The Summoner

by DanDraco

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The Summoner

The Summoner

A fragile young mage walking by a alley way until noticing ruffians harrassing a woman. He throws out a crystal looking object in the middle of the ruffians. With a burst of light and primal magical energy, a bear-dog ambushing the surpised ruffians, attacking one while the others fled at a creature they never seen before. The mage successfully saving the lady.

Chronicler of the Endangered

Summoners are those who call upon beingis of energy, based on beasts catalogued and long gone. Beasts that were a danger to themselves and use them as allies in both battle and espionage.

Summoners are both animal handlers and scholars. Trying to study and understand their own summons. They are a branch of schools of wizards that studied the ways of druids and witches.

Ought confused to be other kinds of mages that useed the famous summon spells, summoners, ironically, do not use those spells. Because those spells are merely weaker versions of what a summoner is capable of. They are able to control and change their summons to a degree other mages could not.

Creating a Summoner

When creating your Summoner think about why your character choose this specialization. Do they simply enjoy having many pets? Or do they see them as tools? They wish to understand their summon?

Quick Build

You can make a summoner quickly by following these suggestions. First, make Wisdom your highest ability score, followed by either Strength or Dexterity. Second, choose the hermit or Outland background. Third, choose the Mage Hand and Primal Savagry cantrips along with the 1st level spells; Feather Fall and Mage Armor

Optional Rule: Multiclassing

If your group uses the optional rule on multicalssing in the PLayer's Handbook, here's what you need to know ifi you choose the Summoner as one of the Classes.

Ability Score Minimum. As a multiclass character, you must have at least 13 Wisdom to take a level in this class, or to take a level in another class if you are already a Summoner.

Proficiencies Gained. If Summoner isn't your intitial class, you gained proficiency in light armor, sheilds, simple weapons and one skill from the Summoner skill list.

Spell Slots. Add half your levels (rounded up) in the summoner class to the appropriate levels from other classes to determine your available spell slots.

Page 1 | Your Summoner
Summoner
Level Proficiency Bonus Features Tactics Evolution Points Cantrips Known Spells Known 1st 2nd 3rd 4th 5th
1st +2 Art of Summoning, Spellcasting - 2 2 2
2nd +2 Artifical Evolution, Tactics 2 2 2 2 2
3rd +2 Summoner Eidolon 2 3 2 3 3
4th +2 Ability Score Increase, Natural Evolution Increase 2 4 2 2 3
5th +3 Multistrike 3 5 2 4 4 2
6th + 3 __ 3 6 2 4 4 2
7th +3 Summoner Eidolon Feature 3 7 2 5 4 3
8th +3 Ability Score Increase, Natural Evolution Increase 3 8 2 5 4 3 _ _ _
9th +4 __ 4 9 2 6 4 3 2 _ _
10th +4 Double Summoning 4 10 3 6 4 3 2 _ _
11th +4 _ 4 11 3 7 4 3 3 _ _
12th +4 Ability Score Increase, National Evolution Increase 4 12 3 7 4 3 3 _ _
13th +5 Potent Enkindle 5 13 3 8 4 3 3 1 _
14th +5 Summoner Eidolon Feature 5 14 4 8 4 3 3 1 _
15th +5 _ 5 15 4 9 4 3 3 2 _
16th +5 Ability Score Increase, Natural Evolution Increase 5 16 4 9 4 3 3 2 _
17th +6 Summoner Eidolon Feature 6 17 4 10 4 3 3 3 1
19th +6 __ 6 18 4 10 4 3 3 3 1
19th +6 Ability Score Increase, Natural Evolution Increase 6 19 4 11 4 3 3 3 2
20th +6 Martyr 6 20 4 11 4 3 3 3 2

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 4) + your constitution modifier per Summoner level after the 1st

Proficiencies


  • Armor: None
  • Weapons: Simple weapons

  • Saving Throws: Strength, Wisdom
  • Skills: Choose three from Animal Handling, Arcana, Insight, Medicine, Nature, Perception, Religion, and Survival.

Equipment

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

  • (a) two simple weapons or (b) any simple melee weapon and a shield
  • (a) Chain Shirt armor or (b) leather armor and a hand crossbow with 20 bolts
  • (a) an explorer's pack or (b) scholar's pack
Part 2 | Summoner Levels

Art of Summoning

At 1st level, you have your summons. A summon given to you or one you ran into in your journey as a Summoner. How did your character find these creatures? Were they given by your teachers of your summoner school? Were they your first summon you encountered in the wild?

At 1st level, you can select one of these to be able to summon. You can select an additional one to able to summon at levels 3, 9, and 15. These summons are stored inside a cataylst of your own design. Do you store your summons in a sketchbook? Tattoos on your body? Or inside a object like crystals?

As an action, you can use your summon catalyst to bring forth your summon. The summon takes its turn right at the same intiative count as yours. It can move and use its bonus action and reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. The Summons Hit Point Total Matches yours.

A summoned creature disappears if it is reduced to 0 HP and can't be summoned again until you complete a long rest. If you are knocked unconscious your summon disappears and returns to being in its catalyst.

A summon can be summoned and resummoned as many times as possible but it doesn't regain any of its hit points this way or other features dependent on rests until a long rest accordingly.

It can gain hit points if you use your action, at the cost of a 1st level or higher spell slot, healing 1d8, with another d8 for every spell slot higher than 1st.

When you cast a spell, you can do so from the summon's location. You can also cast spells that target Self, for your summon as if they casted it. If a summon knows a spell of its own, it uses your spell slot, save DC, and Spell attack modifier. If the summon casts a concentration spell, it uses your concentration for it.

When you do the help action, you can help your summon regardless of where they are. And if you take the dodge action, your creatures also perform the dodge action without any extra cost.


Summon Biped Beast

Large


  • Armor Class 14 + PB
  • Hit Points Match's Summoner + Con Mod (D8 = Summoner Level)
  • Speed 30ft Burrow 10ft

STR DEX CON INT WIS CHA
16 (+3) 14(+2) 16 (+3) 8 (-1) 14 (+2) 11 (+0)

  • Saving Throws All Match Summoner's Wisdom Modifier
  • Senses passive perception 12
  • Languages understands languages you speak
  • Proficiency Bonus Matches Summoner's

Cleave. The Summon can attack two adjacent targets that are within reach with one attack.

Knockback. Halve your attack damage to knock the target back up to 15ft.

Actions

Claw Melee to hit: (Str Mod + PB), 5ft, one target. Hit: 1d6 + Str

Part 3 | Features

Summon Serpentine Beast

Medium


  • Armor Class 12 + PB
  • Hit Points Matches Summoner's HP (D8 = Summoner Level)
  • Speed 30ft Swim 60ft.

STR DEX CON INT WIS CHA
14 (+2) 16(+3) 15 (+2) 8 (-1) 14 (+2) 11 (+0)

  • Saving Throws All Match Summoner's Wisdom Modifier
  • Senses darkvision 60ft, passive perception 12
  • Languages understands languages you speak
  • Proficiency Bonus Matches Summoner's

Aquatic. A summon can breathe in both air and water.

Amorphous. The summon can move through a space as narrow as 1 inch wide without squeezing.


Actions

Bite. Melee To hit: (Dex Mod + PB) , 10ft, one target. Hit: 1d6 + Dex


Summon Flying Beast

Medium


  • Armor Class 13 + PB
  • Hit Points Match's Summoner's HP (D8 = Summoner's level)
  • Speed 10ft, 60 ft fly. (can hover)

STR DEX CON INT WIS CHA
6 (-2) 16(+3) 13 (+1) 8 (-1) 14 (+2) 11 (+0)

  • Saving Throws All Match Summoner's Wisdom Modifier
  • Senses passive perception 14
  • Languages understands languages you speak
  • Proficiency Bonus Matches Summoner's

Keen Sense. A summon has advantage on perception checks relying on one sense: Sight.

Flyby Your Beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.


Actions

Shred. Melee To hit: (Dex Mod + PB), 5ft, one target. Hit: 1d6 + Dex

Page 4| Features

Summon Quadruped Beast

Medium


  • Armor Class 13 + PB (natural armor)
  • Hit Points Shares your HP (D8s = Summoner level)
  • Speed 40ft

STR DEX CON INT WIS CHA
14 (+2) 14(+2) 15 (+2) 8 (-1) 14 (+2) 11 (+0)

  • Saving Throws All Match Summoner's Wisdom Modifier
  • Senses darkvision 60ft, passive perception 12
  • Languages understands languages you speak
  • Proficiency Bonus Matches Summoner's

Charge. If your Beast moves at least 20 feet toward a target and then hits it with a attack on the same turn. If the target is Large or smaller, it must succeed on a Strength saving throw against your Spell Save DC or be fall prone.


Actions

Bite. Melee (Str Mod + PB) to hit, 5ft, one target. Hit: 1d6 + Str


Bonus Actions

Claw Melee To Hit: (Str Mod + PB), 5ft, one target. Hit: 1d6 + Str


Occult Summon

Medium


  • Armor Class 12 + PB
  • Hit Points Match's Summoner's HP (D8 = Summoner's level)
  • Speed 30ft, 30 ft fly. (can hover)

STR DEX CON INT WIS CHA
6 (-2) 14(+2) 13 (+1) 11 (+1) 12 (+1) 14 (+2)

  • Saving Throws All Match Summoner's Wisdom Modifier
  • Senses passive perception 14
  • Languages understands languages you speak
  • Proficiency Bonus Matches Summoner's

Magical Resistance. The Summon has advantage against on spell effects

Dual Casting. When the summoner casts a Cantrip the summon casts a duplicate of it from its position with no additional action. However the spells cast this way cannot target multiple targets on its own.

Actions

Occult Blast. Range To hit: (Cha Mod + PB), 60ft, one target. Hit: 1d8 Force damage


Primal Summon

Medium


  • Armor Class 12 + PB
  • Hit Points Match's Summoner's HP (D8 = Summoner's level)
  • Speed 30ft, 30 ft fly. (can hover)

STR DEX CON INT WIS CHA
6 (-2) 14(+2) 13 (+1) 11 (+1) 14 (+2) 11 (+1)

  • Saving Throws All Match Summoner's Wisdom Modifier
  • Senses passive perception 14
  • Languages understands languages you speak
  • Proficiency Bonus Matches Summoner's

Magical Resistance. The Summon has advantage against on spell effects

Ingrain Soil. The Summon creates magical soil. They create a 10 radius field zone of primal healing energy. At the start of the activation of this effect and those who start their turn in this field restore 1d4 hit points + Summoner's Wisdom Modifier. (2d4 at 5th level, 3d4 at level 11, and 4d4 at level 17). Can be done 2 times per long rest. This effect lasts 1 minute, and if the summon is hit while active, it makes a constitution save to maintain the soil with a DC 10 + half the damage done.

Actions

Primal Blast. Range To hit: (Wis + PB) 60ft, one target. Hit: 1d8 Force damage


Arcane Summon

Medium


  • Armor Class 12 + PB
  • Hit Points Match's Summoner's HP (D8 = Summoner's level)
  • Speed 30ft, 30 ft fly. (can hover)

STR DEX CON INT WIS CHA
6 (-2) 14(+2) 13 (+1) 14 (+2) 14 (+2) 12 (+0)

  • Saving Throws All Match Summoner's Wisdom Modifier
  • Senses passive perception 14
  • Languages understands languages you speak
  • Proficiency Bonus Matches Summoner's

Magical Resistance. The Summon has advantage against on spell effects

Arcane Restoration. Can use summoners action to restore Summoner's spell slots up to half summoners level rounded down. Can be done 2 times per long rest.

Actions

Arcane Blast. Range To hit: (Int + PB), 60ft, one target. Hit: 1d6 Force damage

Page 5| Features

Spellcasting

As a summoner, your use of magical summoning have given you a basic understanding of magic that you can use in combat to aid your summons in combat.

Cantrips

At 1st level, you know two cantrips from the summoner spell list. At higher levels, you learn additional summoner cantrips of your choice, as shown in Cantrips Known Column of the Summoner Table. When you gain a level in this class, you can replace one of your summoner cantrips you know with another cantrip from the summoner spell list.

Spells Known

You know two 1st-level spells of your choice from the Summoner spell list. The Summoner table shows when you can learn more Summoner spells of your choice. Each of these spells must be of a level for which you have spell slots. When you gain a summoner level, you can swap out a spell of the same level with another.

Spellcasting Abilities

Wisdom is your spellcasting ability for your summoner spells. You use your Wisdom Stat whenever a spell refers to your spellcasting ability. In additiion, you use your wisdom modifier when setting the saving throw DC for a summoner spell you cast and when making an attack rolls with one.

Spell Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Spell attack modifier = your proficiency bonus +

your Wisdom modifier
Page 6| Features

Artificial Evolution

At 2nd level, you gain 2 Evolution Points which you can spend on Artificial Evolutions. These are abilities, power ups and Upgrades you can purchase with Evolution Points to give to summons.

As you level up, you have a pool of artificial evolution points for each of your summons currently in your procession that can be spent to learn new abilities.

Each summon can have a maximum of 3 artificial evolutions on it at a time. Artificial evolutions can be changed whenever the summoner gains a new level, but they are otherwise set. Evolution points cannot be saved. All points must be spent whenever the summoner gains a level. The list of artificial evolutions can be found on Page 8

Tactics

Beginning at the 2nd level, you have developed a head for tactics during battle. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a long rest.

You learn two tactics at 2nd level from the following list on Page 7. You learn additional tactics at the levels on the Summoner table. Some tactics may require you be at least a certain level or have taken a specific eidolon specialization. When you take a long rest, you may study and replace tactics with another.

Summoner Eidolon

at 3rd level, you choose an archetype to enchance your summoning ability. Choose a Eidolon Subclass listed at the end of the class description. The archetype you choose grants you features at 3rd, 5th, 14th, 17th level.

Ability Score Increase

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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Natural Evolution

Starting at 4th level, when you increase your ability scores with Ability Score Increase, you can level up the summons you have on you. Any future summons you gain after also gain this benefit from previous increases. Your summons can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your summons can't increase an ability score above 20 with this feature unless its description specifies otherwise.

At 8th, 12th, 16th, and 19th level, when you take a ability score increase, you can improve the damage of each of your summons you have at the time you level up. For example, if you have a summon that deals 1d6 slashing with its claws it improves to 2d6

Alteratively, if you learn a feat from Ability Score Increase, you can have one your summons also learn the feat, but not as a artificial evolution. They can use the feat as well seperately from you but can only benefit from it if they are able to learn it. Or instead, if you learn a feat, you can increase a summon's stat by 1 to a maximum of 20.

Mutlistrike

At 5th level, your summons start to gain power in their strikes. When you command your summon to attack, they can attack twice.

At 11th level, they can attack three times, at 17th level, they can attack four times.

Double Summoning

At 10th level, you've learned to improve your skills of summoning. You can now summon 2 summons at once. While you have two summons out, you can use your action to have one use an action from its statblock and another use their action with your bonus action.

Potent Enkindle

At 13th level, your teamwork and effort to control your casting and summoning has elevated. You can add your Wisdom Modifier to your summon's attacks.

Martyr

At 20th level, when you fall unconscious and have at least one summon currently summoned, you can destroy the summon and regain hit points equal to its current hit points. You cannot summon that same summon until you finish a long rest. You can perform this effect twice per long rest.

Part 7 | Features

Tactics

Listed below, are tactics available to the summoner.

Advantageous

When rolling initiative, you may expend one use of tactics to increase an ally or your own initiative roll by your proficiency bonus. You may only do so once per initiative roll.

Arcane Barrier

When a creature you can see attacks a target other than you that is within 15ft. of you or your summon, you can use your reaction to impose disadvantage on the attack roll.

Quick Attack

When you take the Attack action or cast a spell, as a bonus action, you may direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you. That creature can immediately use its reaction to make one weapon attack.

Tactical Swap

As a bonus action, your summon and a willing creature within 30ft. of it instantaneously switch positions. This does not provoke attacks of opportunity.

Summon Bind

When your summon lands a melee attack, as part of its action you may empower it. You attempt to bind the target creature to your summon. The target of your summon's attack must make a Dexterity saving throw. On a failed save, a binding ethereal chain bursts forth from the summon, shackling the target. The creature may not move more than 5ft away from the summon for 1d4 rounds.

Eidolon Shine

As a bonus action you cause your summon to shine brightly. All creatures who can see the summon within 10ft. must make a Constitution saving throw. On a failed save, the creature is blinded for 1d4 rounds.

Move Position

As a bonus action, select two friendly creatures who can see and hear you. They may move up to half their movement speed without provoking attacks of opportunity.

Devotion

(10th Level Required). When a creature within 10ft. of your summon attacks another creature with a melee attack successfully, as a reaction you may add your Wisdom modifier and proficiency bonus to the damage roll.

Two-Pincher Attack

When you see an ally is attacking a creature and their attack lands on a die result 19 or 20, and you haven't used your help action, you can use your reaction to make that attack land on a critical hit.

Make Them Look

When your summon lands an attack, as part of their attack you may empower it further. You attempt to attack their mind. The creature must make a Wisdom saving throw against your spell save DC, on a failed save their mind is infested with an illusion causing them to become frightened of the summon until the end of your next turn.

Exit Plan

As a bonus action, all allied creatures within 20ft. of you or your Summon gain 10ft. of movement until the start of your next turn.

Plan of Attack

As a reaction, you may add your proficiency bonus to the attack roll of an allied creature within 10ft. of you.

Quick Summoning

(14th Level Required). As an action, you may summon an your summon as though you just completed a long rest. You may do so once, use of this tactic recovers after a long rest.

Twin Casting

(6th level required.) When you cast a 1st level spell or higher, your summon also casts the spell at the same time. However, this requires, and uses up, an additional spell slot, and the spell the summon uses cannot be upcasted.

Switching Step

(6th Level Required). As a bonus action, you may switch places with your summon instantly if they are within 60ft. of you. This does not provoke attacks of opportunity.

Arcane Bind

(6th Level Required). As an action all creatures within 10ft. of your summon must make a Dexterity saving throw against your Spell Save DC or become restrained for 1 minute. As an action on their turn an affected creature may make a Strength saving throw to end the effect.

Emergency Provision

(Level 10 required.) When a creature you can see takes damage, as a reaction you may cast a spell its target. You can also cast this spell through your summon.

Hold the Line

As a reaction, creatures within you or your summon's range of 10ft gain a bonus to their AC equal to your Wisdom Modifier

Charge!

As you have your summon move towards another creature, using your reaction you can have that summon use an attack from their statblock. It deals bonus damage equal to your Wisdom Modifier. If the enemy getting hit by this tactic is smaller than your summon, they must succeed a strength saving through against your spell save dc or be knocked Prone.

Part 8 | Tactics

Pull

Whenever the summon makes a successful attack, the target of the attack is pulled 5 feet closer to the Summon. If the summon is within 5ft of the target, the summon also moves too. This tactic only works on creatures of a size equal to or smaller than the summon. Creatures pulled in this way do not provoke attacks of opportunity.

Push

Whenever the summon makes a successful attack of the selected type, the target of the attack is pushed 5 feet directly away from the summon. This ability only works on creatures of a size equal to or smaller than the summon. Creatures pushed in this way do not provoke attacks of opportunity.

Artificial Evolutions

Listed below are the artificial evolutions available to the summoner. Each artificial evolution chosen belongs to one of your summons and an artificial evolution must be bought twice for two different summons to have it. A summon can only have 3 artificial evolutions.

Slam


  • Cost 1 Evolution Points

Your summon can deliver devastating blunt attacks through a powerful fist, tentacle, etc. Your summon gains a slam attack on one arm. This attack deals 1d6 bludgeoning damage and has a base range of 5 feet.

Horns


  • Cost 1 Evolution Points

Your summon 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 summon 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.

Bite


  • Cost 1 Evolution Points

Your summon’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.

Pincers


  • Cost 1 Evolution Points

Your summon 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 summon 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.

Claws


  • Cost 1 Evolution Points

An summon has a pair of vicious claws at the end of its limbs, giving it two claws. The claws deal 1d4+str or dex mod slashing damage (1d6 if Large, 1d8 if Huge). A claw attack can be made as a bonus action when the attack action is made, dealing 1d4 points of damage with no ability modifier.

Sting


  • Cost 1 Evolution Points

An summon possesses a long, barbed stinger at the end of its tail, granting it a sting attack. The sting deals 1d6+ str or dex piercing damage (1d8 if Large, 1d10 if Huge). A stinger attack can be made as a bonus action when the attack action is made, dealing 1d6 points of damage with no ability modifier.

Aeriel


  • Cost 2 Evolution Points

A summon gains a flying speed of 20ft.

Wing Buffet


  • Cost 1 Evolution Points
  • Requires: Any Flying speed

An summon learns to use its wings to batter foes, granting it two wing buffet attacks. The wing buffets deal 1d4+str or dex points of bludgeoning damage (1d6 if Large, 1d8 if Huge).

Aquatic


  • Cost 2 Evolution Points

A summon can breathe in both air and water. The Summon also gains a swimming speed of 20 Ft.

Part 9 | Tactics

Basic Magic


  • Cost 2 Evolution Points

A summon gains a single canptrip from the Summoner Spell list. Your Wisdom stat is its spellcasting ability when determining its spellcasting modifier and DC.

Blindsight


  • Cost 2 Evolution Points

A summon gains blindsight, enabling it to see 60 ft without the need for eyes. If the summon already has blindsight, it is expanded 60 ft

Climbing Speed


  • Cost 1 Evolution Points

A summon gains a climbing speed of 20ft.

Condition Immunity


  • Cost 2 Evolution Points

A summon gains immunity to one of the following conditions; Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Poison, or Stunned.

Darkvision


  • Cost 1 Evolution Points

A summon gains darkvision, enabling it to see 60 ft in darkness in shades of gray. If the summon already has darkvision it is expanded 60 ft.

Elemental Resistance


  • Cost 3 Evolution Points

A summon gains resistance to an elemental damage type. Choose of of the following; Acid, Cold, Fire, Lightning, Necrotic, Poison, Psychic, Radiant, or Thunder.

Forceful


  • Cost 2 Evolution Points

One of the summon's attacks is capable of knocking a foe to the ground. Pick one attack, the summon forces any foe hit by the attack to make a strength saving throw equal to your spell save. On a failure, the target is knocked prone. On a success, they are unaffected.

Improved Armor


  • Cost 1 Evolution Points

A summon increase its AC by +1. You may choose this evolution multiple times increasing in cost by 1 additional point each. To a total of 4.

Keen Sense


  • Cost 1 Evolution Points

A summon has advantage on perception checks relying on one sense; Hearing, Sight, or Smell.

Magic Resistance


  • Cost 4 Evolution Points

A summon has advantage on Saving Throws against Spells and other magicial effects.

Minor Magic


  • Cost 4 Evolution Points

A summon gains a single 1st level spell from the Summoner spell list. It can cast this spell a number of times equal to your Wisdom modifier per long rest. Your Wisdom Modifier is its spellcasting ability when determining spellcasting modifier and DC.

Major Magic


  • Cost 3 Evolution Points

A summon gains a single 2nd level spell from the Summoner spell list. It can cast this spell once before requiring a long rest to cast again. Your Wisdom Modifer is its spellcasting ability when determining spellcasting modifier and DC.

Part 10 | Artificial Evolutions

Mobile


  • Cost 2 Evolution Points

A summon gain 10 extra feet of movement

Mount


  • Cost 1 Evolution Points

A summon is properly skilled and formed to serve as a combat trained mount. The summon must be at least one size catefory larger than its rider.

Physical Resistance


  • Cost 4 Evolution Points

A summon gais resistance to a physical damage type. Choose one of the following: Force, Non-Magical Bludgeoning, Non-Magical Piercing, or Non-Magical Slashing.

Reach


  • Cost 2 Evolution Points

One of a summon's attacks is capable of striking at a foes at a distance. Pick one attack. The summons's reach with that attack inceases by 5 ft. If the attack already has reach, the range increases by 5 ft. This artificial evolutioon can be selected multiple times. Its effects do not stack. Each time you select this artificial evolution, you pick a different attack to gain reach.

Regeneration


  • Cost 4 Evolution Points

A summon regains 1d10 hit points at the start of their turn. If they damage from a magic source, this trait doesn't function at the start of their next turn. The summon dies only if they start their turn with 0 hit points and doesn't regenerate.

Resilent


  • Cost 2 Evolution Points

A summon gains proficiency in one saving throw of the summoner's choice.

Subterranean


  • Cost 3 Evolution Points

A summon gains a burrowing speed of 10ft.

Breath Weapon


  • Cost 3 Evolution Points

Your eidolon learns to exhale magical energy, granting it a breath weapon from its head. Choose from the acid, cold, fire, lightning, poison, psychic, force, radiant, nerotic, or thunder damage types. In addition, choose either a 30-foot cone or 60-foot line. Your summon’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 summon may use its breath weapon as one of its actions. Creatures caught in the breath weapon must make a dexterity saving throw (DC = 8 + your summon’s constitution modifier + your proficiency bonus). On a successful, save a creature takes only half damage from the breath weapon.

Unlike other attacks, your summon’s breath weapon cannot be modified by other evolutions. However, you may select this evolution again to increase the damage of the breath weapon by 2d6 for each point spent, up to a maximum of 10d6.

Frightful Presence


  • Cost 3 Evolution Points
  • Requires: 11th level

An summon becomes unsettling to its foes, gaining the frightful presence ability. The summon can activate this ability as an action. Opponents within 30 feet of the eidolon must make a Wisdom save equal to your summoner spell save DC or become frightened for 1 minute. A creature may repeat the save every turn. On a success, the creaure is immune to ths effect for 24 hours. Selecting this evolution again causes creatures to be paralyzed instead.

Sacrifice


  • Cost 3 Evolution Points

An summon can sacrifice its own health to heal another creature. As a action, the summon can sacrifice up to 2 hit points per summoner level and then touch the target creature, thereby healing the creature for half the amount sacrificed.

Legendary Resistance


  • Cost 4 Evolution Points
  • Requires: 11th level

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.

Tremorsense


  • Cost 2 Evolution Points

A summon gains tremorsense, eneabling it to feel the movement of the earth up to 30ft. If the summon already has tremorsense it is expanded by 30ft.

Truesight


  • Cost 4 Evolution Points

A summon gains truesight, enabling it to see into the astral sea up to 30ft. If hte usmmon already has truesight, it is expanded by 30ft.

Venom


  • Cost 2 Evolution Points

One of the summon's attacks becomes venomous. Pick one attack. The summon forces any foe hit by this attack to make a Constitution saving throw eaual to 8 + summon's proficiency bonus + summon's constitution modifier. On a failure, they take 1d6 poison damage. On a success, they are unaffected. If the summon already deals poison damage, then they add 3d6 to the damage. This artificial evolution can be selected multiple times. Its effects do not stack. Each time you select this artificial evolution, you pick a different attack to gain this effect.

Growth


  • Cost 4 Evolution Points

The Summon grows one size category to a max of Huge. If the summon cannot fit in the space, it shrinks down to fit it, but cannot shrink past its default size category

Part 11 | Artificial Evolutions

Summoner Spell List

Cantrips (0 Level)
  • Acid Splash
  • Chill touch
  • Create Bonfire
  • Dancing Light
  • Fire bolt
  • Frostbite
  • Light
  • Mage Hand
  • Mending
  • Message
  • Mind Sliver
  • Minor Illusion
  • Poison Spray
  • Produce Flame
  • Primal Savagery
  • Resistance
  • Shape Water
  • Shocking Grasp
  • Sword Burst
1st Level
  • Absorb Elements
  • Alarm
  • Beast Bond
  • Burning Hands
  • Command
  • Comprehend Languages
  • Create or Destroy Water
  • Detect Magic
  • Frost Fingers
  • Feather Fall
  • Grease
  • Identify
  • Jump
  • Mage Armor
  • Protection from Evil and Good
  • Shield
  • Sleep
  • Witch Bolt
2nd Level
  • Alter Self
  • Barkskin
  • Beast Sense
  • Blur
  • Borrow Knowledge
  • Cloud of Daggers
  • Darkness
  • Darkvision
  • Enlarge/Reduce
  • Flame Blade
  • Hold Person
  • Invisibility
  • Locate Object
  • Locate Animals or Plants
  • Magic Weapon
  • Melf's Acid Arrow
  • Mirror Image
  • Misty Step
  • Scorching Ray
  • See Invisibility
  • Suggestion
  • Wither and Bloom
3rd Level
  • Blink
  • Call Lightning
  • Counterspell
  • Clairvoyance
  • Create Food and Water
  • Daylight
  • Dispel Magic
  • Fast Friends
  • Fear
  • Gaseous Form
  • Major Image
  • Magic Circle
  • Melf's Minute Meteors
  • Protection from Energy
  • Haste
  • Slow
4th Level
  • Banishment
  • Confusion
  • Conjure Woodland Beings
  • Control Water
  • Dimension Door
  • Freedom of Movement
  • Mordenkaimen's Faithful Hound
  • Mordenkainen's Private Sanctum
  • Otiluke's Resilent Sphere
  • Polymorph
  • Stoneskin
  • Wall of Fire
  • Watery Sphere
5th Level
  • Animate Object
  • Bigby's Hand
  • Control Winds
  • Cone of Cold
  • Creation
  • Dispel Evil and Good
  • Hold Monster
  • Planar Binding
  • Swift Quiver
  • Telekinesis
  • Teleportation Circle
  • Transmute Rock
  • Wall of Force
  • Wall of Light
  • Wall of Stone
Part 12 | Spell List

Summoner Eidolon

A "Eidolon" is an old type of summon in the art. Back in ancient times, summoners would create their own summons. Each unique from each other. Now, very few "forms" of these unique eidolon exists. Eidolon now refers to a "school of study" for Summoners of today. Summoners who study a School of Eidolon may summon one such of these creatures at the end of their journeys.

Eidolon of the Elements

Ever since the beginning, elements were among the first to populate the planet. Those who practice the Eidolon of the Elements specialize in the overwhelming powers of these realms and the primordial titans that came from them. You combine the elements with power of your summoned creatures to create damage threats and see alternate paths of their evolution.

Additional Spells Known

When you reach certain levels in this subclass, you will know additional spells.

Level Spell
1st Chromatic Orb
5th Dragon's Breath
9th Elemental Weapon
13th Elemental Bane
17th Wraith of Nature

Bonus Proficiencies

Starting at 3rd level, you can speak, read, and write one of the following; Auran, Aquan, Ignan, or Terran. You can also gain proficiency in one of the following; Arcana, Nature or Religion.

Elemental Strike

At 3rd Level, your summons start to take on elemental traits, with body parts being made of the elements. Your summons gain the ability to infuse your weapon strikes with elemental energy. Once on each of your summon's turns, select what element they turn into. When they hit a creature with a melee attack, they deal an extra 1d8 damage to the target of the element you picked. The damage to be one of the following damage types; Acid, Cold, Fire, Lightning, or Thunder. You can pick to switch another type at the end of a long rest and can't change until your next long rest.

At 7th level, the die increases to 1d10, at 15th level, 1d12

As well, your summon gains one of the following traits in its statblock dependent on the element you turned your summon into.

Fire: Illumination. The Summon sheds bright light in a 30-foot radius and dim light in an additional 30 ft. Also learns the Control Flames Cantrip

Water/acid/lightning: Amorphous. The Summon can move through a space as narrow as 1 inch wide without squeezing. Also learns the Shape Water Cantrip if water or acid. Or the Gust Cantrip if Lightning is selected.

Earth/Cold: Seige The Summon can deals double damage to structures. Also learns the Mold Earth Cantrip.

Primal Sacrifice

At 7th level, when your summons drop to 0 Hit Points they create an explosion of elemental damage of the type you choose for your elemental strike. All creatures within 10ft must make a Dexterity saving throw equal to your spell save DC. On a failure, they take your summoner level in damage of the same type you choose for their elemental strike, on a success, they take half damage.

at 17th level, this range increases to 30ft.

Greater Eidolon: Elemental

At 7th level, you can dismiss your summon(s) to summon your greater Eidolon for this subclass. Choose an unoccupied 10 foot cube that you can see within 60 ft. The Greater Eidolon appears at the point. You cannot have your summons be active at the same time as your Greater Eidolon.

The Greater Eidolon takes on any appearence of your choice, but its very base form is that of any element you choose when you summon it; Acid, Cold, Fire, Lightning, Earth, or Thunder.

The Greater Eidolon stays a number of turns equal to half your summoner level, and disappears early if it is reduced to 0 hit points or you fall unconscious. Once you use this feature, you must finish a short or long rest before you can use it again.

The Greater Eidolon's Artificial Evolutions are inherited from the summon(s) dismissed to summon it. (If you only had one summon at the time of the the Greater Eidolon, you may select one summon from your catalysts to inherit the additional Artifical Evolutions)

As normal, the Greater Eidolon shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or to take the Dash, Disengage, or Help action.

You can use your action to swap your greater Eidolon's element and doing so will trigger your Primal Sacrifice if you do.

At 17th Level, your Greater Eidolon's Size becomes Large.

Elemental Resistance

At 14th level, you summons have adapted to the use of the elements in their attacks and gain resistance to the damage type you currently chose as their Elemental Strike.

As well, dependant on the elemental form of your summon you selected as part of your Elemental Strike, they gain the following benefits.

Fire/Acid/Thunder: Rebuke. The Summon taking damage can use its reaction to make the attacker take damage equal to its extra damage die of its Elemental Strike

Lightning/Thunder: Speed. One of your summons runs swift like lightning. Its speed doubles and opportunity attacks against it have disadvantage once it starts moving but can't use again after it moves.

Cold. Freeze. Attacks on your summon can use its reaction to make the attacker lose 15 speed until the start of your turn.

Page 13 | Subclasses

Elemental Fission

At 17th level, whenever you de-summon a summon you can choose to activate the primal sacrifice feature even if they did not drop to 0 hit points. You can only do this one time per summon with each having to wait until a long rest to use this feature again. If the summon drops to 0 hit points it can still use Primal Sacrifice if it already used it with Elemental Fission.

Also, your Greater Eidolon's Damage Die on its attacks in the attack block increases by 2 die


Greater Eidolon of The Elements

Medium


  • Armor Class 15
  • Hit Points 2 + your Wisdom modifier + 5 times your Summoner level (the Eidolon has a number of Hit Dice [d8s] equal to your Summoner level)
  • Speed 20ft,

STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 13 (+1) 7 (-2) 10 (0) 11 (0)

  • Damage Vuliability Water, Cold (Fire only)
  • Damage Resistances acid (Water only); lightning and thunder (Air only); piercing and slashing (Earth only)
  • Condition Immunities Charmed, blinded, deafened, frightened
  • Damage immunities poison(Acid); fire (Fire)
  • Languages Primordial, Shared by the Summoner
  • Proficiency Bonus Same as Summoner

Amorphous.(Acid, Fire, or Lightning only) The Eidolon can move through a space as narrow as 1 inch wide without squeezing.

Illumination (fire only). The Eidolon sheds bright light in a 30-foot radius and dim light in an additional 30 ft..

Water Susceptibility (fire only) For every 5 ft. the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

Siege Monster. (cold or Earth only) The elemental deals double damage to objects and structures.

Inherited Artificial Evolutions

Greater Eidolon of Shadow inherits the Artificial Evolutions of the two dismissed summons.

Actions

Multiattack. The Creature Name makes slam attack twice

Slam Melee Attack +PB to hit, Reach 10ft one target. Hit: (2d6 + Summoner Wisdom Modifier) piercing damage.

Elemental Whirl. (recharge 4-6) Each creature within 10ft of the Eidolon's space must make a DC 15 Strength saving throw. On a failure, a target takes (2d8 + Summoner Wisdom Modifier) damage of the Eidolon's type. If the saving throw is successful, the target is pushed out of the eidolon's space and takes half damage. on a failure, the targets take full damage

Page 14 | Subclasses

Eidolon of the Guardian

Guardains are those who defend the weak from threats to dangerous to defend themselves from. Summoners of the eidolon of the guardian turn their summons into such being. You develop powerful summons to act as towers of defense.

Additional Spells Known

When you reach certain levels in this subclass, you will know additional spells.

Level Spell
1st Sanctuary
5th Enhance Ability
9th Protection from Energy
13th Aura of Purity
17th Legend Lore

Scale Fortress

Starting a 3rd level, your summons are designed to defend you. Your summons gain proficiency in constitution saving throws and a constitution score equal to their original constitution score + your wisdom modifier (Minimum of +1)

Soul Armor

At 3rd level, if your summon does not have any form of armor (natural or unnatural) it's AC increases to 13 + your wisdom modifier

Protocol Aura: Protect the Summoner

At 7th level, your summons exude an aura of protection which you and your allies benefit from. All allies within 5 ft of your summons have advantage on constitution saving throws and concentrations checks. If you have two summons present, you have to pick one to give the Tower Aura. The other produces no aura. At 17th level, the aura increases to 10 ft.

Greater Eidolon: Guardian

At 7th level, you can dismiss your summon(s) to summon your greater Eidolon for this subclass. Choose an unoccupied 10 foot cube that you can see within 15 ft. The Greater Eidolon appears at the point. You cannot have your summons be active at the same as your Greater Eidolon.

The Greater Eidolon takes on any appearence of your choice, but its very base form is that of a large golem made of material of your choice: Either Clay, Metal or Stone.

The Greater Eidolon takes a number of turns equal to half your summoner level, and disappears early if it is reduced to 0 hit points or you fall unconscious. Once you use this feature, you must finish a short or long rest before you can use it again.

The Greater Eidolon's Artificial Evolutions are inherited from the summon(s) dismissed to summon it. (If you only had one summon at the time of the the Greater Eidolon, you may select one summon from your catalysts to inherit the additional Artifical Evolutions)

As normal, the Greater Eidolon shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or to take the Disengage, or Help action.

Phalanx

At 14th level, your summons specialize in protecting those around it. Your summons can use their reaction to impose disadvantage on any non-spell attack roll that targets them or an ally within 5 ft of them.

Mighty Guardian

Starting at 17th level, your summons’ abilities to protect others and take hits have given it mighty resistances. your summons gain resistance to all forms of bludgeoning, piercing, and slashing damage.

Also, your Greater Eidolon's Damage Die on its attacks in the action block increases by 2 die

Part 15 | Subclasses


Greater Eidolon of the Guardian

Large


  • Armor Class 14 + PB
  • Hit Points 4 + your Wisdom modifier + 5 times your Summoner level (the Eidolon has a number of Hit Dice [d8s] equal to your Summoner level)
  • Speed 15ft

STR DEX CON INT WIS CHA
18 (+4) 8 (-3) 18 (+4) 4 (-3) 10 (0) 6(-2)

  • Saving Throws Str +8, Con +8
  • Damage Resistances Bludgeon, Slashing, Piercing, Poison
  • Condition Immunities blinded, charmed, deafened, grappled, restrained
  • Senses blindsense 60 ft., passive Perception 10
  • Languages Same as Summoner
  • Proficiency Bonus Same as Summoner

Siege Monster. The elemental deals double damage to objects and structures.

Heated Body (Metal Only). A creature that touches the construct or hits it with a melee attack while within 5ft of it takes 1d10 fire damage.

Stony Lethargy (Stone Only). When a creature the construct can see starts its turn within 10ft of the construct, the construct can force it to make a Wisdom saving throw against your spell save DC. On a failed save, the target can’t use reactions and its speed is halved until the start of its next turn.

Rider. The Summoner can ride the Guardian and benefit as if they were hiding behind 3 quarters cover.

Inherited Artificial Evolutions

Greater Eidolon of Shadow inherits the Artificial Evolutions of the two dismissed summons.


Actions

Slam Melee Attack +PB to hit, Reach 10ft one target. Hit: (2d6 + Summoner Wisdom Modifier) piercing damage.


Reactions

Berserk Lashing (Clay Only). When the construct takes damage, it makes a slam attack against a random creature within 5 feet of it. If no creature is within reach, the construct moves up to half its speed toward an enemy it can see, without provoking opportunity attacks.

Part 16 | Subclasses

Eidolon of the Shadow

Summoners that allign themselves with spying guilds and organizations, they use their summons as spies to watch the enemy from a afar. These summons aid them in spying, stealing, and sneaking in the world.

Summon's Proficiencies

Starting at 3rd level, your summons become more attuned to the shadows, also becoming more misty and covered in shadow. all your summons gain proficiency in Perception(Wisdom), Sleight of Hand(Dexterity). and Stealth(Dexterity).

Observer

At 3rd Level, as long as your summon is within 100 ft of you, you can communicate with it telepathically, and see through their senses. As an action, you can see throught your summon's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the summon has. During this time, you are deaf and blind with your regard to your own senses.

Leave No Trace

At 3rd level, as a bonus action, your summon can magically turn invisible until the start of its next turn or until your summon attacks, makes a damage roll, or forces someone to make a saving throw. They can't use it again until you finish a short or long rest.

Shadow Aura

At 7th level, your summons exude an aura of shadows which you and your allies benefit from. All allies within 5 ft of your summons have advantage on stealth checks and dexterity saving throws. If you have two summons present you have to pick one to give the Shadow Aura. The other produces no aura. At 17th level, this aura increases to 10 ft.

Greater Eidolon: Shadow

At 7th level, you can dismiss your summon(s) to summon your greater Eidolon for this subclass. Choose an unoccupied 10 foot cube that you can see within 60 ft. The Greater Eidolon appears at the point. You cannot have your summons be active at the same time as your Greater Eidolon.

The Greater Eidolon takes on any appearence of your choice, but the creature resembles a misshapen biped marked by the chosen emotion, Fury, Despair, or Fear, which determines certain traits in its stat block.

The Greater Eidolon takes a number of turns equal to half your summoner level, and disappears early if it is reduced to 0 hit points or you fall unconscious. Once you use this feature, you must finish a short or long rest before you can use it again.

The Greater Eidolon's Artificial Evolutions are inherited from the summon(s) dismissed to summon it. (If you only had one summon at the time of the the Greater Eidolon, you may select one summon from your catalysts to inherit the additional Artifical Evolutions)

As normal, the Greater Eidolon shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or to take the Dash, Disengage, or Help action.

Hidden Agent

At 14th level, if your summon has already used the Leave No Trace feature they can use it again a number of times equal to your wisdom modifier (Minimum of 1). The amount of times you can use Hidden Agent counts for all summons and can only apply if they have already used Leave No Trace. You regain all uses of Hidden Agent after finishing a short or long rest.

From Shadows

At 17th level, your summons are adept at surprising enemies in combat. Whenever your summons have adventage on an attack roll, they can add an extra 5d6 damage to the damage roll.

Part 17 | Subclasses


Greater Eidolon of Shadow

Medium Monstrosity


  • Armor Class 11 + PB
  • Hit Points 2 + your Wisdom modifier + 5 times your Summoner level (the Eidolon has a number of Hit Dice [d8s] equal to your Summoner level)
  • Speed 40ft, Climb 20ft

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 13 (+1) 7 (-2) 10 (0) 11 (0)

  • Saving Throws Dex +6
  • Skills Acrobatics +6 , Sleight of Hand +6, Stealth +6. Perception +3
  • Damage Resistances Necrotic
  • Condition Immunities Charmed, blinded, deafened, frightened
  • Senses Dark Vision
  • Languages Shared by the Summoner
  • Proficiency Bonus Same as Summoner
  • Terror Frenzy (Fury Only). The spirit has advantage on attack rolls against frightened creatures.
  • Weight of Sorrow (Despair Only). Any creature, other than you, that starts its turn within 5 feet of the spirit has its speed reduced by 20 feet until the start of that creature’s next turn.

Amorphous. Nightmare can move through a space as narrow as 1 inch wide without squeezing.

Inherited Artificial Evolutions

Greater Eidolon of Shadow inherits the Artificial Evolutions of the two dismissed summons.

Actions

Multiattack. The Creature Name makes bite/claw and Tail attack

Bite/Claw Melee Attack +PB to hit, Reach 10ft one target. Hit: (2d6 + Summoner Wisdom Modifier) piercing damage.

Tail Slap. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 + Summoner Wisdom Modifier) bludgeoning damage.

Bonus Action

Shadow Stealth (Fear Only). While in dim light or darkness, the spirit takes the Hide action.

Part 18 | Subclasses

Eidolon of the Tactician

Of times past, during times of war, many Summoners are praised for being masterful tacticians of the battlefield. With both allies and summons, you dictate the pace of the battlefield.

Commander. On the Scene.

Beginning at the 3rd level, you may use your weapon as a casting focus to satisfy the somantic component. You gain one extra hitpoint when you level up, including reaching the 3rd level.

You automatically learn the following tactics: Quick Attack, Tactical Swap, Move Position, and Made them look. They do not count against your tactics known.

Additionally, you regain any expended uses of Tactics when you complete a short or long rest.

Also, when you or your summon use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 ft. of you or your summon, if the target can see or hear you.

Know Thy Enemy

Beginning at the 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own.

The DM tells you if the creature is your equal, superior, or inferior in regard to two of the follow characteristics of your choice:

  • Strength score
  • Dexterity score
  • Constitution score
  • Intelligence score
  • Wisdom score
  • Charisma score
  • Armor Class
  • Current hit points
  • Class levels (if any)

At the DM's discretion, you might also realize you know a piece of the creature's history or one of its personality traits, if it has any.

Greater Eidolon: Master Tactican

At 7th level, you can dismiss your summon(s) to summon your greater Eidolon for this subclass. Choose an unoccupied 10 foot cube that you can see within 60 ft. The Greater Eidolon appears at the point. You cannot have your summons active at the same time as your Greater Eidolon

The Greater Eidolon takes on any appearence of your choice, but its very base form is that of a flying creature

The Greater Eidolon takes a number of turns equal to half your summoner level, and disappears early if it is reduced to 0 hit points or you fall unconscious. Once you use this feature, you must finish a short or long rest before you can use it again.

The Greater Eidolon's Artificial Evolutions are inherited from the summon(s) dismissed to summon it. (If you only had one summon at the time of the the Greater Eidolon, you may select one summon from your catalysts to inherit the additional Artifical Evolutions)

From 10ft, you may use a action, bonus action, or reaction to quickly teleport to and mount your Eidolon

As normal, the Greater Eidolon shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or to take the Dash, Disengage, or Help action.

According to Plan

Beginning at the 14th level, you recover half of your expended tactics uses when you roll for initiative.

Eidolon's Sacrifice

Beginning at the 17th level, you are able to sacrifice your Summon or Eidolon to recall the magic energy which makes up its body and calm your mind. Your Summon is unsummoned and you recover half the expended uses of your Tactics feature. If you sacrifice your Eidolon, you gain all uses of your Tactics feature. You can continue to summon back your Greater Eidolon after 1 hour.


Greater Eidolon of the Master Tactican

Small


  • Armor Class 16
  • Hit Points 2 + your Wisdom modifier + 5 times your Summoner level (the Eidolon has a number of Hit Dice [d8s] equal to your Summoner level)
  • Speed 40ft, Fly Speed 30ft

STR DEX CON INT WIS CHA
8 (-2) 20 (+4) 10 (+0) 18 (+4) 16 (+3) 11 (+0)

  • Saving Throws Dex+7, Int+7, Wis+6
  • Skills Perception +7, Arcobatics +7, Investigation +7
  • Condition Immunities Charmed, blinded, deafened, frightened
  • Senses Blindsight 60ft, Truesight 60ft
  • Languages Shared by the Summoner
  • Proficiency Bonus Same as Summoner

Sight beyond Sight. The Eidolon is capable of relaying to the summoner everything it sees without needing a action to see through it.

Inherited Artificial Evolutions

Greater Eidolon of Shadow inherits the Artificial Evolutions of the two dismissed summons.


Actions

Peak. Melee Attack +PB to hit, Reach 5ft one target. Hit: (2d6 + Summoner Wisdom Modifier) piercing damage.

Page 19| Subclasses

Eidolon of the Radiant

Summoners often go down the path of the heavens. Using their summons to heal. Many often being doctors or priests.

Additional Spells Known

When you reach certain levels in this class, you will know additional spells.

Level Spell
1st Healing Word
5th Lesser Restoration
9th Mass Healing Word
13th Death Ward
17th Greater Restoration

Healing Touch

At 3rd level, you can have your summon channel holy energy to heal wounds, becoming more celestial in appearence, and their creature type being celestial if you so wish. In addition, your summons also learn the Sacafrice artificial evolution.

Precision Healing

Also at 3rd level, your healing spells through your summon have the potential to cause a critical heal. When you cast a healing spell through your summon and one of the die results in its highest possible result. Roll another die of the same value and add that number to the amount of hit points recovered. A critical heal may only occur once per healing spell.

Ward of Life

At 7th Level, when you heal another ally or creature through your summon, your summon can use its reaction to make an attack.

Greater Eidolon: The Radiant

At 7th level, you can dismiss your summon(s) to summon your greater Eidolon for this subclass. Choose an unoccupied 10 foot cube that you can see within 60 ft. The Greater Eidolon appears at the point. You cannot have your summons active at the same time as your Greater Eidolon.

The Eidolon's appears depends on you, but looks like that of a celestial. When summoned, select choose Avenger or Defender. Your choice determines the creature’s attack in its stat block.

The Greater Eidolon takes a number of turns equal to half your summoner level, and disappears early if it is reduced to 0 hit points or you fall unconscious. Once you use this feature, you must finish a short or long rest before you can use it again.

The Greater Eidolon's Artificial Evolutions are inherited from the summon(s) dismissed to summon it. (If you only had one summon at the time of the the Greater Eidolon, you may select one summon from your catalysts to inherit the additional Artifical Evolutions.

As normal, the Greater Eidolon shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or to take the Dash, Disengage, or Help action. From 10ft, you may use a action, bonus action, or reaction to quickly teleport to and mount your Eidolon

Blessed Aura

Beginning at 14th level, friendly creatures in the presence of your Summon are blessed with confidence and protection. Once per short rest, your Summon can cast bless as a bonus action. When cast this way, bless creatures up to your Profiency Bonus within 30 feet of your Summon. Your Summon concentrations it as if it were a spell, and must roll concentration saves if attacked. If you have two summons out, you must pick which one gets the aura effect.

At level 17, and summon your Greater Eidolon for this class and use this feature, creatures effected by this ability 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.

Light in Darkness

Starting at the 17th level, when you cast a healing spell which will not grant temporary hit points, that creature gains 1d10 temporary hitpoints.

Also, your Greater Eidolon's Damage Die on its attacks in the action block increases by 2 die

Page 20| Subclasses

Greater Eidolon of the Radiant

Large


  • Armor Class 17
  • Hit Points 2 + your Wisdom modifier + 5 times your Summoner level (the Eidolon has a number of Hit Dice [d8s] equal to your Summoner level)
  • Speed 30ft

STR DEX CON INT WIS CHA
18 (+4) 14 (+3) 18 (+4) 10 (0) 14 (+2) 10(0)

  • Damage Resistances Radiant
  • Condition Immunities blinded
  • Languages Celestial, Same as Summoner
  • Proficiency Bonus Same as Summoner

Aura of Light. The Eidolon radiates bright light in a 60-foot radius. If an undead enters or ends its turn inside the aura, it takes 9 (2d8) radiant damage.

Radiant Weapon. The Eidolon's attacks are magical.

Inherited Artificial Evolutions

Greater Eidolon of Shadow inherits the Artificial Evolutions of the two dismissed summons.


Actions

Multiattack. The Eidolon makes a blast of light and Bow or Mace attack

Blast of Light Ranged Spell attack +PB to hit, Reach 60ft one target. Hit: (2d8 + Wisdom Modifier) Radiant damage.

Radiant Bow (Avenger Only). Ranged Weapon Attack: +PB to hit, reach 150/600 ft., one target. Hit: 2d6 + PB Bonus

Radiant Mace (Defender Only). Melee Weapon Attack: your Wisdom modifier to hit, reach 5 ft., one target. Hit: 1d10 + the PB Bonus radiant damage, and the Eidolon can choose itself or another creature it can see within 10 feet of the target. The chosen creature gains 1d10 temporary hit points.

Healing Touch (1/Day). The celestial touches another creature. The target magically regains hit points equal to 2d8 + Wisdom Modifier

Page 21| Subclasses

Eidolon of the Fey

Eidolon of the Fey are the trickest to capture and control. Being the most intelligent of the captures a summoner can capture, Fey always outwit people. Most of the time because they think its funny. They are pranksters, jokers, and mischeivious. To capture and control fey magics, one must think like a fey.

Additional Spells Known

When you reach certain levels in this subclass, you will know additional spells.

Level Spell
1st Disguise Self
5th Nystul's Magic Aura,
9th Phantom Steed
13th See Invisibility
17th Tree Stride

Illusion Resistance

Beginning at 3rd level, your summon is accustomed to the disorienting powers of the feywild, even taking on fey traits and appearences of the fey. With their creature type being fey if you so wish, making it easy to resist similar effects.

Whenever your Summon is hit with a melee weapon attack, it can use its reaction to reduce the damage of the attack by 1d8 + your Wisdom modifier + your Summon level.

If the damage is reduced to 0, your summon can force the enemy to make a Wisdom saving throw. On a failed save, the creature takes psychic damage equal to the original amount of damage their attack would have dealt.

Your fey can use this feature a number of times equal to your Wisdom modifier (minimum 1). It regains all expended uses when you finish a long rest.

Maddening Tricks

At 7th Level, you can use your tactic feature to command your summon to hide. On its next turn it can use a bonus action to turn invisible until the start of its next turn. The invisibility is broken if the companion makes an attack or otherwise harms another creature.

You can also use your tactic feature so your summon can blink in and out of the Fey, jumping to a different position. On its turn, your companion can use its bonus action to teleport up to 30 feet to a point that it can see.

Greater Eidolon: Fey

At 7th level, you can dismiss your summon(s) to summon your greater Eidolons for this subclass. Choose 2 unoccupied 10 foot cube that you can see within 60 ft. The Greater Eidolon appears at the point.

The Greater Eidolons are twins. They the appearence of however you wish, but their creature type is Fey.

The Greater Eidolons takes a number of turns equal to half your summoner level (roll once for both), and disappears early if it is reduced to 0 hit points or you fall unconscious. Once you use this feature, you must finish a short or long rest before you can use it again.

The Greater Eidolon's Artificial Evolutions are inherited from the summon(s) dismissed to summon it. Select one summon's artifical evolutions to inherit to the Trickster, and another summon to inherit to the Warrior.

As normal, the Greater Eidolons shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or to take the Dash, Disengage, or Help action.

See Through The Tricks

At 14th level, your summons are immune to the effects of enchantment, illusions and transmutation spells. You can allow the spell to affect them if you wish.

In addition, your summon 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.

Trust Me, I'm a Fairy!

At 17th level, your summon or eidolon gains the ability to magically control lesser beings. Once per long rest, as an action, your summon or eidolon may cast the spell dominate person.

Also, your Greater Eidolon's Damage Die on its attacks in the action block increases by 2 die

Page 22| Subclasses

Greater Eidolon of the Fey: Trickster

Small


  • Armor Class 12 + Summoner PB
  • Hit Points your Wisdom modifier + 5 times your Summoner level (the Eidolon has a number of Hit Dice [d8s] equal to your Summoner level)
  • Speed 30

STR DEX CON INT WIS CHA
2 (-4) 16 (+3) 10 (0) 10 (0) 12 (+1) 16 (+3)

  • Saving Throws Wis +6
  • Damage Resistances Radiant
  • Condition Immunities Charmed
  • Languages Sylven, Same as the summoner
  • Proficiency Bonus Equals Summoner

Innate Spellcasting The Eidolon's innate spellcasting ability is Charisma but shares your spell save DC and spell attack bonus. It can innately cast the following spells, requiring no material components:

At Will: bladeward, light

2/day each: Cure wounds, Healing word

1/day: Aid, Dominate Person

Inherited Artificial Evolutions

Greater Eidolon of Shadow inherits the Artificial Evolutions of the two dismissed summons.


Actions

Unarmed. Melee Weapon Attack: + PB to hit, Reach 5ft., one target. Hit: 1 bludgeoning damage.

Fey Bolt. Ranged Magical Attack: + Summoner Wisdom Modifier to hit, Reach 30ft., one target. Hit: (2d8 +PB) radiant damage.

Fey Lance (Recharge 5 or 6). Ranged Magical Attack: + Summoner Wisdom modifier to hit, Reach 30ft., one target. Hit: (1d10 + Wisdom modifier) radiant damage.

Fey Shield (Recharge 6). The Eidolon creates a shield of temporary hit points around a target creature within 60ft. of them. This shield is 1d4 + your Wisdom modifier. The shield lasts for one minute before fading. The Creature also has advantage on saving throws against fey creatures.


Greater Eidolon of the Fey: Warrior

Small


  • Armor Class 13 + Summoner PB
  • Hit Points your Wisdom modifier + 5 times your Summoner level (the Eidolon has a number of Hit Dice [d8s] equal to your Summoner level)
  • Speed 30

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 14 (+2) 14 (+2) 11 (0) 16 (+3)

  • Damage Resistances Radiant
  • Condition Immunities Charmed
  • Languages Sylven, Same as the summoner
  • Proficiency Bonus Equals Summoner

Inherited Artificial Evolutions

Greater Eidolon of Shadow inherits the Artificial Evolutions of the two dismissed summons.


Actions

Multiattack. The Fey makes a shortsword attack twice

Shortsword. Melee Weapon Attack: + PB modifier to hit, reach 5 ft., one target. Hit: 2d6 + Summoner Wisdom Modifier + 1d6 force damage.


Bonus Actions

Fey Step. The fey magically teleports up to 30 feet to an unoccupied space it can see. Then choose one of the following effects.

Weapon Feint The fey can force one creature it can see within 10 feet of it to make a Wisdom saving throw against your spell save DC. Unless the save succeeds, the target is charmed by you and the fey for 1 minute or until the target takes any damage.

Pixie Dust The fey can fill a 5-foot cube within 5 feet of it with magical darkness, which lasts until the end of its next turn.

Page 22 | Subclasses

Eidolon of the Infernal

The realms of the infernal are places that any chronicler of species would dare to capture. The Eidolon of the Infernal is one group of summoners that is often the most dangerous. Dealing with creatures of the hells that would drive lesser men insane.

Additional Spells Known

When you reach certain levels in this subclass, you will know additional spells.

Level Spell
1st Hellish Rebuke
5th Crown of Madness
9th Hunger Of Hadar
13th Charm Monster
17th Contact Other Planes

Walk Backwards Into Hell

At 3rd Level, you speak, red, and write Abyssal and Infernal if you haven't already. Your summons take on more infernal appearences. Such as horns or barbed tails. Your summon's creature type is fiend if you choose. Your summon(s) also is resistant to fire. (This does not stack with artificial evolutions)

Terror Scream

Beginning at 7th level, your summon carries a dark presence when attacked. When creatures attack your summon, it can use its reaction it can make a painful screech to all creatures within 5 ft of your summon to take the same damage it took as psychic damage. Once it does this, it can attack at advantage on its next turn.

Greater Eidolon: The Infernal

At 7th level, you can dismiss your summon(s) to summon your greater Eidolon for this subclass. Choose an unoccupied 10 foot cube that you can see within 60 ft. The Greater Eidolon appears at the point. You cannot use your other summons and Greater Eidolon at once.

The Greater Eidolon takes a number of turns equal to half your summoner level, and disappears early if it is reduced to 0 hit points or you fall unconscious. Once you use this feature, you must finish a short or long rest before you can use it again.

The Greater Eidolon's Artificial Evolutions are inherited from the summon(s) dismissed to summon it. (If you only had one summon at the time of the the Greater Eidolon, you may select one summon from your catalysts to inherit the additional Artifical Evolutions.)

As normal, the Greater Eidolon shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or to take the Dash, Disengage, or Help action. From 10ft, you may use a action, bonus action, or reaction to quickly teleport to and mount your Eidolon.

Demon Anatomy

At 14th level, your summons take on more demonic traits and can take more punishment. Your summon(s) gains immunity to poison damage and the poisoned and exhausted conditions. When your summons reach the bloodied state, they gain the following:

  • The summon gains Temporary Hit Points equal to your Wisdom Modifier.
  • The summon goes Berserk, all attacks made are done at advantage
  • The summon gains resistance to slashing, piercing, and bludgeoning damage.

Demon Superority

At 17th level, the power of your summon or eidolon manifests an aura of despair and fear. Creatures of your choice within 10 feet of your summon or eidolon have a penalty to saving throws equal to your Summon or Eidolon's Strength modifier.

Also, your Greater Eidolon's Damage Die on its attacks in the action block increases by 2 die

Part 23 | Subclasses

Greater Eidolon of the Infernal

Large


  • Armor Class 17
  • Hit Points 2 + your Wisdom modifier + 5 times your Summoner level (the Eidolon has a number of Hit Dice [d8s] equal to your Summoner level)
  • Speed 30ft

STR DEX CON INT WIS CHA
18 (+4) 14 (+3) 20 (+4) 9 (-1) 9 (-1) 9(-1)

  • Damage Immunities Fire, Poison
  • Condition Immunities poison
  • Languages inferal, abyssal, Same as Summoner
  • Proficiency Bonus Same as Summoner

Aggressive As a bonus action (doesn't requires the summoners bonus action), the Eidolon can move up to its speed toward a hostile creature that it can see.

Magic Resistance. The Eidolon has advantage on saving throws against spells and other magical effects.

Inherited Artificial Evolutions

Greater Eidolon of Infernal inherits the Artificial Evolutions of the two dismissed summons.


Actions

Multiattack. The Eidolon makes a horn ram and slam attack

Horn Melee attack +PB to hit, Reach 5ft one target. Hit: (2d8 + Summoner Wisdom Modifier) Piercing damage.

Slam. Melee Weapon Attack: +PB to hit, reach 5 ft., one target. Hit: (2d8 + Summoner Wisdom Modifier) bludgeoning damage.

Page 24| Subclasses

Eidolon of the Dragon

Dragons are the most powerful beings in the world. So a summoner wishing to study these creatures for capture are ones whos lives are in the most danger. Dragons aren't ones to simply allow themselves to be captured.

Additional Spells Known

When you reach certain levels in this subclass, you will know additional spells.

Level Spell
1st Absorb Elements
5th Dragon's Breath
9th Ashardalon's Stride
13th Elemental Bane
17th Immolation

Dragon lore

At 3rd level, you speak and write draconic if you haven't already. Also, your summons start to take on traits of dragons and develop scales and horns. Your summons creature types are dragon.

Draconic Family

Also at 3rd level, upon summon, you can choose what additional traits your summon takes on. Chromatic, Metallic or Gem.

Chromatic: Your Summon gain the Elemental Resistance artificial evolution.

Metal: Your summon automatically learn the Minor Magic Artificial Evoltion.

Gem: Your summon gains the Physical Resistance artificial evolution.

O' Man & Dragon

At 7th level, you and your summons have learned to unlock their breath weapon. As a action, you can use your spell slots to make your summon use its breath weapon. As if it gained the Breath Weapon Aritifical Evolution. Though, it doesn't not fully learn it.

With the 1st level spell slot counting as the first stage with the damage being 3d6, increasing by 1 die for each level of spell slots spent.













Greater Eidolon: The Dragon

At 7th level, you can dismiss your summon(s) to summon your greater Eidolon for this subclass. Choose an unoccupied 10 foot cube that you can see within 60 ft. The Greater Eidolon appears at the point. You cannot use your other summons and Greater Eidolon at once.

The Greater Eidolon takes a number of turns equal to half your summoner level, and disappears early if it is reduced to 0 hit points or you fall unconscious. Once you use this feature, you must finish a short or long rest before you can use it again.

Upon summon, decide weither your Greater Eidolon's dragon type to gain resistance to acid, cold, fire, lightning, poison, force, necrotic, psychic, radiant, or thunder.

The Greater Eidolon's Artificial Evolutions are inherited from the summon(s) dismissed to summon it. (If you only had one summon at the time of the the Greater Eidolon, you may select one summon from your catalysts to inherit the additional Artifical Evolutions.)

As normal, the Greater Eidolon shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or to take the Dash, Disengage, or Help action. From 10ft, you may use a action, bonus action, or reaction to quickly teleport to and mount your Eidolon.

Master of Dragons

At 14th level, your summons have learned the final step to true dragonhood, Wings. One of your summons have a flying speed equal to their movement speed. In addition, you can use your reaction to instantly teleport to your summon within 30ft and mount them, if they are smaller than large, they come large while mounted.

Dragonkin

At 17th level, dependant on your summon's Draconic Family will upgrade:

Chromatic: After taking damage on what you have for Elemental Resistance, they can inflict 2d10 damage of the absorbed elements on their next attack once.

Metal: When your summon casts a damaging spell, they can add your wisdom modifier to the damage.

Gem: As the summon's reaction to taking damage to the damage they are resist to, they use their reaction to make a counter attack. The damage type is psychic.

Page 25| subclass

Greater Eidolon of the Dragon

Large


  • Armor Class 17
  • Hit Points 3 + Summoner's Wisdom Modifier + 5 Times your Summoner Level (the Eidolon has a number of Hit Dice [d8s] equal to your Summoner level)
  • Speed 30ft. fly 60ft. Swim 30ft.

STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 17 (+3) 10(+0) 14 (+2) 14 (+2)

  • Skills Perception +6
  • Damage Resistances acid/cold/fire, lightning/poison/force/necrotic/psychic/ radiant/thunder
  • Condition Immunities Charmed, Frightened, Poisoned.
  • Senses blindsight 30 ft., darkvision 60 ft., passive Perception 12
  • Languages Draconic, Knows Summoner Languages
  • Proficiency Bonus (PB) equals your bonus
  • Shared Resistances. When you summon the eidolon and picked a resistance, you have resistance to the chosen damage type.

Inherited Artificial Evolutions

Greater Eidolon inherits the Artificial Evolutions of the two dismissed summons.


Actions

Multiattack. The Greater Eidolon makes 1 claw attack and 1 tail attack.

Claw. Melee Weapon Attack: your Wisdom modifier to hit, reach 5 ft., one target. Hit: 1d6 plus 4 + Summoner Wisdom mod piercing damage.

Tail. Melee Weapon Attack: your Wisdom modifier to hit, cone 15 ft., one target. Hit: 2d6 plus 4 + Summoner Wisdom mod bludgeoning damage.

Breath Weapon. The dragon exhales destructive energy in a 30-foot cone. Each creature in that area must make a Dexterity saving throw against your spell save DC. A creature takes 4d6 damage of a type this dragon has resistance to (your choice) on a failed save, or half as much damage on a successful one.

Page 26| subclass

Eidolon of the Undead Grafted

Those of the Undead Grafted are the shunned by the other Eidolon orders. Oftening taking their summons to the realms of undeath and going further through methods of merging those dead with each other. To what end? Some do it because the undead are dead, no longer living, some believe it is the true form of life, and others simply are deadly curious.

Additional Spells Known

When you reach certain levels in this subclass, you will know the additionals spells.

Level Spell
1st Cause Fear
5th Gentle Repose
9th Animated Dead
13th Blight
17th Danse Macabre

Undead Fortitude

At 3rd level, your summons take on traits of the undead. They are considered undead and are effected by effects that effect such creatures.

Also, When your summon reaches 0 Hit Points, it can make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Grafting Adaption

Also at 3rd level, artifical evolution costs for your summons are reduced by 1 and your summons max artifical evolution cap is increased from 3 to 4.

Monsterous Mending

At 7th level, your control of the dead are extended to the battlefield. When a creature within 10ft of you or your summon reaches 0 Hit Points and dies, your summons can take parts of the corpse and make a reaction to do one of the following:

  • Gain Temporary Hit Points based on your Summoner Level. These Temporary Hit Points dissapate when hit by a radiant attack.
  • Force the dying creature to make one melee attack against another creature within its reach.

Greater Eidolon: The Grafted

At 7th level, you have unlocked the ability to fuse your summons together. You can dismiss your summon(s) to summon your greater Eidolon for this subclass. Choose an unoccupied 10 foot cube that you can see within 60 ft. The Greater Eidolon appears at the point. You cannot use your other summons and Greater Eidolon at once.

The Greater Eidolon's Artificial Evolutions are inherited from the summon(s) dismissed to summon it. (If you only had one summon at the time of the the Greater Eidolon, you may select one summon from your catalysts to inherit the additional Artifical Evolutions.)

As normal, the Greater Eidolon shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or to take the Dash, Disengage, or Help action. From 10ft, you may use a action, bonus action, or reaction to quickly teleport to and mount your Eidolon.

Undying Control

At 14th level, your knowledge of the dead lets you summon an additional creature with ease. When you summon your summon, you can also cast Animate Dead at the same time. You can choose to upcast it at this moment. That creature summoned follows the same rules as your other summons. You may do this twice per long rest.

Bublus Growth

At 17th level, your summons are growing hungry in battle. When you use Grafted Control to control souls of the fallen, it enlarges and grows for 1 minute or you may end it as a bonus action.

  • It size becomes Large
  • Its speed is 40ft and has a climb speed of 40ft
  • Its Undead Fortitude has advantage
  • When it does damage with Poisonous Claws, it inflicts and additional 1d8 necrotic.
Page 27 | subclass

Greater Eidolon of the Grafted

large


  • Armor Class 17
  • Hit Points 3 + Summoner's Wisdom Modifier + 5 Times your Summoner Level (the Eidolon has a number of Hit Dice [d8s] equal to your Summoner level)
  • Speed 30ft

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 7 (-2) 12 (+1) 5 (-1)

  • Saving Throws Str +6, Dex +5
  • Skills Athletics +6 Medicine +4
  • Damage Immunities Necrotic, Poison
  • Condition Immunities Poison
  • Languages Understands Summoner languages
  • Proficiency Bonus (PB) equals your bonus

Leap Attack. If the Eidolong of the Grafted moves up to 15ft, it can leap 20ft forward and attack. The target must make a Str Save DC of 14 or take (15) (3d8+3) Bludgeoning damage and fall prone.


Inherited Artificial Evolutions

Greater Eidolon of Undead Grafted inherits the Artificial Evolutions of the two dismissed summons.


Actions

Multiattack. The Eidolon of the Grafted makes 2 attacks

Sharp Melee Strike. Melee Weapon attack: +6 to hit, Reach 5ft, one target. Hit: 7 (1d8+3+ summoner wisdom mod) piercing/Bludgeoning Damage

Swinging onslaught (recharge 5-6.) The Eidolon of the Grafted makes up to five chain attacks with its melee limbs in sucession. Two attacks are always made but with each successful hit, it triggers another. if one attack in the chain misses then the action ends.

Page 28| subclass

Eidolon of the Greensinger

As a gift from nature or maybe you were trained by druids and shamans. The greensinger Eidolons are probably the most pure of the Summoners. They take their duty to of cataloguing creatures and nature seriously, going as far to expand it to plants. Often doing it for the sake of their safety.

Additional Spells Known

When you reach certain levels in this subclass, you will know the additionals spells.

Level Spell
1st Goodberry
5th Spike Growth
9th Plant Growth
13th Grasping vine
17th Tree Stride

Child of the Forest

At 3rd level, the forest has embraced your soul and your summons. Your summons are considered svylan and plant type. As a result, they can grow roots and vines that seize the momentum of creatures. Your summons know the spells Entangle and Ensnaring Strike, using your Summoner Spell slot, Spell attack and DC saves.

As one of your summons attacks, they can cast Ensnaring Strike right away. However, large creatures do not have advantage on the saving throws. On a failed save, the target is grappled by your summon. While grappled in this way, a creature is restrained. Your summon can only have one creature grappled by the use of this feature, and while it has someone grappled this way, it can only attack that creature.

Ingrain

When you reach 7th level, your summons are able to control their roots with better precision. Using your tactics feature, you can command your summon to perform the following effects.

Throw. You command your summon to throw a creature it has entangled. On its turn, after your summon used entangle or ensnaring strike on its target, and the target failed its save, you can choose to have the target flung 30ft away from your summons direction.

Extending Vines. By your command, your summon attempts to pull enemies into danger. If your summon uses Entangle or Ensnaring Strike on its turn, it can target a creature within 30 feet of it. If the target fails to escape the grapple, it also gets pulled within 10 feet of the plant.

Also, your summons can ingrain themselves into the earth. During your short rest, your summon can use its hit die to recover health once per long rest.

Greater Eidolon: The Verdant

At 7th level, you call upon nature to give you its loyal servant to assist you. You can dismiss your summon(s) to summon your greater Eidolon for this subclass. Choose an unoccupied 10 foot cube that you can see within 60 ft. The Greater Eidolon appears at the point. You cannot use your other summons and Greater Eidolon at once.

The Greater Eidolon's Artificial Evolutions are inherited from the summon(s) dismissed to summon it. (If you only had one summon at the time of the the Greater Eidolon, you may select one summon from your catalysts to inherit the additional Artifical Evolutions.)

As normal, the Greater Eidolon shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or to take the Dash, Disengage, or Help action. From 10ft, you may use a action, bonus action, or reaction to quickly teleport to and mount your Eidolon.

Lifevine

At 14th level, your summon can redirect some of the damage it is taking towards a held target.

Whenever your plant takes damage while it is grappling a target with Ensnare or Ensnaring Strike spell, damage taken by the target of the spell is reduced by an amount equal to your Wisdom modifier and the grappled creature takes damage equal to your Wisdom modifier that is of the same type as the damage your plant took.

Sapping Grip

At 17th level, when your summon uses Ensnare or Ensnaring Strike, it can now hit all creatures within your summon's attack range, when using its Ingrain feature, it can apply to all captured creatures.

Page 29| subclass

Greater Eidolon of the Greensinger

Large Plant


  • Armor Class 15
  • Hit Points 4 + summoner wisdom modifier + 5 times your summoner level (the Eidolon has a number of hit dice [d8s] eequal to your summoner level)
  • Speed 20ft Swim 20ft

STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 16 (+3) 5 (-3) 10 (+0) 5 (-3)

  • Saving Throws saving_throws
  • Skills Stealth +2
  • Damage Resistances Cold, Fire, Poison
  • Damage Immunities Lightning
  • Condition Immunities Blinded, Deafened, Exhaustion
  • Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 10
  • Languages Understands Summoner Languages
  • Proficiency Bonus (PB) equals your bonus

Lightning Absorption. Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt.

Engulf. When using Ensnare or Ensnaring Strike, the Eidolon can make the failed target take 13 (2d8+4+summoner wisdom mod) bludgeoning damage at the start instead of the spell amount.

Inherited Artificial Evolutions

Greater Eidolon inherits the Artificial Evolutions of the two dismissed summons.


Actions

Multiattack. The Eidolon makes two slam attacks. If both attacks hit, it can trigger ensnaring strike without using your spell slots

Slam. Melee Weapon Attack: +7 to hit, Reach 5ft., one target. Hit: 13 (2d8 + 4 + summoner wisdom mod) bludgeoning damage.

Page 30| subclass

Summoner Spells

Enkindle

1st level Evocation


  • Casting Time: 1 action
  • Range: 60ft
  • Target: A creature within range
  • Components: V, S
  • Duration: Instantaneous

You know how to channel the arcane energies between you and a creature to make tactical strikes. Select a willing creature within 30ft you can see and a target creature between the two of you. Roll a single spell attack roll and both you and that creature shoot out arcane beams in a line, all those in the line who's AC is lower than the attack roll take 1d8 force damage.

At higher levels, the damage increases to 2d8 at 5th level, 3d8 at 11th and 4d8 at 17th.

Life Missile

1st level evocation


  • Casting Time: 1 action
  • Range: 30ft
  • Components: V, S
  • Duration: Instantaneous

You barrow the energies of all friendly creatures within the spell range centered on you. From them, you launch several missiles that hits targets that you can see within range that is the same as friendly creatures at the start of casting. The darts strike all at once, and you can direct them to one target or several. Roll a spell ranged roll and the targets take 1d6 force damage.

At Higher levels. The damage increases to 2d6 with each missile above 1st.

Sacred Savior

3rd level Divination


  • Casting Time: 1 action/1 reaction
  • Range: 60ft
  • Components: V, S
  • Duration: Instantaneous

You may cast this spell as an action or a reaction when a creature takes damage. A creature within range you can see is healed for 2d8 hit points instantaneously.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the hit points recovered increases by 1d8 for each slot level above 3rd.

Sacred Soil

4th level evocation


  • Casting Time: 1 action
  • Range: 30ft
  • Components: V, S
  • Duration: Concentration, up to 1 minute

From the ground itself, you create a magical dome barrier around a point you choose. The barrier can be 10ft to 20ft. in radius and spherical. All allies within it are healed immediately for 3d8. As long as they remain in the barrier, their AC receives a +1 bonus and each time they start their turn within the barrier they are healed for 1d6 hit points.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the heal increases by 1d6 for each slot level above 5th.

Page 31| Spells
Changelog V1 -> V2
  • Changed the max CR at level 1 to 1/4
  • Increased the hit die from 1d6 to 1d8
  • Changed the HP stat on all Greater Eidolons to better scale.
  • Made Greater Eidolon's PB match the summoners.
  • Removed commanding summon restriction requiring the summoner to make the kill on a enemy.
  • Moved Eidolon of the Radiant "Can cast a spell from your summon's location as if they casted it" part of commanding summons at level 1. In addition to being able to cast Self spells as if they were the ones casting.
  • Added more spells to fit the theme better
  • Removed Eidolon of the Tactican's 7th Level Feature "Two Pincher Attack" as a Tactic.
  • Massively changed all Greater Eidolons to 7th level and made them scale properly, replaced the capstones of each subclass with new ones. Some Greater Eidolon's have new options on summon.
Changelog V2 -> v3
  • Removed Capturing Mechanic and replaced it with template summons. As a result, everything has been reblanced to take that into consideration. Like mentions of CR removed.
  • Added Summons learning Feats along with Summoner
  • Added Additional Tactics: Hold the Line, Charge!
  • Added Evolution: Growth
  • Reworked Eidolon of the Elements to have more abilities when element is selected
  • Removed ability from Greater Eidolon of the Fey: Warrior that granted itself advantage. Basically enabling forever advantage.
  • Added Undead Grafted Subclass!
  • Added Greensinger Subclass!
  • Summoner themed spells were added! Learn spells that utlitize having a partner!
  • Added art!
V3-3.1
  • Made the summons attack and damage die better scale
  • Adjusted and nerfed stats of the Draconic Eidolon to match other eidolons.
  • Changed features of the Infernal Subclass to make it different from Draconic

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