Class: Summoner (5.5) ★

by SovereignLeaderLore

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Summoner


You can magically beckon powerful beings called Eidolons to your side, serving as the mortal conduit that anchors it to the world. Whether your Eidolon is a friend, a servant, or even a personal god, your connection to it marks you as extraordinary, shaping the course of your life dramatically.

Summoner Spell Slots per Level
Level Proficiency Bonus Evolution Traits Features 1st 2nd 3rd 4th 5th
1st +2 Eidolon Bond
2nd +2 1 Spellcasting, Evolution Traits 2
3rd +2 1 Summoner Order 3
4th +2 2 Feat 3
5th +3 2 Marking Attack 4 2
6th +3 3 Summoner Order feature 4 2
7th +3 3 Returning Spirits 4 3
8th +3 4 Feat 4 3
9th +4 4 4 3 2
10th +4 4 Summoner Order feature 4 3 2
11th +4 5 Marking Attack Improvement 4 3 3
12th +4 5 Feat 4 3 3
13th +4 5 Returning Spirits Improvement 4 3 3 1
14th +5 6 Summoner Order feature 4 3 3 1
15th +5 6 Summon Self 4 3 3 2
16th +5 6 Feat 4 3 3 2
17th +5 7 4 3 3 3 1
18th +6 7 Marking Attack Improvement 4 3 3 3 1
19th +6 8 Feat 4 3 3 3 2
20th +6 8 Summoner Order feature 4 3 3 3 2

You must have a Charisma score of 15 or higher in order to multiclass in or out of this class.

Art on this page: https://www.artstation.com/artwork/bak2Zr

Class Features

As a summoner, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per summoner level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per summoner level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons, hand crossbows, shortswords, whips, yo-yos
  • Tools: one gaming set or musical instrument of your choice

  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from Arcana, Animal Handling, History, Insight, Nature, Religion, Stealth, and Survival

Equipment

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

  • (a) scale mail or (b) leather armor
  • (a) two simple weapons or (b) a light crossbow and 20 bolts
  • (a) a scholar's pack or (b) an explorer's pack
  • any simple weapon

Eidolon Bond

Beginning at 1st level, form a bond with a creature called an Eidolon, which you can summon to assist you in battle. You choose your Eidolon's statistics from the statistics listed at the end of this document, which uses your proficiency bonus (PB) in several places. You determine its cosmetic appearance; your choice has no effect on its game statistics.


As an action, you can conjure your Eidolon at an unoccupied space within 30 feet of you to assist you in battle. It's friendly to you and your companions, and it obeys your commands. You determine the Eidolon's appearance; your choice has no effect on its game statistics.

In combat, your Eidolon shares your initiative count, but takes their turn immediately after yours. They can move and use their reaction on their own, but the only action they take on their turn 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. If you are incapacitated, your Eidolon can take any action of their choice, not just Dodge. If your Eidolon is slain, it vanishes in a harmless puff of smoke.


As an action, you can temporarily dismiss your Eidolon. It disappears into a pocket dimension where it awaits your summons. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.


Finally, as an action while your Eidolon is within 100 feet of you, you can see through your Eidolon's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the Eidolon has. During this time, you are deaf and blind with regard to your own senses.


Once you summon your Eidolon, you must complete a long rest to do so again. If you already have an Eidolon from this feature when you summon your Eidolon, the first one immediately vanishes. The Eidolon also vanishes if you die.

Spellcasting

Beginning at 2nd level, your bond to otherworldly creatures carries magical power.

Preparing and Casting Spells

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.


You prepare the list of summoner spells that are available for you to cast, choosing from the summoner spell list. When you do so, choose a number of summoner spells equal to your Wisdom modifier + your summoner level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level summoner, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.


You can change your list of prepared spells when you finish a long rest. Preparing a new list of summoner spells requires time spent channeling your otherworldly connections: at least 1 minute per spell level for each spell on your list.

Ritual Casting

You can cast an summoner spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your summoner spells.

Spellcasting Ability

Charisma is your spellcasting ability for your summoner spells, since you gain your magic from your bond to an otherworldly creature. 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 an summoner spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier

Evolution Traits

With your bond to your Eidolon and summoning magic, you have learned to customize your Eidolon through Evolution Traits, special traits that affect your Eidolon's capabilities.


At 2nd level, your Eidolon gains one Evolution Trait of your choice, which are described at the end of this document. The trait is added to your Eidolon's statblock when you summon it. When you gain certain summoner levels, you gain additional traits of your choice, as shown in the Evolution Traits column of the summoner table. A level prerequisite refers to your level in this class. You can only take an Evolution Trait once, unless specified otherwise.

Additionally, when you gain a level in this class, you can choose one of the Evolution Traits you know and replace it with another Evolution Trait that you could learn at that level.

Summoner Order

At 3rd level, you adopt the techniques of a summoning order, a collective of summoners that follow a specific philosophy behind their summoning. Your choice of order grants you features when you choose it at 1st level, and additional benefits at 6th, 10th, 14th, and 18th levels.

Order Spells

Each order has a list of associated spells. You gain access to these spells at the levels specified in the order description. Once you gain access to an order spell, you always have it prepared. Order spells don't count against the number of spells you can prepare each day.

If you gain an order spell that doesn't appear on the summoner spell list, the spell is nonetheless a summoner spell for you.

Feat

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you gain a Feat.

Marking Attack

By 5th level, you have learned to better direct your Eidolons to strike. When you hit a target with an attack and command your Eidolon as a bonus action on the same turn, your Eidolon gains a bonus to the first attack roll it makes on its next turn against that target equal to your Charisma modifier. If this attack hits, it deals an additional die of damage for that attack. This bonus increases to two additional damage dice at 11th level, and to 3 additional damage dice at 18th level.

Returning Spirits

At 7th level, your fallen Eidolons return some of their power to you as they fade away. When one of your Eidolons is destroyed by taking damage, you gain temporary hit points equal to 2d8 + your Constitution modifier. The temporary hit points gained increases by 1d8 at 13th level.

Summon Self

At 15th level, you learn to summon yourself to your Eidolon, instead of your Eidolon to you. As an action, you can teleport to an unoccupied space within 5 feet of your Eidolon, as if by the Teleport spell.


Once you use this feature, you must complete a long rest to do so again.

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Order: The Behemoth


The Order of the Behemoth trains its followers to face the brutality and harsh realities of this world with overwhelming force. These summoners are always prepared for battle, having trained alongside their Eidolons to fight, whether it be to defend an important figure, liberate a town from hordes of undead, or merely spar with one another.

Order Spells

You gain order spells at the summoner levels listed.

Summoner Level Spell
3rd Burning Hands, Ice Knife
5th Barkskin, Scorching Ray
9th Counterspell, Stinking Cloud
13th Fire Shield, Stoneskin
17th Cone of Cold, Destructive Wave

Shared Health

At 3rd level when you choose this order, you and your Eidolon share an unbreakable toughness. You and your Eidolon have resistance to all damage. Each time your Eidolon takes damage, you take the same amount of damage, and vice versa.

Battle Training

Also at 3rd level, you gain proficiency with medium armor, and you gain proficiency with one type of one-handed melee weapon of your choice.

Extra Attack

At 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Mighty Summon

Beginning at 10th level, your Eidolon becomes empowered when you summon it. The first time you summon your Eidolon each day, it gains a bonus to its attack and damage rolls equal to your Charisma modifier until the end of its first turn in combat (minimum of +0).

Energized Entrance

At 14th level, summoning your Eidolon surrounds you both with protective wards. The first time you summon your Eidolon each day, you each gain a spectral shield of temporary hit points equal to your Summoner level + your Proficiency Bonus.

Behemoth Incarnate

At 20th level, your Eidolon reaches incredible power, gaining the following traits:

  • All of its damage dice increase by 1 size if possible.
  • The benefits of your Mighty Summon feature last for 1 minute instead of its normal duration.
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Order: Fusioner


The Order of Fusion believes that the spirit of the Eidolon and its summoner are truly two halves of one whole, and that combining those two halves creates a much more potent being. These summoners learn to perfectly fuse with their eidolons into a single creature, gaining each other's strengths while covering each other's weaknesses.

Order Spells

You gain order spells at the summoner levels listed.

Summoner Level Spell
3rd Ensnaring Strike, Entangle
5th Blur, Misty Step
9th Meld into Stone, Tongues
13th Arcane Eye, Death Ward
17th Far Step, Mislead

Eidolon Fusion

Beginning at 3rd level when you choose this order, While you and your Eidolon are within 5 feet of each other, you can use your action to fuse with your Eidolon, becoming a single creature. When you do so, you gain temporary hit points equal to your Eidolon’s current hit points, which replace any other temporary hit points you have. When these temporary hit points are lost, the Eidolon is considered destroyed. You also gain the following benefits while you have these temporary hit points:

  • Any special actions the Eidolon has (such as a breath weapon).
  • Any climbing, swimming, or burrowing speeds the Eidolon has. If it has a flying speed, it is halved for you, and you can only use it if you aren’t wearing armor or wielding a shield.
  • Any darkvision the Eidolon had.
  • Your Eidolon's passive perception, unless yours is higher.
  • Your Eidolon's natural armor class, unless your AC is higher.
  • The benefits of your Eidolon's Evolution Traits.

You can choose to unfuse from your Eidolon at any point while you still have temporary hit points from this feature, recreating your Eidolon at an unoccupied space within 5 feet of you. When you do so, you lose the temporary hit points gained from this feature, which becomes your Eidolon’s current hit points.

Doubled Durability

At 10th level, fusing with your Eidolon grants you increased durability. Your Eidolon gains a +1 bonus to its AC.


Additionally, while you are fused with your Eidolon, your AC increases by 1.

Expert Fusioner

By 14th level, you have a particular knack for fusing and splitting with your Eidolon. You can use your Eidolon Fusion and Position Link abilities as either an action or bonus action, but only once per turn. You can’t use your Eidolon Fusion and your Position Link on the same turn.

Perfect Bond

At 20th level, the bond between you and your Eidolon is perfected, granting you the following benefits:

  • The maximum distance you can teleport for your Position Link becomes 60 feet.
  • You and your Eidolon can speak mentally at any distance, provided you are on the same plane.
Art on this page: https://www.deviantart.com/velinov/art/Awaken-the-Bear-483240998

Order: Keepers


The Order of Keepers believe that knowledge is power, and that the bond between Eidolon and summoner is meant for the pursuit of knowledge and investigations. Summoners of this order might run archives, or perhaps act as private investigators.

Order Spells

You gain order spells at the summoner levels listed.

Summoner Level Spell
3rd Comprehend Languages, Identify
5th Find Traps, Zone of Truth
9th Clairvoyance, Tongues
13th Arcane Eye, Hallucinatory Terrain
17th Dream, Modify Memory

Scholarly

At 3rd level when you choose this order, you have extensively studied a variety of topics. You gain proficiency in one additional skill from this class’ starting proficiencies.

Additionally, choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.

Eidolon Knowledge

Also at 3rd level, you have an extensive knowledge of Eidolons and how to customize them for your specific needs. Each time you gain a level in this class, you can swap your chosen Eidolon for another Eidolon at the end of this document.


Additionally, each time you complete a long rest, you can replace one Evolution Trait you know with another Evolution Trait for which you meet the prerequisites.

Spellcasting Eidolon

By 6th level, your Eidolon has acquired the knowledge to use the energy within itself to cast spells. When you cast a spell, you can choose to cast it through your Eidolon as if you were in its space.

Magical Secrets

By 10th level, you have acquired magical knowledge from a wide spectrum of disciplines. Choose two spells from any class' spell list, including this one. A spell you choose must be of a level you can cast, as shown on the Summoner table, or a cantrip. The chosen spells count as summoner spells for you.

Evolution Savant

At 14th level, you have intensely studied how Eidolons shift the power through their evolution, learning one additional Evolution Trait for which you meet the prerequisites.

Evolutionist

By 20th level, you have maximized the potential of your Eidolon, gaining the following traits:

  • You learn one additional Evolution Trait for which you meet the prerequisites.
  • When you complete a short rest, you can replace one Evolution Trait you know with another Evolution Trait for which you meet the prerequisites.
Art on this page: https://www.reddit.com/r/DungeonsAndDragons/comments/wicye5/had_a_lot_of_fun_working_on_this_oc_a_pirate/

Order: Saviors


The Order of Saviors believes the bond between summoner and Eidolon should be formed to best help those in need. These summoners use their Eidolon to help them search for survivors, heal wounds, and help the sick. Both summoners and Eidolons of this order bond over their medical handiwork and support of others, sharing a strong sense of empathy.

Order Spells

You gain order spells at the summoner levels listed.

Summoner Level Spell
3rd Cure Wounds, Healing Word
5th Aid, Lesser Restoration
9th Mass Healing Word, Revivify
13th Aura of Life, Death Ward
17th Mass Cure Wounds, Raise Dead

Friend-Shaped Eidolon

Starting at 3rd level when you choose this order, your Eidolon is extra friendly, appearing adorable to others. While your Eidolon exists and is within sight of a creature you are speaking to, you gain a 1d4 bonus to Charisma checks you make for that creature.

Healer Duo

Also at 3rd level, you and your Eidolon are trained healers. You gain proficiency in the Medicine skill.


Additionally, when you cast a spell that restores hit points, you can choose to cast it through yourself or your Eidolon.

Surge of Vitality

At 6th level, your Eidolon brings surges of healing power as it manifests. When you first summon your Eidolon each day, each creature of your choice within 10 feet of where it appears regains hit points equal to 2d4 + your Charisma modifier.

Twinned Health

At 10th level, you and your Eidolon share a pool of life energy. When you regain hit points, you can use your reaction to grant your Eidolon half that amount of hit points. Additionally, when your Eidolon regains hit points, you can use your reaction to regain half that amount of hit points.

Superior Surge

At 14th level, your Eidolon's surges of healing power become more effective. You gain the following traits:

  • When your Surge of Vitality activates, its range is 20 feet, instead of 10ft.
  • Your Surge of Vitality now grants 4d4 hit points + your Charisma modifier when it triggers.
  • Your Surge of Vitality feature also triggers the first time your Eidolon is destroyed each day. The Eidolon does not regain hit points from this healing.

Healing Mastery

At 20th level, you and your Eidolon are masters of healing. You gain the following traits:

  • When you cast a spell of 3rd level or lower that restores hit points, you can cast it through both you and your Eidolon as a single action, expending the appropriate spell slots. If you don't have the required spell slots to do so, you can't cast that spell in this way.
  • While your Eidolon exists, you can cast the Lesser Restoration spell at will, without expending a spell slot or material components.
Art on this page: https://www.artstation.com/artwork/Le2XWP

Order: Swarm Wrangler


The Order of Swarm Wranglers believe in the strength in numbers. They sacrifice the power of their Eidolons in favor of summoning a plethora of otherworldly creatures to aid them. Separately, a Swarm Wrangler’s Eidolons are no match for a summoner’s single Eidolon, but taken as a whole, an Eidolon swarm makes up in quantity what it lacks in individual power.

Order Spells

You gain order spells at the summoner levels listed.

Summoner Level Spell
3rd Entangle, Sleep
5th Aid, Earthbind
9th Fear, Tiny Hut
13th Charm Monster, Locate Creature
17th Enervation, Hold Monster

Eidolon Swarm

Beginning at 3rd level when you choose this order, you learn to summon minor versions of your Eidolon. You can summon more than one of your Eidolons between rests, but at a cost- when you summon your Eidolons, they have half their normal hit points, and all damage die they have is reduced by 1 size, if possible. Each Eidolon gains the benefits of your Evolution Traits as normal.


In combat, all your Eidolons share your initiative count, but take their turns immediately after yours. They can move and use their reactions on their own, but the only action they take on their turn is the Dodge action, unless you take a bonus action on your turn to command one to take another action. That action can be one in its stat block or some other action. If you are Incapacitated, your Eidolons can take any action of their choice, not just Dodge.

You can summon a number of Eidolons per day equal to your Charisma modifier (minimum of 1), but can have no more than 2 active at once. At 10th level, you can have 3 Eidolons active at one time. At 18th level, you can have 5 Eidolons active at one time.

Spawn Armor

Also at 3rd level, your Eidolons are temporarily protected by the magic you used to summon them. When you summon your Eidolons, they have a +1 bonus to its AC and saving throws it makes until the end of its first turn in combat.

Pack Attack

At 6th level, when you use your action to make a weapon attack, you can command one of your Eidolons to attack as part of the same action. The Eidolon then makes one attack using its reaction.

Explosive Eidolons

At 10th level, you learn to detonate the arcane energy within your Eidolons to cause deadly bursts of force. As an action, you can command one of your Eidolons to detonate if you are within 60 feet of it. Doing so destroys the Eidolon and forces each creature within 10 feet of it to make a Dexterity saving throw against your spell save DC, taking 3d8 Force damage on a failed save, or half as much damage on a success.

Horde Attack

At 14th level, when you use your Pack Attack feature, you can command up to two of your active Eidolons, instead of one, as part of the same action. Those Eidolons then make one attack using their reactions.

Swarm Summon

At 20th level, your swarm is always at the ready. When you summon your Eidolon, you can choose to summon an additional 1d4 Eidolons. These additional Eidolons don’t count against the amount of Eidolons you can summon each day, but do count towards the maximum number of Eidolons you can have active at once.


Once you use this feature, you must complete a long rest to do so again.

Art on this page: https://www.deviantart.com/artdeepmind/art/Summoner-733683517

Eidolon Statistics


Aberrant Eidolon

Medium Aberration, your Alignment


  • Armor Class 13 (natural armor)
  • Hit Points 5 + five times your summoner level
  • Speed 30ft

STR DEX CON INT WIS CHA
6 (-2) 10 (+0) 14 (+2) 16 (+3) 15 (+2) 11 (+0)

  • Saving Throws INT +3 plus PB, WIS +2 plus PB
  • Damage Immunities Force
  • Condition Immunities Charmed, Exhaustion
  • Senses Darkvision 60ft, passive 12
  • Languages understands the languages you speak + Deep Speech
  • Prof. Bonus equals your bonus

Actions

Wormhole (3/day). The Eidolon teleports itself or one willing creature it can touch up to 30 feet to an unoccupied space you can see.

Force Rend, your spell attack modifier to hit, 5ft reach, one target. Hit: 1d8 + PB Force damage.


Beast Eidolon

Medium Beast, your Alignment


  • Armor Class 14 (natural armor)
  • Hit Points 6 + five times your summoner level
  • Speed 30ft

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 14 (+2) 6 (-2) 16 (+3) 11 (+0)

  • Saving Throws STR +3 plus PB, CON +2 plus PB
  • Skills Perception +0 plus PB, Stealth +0 plus PB
  • Condition Immunities Exhaustion
  • Senses Darkvision 60ft, passive 13
  • Languages understands the languages you speak
  • Prof. Bonus equals your bonus

Actions

Bite, your spell attack modifier to hit, 5ft reach, one target. Hit: 1d10 + PB Piercing damage.

Claws, your spell attack modifier to hit, 5ft reach, one target. Hit: 1d10 + PB Slashing damage.


Celestial Eidolon

Medium Celestial, your Alignment


  • Armor Class 13 (natural armor)
  • Hit Points 4 + five times your summoner level
  • Speed 30ft

STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 14 (+2) 6 (-2) 15 (+2) 11 (+0)

  • Saving Throws WIS +2 plus PB
  • Skills Insight +2 plus PB
  • Damage Resistances Necrotic, Radiant
  • Condition Immunities Exhaustion, Frightened
  • Senses Darkvision 60ft, passive 12
  • Languages understands the languages you speak + Celestial
  • Prof. Bonus equals your bonus

Actions

Radiant Beam, your spell attack modifier to hit, (15ft/30ft range), one target. Hit: 1d8 + PB Radiant damage.

Art on this page: https://www.mtgnexus.com/gallery/art/6201-anara-wolvid-familiar

Construct Eidolon

Medium Construct, your Alignment


  • Armor Class 15 (natural armor)
  • Hit Points 6 + five times your summoner level
  • Speed 30ft

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 16 (+3) 6 (-2) 10 (+0) 11 (+0)

  • Saving Throws STR +2 plus PB, CON +3 plus PB
  • Skills Athletics +2 plus PB, Perception +0 plus PB
  • Damage Immunities Poison
  • Condition Immunities Charmed, Exhaustion, Poisoned
  • Senses Darkvision 60ft, passive 10
  • Languages understands the languages you speak + all standard languages.
  • Prof. Bonus equals your bonus

Immutable Form. The Eidolon is immune to any spell or effect that would alter its form.

Actions

Slam, your spell attack modifier to hit, 5ft reach, one target. Hit: 1d8 + PB Bludgeoning damage.

Repair (3/Day). The magical mechanisms inside the Eidolon restore 2d8 + PB hit points to itself or to one construct or object within 5 feet of it.


Dragon Eidolon

Medium Dragon, your Alignment


  • Armor Class 15 (natural armor)
  • Hit Points 5 + five times your summoner level
  • Speed 30ft

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 16 (+3) 6 (-2) 10 (+0) 6 (-2)

  • Saving Throws STR +2 plus PB
  • Damage Resistances equals Draconic Ancestry
  • Condition Immunities Exhaustion
  • Senses Darkvision 60ft, passive 10
  • Languages understands the languages you speak + Draconic
  • Prof. Bonus equals your bonus

Draconic Ancestry. When this eidolon is summoned, choose either Acid, Cold, Fire, Lightning, or Poison damage. Until it is destroyed, the eidolon is resistant to that damage type, and its Breath Weapon deals that damage type.

Actions

Claws, your spell attack modifier to hit, 5ft reach, one target. Hit: 1d6 + PB Slashing damage.

Breath Weapon (1/day). The eidolon exhales destructive energy in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 1d10 damage on a failed save, or half as much damage on a successful one. The damage type is determined by the eidolon's Draconic Ancestry.

Art on this page: https://www.artstation.com/artwork/qQKXxe

Elemental Eidolon

Medium Elemental, your Alignment


  • Armor Class 13 (natural armor)
  • Hit Points 5 + five times your summoner level
  • Speed 30ft

STR DEX CON INT WIS CHA
6 (-2) 10 (+0) 18 (+4) 12 (+1) 15 (+2) 11 (+0)

  • Saving Throws STR -2 plus PB, CON +4 plus PB
  • Damage Resistances equals Elemental Alignment
  • Condition Immunities Charmed, Exhaustion
  • Senses Darkvision 60ft, passive 12
  • Languages understands the languages you speak + Primordial
  • Prof. Bonus equals your bonus

Elemental Alignment. When this eidolon is summoned, choose either Acid, Bludgeoning, Fire, or Force damage. Until it is destroyed, the eidolon is resistant to that damage type, and its Elemental Burst deals that damage type.

Actions

Elemental Burst, your spell attack modifier to hit, 10ft reach, one target. Hit: 1d6 + PB damage of a type determined by the eidolon's Elemental Alignment.

Elemental Stride. The eidolon teleports up to 15 feet to an unoccupied space you can see.


Fey Eidolon

Medium Fey, your Alignment


  • Armor Class 14 (natural armor)
  • Hit Points 5 + five times your summoner level
  • Speed 30ft

STR DEX CON INT WIS CHA
6 (-2) 10 (+0) 14 (+2) 12 (+1) 16 (+3) 16 (+3)

  • Saving Throws WIS +3 plus PB, CHA +3 plus PB
  • Skills Deception +3 plus PB, Perception +3 plus PB, Persuasion +3 plus PB
  • Damage Resistances Poison
  • Condition Immunities Charmed, Exhaustion, Frightened
  • Senses Darkvision 60ft, passive 13
  • Languages understands the languages you speak + Sylvan
  • Prof. Bonus equals your bonus

Actions

Claws, your spell attack modifier to hit, 5ft reach, one target. Hit: 1d8 + PB Slashing damage.

Thorn Whip, your spell attack modifier to hit, 20ft reach, one target. Hit: 1d6 + PB Piercing damage, and if the creature is Large or smaller, the creature is pulled up to 10 feet closer to the eidolon.

Art on this page: https://www.mtgnexus.com/gallery/art/2800-elemental-token

Fiend Eidolon

Medium Fiend, your Alignment


  • Armor Class 15 (natural armor)
  • Hit Points 5 + five times your summoner level
  • Speed 30ft

STR DEX CON INT WIS CHA
6 (-2) 10 (+0) 12 (+1) 12 (+1) 16 (+3) 16 (+3)

  • Saving Throws WIS +3 plus PB, CHA +3 plus PB
  • Skills Deception +3 plus PB
  • Damage Resistances Fire
  • Condition Immunities Exhaustion
  • Senses Darkvision 60ft, passive 13
  • Languages understands the languages you speak + Abyssal, Infernal
  • Prof. Bonus equals your bonus

Actions

Claws, your spell attack modifier to hit, 5ft reach, one target. Hit: 1d8 + PB Slashing damage.

Firebolt, your spell attack modifier to hit, 20ft reach, one target. Hit: 1d10 Fire damage.


Monstrous Eidolon

Medium Monstrosity, your Alignment


  • Armor Class 13 (natural armor)
  • Hit Points 6 + five times your summoner level
  • Speed 30ft

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 6 (-2) 12 (+1) 6 (-2)

  • Saving Throws STR +3 plus PB, CON +3 plus PB
  • Skills Athletics +3 plus PB
  • Condition Immunities Exhaustion, Frightened
  • Senses Darkvision 60ft, passive 11
  • Languages understands the languages you speak
  • Prof. Bonus equals your bonus

Actions

Claws, your spell attack modifier to hit, 5ft reach, one target. Hit: 1d6 + PB Slashing damage.

Brutal Leap (PB/day). The eidolon jumps up to 15ft. If it lands next to a creature, it must make a DC 13 Dexterity saving throw. On a failed save, creatures take 1d4 Bludgeoning damage and are knocked Prone. On a successful save, creatures takes half that damage and are not knocked Prone.


Ooze Eidolon

Medium Ooze, your Alignment


  • Armor Class 13 (natural armor)
  • Hit Points 4 + five times your summoner level
  • Speed 20ft, 20ft climb

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 6 (-2) 8 (-1) 6 (-2)

  • Saving Throws DEX +3 plus PB, CON +3 plus PB
  • Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
  • Senses Blindsight 30ft, passive 9
  • Languages understands the languages you speak
  • Prof. Bonus equals your bonus

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

Spider Climb. The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Pseudopod, your spell attack modifier to hit, 5ft reach, one target. Hit: 1d8 + PB Acid damage.


Plant Eidolon

Medium Ooze, your Alignment


  • Armor Class 13 (natural armor)
  • Hit Points 5 + five times your summoner level
  • Speed 30ft

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 18 (+4) 8 (-1) 10 (+0) 6 (-2)

  • Saving Throws DEX +2 plus PB, CON +4 plus PB
  • Damage Immunities Poison
  • Condition Immunities Exhaustion, Poisoned
  • Senses Blindsight 30ft, passive 10
  • Languages understands the languages you speak + Sylvan
  • Prof. Bonus equals your bonus

Actions

Needle Shot, your spell attack modifier to hit, (30ft/60ft range), one target. Hit: 1d6 + PB Piercing damage, and the target must succeed a DC 14 Constitution saving throw or become Poisoned until the start of your next turn.



Undead Eidolon

Medium Ooze, your Alignment


  • Armor Class 13 (natural armor)
  • Hit Points 4 + five times your summoner level
  • Speed 30ft

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 18 (+4) 8 (-1) 10 (+0) 6 (-2)

  • Saving Throws DEX +2 plus PB, CON +4 plus PB
  • Damage Resistances Necrotic
  • Condition Immunities Exhaustion, Poisoned
  • Senses Darkvision 60ft, passive 10
  • Languages understands the languages you speak + Sylvan
  • Prof. Bonus equals your bonus

Undead Resilience (1/day). If damage reduces the eidolon to 0 hit points, it must 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 eidolon drops to 1 hit point instead.

Actions

Slam, your spell attack modifier to hit, (30ft/60ft range), one target. Hit: 1d6 PB Bludgeoning damage.

Art on this page: https://www.deviantart.com/jdtmart/art/Skeleton-511708331

Evolution Traits

Agressive Pounce

(Prerequisite: 4th level)


Agressive Stride (Eidolon Action), your spell attack modifier to hit, 5ft reach, one target . Your Eidolon moves up to 15 feet in a straight line, making a melee attack against the first creature in its path. Hit: 1d6 Bludgeoning damage.

Attacker

(Prerequisite: 6th level)


Your Eidolon gains a +1 bonus to its attack rolls.

Amphibious

Your Eidolon can breathe water and air, and it gains a swimming speed equal to its walking speed.

Burrower

Your Eidolon gains a burrowing speed equal to half its base walking speed.

Dual Study

You and your Eidolon have some skills you practice on your own. Choose two skills. Your Eidolon becomes proficient in one of those skills and you become proficient in the other skill.

Energy Resistance

(Prerequisite: 6th level)


Your Eidolon becomes resistant to one damage type of your choice that isn't Psychic damage.

Expanded Senses

(Prerequisite: 8th level)


Your Eidolon's senses are heightened. It gains a +3 bonus to its Passive Perception, and it has a +3 bonus to its Perception checks.

Fortuitous

Your Eidolon's hit point maximum increases by 3.

Frenzy

(Prerequisite: 6th level)


Frenzy (1/day; Eidolon Action). As an action, your Eidolon enters a frenzied state. It is resistant to nonmagical Bludgeoning, Piercing, and Slashing damage, and it gains a +1 bonus to its damage rolls.

This state lasts for 1 minute, or until it ends a turn without making an attack or dealing damage, or it is Incapacitated.

Glider Form

Your Eidolon evolves wings, a buoyant body, or some other means to control descent. It descends 60 feet per round while falling, and gains resistance to falling damage. At 7th level, it is immune to falling damage.

Grappling Hold

(Prerequisite: 6th level)


If your Eidolon hits a creature with a melee attack within 5 feet of it, the Eidolon can attempt to grapple it as part of the same action.

Hulking Form

(Prerequisite: 6th level; Behemoth, Keepers, or Saviors Order)


Grow (Eidolon Action). As an action, your Eidolon grows in size, increasing in size by one size category until it is destroyed or you summon it again.

Magical Strikes

(Prerequisite: 6th level)


Your Eidolon's attacks count as magical for the purposes of overcoming resistances.

Magical Resilience

(Prerequisite: 15th level)


Your Eidolon is incredibly resistant to magic, gaining a +1 bonus to saving throws against spells and other magical effects.

Magical Understudy

(Prerequisite: 6th level)


When you gain this Evolution Trait, you and your Eidolon both learn one of the following spells.

  • Acid Splash
  • Fire Bolt
  • Lightning Lure
  • Poison Spray
  • Ray of Frost
  • Shocking Grasp
  • Toll the Dead

Cantrip (3/day; Eidolon Action). Your Eidolon can cast the cantrip learned from this trait when you command it, as if you had cast it in its place.

Multiattack

(Prerequisite: 11th level)


When you command your Eidolon to make a melee or ranged attack, it can make two of that attack as a single action.

Pushing Attack

(Prerequisite: 4th level)


When your Eidolon hits a creature with a melee attack, the target must succeed a Strength saving throw against your spell save DC or be launched 5 feet away from the Eidolon. At 10th level, it is launched 10 feet away from the Eidolon.

Quick

Your Eidolon's base walking speed increases by 10ft.

Resilient Armor

(Prerequisite: 11th level)


Your Eidolon gains a shell, armored plates, or some other piece of protection. It gains a +2 bonus to its AC.

Roar

Eidolon Roar (Eidolon Action). Your Eidolon makes a frightening roar. Creatures within 15 feet of the Eidolon that can hear it must succeed a Wisdom saving throw against your spell save DC or become Frightened of your Eidolon until the start of your next turn.

Sharpness

(Prerequisite: 6th level)


Your Eidolon's melee attacks are incredibly sharp. When your Eidolon deals Piercing or Slashing damage to a creature, the creature must make a Constitution saving throw against your spell save DC or begin Bleeding until the end of its next turn.

Shrink

Shrink (Eidolon Action). As an action, your Eidolon shrinks, reducing in size by one size category until it is destroyed or you summon it again.

Spatial Lock

(Prerequisite: 13th level)


The Eidolon can't be moved against its will.

Spirit Sight

(Prerequisite: 15th level)


Your Eidolon has 30ft of Truesight.

Vampiric Strike

(Prerequisite: 11th level)


Vampric Strike (Eidolon Action) , your spell attack modifier to hit, 5ft reach, one target. Hit: 1d4 Necrotic damage, and the Eidolon regains hit points equal to the damage dealt.

Vibration Sense

Your Eidolon can sense vibrations in the earth, gaining 30 feet of Tremorsense.

Vigilant

Your Eidolon can't be surprised.

Winged Creature

(Prerequisite: 14th level)


Your Eidolon can fly, gaining a flying speed equal to its walking speed.

Art on this page: https://sephirothart.artstation.com/projects/zeODw

Blank Statblock



Eidolon

Size:⠀⠀⠀⠀Type:⠀⠀⠀⠀ Alignment:⠀⠀⠀⠀⠀⠀.


  • Armor Class AC:
  • Hit Points Hitpoint Max:
  • Speed Speed(s):

STR DEX CON INT WIS CHA
(⠀⠀⠀) (⠀⠀⠀) (⠀⠀⠀) (⠀⠀⠀) (⠀⠀⠀) (⠀⠀⠀)

  • Saving Throws ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
  • Skills ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
  • Damage Vulnerabilities
  • Damage Resistances
  • Damage Immunities
  • Condition Immunities Exhaustion, ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
  • Senses
  • Languages understands the languages you speak
  • Prof. Bonus equals your bonus

Abilities

Actions

Credits

This class is an adaptation of the Summoner class from Pathfinder 2nd Edition. All credit for the concept of the class goes to Paizo and everyone involved in the making of that system.

Other Inspirations include The Summoner's Codex

Collaborators and Creators on this Project
  • Evan | Discord: @esteban_7581
  • Sofia | Discord: @guitarrongamer
 

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