Summoner

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.

LevelProficiency BonusFeaturesCantrips KnownSpells KnownSpell SlotsSlot LevelSoul Shards
1st+2Extraplanar Bond, Eidolon, Spellcasting2211st
2nd+2Scholar of the Planes, Soul Shards2321st2
3rd+2Outsider’s Advantage2422nd3
4th+2Ability Score Improvement3522nd4
5th+3Lifelink3623rd5
6th+3Bond Feature3723rd6
7th+33824th7
8th+3Ability Score Improvement3924th8
9th+431025th9
10th+4Bond Feature41025th10
11th+4Efficient Summoning41135th11
12th+4Ability Score Improvement41135th12
13th+5Rigorous Conjurer41235th13
14th+5Bond Feature41235th14
15th+541335th15
16th+5Ability Score Improvement41335th16
17th+641445th17
18th+641445th18
19th+6Ability Score Improvement41545th19
20th+6Planar Mastery41545th20

Class Features

At 1st level, you have formed a bond with a powerful extraplanar being. When you first summon your eidolon you must choose it’s creature type: Aberration, Celestial, Fey or Fiend.

Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
You possess the ability to summon to your side a powerful extraplanar being called an eidolon. You can do so once per long rest through a ritual that takes 10 minutes, and it remains until dismissed through an action, or if you are unconscious, asleep, or killed. The eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as banishment work normally.
  • The eidolon does not heal naturally, however it’s hit points refresh with each summon.
  • It has the same alignment as you and can speak all of your languages.
  • The Eidolon obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can command the it where to move (no action required by you). You can use your action to command the Eidolon to take one of its actions, Attack, Dash, Disengage, or Help action. If you don’t issue a command, the Eidolon takes the Dodge action.
  • Additionally, as an action, you can see through their eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that your summon has. During this time, you are deaf and blind with regard to your own senses.
  • The eidolon also bears a glowing rune that is identical to a rune that appears on your forehead as long as the eidolon is summoned. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as the spell lasts).
By 1st level you become a conduit of extraplanar powers, and are bestowed with the ability to reshape the weave.

Cantrips

You know two cantrips of your choice from the summoner spell list. You learn additional summoner cantrips of your choice at higher levels, as shown in the Cantrips Known column of the summoner table.

Spell Slots

The Summoner table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your summoner spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell Barbed Chains, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher

At 1st level, you know two 1st-level spells of your choice from the summoner spell list. The Spells Known column of the summoner table shows when you learn more summoner spells of your choice of 1st level or higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new summoner spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the summoner spells you know and replace it with another spell from the summoner spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your summoner spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a summoner spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your summoner spells.
Starting at 2nd level you begin honing your understanding of the creatures and planes they work with:

You have advantage on Intelligence checks to recall information relating to the planes, extraplanar creatures, and planar travel
Starting at 2nd level, you can draw on your powers to harness the extraplnar energies. Your access to this energy is represented by a number of soul shards. Your summoner level determines the number of shards you have, as shown in the Soul Shard column of the summoner table.

You can spend these shards to fuel various features. You start knowing two such features: Summons and Maker’s Call. You learn more shard features as you gain 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 manifests in an unoccupied space that you can see within 30 feet. It disappears when it drops to 0 hit points or when the ability ends. Appendix B has tables for recommended summons for each CR level.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. On your turn, you can verbally command the summon where to move (no action required by you). You can use your action to verbally command it to take one of it’s actions, Dash, Disengage, or Help action. If you don’t issue any, it takes the Dodge action.

Treat this ability as innate spellcasting for effects like Dispel Magic.

You cannot use this feature while your Eidolon is active.
Maker’s Call
As long as your eidolon is within 500 feet, you may expend 1 soul shard as an action to teleport him to an unnocupied space within 5 feet of you.
At 3rd Level, your understanding of of the planes deepens. You gain one of the following features of your choice.

Boon of the Arcane

The bond between you and your eidolon is stronger than the usual. Whenever you cast a spell on yourself or your Eidolon with the ranges of self and touch, the spell affects both you and your eidolon.

Boon of Collection

You have learned how to create a small portable demiplane. As an action you can flick your wrist, causing one object or small container in your hand to vanish.

The object, which only you can be holding and can weigh no more than 1 pound, is transported to an extradimensional space, where it remains until dismissed as an action. You must have a free hand to summon the object back.

Boon of the Dread Dash

You reach into the far realms and summon a mass of dark shadows that aids your mobility.

As a bonus action these shadows lift you a few inches off the ground. For the duration your speed increases by 15 ft. You can dismiss these shadows as a bonus action.
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one of your ability scores of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

You can forgo the Ability score improvement in favor of a feat
By 5th level, the bond between you and your eidolon is stronger than ever.

While you have your eidolon summoned, as a reaction you can expend soul shards to restore hit points. The eidolon regains a number of hit points equal to 1d8 per soul shard expended + your Charisma modifier.

Additionally, when you are reduced to 0 hit points but not killed outright, you can immediately banish your eidolon back to it’s home plane, causing you to drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
By 11th level you learn how to maximize your summoning efforts.

You may call upon multiple creatures at a time. So long as you have the Soul shards necessary, you may summon a number of creatures equal to your Charisma modifier (minimum of 1).

When you summon more than one creature, you may control any number of creatures using the same action.
At 13th level, your conjuration skills have focused your mind to be stronger than most. You have advantage on saving throws to concentrate on a conjuration spell.
By 20th level your understanding of the planes has greatly increased. You regain 4 expended soul shards whenever you finish a short rest.

Additionally, you can use your action once per day to spend 10 soul shards to cast the Gate spell, without needing material components.

Extraplanar Bonds

Though summoners have the ability to draw forth creatures from any plane, they always bind themselves to a single Creature, that will serve as their eternal companion.

These Eidolons come in many shapes or sizes, and equally they can belong to any plane. The summoner must attune to a specific plane to be able to bind themselves to their Eidolon properly, be it in the lower planes of hell or the farthest reaches of the realms.

You have formed a bond with a being from Enfaerun. Whether you desired power and dominion over the armies of hell, or you’re a scholar studying the innerworkings of such societies, your eidolon’s subtype is fiend.

Expanded Spell List

Your attunement to the planes of hell lets you choose from an expanded list of spells when you learn a summoner spell. The following spells are added to the summoner spell list for you
Damned Expanded Spells
Spell Level Spells
1st banecommand
2nd blindness/deafnessheat metal
3rd stinking cloudsummon lesser demons
4th fire shieldsummon greater demon
5th infernal callinghallow

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.
In your studies of the planes, you began delving deep into the nature of realms and beings utterly foreign and incomprehensible. The creature you have summoned comes from the far realms, a space beyond the fabrics of reality, and although it undoubtly brings you power , your mind becomes entirely otherwordly. Your eidolon subtype is aberration.

Expanded Spell List

Your attunement to the far realms lets you choose from an expanded list of spells when you learn a summoner spell. The following spells are added to the summoner spell list for you
Eldritch Expanded Spells
Spell Level Spells
1st armor of agathysdissonant whispers
2nd crown of madnessdetect thoughts
3rd clairvoyancesending
4th confusionsummon aberration
5th dreamtelekinesis

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.
You have attuned yourself to the upper planes of everlasting bliss. Such planes, like the 7 Mounts of Celestia or Elysium fill your heart with a longing for paradise. Perhaps you have a desire to protect innocents, or to bring light to the dark places of your world, regardless, your Eidolon’s type is Celestial

Expanded Spell List

Your attunement to the celestial planes lets you choose from an expanded list of spells when you learn a summoner spell. The following spells are added to the summoner spell list for you
Hallowed Expanded Spells
Spell Level Spells
1st blesscure wounds
2nd spiritual weaponlesser restoration
3rd daylightrevivify
4th divinationspirit guardians
5th greater restorationsummon celestial

Divine Awareness

At 1st level, Your exposure to the Upper planes has granted you an innate ability to discern ill intent. You gain proficiency in Insight. If you’re already proficient in Insight, then your proficiency bonus is doubled for ability checks using that skill.

Font of Life

At 6th level, you gain the ability to channel the energies from the celestial planes. As a bonus action, you can spend soul shards to heal one creature you can see within 60 feet of you. This healing is equal to 1d8 per soul shard spent. The maximum number of shards you can spend at once equals your Charisma modifier (minimum of 1). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.

Sacred Exorcism

At 10th level, as a bonus action, you can spend 2 soul shards to target one creature you can see within 30 feet of you that is charmed, frightened, or possessed to immediately end the effect. You can use this feature a number of times equal to your charisma modifier (minimum of 1). You regain all expended uses at the end of a long rest

Blinding truth

At 14th level, you are able to share the visions of the upper planes with those who have cast the light aside As an action, you can spend 2 soul shards to target any creature that can see you within 30 feet that can see you. The targets must succeed on a Constitution saving throw equal to your spell save or be blinded until the end of their next turn. If the creature’s saving throw is successful , the creature is immune to this feature for the next 24 hours. You can use this feature a number of times equal to your charisma modifier (minimum of 1). You regain all expended uses at the end of a long rest
You have focusd your attention to the land of wonder and music, everlasting twilight and trickery. The Feywild is an enchanted mirror of the Material Plane. Perhaps you sought to expand your arcane abilities, or to study the wondrous tricksters and faeries, regardless your Eidolon subtype is fey.

Expanded Spell List

Your attunement to the feywild lets you choose from an expanded list of spells when you learn a summoner spell. The following spells are added to the summoner spell list for you
Seelie Expanded Spells
Spell Level Spells
1st charm personsleep
2nd calm emotionssuggestion
3rd hypnotic patternsummon fey
4th conjure woodland beingsdominate beast
5th dominate personseeming

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.

Hidden Paths

At 14th level, you have learned how to access hidden, magical pathways that some fey use to traverse space in a blink of an eye. As an action you can spend 4 soul shard to open one such pathway. You and up to five willing creatures of your choice that you can see within 30 feet of the manifestation point can enter these pathways. You and the chosen creatures are teleported to a point of your choice within 100 miles that you have visited within the past 24 hours. Once you use this feature you can’t use it again until you finish a long rest.

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

At 1st level, You and your eidolon share a mental link which allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the summoner to give orders to his eidolon at any time. In addition, magic items interfere with the summoner’s connection to his eidolon.

As a result, the summoner and his eidolon share magic item slots. The eidolon must possess the appropriate appendages to utilize a magic item.
When you reach 4th level, and again at 12th and 18th level, you can increase one of the Eidolon’s ability score of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Beginning at 5th level, the Eidolon can attack twice, instead of once, whenever you command it to take the attack action.

Eidolon Base Forms

Medium
  • Armor Class 11
  • Speed 20ft., Swim 20ft.

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

  • Senses passive Perception 11

Free Evolutions. Bite, tentacle, reach (tentacle), swim.

Actions

Bite. Melee Weapon Attack: reach 5ft., one target. Hit 6 (1d6 + 1)piercing damage. Tentacle. Melee Weapon Attack: reach 10ft., one target. Hit 4 (1d4 + 1)bludgeoning damage.
Medium
  • Armor Class 11
  • Speed 20ft., Swim 40ft.

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

  • Senses passive Perception 11

Free Evolutions. Bite, swim(x2).

Actions

Bite. Melee Weapon Attack: reach 5ft., one target. Hit 6 (1d6 + 3)piercing damage.
Small (unless it spends 2 points from its evolution pool, at which point it’s Medium.)
  • Armor Class 13
  • Speed 20ft., Fly 40ft.

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

  • Senses passive Perception 11

Free Evolutions. Claws, flight(x2), Limbs(legs).

Actions

Claws. Melee Weapon Attack: reach 5ft., one target. Hit 3 (1d4 + 1)slashing damage.
Medium
  • Armor Class 11
  • Speed 30ft., climb 30ft.

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

  • Senses passive Perception 11

Free Evolutions. Claws, Climb, Limbs(arms), Limbs(legs).

Actions

Claws. Melee Weapon Attack: reach 5ft., one target. Hit 5 (1d4 + 3)slashing damage.
Medium
  • Armor Class 12
  • Speed 40ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 13 (+1) 7 (-2) 10 (+0) 11 (+0)

  • Senses passive Perception 11

Free Evolutions. Bite, Limbs(legs)(x2)

Actions

Bite. Melee Weapon Attack: reach 5ft., one target. Hit 5 (1d6 + 2)piercing damage.
Medium
  • Armor Class 11
  • Speed 20ft., Climb 20ft.

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

  • Senses passive Perception 11

Free Evolutions. Bite, climb, reach (bite), tail, tail slap.

Actions

Bite. Melee Weapon Attack: reach 5ft., one target. Hit 4 (1d6 + 1)piercing damage. Tail Slap. Melee Weapon Attack: reach 10ft., one target. Hit 4 (1d4 + 1)bludgeoning damage.
Medium
  • Armor Class 12
  • Speed 30ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 13 (+1) 7 (-2) 10 (+0) 11 (+0)

  • Senses passive Perception 11

Free Evolutions. Claws, limbs (arms), limbs (legs) (x2).

Actions

Claws. Melee Weapon Attack: reach 5ft., one target. Hit 4 (1d4 + 2)slashing damage.

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

LevelProficiency BonusFeaturesEvolution pool
1st+2Link3
2nd+24
3rd+25
4th+2ASI7
5th+3Extra Attack8
6th+39
7th+310
8th+311
9th+413
10th+414
11th+415
12th+4ASI16
13th+517
14th+519
15th+520
16th+521
17th+622
18th+6ASI23
19th+625
20th+626

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

Eidolon Evolutions