In the realms where arcane energies intertwine with the unknown, the Summoners arise as wielders of extraordinary prowess. Gifted with the rare ability to forge connections with beings beyond the veil of mortality, these individuals command the art of summoning, calling forth creatures and entities from dimensions unseen. Within the mystic fabric of this world, Summoners wield their powers as mediators between the mundane and the ethereal.
Masters of Interplanar Bonds
Summoners are not merely practitioners of spells; they are architects of interplanar alliances. They navigate the enigmatic energies that weave through existence, forming bonds with beings that exist beyond the understanding of mortals. Through these connections, Summoners become conduits for the arrival of otherworldly entities, ranging from mythical beasts to mystical spirits.
In this world, Summoners fulfill a dual role as protectors and diplomats. When confronted by threats, they beckon forth creatures from distant realms to safeguard against encroaching darkness. Simultaneously, they act as emissaries, brokering pacts with ethereal entities for mutual benefit. These mystic intermediaries, attuned to the harmonies of the cosmos, bring forth summoned allies to serve as guardians, guides, or champions in the ever-shifting tapestry of this enchanted reality.

Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | Spell Slots | Slot Level | Soul Shards |
---|---|---|---|---|---|---|---|
1st | +2 | Extraplanar Bond, Eidolon, Spellcasting | 2 | 2 | 1 | 1st | — |
2nd | +2 | Scholar of the Planes, Soul Shards | 2 | 3 | 2 | 1st | 2 |
3rd | +2 | Outsider’s Advantage | 2 | 4 | 2 | 2nd | 3 |
4th | +2 | Ability Score Improvement | 3 | 5 | 2 | 2nd | 4 |
5th | +3 | Lifelink | 3 | 6 | 2 | 3rd | 5 |
6th | +3 | Bond Feature | 3 | 7 | 2 | 3rd | 6 |
7th | +3 | ─ | 3 | 8 | 2 | 4th | 7 |
8th | +3 | Ability Score Improvement | 3 | 9 | 2 | 4th | 8 |
9th | +4 | ─ | 3 | 10 | 2 | 5th | 9 |
10th | +4 | Bond Feature | 4 | 10 | 2 | 5th | 10 |
11th | +4 | Efficient Summoning | 4 | 11 | 3 | 5th | 11 |
12th | +4 | Ability Score Improvement | 4 | 11 | 3 | 5th | 12 |
13th | +5 | Rigorous Conjurer | 4 | 12 | 3 | 5th | 13 |
14th | +5 | Bond Feature | 4 | 12 | 3 | 5th | 14 |
15th | +5 | ─ | 4 | 13 | 3 | 5th | 15 |
16th | +5 | Ability Score Improvement | 4 | 13 | 3 | 5th | 16 |
17th | +6 | ─ | 4 | 14 | 4 | 5th | 17 |
18th | +6 | ─ | 4 | 14 | 4 | 5th | 18 |
19th | +6 | Ability Score Improvement | 4 | 15 | 4 | 5th | 19 |
20th | +6 | Planar Mastery | 4 | 15 | 4 | 5th | 20 |
Class Features
- Extraplanar Bond
- Eidolon
- Spellcasting
- Scholar of the Planes
- Soul Shards
- Outsider's Advantage
- Ability Score Improvement
- Lifelink
- Efficient Summoning
- Rigorous Conjurer
- Master of Planes
Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
- The eidolon does not heal naturally, however it’s hit points refresh with each summon.
- It has the same alignment as you and can speak all of your languages.
- The Eidolon obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can command the it where to move (no action required by you). You can use your action to command the Eidolon to take one of its actions, Attack, Dash, Disengage, or Help action. If you don’t issue a command, the Eidolon takes the Dodge action.
- Additionally, as an action, you can see through their eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that your summon has. During this time, you are deaf and blind with regard to your own senses.
- The eidolon also bears a glowing rune that is identical to a rune that appears on your forehead as long as the eidolon is summoned. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as the spell lasts).
Cantrips
You know two cantrips of your choice from the summoner spell list. You learn additional summoner cantrips of your choice at higher levels, as shown in the Cantrips Known column of the summoner table.Spell Slots
The Summoner table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your summoner spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell Barbed Chains, you must spend one of those slots, and you cast it as a 3rd-level spell.Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spells of your choice from the summoner spell list. The Spells Known column of the summoner table shows when you learn more summoner spells of your choice of 1st level or higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new summoner spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the summoner spells you know and replace it with another spell from the summoner spell list, which also must be of a level for which you have spell slots.Spellcasting Ability
Charisma is your spellcasting ability for your summoner spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a summoner spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifierSpellcasting Focus
You can use an arcane focus as a spellcasting focus for your summoner spells.You have advantage on Intelligence checks to recall information relating to the planes, extraplanar creatures, and planar travel
You can spend these shards to fuel various features. You start knowing two such features: Summons and Maker’s Call. You learn more shard features as you gain levels in this class,
When you spend a soul shard, it is unavailable until you finish a long rest, at the end of which you draw all of your expended soul shards into yourself.
Summons
As an action you may expend any number of soul shards to summon a creature of matching CR level for 1 minute.CR | Soul Shard Cost |
---|---|
1/8 – 1/4 | 1 |
1/2 | 2 |
1 | 3 |
2 | 4 |
3 | 6 |
4 | 8 |
5 | 10 |
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. On your turn, you can verbally command the summon where to move (no action required by you). You can use your action to verbally command it to take one of it’s actions, Dash, Disengage, or Help action. If you don’t issue any, it takes the Dodge action.
Treat this ability as innate spellcasting for effects like Dispel Magic.
You cannot use this feature while your Eidolon is active.
Maker’s Call
As long as your eidolon is within 500 feet, you may expend 1 soul shard as an action to teleport him to an unnocupied space within 5 feet of you.Boon of the Arcane
The bond between you and your eidolon is stronger than the usual. Whenever you cast a spell on yourself or your Eidolon with the ranges of self and touch, the spell affects both you and your eidolon.Boon of Collection
You have learned how to create a small portable demiplane. As an action you can flick your wrist, causing one object or small container in your hand to vanish.The object, which only you can be holding and can weigh no more than 1 pound, is transported to an extradimensional space, where it remains until dismissed as an action. You must have a free hand to summon the object back.
Boon of the Dread Dash
You reach into the far realms and summon a mass of dark shadows that aids your mobility.As a bonus action these shadows lift you a few inches off the ground. For the duration your speed increases by 15 ft. You can dismiss these shadows as a bonus action.
You can forgo the Ability score improvement in favor of a feat
While you have your eidolon summoned, as a reaction you can expend soul shards to restore hit points. The eidolon regains a number of hit points equal to 1d8 per soul shard expended + your Charisma modifier.
Additionally, when you are reduced to 0 hit points but not killed outright, you can immediately banish your eidolon back to it’s home plane, causing you to drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
You may call upon multiple creatures at a time. So long as you have the Soul shards necessary, you may summon a number of creatures equal to your Charisma modifier (minimum of 1).
When you summon more than one creature, you may control any number of creatures using the same action.
Additionally, you can use your action once per day to spend 10 soul shards to cast the Gate spell, without needing material components.
Extraplanar Bonds
Though summoners have the ability to draw forth creatures from any plane, they always bind themselves to a single Creature, that will serve as their eternal companion.
These Eidolons come in many shapes or sizes, and equally they can belong to any plane. The summoner must attune to a specific plane to be able to bind themselves to their Eidolon properly, be it in the lower planes of hell or the farthest reaches of the realms.
Expanded Spell List
Your attunement to the planes of hell lets you choose from an expanded list of spells when you learn a summoner spell. The following spells are added to the summoner spell list for youDamned Expanded Spells
Spell Level | Spells |
---|---|
1st | bane, command |
2nd | blindness/deafness, heat metal |
3rd | stinking cloud, summon lesser demons |
4th | fire shield, summon greater demon |
5th | infernal calling, hallow |
Fiendish Allure
At 1st level, you become a master of hollow promises. You learn the infernal language and you gain proficiency in Deception. If you’re already proficient in deception, then your proficiency bonus is doubled for ability checks using that skill.Unyielding Blaze
Starting at 6th level, as you continue to draw on the energies of hell you have grown accustomed to it’s flames. You can spend 1 soul shard to gain resistance to fire damage for 1 hour.Damned Feast
At 10th level, when a creature that isn’t a construct or undead is reduced to 0 hit points within 30 feet of you, you can use your reaction to assimilate it’s fleeting life force. Choose one of the following effects. Once you use either effect, you can’t use this feature again until you finish a long rest. • You regain an expended summoner spell slot. • You and your eidolon’s attacks have advantage until the end of your turn.Consuming Flame
At 14th level, any fire damage that you or any creature you summon deals ignores resistances, and treats immunity as resistance.Expanded Spell List
Your attunement to the far realms lets you choose from an expanded list of spells when you learn a summoner spell. The following spells are added to the summoner spell list for youEldritch Expanded Spells
Spell Level | Spells |
---|---|
1st | armor of agathys, dissonant whispers |
2nd | crown of madness, detect thoughts |
3rd | clairvoyance, sending |
4th | confusion, summon aberration |
5th | dream, telekinesis |
Watcher of the Stars
At 1st level, your mind has been scarred by the unblinking eyes of the night skies. While under the night sky, you instinctively know which way is north and you can’t become lost, magically or otherwise. Additionally you must roll a d100 or choose an indefinite madness flaw as per pg.260 on the DMG. This indefinite madness can be cured by nothing short of a Wish spell or magic of comparable power.Strength of Mind
By 6th level your reality begins to shatter as you learn ways to augment your mind and body. Whenever you finish a long rest you can replace your proficiency in wisdom saving throws. To do so choose Strength, Dexterity, Constituiton or Intelligence. You gain proficiency in saving throws using that ability, instead of Wisdom. This change lasts until you finish your next long rest.Aspect
At 10th level, Your eidolon’s alien nature starts affecting your very own physical form. You can divert up to 4 points from your eidolon’s evoluton pool to add evolutions to yourself. You cannot select any evolution that your eidolon could not possess, and you must be able to meet the requirements as well. You cannot select the ability score increase evolution through this ability. Any points spent in this way are taken from the eidolon’s evolution pool (reducing the total number available to the eidolon). You can change the evolutions you receives from these points any time you can change your eidolon’s evolutions.Profane Mind
At 14th level, Your mind has become foreign to this world. You become immune to the frightened condition and your thoughts cannot be read through means of telepathy. Additionally whenever you or your eidolon is hit with a melee attack, you can spend 4 soul shards as a reaction to deal back half the damage received as psychic damage. You must finish a long rest before you are able to use this feature again.Expanded Spell List
Your attunement to the celestial planes lets you choose from an expanded list of spells when you learn a summoner spell. The following spells are added to the summoner spell list for youHallowed Expanded Spells
Spell Level | Spells |
---|---|
1st | bless, cure wounds |
2nd | spiritual weapon, lesser restoration |
3rd | daylight, revivify |
4th | divination, spirit guardians |
5th | greater restoration, summon celestial |
Divine Awareness
At 1st level, Your exposure to the Upper planes has granted you an innate ability to discern ill intent. You gain proficiency in Insight. If you’re already proficient in Insight, then your proficiency bonus is doubled for ability checks using that skill.Font of Life
At 6th level, you gain the ability to channel the energies from the celestial planes. As a bonus action, you can spend soul shards to heal one creature you can see within 60 feet of you. This healing is equal to 1d8 per soul shard spent. The maximum number of shards you can spend at once equals your Charisma modifier (minimum of 1). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.Sacred Exorcism
At 10th level, as a bonus action, you can spend 2 soul shards to target one creature you can see within 30 feet of you that is charmed, frightened, or possessed to immediately end the effect. You can use this feature a number of times equal to your charisma modifier (minimum of 1). You regain all expended uses at the end of a long restBlinding truth
At 14th level, you are able to share the visions of the upper planes with those who have cast the light aside As an action, you can spend 2 soul shards to target any creature that can see you within 30 feet that can see you. The targets must succeed on a Constitution saving throw equal to your spell save or be blinded until the end of their next turn. If the creature’s saving throw is successful , the creature is immune to this feature for the next 24 hours. You can use this feature a number of times equal to your charisma modifier (minimum of 1). You regain all expended uses at the end of a long restExpanded Spell List
Your attunement to the feywild lets you choose from an expanded list of spells when you learn a summoner spell. The following spells are added to the summoner spell list for youSeelie Expanded Spells
Spell Level | Spells |
---|---|
1st | charm person, sleep |
2nd | calm emotions, suggestion |
3rd | hypnotic pattern, summon fey |
4th | conjure woodland beings, dominate beast |
5th | dominate person, seeming |
Wits and Charm
At 1st level, if you speak to a humanoid alone for at least 1 minute, you can attempt to make it see you in a favorable way. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you for 1 hour. For the duration you have advantage on all charisma checks directed at the creature. If the target succeeds on its saving throw, the target has no hint that you tried to charm it. Once you use this feature, you can’t use it again until you finish a short rest or long rest.Transposition
Starting at 6th level, as an action, you can spend 2 soul shards to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can spend 3 soul shards to choose a space within range that is occupied by a willing creature, causing you both to teleport, swapping places.Illusionary Insight
At 10th level, you become so accustomed to the tricks and pranks of the fey you gain an innate ability to see through smoke and mirrors. You may expend 2 soul shards as an action to gain True Sight of 30 feet for 1 hour.Restrictions
- There are no special restrictions for this class, unless noted elsewhere.
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
Saving Throws: Wisdom, Charisma
Skills: Choose two from Animal Handling, Arcana, History, Insight, Persuasion, and Intimidation
Equipment
You start with 150 gp to spend on equipment. The following equipment is a suggested shopping list:
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- (a) a component pouch or (b) an arcane focus
- Leather armor, any simple weapon, and two daggers
Multiclassing and the Summoner
- Ability Score Minimum: As a multiclass character, you must have a Charisma score of at least 13 to take a level in this class or to take a level in another class if you are already a summoner.
- Proficiencies. If summoner isn’t your initial class, you gain proficiency with light armor, and simple weapons when you gain your first level as a summoner .
- Spell Slots. Add your levels in the summoner class to the appropriate levels from other classes to determine your available spell slots.
Source: The Summoner
The Eidolon
An eidolon’s abilities are determined by your summoner level and by the choices made using its evolution pool. Each eidolon possesses a base form that modifies its base statistics.
Eidolon Features
As a result, the summoner and his eidolon share magic item slots. The eidolon must possess the appropriate appendages to utilize a magic item.
Eidolon Base Forms
- Armor Class 11
- Speed 20ft., Swim 20ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 13 (+1) | 16 (+3) | 7 (-2) | 10 (+0) | 11 (+0) |
- Senses passive Perception 11
Free Evolutions. Bite, tentacle, reach (tentacle), swim.
Actions
Bite. Melee Weapon Attack: reach 5ft., one target. Hit 6 (1d6 + 1)piercing damage. Tentacle. Melee Weapon Attack: reach 10ft., one target. Hit 4 (1d4 + 1)bludgeoning damage.- Armor Class 11
- Speed 20ft., Swim 40ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 12 (+1) | 13 (+1) | 7 (-2) | 10 (+0) | 11 (+0) |
- Senses passive Perception 11
Free Evolutions. Bite, swim(x2).
Actions
Bite. Melee Weapon Attack: reach 5ft., one target. Hit 6 (1d6 + 3)piercing damage.- Armor Class 13
- Speed 20ft., Fly 40ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 16 (+3) | 13 (+1) | 7 (-2) | 10 (+0) | 11 (+0) |
- Senses passive Perception 11
Free Evolutions. Claws, flight(x2), Limbs(legs).
Actions
Claws. Melee Weapon Attack: reach 5ft., one target. Hit 3 (1d4 + 1)slashing damage.- Armor Class 11
- Speed 30ft., climb 30ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 12 (+1) | 13 (+1) | 7 (-2) | 10 (+0) | 11 (+0) |
- Senses passive Perception 11
Free Evolutions. Claws, Climb, Limbs(arms), Limbs(legs).
Actions
Claws. Melee Weapon Attack: reach 5ft., one target. Hit 5 (1d4 + 3)slashing damage.- Armor Class 12
- Speed 40ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 14 (+2) | 13 (+1) | 7 (-2) | 10 (+0) | 11 (+0) |
- Senses passive Perception 11
Free Evolutions. Bite, Limbs(legs)(x2)
Actions
Bite. Melee Weapon Attack: reach 5ft., one target. Hit 5 (1d6 + 2)piercing damage.- Armor Class 11
- Speed 20ft., Climb 20ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 16 (+3) | 13 (+1) | 7 (-2) | 10 (+0) | 11 (+0) |
- Senses passive Perception 11
Free Evolutions. Bite, climb, reach (bite), tail, tail slap.
Actions
Bite. Melee Weapon Attack: reach 5ft., one target. Hit 4 (1d6 + 1)piercing damage. Tail Slap. Melee Weapon Attack: reach 10ft., one target. Hit 4 (1d4 + 1)bludgeoning damage.- Armor Class 12
- Speed 30ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 14 (+2) | 13 (+1) | 7 (-2) | 10 (+0) | 11 (+0) |
- Senses passive Perception 11
Free Evolutions. Claws, limbs (arms), limbs (legs) (x2).
Actions
Claws. Melee Weapon Attack: reach 5ft., one target. Hit 4 (1d4 + 2)slashing damage.Evolution Pool
The value given in this column is the total number of points in the eidolon’s evolution pool. Points from this pool can be spent on a wide variety of modifications and upgrades that add new abilities, attacks, and powers to the eidolon.
Whenever the summoner gains a level, the number in this pool increases and the summoner can spend these points to change the abilities of the eidolon. These choices are not set. The summoner can change them whenever he gains a level
Level | Proficiency Bonus | Features | Evolution pool |
---|---|---|---|
1st | +2 | Link | 3 |
2nd | +2 | ─ | 4 |
3rd | +2 | ─ | 5 |
4th | +2 | ASI | 7 |
5th | +3 | Extra Attack | 8 |
6th | +3 | ─ | 9 |
7th | +3 | ─ | 10 |
8th | +3 | ─ | 11 |
9th | +4 | ─ | 13 |
10th | +4 | ─ | 14 |
11th | +4 | ─ | 15 |
12th | +4 | ASI | 16 |
13th | +5 | ─ | 17 |
14th | +5 | ─ | 19 |
15th | +5 | ─ | 20 |
16th | +5 | ─ | 21 |
17th | +6 | ─ | 22 |
18th | +6 | ASI | 23 |
19th | +6 | ─ | 25 |
20th | +6 | ─ | 26 |
Hit Points
Hit Dice: 1d10 per summoner level
Hit Points at 1st Level: 10 + it’s Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + it’s Constitution modifier per summoner level after 1st
Proficiencies
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Athletics, Intimidation, Perception, Survival, and Stealth