number of hit points equal to your summoner level and one more hit point at each new summoner level.
Basic Magic
Your eidolon learns to cast a basic spell. Select one first level spell from the sorcerer spell list. Your eidolon can cast this spell once per long rest at first level. Charisma is your eidolon’s casting ability for these spells.
Bite
Your eidolon’s maw is full of razor-sharp teeth, giving it a bite attack from a head. This attack deals 1d6 piercing damage and has a base range of 5 feet.
Cantrip
Your eidolon learns to cast a simple spell. Select one of the following cantrips: Acid Splash, Chill Touch, Create Bonfire, Dancing Lights, Fire Bolt, Frostbite, Gust, Infestation, Light, Lightning Lure, Mage Hand, Magic Stone, Mending, Mind Sliver, Minor Illusion, Poison Spray, Primal Savagery, Produce Flame, Ray of Frost, Sacred Flame, Sapping Sting, Shocking Grasp, Spare the Dying, Thorn Whip, Thunderclap, or Toll the Dead. Your eidolon can cast this cantrip a number of times per day equal to its charisma modifier. Charisma is your eidolon’s casting ability for these spells. Your eidolon uses your summoner level to determine the effects of its cantrips.
Claws
Your eidolon has a pair of vicious claws at the end of one of its pairs of limbs, giving it a claw attack from one arm or pair of legs or wings. This attack deals 1d6 slashing damage and has a base range of 5 feet.
Climb
Your eidolon becomes a skilled climber, gaining a climb speed equal to 20 feet.
You cannot select this evolution more than once.
Darkvision
Your eidolon gains the ability to see clearly in the dark. Your
eidolon gains darkvision to a range of 60 feet. Each
subsequent time you select this evolution, the range of
your eidolon's darkvision increases by 30 feet.
Disengage
Your eidolon is nimble and able to escape enemies'
attacks. Your eidolon can disengage as a bonus action.
You cannot select this evolution more than once.
Gills
Your eidolon has a pair of gills allowing it to breathe
underwater indefinitely.
You cannot select this evolution more than once.
Headbutt
Your eidolon grows a thick skull or blunt horns to
ram foes, giving it a headbutt attack from one head.
This attack deals 1d6 bludgeoning damage and has a
base range of 5 feet.
Hooves
Your eidolon has a pair of hardened hooves or otherwise
tough feet, giving it a hoof attack from one pair of legs.
This attack deals 1d6 bludgeoning damage and has a
base range of 5 feet.
Horns
Your eidolon grows a number of sharp horns on its head, giving it a horn attack from one head. This attack deals 1d4 piercing damage and has a base range of 5 feet. If your eidolon moves at least 15 feet directly towards a creature on its turn, this attack is made with advantage when targeting that creature before the end of the turn.
Improved Damage
One of your eidolon’s attacks is particularly deadly. Choose one of your eidolon’s attacks, not including spells. The damage die for this attack increases by one step (e.g. a 1d6 becomes a 1d8) up to a maximum of 1d12.
This evolution does not count as modifying an attack for the purposes of applying other evolutions to the same attack.
Improved Health
Your eidolon becomes tougher and able to withstand more damage. The size of your eidolon's hit die increases by one step (e.g. from d6 to d8) up to a maximum of d12. In addition, your eidolon's hit point maximum increases by an amount equal to your summoner level plus one and continues to increase by one more each time you gain a summoner level.
Each time your eidolon receives this evolution after the first, the cost increases by one evolution point.
Improved Natural Armor
Your eidolon’s natural armor grows thicker, sturdier, and heavier. Your eidolon’s AC now equals 12 + Dex modifier (max 2) + PB. You may choose improve this evolution by spending an additional evolution point to make your eidolon's AC equal 14 + PB.
Mount
Your eidolon is properly trained to serve as a combat mount. An eidolon with this evolution may carry one rider of the same size, up to two riders if they are all at least one size smaller, four riders if they are all at least two sizes smaller, and eight riders if they are all at least three sizes smaller.
You cannot select this evolution more than once.
Pincers
Your eidolon has a large crushing pincer or simply a powerful grip, giving it a pincer attack from one arm. This attack deals 1d4 bludgeoning damage and has a base range of 5 feet.
An eidolon with this evolution adds their PB twice
(instead of once) to athletics checks made to grapple if
they have hit with a pincer attack on that turn.
Pounce
Your eidolon has an exceptionally long jump. When
your eidolon makes a long jump, it covers a number of
feet up to double its Strength score.
You cannot select this evolution more than once.
Protective
Your eidolon is instinctually protective of you and your
allies. When a creature within 5 feet of your eidolon is targeted with an attack, your eidolon can use its
reaction to give that creature a +2 bonus to AC until
the beginning of your eidolon's next turn.
You may spend an additional evolution point to
improve this evolution. If you do so, your eidolon may
impose disadvantage on the triggering attack instead
of granting the AC bonus.
Pull
Your eidolon gains the ability to pull creatures closer when attacking. Choose one of your eidolon’s attacks, not including spells. When your eidolon deals damage with this attack, the targeted creature must make a strength saving throw (DC = 8 + your eidolon’s strength modifier + your proficiency bonus). On a failed save, the creature is pulled to the closest space within 5 feet of your eidolon.
An attack modified by this evolution may not be modified by any other.
Push
Your eidolon gains the ability to push creatures when attacking. Choose one of your eidolon’s attacks, not including spells. When your eidolon deals damage with this attack, the targeted creature must make a strength saving throw (DC = 8 + your eidolon’s strength modifier + your proficiency bonus). On a failed save, the creature is shoved 5 feet directly away from your eidolon or shoved prone (your choice).
An attack modified by this evolution may not
be modified by any other.
Reach
One of your eidolon’s attacks has a longer
range. Choose one of your eidolon’s attacks, not
including spells. The range of that attack increases by
5 feet. This evolution can be selected multiple times for the same attack depending on your eidolon’s size. A small or medium eidolon can select this evolution only once for each attack. For each size larger, your eidolon may select this evolution one more time for each attack. If your eidolon's size is reduced, its reach is temporarily reduced to the maximum available for its size (e.g. 10 feet for small/medium, 15 feet for large, etc.)
This evolution does not count as modifying an attack for the purposes of applying other evolutions to the same attack.
Resistance
Your eidolon is particularly resistant to a specific type of damage. Choose one of the following damage types: acid, cold, fire, lightning, necrotic, radiant, or thunder. Your eidolon gains resistance to that damage type.
Each time your eidolon receives this evolution after the first, the cost increases by one evolution point.
Scent
Your eidolon’s sense of smell is extremely acute. Your eidolon has advantage on perception checks that rely on smell. In addition, your eidolon automatically detects creatures within 60 feet that have a clear path smell can travel through (e.g. not behind walls or thick doors).
This evolution does not allow your eidolon to know the exact position of detected creatures, nor how many creatures there are. In addition, creatures cannot be detected this way if they do not produce a smell.
You cannot select this evolution more than once.
Siege
Your eidolon is adept at destroying and
tearing down walls and structures. Choose
one of your eidolon's attacks, not including spells.
Your eidolon deals double damage to objects and structures with that attack.
This evolution does not count as modifying an attack for the purposes of applying other evolutions to the same attack.
Size
Your eidolon grows in size. The size of your eidolon increases by one category (e.g. a small eidolon becomes medium). Each time your eidolon receives this evolution after the first, the cost increases by one evolution point.
When you summon your eidolon, you may make your eidolon smaller than its normal size (to a minimum size of small). This can be reverted when you summon your eidolon again.
Skilled
Your eidolon is particularly talented in a skill. Choose a skill your eidolon is not already proficient in (an eidolon starts with proficiency in athletics by default). Your eidolon is considered proficient in the chosen skill and adds your proficiency bonus to checks made with that skill.
Slam
Your eidolon can deliver devastating blunt attacks through a powerful fist, tentacle, etc. Your eidolon gains a slam attack on one arm. This attack deals 1d6 bludgeoning damage and has a base range of 5 feet.
Slippery
Your eidolon is particularly hard to
hold onto. Your eidolon has advantage
on saving throws and checks to avoid or
escape a grapple.
You cannot select this evolution more than once.
Speed
Your eidolon becomes faster and more mobile. Choose one of your eidolon's movement speeds (its base speed or any special movement speeds it has). That speed increases by 10 feet.
Sticky
Your eidolon is especially sticky. Creatures have disadvantage on checks made to escape your eidolon’s grapple (but not the initial check to avoid being grappled).
You cannot select this evolution more than once.
Stinger
Your eidolon has a dangerous barbed stinger or spike, giving it a stinger attack from one arm or tail. This attack deals 1d6 piercing damage and has a base range of 5 feet.
Swim
Your eidolon has webbed hands, feet, or flippers that allow it to swim quickly. Your eidolon gains a swimming speed equal to 30 feet.
You cannot select this evolution more than once.
Tail Slap
Your eidolon can use its tail to slam into enemies, giving it a tail slap attack from one tail. This attack deals 1d6 bludgeoning damage and has a base range of 5 feet.
Wing Buffet
Your eidolon learns to use its wings to batter foes, giving it a wing attack from its wings. This attack deals 1d6 bludgeoning damage and has a base range of 5 feet.
You cannot select this evolution more than once.
2-Point Evolutions
The following evolutions cost two evolution points to choose.
Bleed
Your eidolon inflicts deep bleeding wounds. Choose one of your eidolon’s attacks that deals piercing or slashing damage. When your eidolon deals damage with this attack, the targeted creature must make a constitution saving throw (DC = 8 + your eidolon’s strength or dexterity modifier + your proficiency bonus). On a failed save, the creature begins bleeding and takes 1d4 damage of the original damage type at the beginning of each of its turns. A bleeding creature can repeat the saving throw at the end of each of its turns, ending the bleeding effect on a success. A creature cannot be affected by multiple instances of this bleed effect at a time.
An attack modified by this evolution may not be modified by any other.
Constrict
Your eidolon gains powerful muscles to crush those that it grapples. Choose one of your eidolon’s attacks that has been modified by the grab evolution. When your eidolon successfully grapples an enemy with that attack, it deals additional bludgeoning damage equal to one roll of the attack’s damage die.
Your eidolon must have the grab evolution to take this evolution. This evolution does not count as modifying an attack for the purposes of applying both the grab and constrict evolutions to the same attack.
Elemental Attacks
One of your eidolon’s attacks becomes infused with elemental energy. Pick one of the following damage types: acid, cold, fire, lightning, or thunder. In addition, choose one of your eidolon’s attacks. That attack deals an addition 1d4 damage of the chosen type.
You can spend an additional evolution point to increase the damage die for the chosen element by one step (e.g. 1d4 becomes a 1d6) up to a maximum of 1d12.
An attack modified by this evolution may not be modified by any other.
Evasion
Your eidolon learns to nimbly avoid areas of danger. When your eidolon is subjected to an effect that allows it to make a dexterity saving throw to take only half damage, it instead takes no damage on a success, and only half damage on a failure.
You cannot select this evolution more than once.
Grab
Your eidolon becomes adept at
grappling foes with an attack.
Choose one of your eidolon’s
attacks, not including spells.
When your eidolon hits a
creature with that attack, it may
use its bonus action to attempt to
grapple the target creature. An
attack modified by this evolution
may not be modified by any other.
Head
Your eidolon grows an additional head.
Each head can perform up to one
attack during the attack action. Heads
may be given the "bite", "headbutt", and
"horns" attack evolutions.
In addition, each head after the first grants
your eidolon a +1 bonus to perception
checks.
Keen Senses
Your eidolon’s sense sight and other senses
becomes more acute. Your eidolon gains
proficiency in perception, allowing it to add
your proficiency modifier to checks made with
that skill. In addition, your eidolon has
advantage on perception checks that rely on sight
or smell (your choice).
You cannot select this evolution more than once.
Legs
Your eidolon grows an additional pair of legs. Each pair
of legs can perform up to one attack during the attack
action. Legs may be given the "claws" and "hooves" attack
evolutions.
Legs can represent actual legs or similar body parts that increase your eidolon's mobility. Each pair of legs increases your eidolon’s base speed by 10 feet. Note that you can alternatively take the speed evolution if you do not need the extra pairs of legs for attacks.
Minor Magic
Your eidolon learns to cast a minor spell. Select one second level spell from the sorcerer spell list. Your eidolon can cast this spell once per long rest at second level. Charisma is your eidolon’s casting ability for these spells.
You may only select this evolution for your eidolon if you have at least one second level spell slot.
Poison Attacks
One of your eidolon’s attacks secretes a toxic venom. Choose one of your eidolon’s attacks, not including spells. When your eidolon hits a creature with that attack, the target creature must make a constitution saving throw (DC = 8 + your eidolon’s constitution modifier + your proficiency bonus). On a failed save, the creature is poisoned. At the end of each of its turns, that creature may repeat the saving throw ending the poisoned condition on a success.
An attack modified by this evolution may not be modified by any other.
Rend
One of your eidolon’s bleeding attacks becomes particularly devastating. Choose one of your eidolon’s attacks that has been modified by the bleed evolution. That attack now scores a critical hit on a roll of 19 or 20. In addition, on a critical hit, this attack deals two additional damage die (instead of one) when determining damage.
Your eidolon must have the "bleed" evolution to take this evolution. This evolution does not count as modifying an attack for the purposes of applying both the "bleed" and "venomous" evolutions to the same attack.
Saving Throw
Your eidolon becomes skilled at avoiding a certain kind of danger. Your eidolon gains proficiency in a saving throw or your choice (eidolons start with proficiency in constitution and charisma saving throws).
Each time your eidolon receives this evolution after the first, the cost increases by one evolution point.
Stench
Your eidolon develops a stench so overpowering it sickens nearby creatures. Any creature that starts its turn within 5 feet of your eidolon must make a constitution saving throw (DC = 8 + your eidolon’s constitution modifier + your proficiency bonus). On a failed, the creature is poisoned until the beginning of its next turn. On a successful save, the creature is immune to the stench evolution for 24 hours.
You cannot select this evolution more than once.
Tremorsense
Your eidolon becomes attuned to vibrations in the ground. Your eidolon gains tremorsense to a range of 30 feet. You may spend additional EP to increase the range of your eidolon’s tremorsense by 10 feet for each point spent.
Tail
Your eidolon has a long, powerful tail. Your eidolon gains proficiency in acrobatics, allowing it to add your
proficiency modifier to checks made with that skill.
Each tail can perform up to one attack during the
attack action. A tail may be given the "stinger"
and "tail slap" evolutions.
Venomous
Your eidolon’s venom becomes extremely potent.
Choose one of your eidolon’s attacks that has
been modified by the "poison attacks"
evolution. When your eidolon hits an enemy
with that attack, it deals an extra 1d6
poison damage. You can spend additional
EP to increase the damage die for the
chosen element by one step (e.g. 1d6
becomes a 1d8) for each point spent
up to a maximum of 1d12.
Your eidolon must have the poison
attacks evolution to take this
evolution. This evolution does not
count as modifying an attack for the
purposes of applying both the poison
attacks and venomous evolutions to the
same attack.
Weapon Training
Your eidolon gains proficiency in simple weapons. You may spend one additional evolution point to grant your eidolon proficiency in martial weapons as well.
This evolution allows your eidolon to make attacks with weapons they are proficient in. Your eidolon follows the normal rules for wielding weapons and can make up to one attack with each weapon they are wielding as part of multiattack.
You cannot select this evolution more than once.
3-Point Evolutions
The following evolutions cost three evolution points to choose.
Arms
Your eidolon grows an additional pair of arms. Each individual arm can perform up to one attack during the attack action, but each arm requires its own attack evolutions. Arms may be given the "claws", "pincers", "slam", and "stinger" attack evolutions.
Arms can represent actual arms, tentacles, hooked graspers on wing tips, pseudopods, etc. A pair of arms allows an eidolon to grasp objects and wield weapons (with the weapon training evolution).
Blindsight
Your eidolon’s senses of the immediate area become extraordinarily acute. Your eidolon gains blindsight to
a range of 20 feet. You may spend additional
EP to increase the range of your eidolon’s
blindsense by 5 feet for each
point spent.
Breath Weapon
Your eidolon learns to exhale magical energy, granting it a breath weapon from its head. Choose from the acid, cold, fire, lightning, or poison damage types. In addition, choose either a 30-foot cone or 60-foot line. Your eidolon’s breath weapon deals 4d6 damage of the chosen type and takes on the chosen shape. Note that each of your eidolon’s heads can only have one breath weapon.
Once per short rest, your eidolon may use its breath weapon as one of its attacks. Creatures caught in the breath weapon must make a dexterity saving throw (DC = 8 + your eidolon’s constitution modifier + your proficiency bonus). On a successful, save a creature takes only half damage from the breath weapon.
Unlike other attacks, your eidolon’s breath weapon cannot
be modified by other evolutions. However, you may
spend additional EP to increase the damage of the
breath weapon by 2d6 for each point spent, up
to a maximum of
10d6.
Burrow
Your eidolon learns to push through earth with ease. Your eidolon gains a burrow speed of 20 feet.
You cannot select this evolution more than once.
Damage Reduction
Your eidolon's skin, hide, or scales become hard as steel. Bludgeoning, piercing, and slashing damage that your eidolon takes from nonmagical attacks is reduced by 3.
Devil’s Sight
Your eidolon can see normally in darkness, both magical and nonmagical, up to 120 feet. You may spend additional EP to increase the range of your eidolon's devil's sight by 30 feet for each point spent.
Frightening Presence
The mere presence of your eidolon can strike terror in the hearts of its foes. Once per short rest, as a bonus action, your eidolon may force all creatures of its choice within 60 feet to make a wisdom saving throw (DC = 8 + your eidolon’s charisma modifier + your proficiency bonus). On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. When the effect ends for a creature, that creature is immune to your eidolon’s frightful presence for 24 hours.
You cannot select this evolution more than once.
Immunity
Your eidolon becomes extremely resilient to an element.
Choose an element your eidolon is resistant to. Your
eidolon becomes immune to that element.
Each time your eidolon receives this evolution after the
first, the cost increases by one evolution point.
Moderate Magic
Your eidolon learns to cast a spell of moderate power.
Select one third level spell from the sorcerer spell list.
Your eidolon can cast this spell once per long rest at
third level. Charisma is your eidolon’s casting modifier
for these spells.
You may only select this evolution for your eidolon if you
have at least one third level spell slot.
Sacrifice Health
Your eidolon gains the ability to heal others through the
sacrifice of its own life force. As an action, your eidolon can
touch a creature and choose to lose a number of hit points
up to one less than its current total. The target creature
regains hit points equal to half of the number sacrificed by
your eidolon (rounded down).
You cannot select this evolution more than once.
Swallow Whole
Your eidolon can swallow enemies either through
engulfing them in their form like a slime, actually
swallowing them, or through some other means. When
you obtain this evolution, choose either bludgeoning or
acid damage. The chosen damage type is what will be
dealt to swallowed creatures.
Once per round, your eidolon may replace one of
its attacks with an attempt to swallow a creature
it is grappling. The target creature must be at
least one size smaller than your eidolon. Your
eidolon makes an athletics check contested by either
an athletics or acrobatics check from the target
creature. If your eidolon is successful, the target
creature is swallowed and is no longer grappled. The swallowed creature takes bludgeoning or acid damage (depending on which you chose when taking this
evolution) equal to 1d6 plus your eidolon's constitution modifier, and is considered blinded, restrained, and
behind total cover. At the beginning of each of your
eidolon’s turns, a swallowed creature takes the
bludgeoning or acid damage again.
Your eidolon can only have one creature swallowed
at a time. If your eidolon dies or is banished, the
swallowed creature is no longer restrained and is
prone in one of the spaces your eidolon was
occupying (your choice if there are multiple).
You cannot select this evolution more than once,
and your swallow whole evolution cannot be modified
by other evolutions. However, you may spend additional
EP to increase swallow whole's damage die by one step
(e.g. a 1d6 becomes a 1d8) up to a maximum of 1d12.
Web
Your eidolon gains the ability to spin webs. Once per
short rest, your eidolon may replace one of its attacks
with an attempt to web a creature. To do so, your eidolon makes an attack roll against a creature within 30 feet. On
a hit, the target creature is restrained by webbing.
As an action, a creature restrained by this webbing or adjacent to a restrained creature can make a strength check (DC = 8 + your eidolon’s constitution modifier + your proficiency bonus), bursting the webbing on a success. Fire damage automatically destroys the webbing but deals an equal amount of damage to a restrained creature.
You cannot select this evolution more than once.
Wings
Your eidolon grows powerful wings or otherwise gains the ability to fly. Your eidolon gains a flying speed of 30 feet. A set of wings can perform one attack during the attack action and may be given the "claws" and "wing buffet" attack evolutions.
You cannot select this evolution more than once.
4-Point Evolutions
The following evolutions cost four evolution points to choose.
Legendary Resistance
Your eidolon is incredibly resistant to physical and magical threats. Once per long rest, if your eidolon fails a saving throw, it can choose to succeed instead.
You must be at least level 11 to choose this evolution, and you cannot select this evolution more than once.
Lifesense
Your eidolon can pinpoint living creatures with ease. Your eidolon notices and locates living creatures within 60 feet regardless of cover, invisibility, etc.
You must be at least level 11 to choose this evolution, and you cannot select this evolution more than once.
Major Magic
Your eidolon learns to cast a powerful spell. Select
one fourth level spell from the sorcerer spell list. Your
eidolon can cast this spell once per long rest at fourth level. Charisma is your eidolon’s casting modifier for these spells.
You may only select this evolution for your eidolon if you have at least one fourth level spell slot.
Multiclassing
Prerequisites. To qualify for multiclassing with the Summoner class, you must meet these prerequisites: 13 Charisma.
Proficiencies. When you multiclass into the Summoner class, you gain no proficiencies.
Spell Slots. You add half your Summoner levels (rounded down) for the purposes of determining multiclass spell slots.
Summoner Planar Bonds
Every summoner has a powerful bond with another plane of existence. The magical energies of that plane constitute your eidolon, fuel your magic, and give you and your eidolon different abilities.
Astral Bond
Instead of a particular plane, some summoners bond to the space between planes, known as the astral sea. Eidolons formed from astral power are less spatially constrained, giving them the ability to teleport, banish creatures back to their own plane, and turn ethereal.
Astral Bond Spells
Summoner Level | Spells |
---|---|
1st | Expeditious Retreat |
5th | Misty Step |
9th | Blink |
13th | Banishment |
17th | Far Step |
Astral Eidolons
Astral eidolons are unlike creatures from any particular plane. Beginning at 1st level, your eidolon's creature type is aberration.
In addition, your eidolon's spatially transient nature gives your eidolon gains the "speed" and "slippery" evolutions as a free evolutions that cannot be removed.
Arcane Shift
At 6th level, your eidolon learns to control its position more closely. Once per short rest, your eidolon may cast misty step as a bonus action.
Space Between
Beginning at 14th level, you eidolon can direct the flow of astral energy between the planes to force creatures back to their home planes. Once per long rest, your eidolon may cast the spell banishment as an action.
Ethereal Form
At 18th level, your eidolon detaches itself more fully from the constraints of physical space. Once per long rest, as an action, your eidolon may gain the benefits of the etherealness spell for up to 10 minutes, requiring its concentration.
Feywild Bond
You have become coupled with the wild and unpredictable magics of the feywild. Your eidolon can channel this magic to disorient and confuse foes, becoming as illusive and deceptive as powerful fey.
Feywild Bond Spells
Summoner Level | Spells |
---|---|
1st | Disguise Self |
5th | Suggestion |
9th | Hypnotic Pattern |
13th | Confusion |
17th | Dominate Person |
Fey Eidolons
Eidolons infused with feywild magics become like the fey themselves. Beginning at 1st level, your eidolon's creature type is fey.
In addition, your eidolon can channel basic fey magic. Your eidolon gains the "basic magic (disguise self)" and "cantrip (minor illusion)" evolutions as free evolutions that cannot be removed.
Illusion Resistance
Beginning at 6th level, your eidolon is accustomed to the disorienting powers of the feywild, making it easy to resist similar effects. Your eidolon has advantage on wisdom savings throws.
Maddening Presence
Beginning at 10th level, the mere presence of your eidolon can madden its foes. Once per short rest, as a reaction to being targeted by an attack within 5 feet, your eidolon can force the attacker to make a wisdom saving throw (DC = 8 + your eidolon's charisma modifier + your proficiency bonus) before making the attack roll. On a failure, you choose a new target creature for the attack within range of the triggering attack; if there are no creatures in range other than your eidolon, the attacking creature targets your eidolon but has disadvantage on the attack roll.
Domination
At 18th level, your eidolon gains the ability to magically control lesser beings. Once per long rest, as an action, your eidolon may cast the spell dominate person.
Shadowfell Bond
You are attuned to the shadowfell, a plane of
decay and death, that acts as a bleak counterpart
to the material plane. Eidolons formed from darkness
channel the power of death in their attacks and learn to hide themselves in shadow.
Shadowfell Bond Spells
Summoner Level | Spells |
---|---|
1st | False Life |
5th | Invisibility |
9th | Summon Shadowspawn |
13th | Greater Invisibility |
17th | Danse Macabre |
Shadow Eidolons
Eidolons formed from the shadowfell are connected with the powers of death. Beginning at 1st level, your eidolon's creature type is undead or abberation (your choice).
In addition, your eidolon's dark, shadowy nature makes it resilient to necrotic attacks. Your eidolon gains the "resistance (necrotic)" and "skilled (stealth)" evolutions as free evolutions that cannot be removed.
Dark Offense
Beginning at 6th level, your eidolon's attacks are suffused with shadow magic. Choose one of your eidolon's attacks, this attack deals 1d6 necrotic damage on a hit. This does not count as modifying the attack with an evolution.
In addition, if you choose the "elemental attacks" evolution, you may choose necrotic as the damage type.
Shadowform
Beginning at 14th level, your eidolon can vanish into the shadows. Once per long rest, as an action, your eidolon can cast the greater invisibility spell targeting itself.
Immaterial
At 18th level, your eidolon's form becomes increasingly resistant to physical threats. Your eidolon gains resistance to nonmagical bludgeoning, piercing, and slashing damage.
Elemental Bond
You have a strong connection to the elemental planes of
chaos. Your eidolon is formed from these chaotic
energies and can summon the power of the elements in
their attacks and abilities.
Elemental Bond Spells
Summoner Level | Spells |
---|---|
1st | Feather Fall (air), Grease (earth), Burning Hands (fire), or Create or Destroy Water (water) |
5th | Gust of Wind (air), Maximillian's Earthen Grasp (earth), Scorching Rays (fire), or Rime's Binding Ice (water) |
9th | Fly (air), Erupting Earth (earth), Fireball (fire), Tidal Wave (water) |
13th | Storm Sphere (Air), Stoneshape (Earth), Wall of Fire (Fire), Control Water (Water) |
17th | Control Winds (air), Transmute Rock (earth), Flame Strike (fire), or Cone of Cold (water) |
Elemental Eidolons
Your eidolon is formed from raw elemental energy.
Beginning at 1st level, your eidolon's creature type is
elemental. In addition, choose either air, earth, fire, or water
as your eidolon's bonded element, which affects the
following planar bond features and your bond spells.
Your eidolon's control over the elements gives them the
"elemental attacks" evolution as a free evolution that cannot
be removed. The damage type from this feature depends
on your eidolon's bonded element: lightning (air), acid
(earth), fire (fire), or cold (water).
Elemental Form
Beginning at 6th level, your eidolon can manifest its form
as elemental energy. Your eidolon gains resistance to one
of the following damage types depending on its bonded
element: lightning (air), acid (earth), fire (fire), or cold (water).
In addition, your eidolon can move through a space as
narrow as 1 inch without squeezing.
Planar Barrier
At 14th level, your eidolon learns to summon an
elemental barrier. Once per long rest, as an action, your
eidolon can cast one of the following spells, depending on
its bonded element: wind wall (air), wall of sand (earth), wall
of fire (fire), or wall of water (water).
Chaotic Aura
At 18th level, your eidolon's chaotic energy erupts in
response to enemy attacks. When a creature makes an
attack within 5 feet of your eidolon, you may choose to
deal 1d6 damage to that creature. The damage type
depends on your eidolon's bonded element.
Abyssal Bond
Your power is drawn from the dark, chaotic realm of demons, the Abyss. Abyssal eidolons become immune to many of the frailties of mortal creatures and can strike fear into those they face in combat.
Abyssal Bond Spells
Summoner Level | Spells |
---|---|
1st | Cause Fear |
5th | Blindness/Deafness |
9th | Summon Lesser Demon |
13th | Summon Greater Demon |
17th | Planar Binding |
Abyssal Eidolons
Eidolons born from abyssal darkness are demons in their own right. Beginning at 1st level, your eidolon's creature type is fiend (demon).
The chaotic nature of your eidolon grants it increased damage and resistance to a particular element. Your eidolon gains the "resistance" evolution to resist either cold, fire, or lightning (your choice) and the "improved damage" evolution. These are free evolutions that cannot be removed.
Terrifying Assault
Beginning at 6th level, your eidolon carries a dark presence with its attacks that frightens its foes. When a creature is hit by one of your eidolon's attacks, that creature must make a wisdom saving throw (DC = 8 + your eidolon's charisma modifier + your proficiency bonus). On a failure, that creature is frightened of your eidolon until the beginning of your next turn. On either a successful saving throw, a creature is immune to this feature for 24 hours.
Fiendish Anatomy
Beginning at 14th level, your eidolon's form is increasingly akin to a powerful demon's. Your eidolon gains immunity to poison damage and the poisoned and exhausted conditions.
Demonic Aura
At 18th level, the power of your eidolon
manifests an aura of despair and fear.
Creatures of your choice within 10 feet of
your eidolon have a penalty to
saving throws equal to your
eidolon's charisma
modifier.
Celestial Bond
You are blessed as a conduit of heavenly power from the upper realms. Your eidolon is a manifestation of this divine energy and can bless and heal you and your allies.
Celestial Bond Spells
Summoner Level | Spells |
---|---|
1st | Healing Word |
5th | Lesser Restoration |
9th | Mass Healing Word |
13th | Aura of Life |
17th | Greater Restoration |
Celestial Eidolons
Your eidolon is bestowed with divine power from the upper realms. Beginning at 1st level, your eidolon's creature type is celestial.
Your eidolon is inherently good and selfless, giving it a protective nature. Your eidolon gains the "resistance (radiant)" and "protective" evolutions as free evolutions that cannot be removed.
Healing Touch
At 6th level, your eidolon learns to channel holy energy to heal wounds. As an action, your eidolon can touch a target creature and restore a number of hit points to that creature equal to 1d4 times half your summoner level rounded down. Your eidolon can perform this action a number of times equal to its charisma modifier and regains expended uses after a long rest.
Blessed Presence
Beginning at 14th level, friendly creatures in the presence of your eidolon are blessed with confidence and protection. Once per short rest, your eidolon can cast bless as a bonus action. When cast this way, bless can affect up to 8 creatures within 30 feet of your eidolon and does not require concentration.
Purifying Blessing
Beginning at 18th level, creatures affected by your eidolon's blessed presence feature are immune to the frightened, poisoned, and stunned conditions. In addition, any of these conditions are removed from creatures when they are blessed by that feature.
Mechanus Bond
You are bound to the plane of ultimate order, Mechanus, a place of law and organization that is home to the modron race. Like the modrons, your eidolon takes on a mechanical form and seeks balance above all else.
Mechanus Bond Spells
Summoner Level | Spells |
---|---|
1st | Protection from Evil and Good |
5th | Zone of Truth |
9th | Dispel Magic |
13th | Summon Construct |
17th | Greater Restoration |
Mechanus Eidolons
Your eidolon is an organized mechanical creature constructed from the lawful energies of mechanus. Beginning at 1st level, your eidolon's creature type is construct.
Your eidolon's mechanical form grants it increased protection and knowledge on a particular subject. Your eidolon gains the "skilled" evolution granting it proficiency in arcana, history, nature, or religion (your choice) and the "improved natural armor" evolution. These are free evolutions that cannot be removed.
Logic Circuits
Beginning at 6th level, your eidolon's dedication to logic gives it advantage on saving throws to resist the effects of enchantment and illusion spells. In addition, your eidolon has advantage on checks to discern illusions, such as when inspecting a creature under the effects of a disguise self spell.
Preserve Balance
Beginning at 14th level, as a creature of order, your eidolon seeks to preserve the balance between the planes and their denizens, regardless of good or evil. Once per long rest, as an action, your eidolon can cast the spell protection from evil and good. When cast this way, the spell may target up to 8 creatures within 30 feet of your eidolon.
Pure Logic
At 18th level, your eidolon becomes a creature of perfect logic and order. Your eidolon is immune to the effects of enchantment, illusion, and transmutation spells. You may choose to allow a spell to affect your eidolon despite this immunity.
In addition, your eidolon can dispel the effects of spells from the above schools of magic by touching the object or creature affected by the spell. The spell must be level four or lower to be dispelled in this manner.
Beastlands Bond
You are attuned to the beastlands, a good-aligned plane full
of intelligent animals and varied landscapes. Your eidolon comes from the natural energies of this plane granting it improved maneuverability and keen senses like beasts of
the wild.
Beastlands Bond Spells
Summoner Level | Spells |
---|---|
1st | Speak with Animals |
5th | Summon Beast |
9th | Conjure Animals |
13th | Freedom of Movement |
17th | Commune with Nature |
Beastlands Eidolons
Your eidolon is a created from the essence of nature inherent to the beastlands. Beginning at 1st level, your eidolon's
creature type is beast or celestial (your choice).
Your eidolon has instinctive prowess from its
beast-like nature. Your eidolon gains the
"speed" and scent" evolutions. These
are free evolutions that
cannot be removed.
Land's Stride
Beginning at 6th level, your eidolon is accustomed to a wide variety of rough terrains from its home plane. Moving through nonmagical difficult terrain costs your eidolon no extra movement. Your eidolon can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
In addition, your eidolon has advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the entangle spell.
Loyal Guardian
Beginning at 14th level, your eidolon is aggressively protective of you and your allies. Whenever a creature within 5 feet of your eidolon targets another creature (not your eidolon) with an attack, your eidolon may use its reaction to make an attack of opportunity against the attacking creature.
Bestial Sense
At 18th level, your eidolon's senses become incredibly acute, granting it the following benefits:
- Creatures within 30 feet are never considered invisible to your eidolon.
- While your eidolon is not incapacitated or restrained, melee attacks targeting it have disadvantage.
Summoner Spell List
Cantrips
Acid Splash
Blade Ward
Chill Touch
Create Bonfire
Dancing Lights
Fire Bolt
Frostbite
Gust
Infestation
Light
Mage Hand
Mending
Message
Minor Illusion
Poison Spray
Prestidigitation
Produce Flame
Ray of Frost
Shocking Grasp
Thunderclap
1st Level
Absorb Elements
Arms of Hadar
Color Spray
Detect Magic
Disguise Self
Entangle
Expeditious Retreat
False Life
Feather Fall
Find Familiar
Floating Disk
Fog Cloud
Grease
Jump
Longstrider
Mage Armor
Protection from Evil and
Good
Shield
Sleep
Unseen Servant
2nd Level
Alter Self
Blindness/Deafness
Blur
Borrowed Knowledge
Cloud of Daggers
Darkness
Darkvision
Dragon's Breath
Dust Devil
Earthbind
Enhance Ability
Enlarge/Reduce
Find Steed
Flock of Familiars
Hold Person
Invisibility
Kinetic Jaunt
Levitate
Maximilian's Earthen Grasp
Mirror Image
Misty Step
Ray of Enfeeblement
Rope Trick
See Invisibility
Spider Climb
Summon Beast
Vortex Warp
Web
Wither and Bloom
Wristpocket
3rd Level
Ashardalon's Stride
Blink
Conjure Animals
Create Food and Water
Erupting Earth
Fly
Gaseous Form
Haste
Hunger of Hadar
Hypnotic Pattern
Life Transference
Magic Circle
Phantom Steed
Protection from Energy
Slow
Spirit Guardians
Spirit Shroud
Stinking Cloud
Summon Fey
Summon Lesser Demon
Summon Shadowspawn
Summon Undead
Thunder Step
Tiny Hut
Water Breathing
4th Level
Banishment
Black Tentacles
Conjure Minor Elemental
Conjure Woodland Beasts
Dimension Door
Elemental Bane
Faithful Hound
Find Greater Steed
Fire Shield
Galder's Speedy Courier
Greater Invisibility
Polymorph
Stoneskin
Summon Aberration
Summon Construct
Summon Elemental
Summon Greater Demon
Watery Sphere
5th Level
Cloudkill
Conjure Elemental
Contact Other Plane
Creation
Far Step
Hold Monster
Infernal Calling
Insect Plague
Planar Binding
Seeming
Skill Empowerment
Summon Celestial
Summon Draconic Spirit
Teleportation Circle
The Summoner
A halfcaster class for those who don't like being lonely. Summon and evolve powerful, awe-inspiring creatures with eight Summoner bonds: Astral, Feywild, Shadowfell, Elemental, Abyssal, Celestial, Mechanus, and Beastlands.
Art Credits:
Page 2: Dragon Angel by Dopaprime
Page 5: High Rock Summoner by Bethesda
Page 6: Scion of Shiv by Greg Rutkowski
Page 7: Golem by Callergi
Page 8: Dragon Charmer by Shreya Shetty
Page 9: Rising Summoner by Mynet
Page 10: Summoner by Hypnus L
Page 11: Pren and the Gigaphant by T. Payton
Page 12: Dracomancer by Joshua Bermudez
Page 13: Dark Summon by XXXsof
Page 14: Dragon Tamer by JowieLim
Page 15: Maker's Feet by Katorius
Page 16: Summoner by Andrew
Page 18: Shepherd by Mikhail Palamarchuk
Page 19: Frozen Dragon by Viktor Fetsch
Page 20: Burnt Dress! by theDURRRRIAN
Page 22: Cylinne by Celine Vu
Page 23: Conflict by PainDude
Page 24: Solas by Pinselohr
See Dragonshard's GM Binder profile for more
homebrew classes inspired by Pathfinder.