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The summoner

Pathfider to D&D 5e Conversion and homebrew for the Summoner class, by Eldritch King.
About Me
Table Of Contents
I have always maintained that D&D lacks any good 1 About Me
summoning potential.
Using Pathfinder's Summoner class and some Homebrew of 1.1 Artwork Credit
my own, i present to you, the Summoner Class for D&D 5e 1.2 Copyright Disclaimers
which combines the prowess of a wizard with the power of 1.3 Special Thanks
extra planar entities. 2 The Summoner...................Pg 1
2.1 Class Features
Artwork Credit 2.2 Eidolon
2.3 Hit Points
The cover art piece used belongs to Graey Erb, at 2.3.2 Eidolon Base Forms )
https://www.artstation.com/graeyerb 3 Eidolon Evolutions...........Pg 7
The Art piece on page 2 is the official Pathfinder Art,by Paizo 4 Appendix A........................Pg12
Publishing for the summoner class from 2nd Edition 4.1 Summon Monster I - IX
Pathfinder Advanced Player Guide.
5 Appendix B........................Pg14
The Art Piece on Page 6 belongs to Zoppy, at 5.1 Summoner Spell List
https://www.deviantart.com/zoppy
6 Appendix C .......................Pg16
The Art Piece on page 12 belongs to KateMaxpaint at 6.1 Feats
https://www.deviantart.com/katemaxpaint
The Art piece on page 14 is the official hellhound Art, by
wizards of the coast, from the 5th edition D&D monster
manual

Copyright Disclaimers
"This Conversion/Homebrew uses trademarks and/or
copyrights owned by Paizo Inc., which are used under
Paizo's Community Use Policy. We are expressly prohibited
from charging you to use or access this content.The
Conversion/Homebrewn is not published, endorsed, or
specifically approved by Paizo Inc. For more information
about Paizo's Community Use Policy, please visit
paizo.com/communityuse. For more information about Paizo
Inc. and Paizo products, please visit paizo.com."
"The Summoner Conversion/Homebrew is unofficial Fan
Content permitted under the Fan Content Policy. Not
approved/endorsed by Wizards. Portions of the materials
used are property of Wizards of the Coast. ©Wizards of the
Coast LLC."

Special Thanks
The homebrew formatting was created using u/stolksdorf's
amazing tool, the Homebrewery
The Summoner

W
hile many who dabble in the arcane become
adept at beckoning monsters from the
farthest reaches of the planes, none are more Multiclassing
skilled at it than the summoner. This
practitioner of the arcane arts forms a close You must have a Charisma score of 13 or higher in
bond with one particular outsider, known as order to multiclass in or out of this class.
an eidolon, who gains power as the summoner Multiclassigng Grants the armor and weapon
becomes more proficient at his summoning. proficiencies, but no other proficiencies
Over time, the two become linked, eventually even sharing
a shard of the same soul. But this power comes with a price:
the summoner’s spells and abilities are limited due to his
time spent enhancing the power and exploring the nature of
his eidolon.

THE SUMMONER
1
Class Features Cantrips
As a Summoner, you gain the following class features. You know two cantrips of your choice from the Summoner
spell list. You learn additional Summoner cantrips of your
Hit Points choice at higher levels, as shown in the Cantrips Known
Hit Dice: 1d8 per summoner level column of the Summoner table.
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Eidolon
Constitution modifier per summoner level after 1st At 1st level you begin with the ability to summon, to your
side, a powerful extraplanar being called an eidolon. You can
Proficiencies do so once per long rest through a ritual that takes 10
Armor: Light armor minutes, and it remains until dismissed through an
Weapons: All simple weapons action.The first time you summon your eidolon, you choose
Tools: None whether it's type is aberration, celestial, fey or fiend.
Saving Throws: Wisdom, Charisma The eidolon does not heal naturally, however it's hit points
Skills: Choose two from Animal Handling, Arcana, History, refresh with each summon. The eidolon takes a form shaped
Insight, Persuasion, and Intimidation by the summoner’s desires. It has the same alignment as you
and can speak all of your languages. The eidolon cannot be
Equipment sent back to its home plane by means of dispel magic, but
You start with the following equipment, in addition to the spells such as banishment work normally.
equipment granted by your background: The Eidolon obeys your commands as best it can. It rolls
• (a) a light crossbow and 20 bolts or (b) any simple for initiative like any other creature, but you determine its
weapon actions, decisions, attitudes, and so on. If you are
• (a) a component pouch or (b) an arcane focus incapacitated or absent, your companion acts on its own.
• (a) a scholar's pack or (b) an explorer's pack The eidolon’s Hit Dice, saving throws, and abilities are tied
• Leather armor, any simple weapon, and two daggers to the summoner’s class level and increase as the summoner
gains levels. In addition, each eidolon receives a pool of
evolution points, based on the summoner’s class level, that
can be used to give the eidolon different abilities and powers.
Whenever the summoner gains a level, he must decide how
these points are spent, and they are set until he gains
another level of summoner. The eidolon’s physical
appearance is up to the summoner, but it always appears as
some sort of fantastical creature.
The eidolon also bears a glowing rune that is identical to a
rune that appears on the summoner’s 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).
If the summoner is unconscious, asleep, or killed, his
eidolon is immediately banished
Summon Monster I
At 1st level, as an action, you can draw on your extraplanar
powers to summon other creatures instead of your eidolon.
The summoned creatures are bound to your plane for 1
minute per summoner level.
At 3rd level, and every 2 levels thereafter, the power of this
ability increases, allowing you to summon more powerful
creatures (to a maximum of summon monster IX at 17th
level)
You can use this ability up to 3 + your charisma modifier.
You cannot use this ability while your eidolon is active.
Treat this ability as innate spellcasting for effects like
Dispel Magic. The creatures you can summon will be listed
in Appendix A.

THE SUMMONER
2
Bond Senses Maker’s Call
Starting at 2nd level, as long as you and your Eidolon are At 6th level, as an action, a summoner can call his eidolon to
within 100 feet, you can use an action to share their senses, his side. This functions as a dimension door spell. When
including, hearing, vision, smell, taste, and touch. used, the eidolon appears in an unoccupied place within 5
feet of the summoner. If the eidolon is out of range, the ability
Spellcasting is wasted. The summoner can use this ability once per day at
As a conduit of extraplanar powers, you are bestowed with 6th level, plus one additional time per day for every four
the ability to reshape the weave. levels beyond 6th.

Spell Slots Transposition


The summoner table shows how many spell slots you have to Starting at 7th level, a summoner can use his maker’s call
cast your spells of 1st level and higher. To cast one of these ability to swap locations with his eidolon. If the Eidolon is
spells, you must expend a slot of the spell's level or higher. larger than him, he can appear in any square occupied by the
You regain all expended spell slots when you finish a long eidolon. The eidolon must occupy the square that was
rest. occupied by the summoner if able, or as close as possible if it
You prepare the list of spells that are available for you to is not able.
cast, choosing from the summoner spell list. When you do so,
choose a number of summoner spells equal to your Charisma Aspect
modifier + your Summoner level (minimum of one spell). The At 10th level, a summoner can divert up to 2 points from his
spells must be of a level for which you have spell slots.
You can change your list of prepared spells when you eidolon’s evolution pool to add evolutions to himself.
finish a long rest. He cannot select any evolution that the eidolon could not
possess, and he must be able to meet the requirements as
Spellcasting Ability well. He cannot select the ability increase evolution through
Charisma is your spellcasting ability for your Summoner this ability. Any points spent in this way are taken from the
spells. The power of your spells comes from your eidolon’s evolution pool (reducing the total number available
understanding of extraplanar energies. (Check Appendix B to the eidolon). The summoner can change the evolutions he
For the summoner spell list) receives from these points any time he can change the
You use your Charisma whenever a Summoner spell refers eidolon’s evolutions.
to your spellcasting ability. In addition, you use your
Charisma modifier when setting the saving throw DC for a Life Bond
Summoner spell you cast and when making an attack roll At 6th level, the bond between you and your eidolon is
with one. stronger than ever. While you have your eidolon summoner,
Spell save DC = 8 + your proficiency bonus + your as a reaction you can transfer any number of your hit points
Charisma modifier to heal your eidolon. Alternatively you can use this feature to
Spell attack modifier = your proficiency bonus + your heal yourself by transfering hitpoints from the eidolon.
Charisma modifier Additionally, when you are reduced to 0 hit points but not
killed outright, you can immediately banish your eidolon back
Ritual Casting to it's home plane, causing you to drop to 1 hit point instead.
You can cast any Summoner spell you know as a ritual if that You can’t use this feature again until you finish a long rest.
spell has the ritual tag.
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your
Summoner spells.
Ability Score Improvement
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

THE SUMMONER
3
Merge Forms Eidolon
At 14th level, as an action, once per long rest you can touch An eidolon’s abilities are determined by the summoner’s level
your eidolon and the two merge forms. and by the choices made using its evolution pool. Each
Your eidolon transforms into an ethereal suit of armor eidolon possesses a base form that modifies its base
encasing your body. The physical appearance conforms to statistics.
your humanoid shape and reflects that of your eidolon.For
the duration, you use your eidolon's AC instead of your own,
and you gain an amount of temporary hit points equal to your
eidolon's current hp.
To calculate saving throws, skill bonuses, and any other
circumstance, you use your eidolon's Strength, Dexterity,and
Constitution modifiers and your own Intelligence, Wisdom,
and Charisma modifiers. You can cast your spells normally,
or you can instead use an action to use one of your eidolon's
melee attacks.
You can end the effect as a bonus action, causing your
eidolon to assume its normal form in a space within 5 feet of
you that you can see. If your eidolon is reduced to 0 hit
points while using this ability, the effect ends and it can only
be summoned again after a long rest, returning with full hit
points. Any extra damage left over from the attack/effect that
reduced your eidolon to 0 hit points carries over to your own
body.
Greater Aspect
At 18th level, a summoner can divert more of his eidolon’s
evolutions to himself. This ability functions as the aspect
ability, but up to 6 evolution points can be taken. Unlike the
aspect ability, the eidolon loses 1 point from its evolution pool
for every 2 points (or fraction thereof) diverted to the
summoner.
Twin Eidolon
At 20th level a summoner and his eidolon share a true
connection. As an action, the summoner can assume the
shape of his eidolon, copying all of its evolutions, form, and
abilities.
Your Strength, Dexterity, and Constitution scores change
to match the base scores of you eidolon. You can choose to
have any gear you carry become absorbed by this new form,
or dropped on the ground. Items with continuous effects
continue to function while absorbed in this way.
The summoner loses his natural attacks and all racial
traits (except feats, skills, and languages) in favor of the
abilities granted by his eidolon’s evolutions. The summoner Hit Points
retains all of his class features. The summoner can keep this Hit Dice: 1d10 per Summoner level
form for a number of minutes per day equal to his summoner Hit Points at 1st Level: 10 + Constitution modified
level. This duration does not need to be consecutive, but it Hit Points at Higher Levels: 1d10 (or 6) + Constitution
must be spent in 1-minute increments. The summoner can modifier per Summoner level after 1st
end this effect as a free action. Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Athletics,
Intimidation, Perception,Survival , and Stealth

THE SUMMONER
4
Evolution Pool Quadruped
The value given in this column is the total number of points Size: Medium
in the eidolon’s evolution pool. Points from this pool can be Speed 40ft.
spent on a wide variety of modifications and upgrades that AC 14 (natural Armor);
add new abilities, attacks, and powers to the eidolon. Ability Scores Str 16, Dex 14, Con 13, Int 7, Wis 10, Cha
Whenever the summoner gains a level, the number in this 11.
pool increases and the summoner can spend these points to Attacks: Bite: reach 5 ft., one target. Hit: (1d6 + 2) piercing
change the abilities of the eidolon. These choices are not set. damage.
The summoner can change them whenever he gains a level Free Evolutions: Bite, Limbs(legs)(x2).
Eidolon Base Forms
Each eidolon has a base form that determines its starting Serpentine
size, speed, AC, attacks, and ability scores. Your eidolon's to Size: Medium
hit bonus for any attack is equal to the eidolon's strength Speed 20ft, Climb 20ft.
modifer plus it's proficiency bonus. AC 13 (natural Armor);
Ability Scores Str 12, Dex 16, Con 13, Int 7, Wis 10, Cha
11.
Aquatic Attacks: Bite: reach 10 ft., one target. Hit: (1d6 + 1) piercing
Size: Medium damage.
Speed 20 ft., Swim 40 ft. Tail Slap reach 5 ft., one target. Hit: (1d6 + 1) bludgeoning
AC 13 (natural Armor); damage.
Ability Scores Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha Free Evolutions: Bite, climb, reach (bite), tail, tail slap.
11.
Attacks: Bite: reach 5 ft., one target. Hit: (1d6 + 3) Piercing Tauric
damage.
Free Evolutions: Bite, Improved Natural Armor, gills, Tauric eidolons appear as conjoined creatures with a
swim(x2), and can select the mount evolution. humanoid upper body on a quadrupedal lower body.
Size: Medium
Avian Speed 40ft.
The avian base form is birdlike in shape. AC 14 (natural Armor);
Ability Scores Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha
Size: When summoned, an avian eidolon is Small unless it 11.
spends 2 points from its evolution pool, at which case it’s Attacks: Claws: reach 5 ft., one target. Hit: (1d4 + 2) slashing
medium. At 5th level, a Medium or larger avian Eidolon’s damage
flight speed increases by 40 feet, as if it had 2 more points in Free Evolutions: Claws, limbs (arms), limbs (legs) (2).
the flight evolution;
Speed 20 ft., Fly 30 ft. Darkvision
AC 14 (natural Armor); The Eidolon has a superior vision in dark and dim conditions.
Ability Scores Str 12, Dex 16, Con 13, Int 7, Wis 10, Cha It can see in dim light within 60 feet as if it were bright light,
11. and in darkness as if it were dim light. The Eidolon can't
Attacks: Claws: reach 5 ft., one target. Hit: (1d4 + 1) slashing discern color in darkness, only shades of gray.
damage.
Free Evolutions: Claws, flight, Limbs(legs).
Link
Biped At 1st level, A summoner and his eidolon share a mental link
which allows for communication across any distance (as long
Size: Medium as they are on the same plane). This communication is a free
Speed 30ft. Climb 30ft. action, allowing the summoner to give orders to his eidolon at
AC 13 (natural Armor); any time. In addition, magic items interfere with the
Ability Scores Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha summoner’s connection to his eidolon.
11. As a result, the summoner and his eidolon share magic
Attacks: Claws: reach 5 ft., one target. Hit: (1d4 + 3) slashing item slots. The eidolon must possess the appropriate
damage. appendages to utilize a magic item.
Free Evolutions: Claws, Climb, Limbs(arms), Limbs(legs).

THE SUMMONER
5
Share Spells Devotion
Starting at 2nd the summoner may cast a spell with a target At 6th level, the Eidolon gains advantage on saving throws
of “self” on his eidolon (as a spell with a range of touch) against spells and other magical effects.
instead of on himself. A summoner may cast spells on his
eidolon even if the spells normally do not affect creatures of Improved Evasion
the eidolon’s type. Spells cast in this way must come from the Beginning at 14th level If an eidolon is subjected to an attack
summoner spell list. This ability does not allow the eidolon to that normally allows a Dex save for half damage, an eidolon
share abilities that are not spells, even if they function like takes no damage if it makes a successful saving throw and
spells only half damage if the saving throw fails
Evasion
Beginning at 3rd level If an eidolon is subjected to an attack
that normally allows a Dex save for half damage, it takes no
damage if it makes a successful saving throw.

Ability Score Improvement


When you reach 4th level, and again at 8th, 12th, 16th, and
19th 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. You can forgo the Ability
score improvement in favor of a feat
Extra Attack
Beginning at 5th level, the Eidolon can attack twice, instead
of once, whenever it takes the Attack action on their turn.

THE SUMMONER
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d6 Bond
Roleplaying an Eidolon 1 My loyalty to my master is unwavering.
2 I have always served alongside a long line of
  Eidolons are intelligent extraplanar creatures, gifted summoners.
with the power of speech and often carry their own
identiy, personality and force of will. More often than 3 The contract with my summoner is simply a means to a
not an eidolon will have it's own opinions on what goal.
goes around them. 4 In truth, my master shouldn't be able to summon me. I
  An Eidolon can be roleplayed a number of ways, chose them instead.
such as being a foil to the summoner, a steadfast
supporter, an inquisitve trickster, or even a 5 The material plane amuses me. That's the only reason
respectable ally. why i allow myself to be summoned.
  Whether the summoner's player or the DM controls 6 I have my own problems in my home plane to take care
the eidolon during roleplay is left intentionally vague of.
and should be discussed with your group. During
combat it's expected for the player to decided the
eidolon's actions. As an additional option the
eidolon may be content with being a passive d6 Flaw
observer, should roleplaying it prove to be 1 I always voice my disapproval when i see my master
disruptive. doing something i consider wrong.
2 Whenever i'm in the material plane, my curiosity knows
no bounds.
3 I think everyone is beneath me, and i act like it.
If you want to further define your eidolon's identity, you can 4 Only my master matters, everyone else is expendable.
roll on the the tables provided on this page 5 I despise my master for forcing me to do his bidding.
d8 Personality trait 6 Violence is the only solution, and i know it.
1 No matter the foe i face, i stay dauntless.
2 I don't talk with anyone other than my master. They Creating your backstory
must earn my trust first. You will notice the summoner is light on lore regarding how
3 I worry my master isn't good enough, but i'll make him the summoner and eidolon formed their bond. This done
worthy of summoning me. intentionally to leave room for your creativity. Maybe your
4 It's amusing to challenge my master, be it wits or
eidolon is a guardian passed down your family's bloodline,
strength. maybe you spent a big portion of your life learning how to call
forth your summon, or perhaps it is simply something innate
5 The material plane fascinates me. I always ask my master to you since you remember. A fun twist could be that maybe
to teach me about new things. you failed wizarding school, but found out your knack for
6 I prefer to leave the thinking and talking part to my conjuration magic.
master. Regardless of how it happened, you are encouraged to
7 I despise being used as a meat-shield and i make it explore this bond between eidolon and summoner. Using the
known. tables provided or maybe traits you come up with yourself.
But don't forget! Just as every eidolon is unique, so is the
8 I'm always alert, especially when my master isn't. summoner!

d6 Ideal
1 Freedom. Chains are meant to be broken, and it's only a
matter of time. (Chaotic)
2 Obligation. It is my duty to protect my master. (Good)
3 Obedience. Whether i like it or not, my master makes the
rules. (Lawful)
4 Might. I'm a predator, everyone else is my prey.(Evil)
5 Respect. All should respect my master's ability, and by
extension myself. (Neutral)
6 Survival. My master needs me as much as i need them.
(Any)

THE SUMMONER
7
Eidolon Evolutions
1 Point Evolutions:   • Improved Natural Armor: An eidolon’s hide grows thick
  • Basic Magic: An eidolon learns to cast a basic spell as an fur, rigid scales, or bony plates, giving it a +2 bonus to its
innate spellcasting ability. Select one spell from the following natural armor (AC). This evolution can be taken once for
list: acid splash, dancing lights, detect magic, light, mage every five levels the summoner possesses.
hand, minor illusion, ray of frost, spare the dying. This spell   • Magic Attack: An eidolon is infused with magic, allowing
can be cast once per day as an action. it to treat all of its natural attacks as if they were magic for
At 4th level, this spell can be cast three times per day by the purpose of overcoming resistances.
spending 2 additional evolution points. The save DC for this   • Mount: An eidolon is properly skilled and formed to serve
spell is 10 + the Eidolon’s Charisma modifier. The eidolon as a combat-trained mount. The eidolon must be at least one
must have a Charisma score of at least 10 to take this size category larger than its rider. This evolution is only
evolution. available to eidolons of the quadruped and serpentine base
This evolution can be selected more than once. Each time an forms.
eidolon selects this evolution, it applies to a new spell.
  • Bite: An eidolon’s maw is full of razor-sharp teeth, giving it   • Pincers: An eidolon grows a large pincer at the end of one
a bite attack. The bite deals 1d6 points of piercing damage pair of its limbs, giving it a pincer attack. The pincers deal
(1d8 if Large, 2d6 if Huge). If the eidolon already has a bite 1d6 points of slashing damage (1d8 if Large, 2d6 if Huge).
attack, this evolution allows it to deal 1-1/2 times its Strength Eidolons with the grab evolution linked to pincers gain
modifier on damage rolls made with its bite(rounded up). advantage on checks made to grapple.
  • Claws: An eidolon has a pair of vicious claws at the end of The eidolon must have the limbs (arms) evolution to take this
its limbs, giving it a claw attack. The claws deal 1d4 points of evolution. Alternatively, the eidolon can replace the claws
slashing damage (1d6 if Large, 1d8 if Huge). The eidolon from its base form with pincers (this still costs 1 evolution
must have the limb evolution to take this evolution. This point). This evolution can be selected more than once, but
evolution can only be applied to the limbs (legs) evolution the eidolon must possess an equal number of the limbs
once This evolution can be selected more than once, but the evolution.
eidolon must possess an equal number of limb evolutions.   • Pounce: An eidolon gains quick reflexes, allowing it to
  • Climb: An eidolon becomes a skilled climber, gaining a make an attack as a bonus action after using the dash action.
climb speed equal to its base speed. This evolution can be This evolution is only available to eidolons of the quadruped
selected more than once. Each additional time it is selected, base form.
increase the eidolon’s climb speed by 20 feet.   • Reach: One of an eidolon’s attacks is capable of striking at
  • Gills: An eidolon has gills and can breathe underwater foes at a distance. Pick one attack. The eidolon’s reach with
indefinitely that attack increases by 5 feet.

  • Hooves: An eidolon has a pair of sharp hooves at the end   • Scent: An eidolon’s sense of smell becomes quite acute.
of its limbs, giving it a hoof attack. The hooves deal 1d4 The eidolon gains the scent special quality, allowing it to
points of bludgeoning damage (1d6 if Large, 1d8 if Huge). detect opponents within 30 feet by sense of smell. If the
The eidolon must have the limb evolution to take this opponent is upwind, the range increases to 60 feet; if
evolution. This evolution can only be applied to the limbs downwind, it drops to 15 feet. Strong scents can be detected
(legs) evolution once. Alternatively, the eidolon can replace at twice the normal range.
the claws evolution from its base form with these hoof Scent does not allow the eidolon to precisely locate the
attacks (this still costs 1 evolution point). This evolution can creature, only to detect its presence. It can detect the
be selected more than once, but the eidolon must possess an direction with a move action. The eidolon can pinpoint the
equal number of limbs evolutions. creature’s location if it is within 5 feet. The eidolon can use
  • Improved Damage: One of the eidolon’s natural attacks is scent to track creatures.
particularly deadly. Select one natural attack form and   • Skilled: An eidolon becomes especially adept at a specific
increase the damage die type by one step. This evolution can skill, doubling the proficiency bonus on that skill. This
be selected more than once. Its effects do not stack. Each evolution can be selected more than once. Its effects do not
time an eidolon selects this evolution, it applies to a different stack. Each time an eidolon selects this evolution, it applies
natural attack. to a different skill.

THE SUMMONER
8
  • Slam: An eidolon can deliver a devastating slam attack. 2 Point Evolutions:
The slam deals 1d8 points of damage (2d6 if Large, 2d8 if
Huge). The eidolon must have the limbs (arms) evolution to   • Ability Score Increase: An eidolon grows larger muscles,
take this evolution. gains faster reflexes, achieves greater intelligence, or
Alternatively, the eidolon can replace the claws from its base acquires another increase to one of its abilities.
form with this slam attack (this still costs 1 evolution point). Increase one of the eidolon’s ability scores by +2. This
This evolution can be selected more than once, but the evolution can be selected more than once, every 6 levels the
eidolon must possess an equal number of the limbs summoner possesses.
evolution.
  • Slippery: Due to its slimy hide or a slick exoskeleton, the   • Constrict: An eidolon gains powerful muscles that allow it
eidolon is especially slippery. The eidolon gains advantage on to crush those it grapples. Whenever the eidolon
checks made to escape a grapple. successfully grapples a foe using the grab evolution, it deals
additional damage equal to the amount of damage dealt by
  • Sticky: The eidolon is especially sticky, whether from a the attack used by the grab evolution. This evolution is only
coating of adhesive slime, partially congealed blood, or tiny available to eidolons of the serpentine base form.
barbed spines. The eidolon gains advantage on checks made   • Elemental Attacks: An eidolon’s attacks become charged
to maintain a grapple. with energy. Pick one energy type: acid, cold, lightning, or fire.
  • Sting: An eidolon possesses a long, barbed stinger at the All of the eidolon’s natural attacks deal 1d6 points of energy
end of its tail, granting it a sting attack. The sting deals 1d4 damage of the chosen type on a successful hit. The
points of piercing damage (1d6 if Large, 1d8 if Huge). summoner must be at least 5th level before selecting this
The eidolon must possess the tail evolution to take this evolution.
evolution. This evolution can be selected more than once, but   • Flight: An eidolon grows large wings, like those of a bat,
the eidolon must possess an equal number of the tail bird, insect, or dragon, gaining the ability to fly. You can
evolution. choose to make the eidolon flies by means of magic. It loses
  • Swim: An eidolon gains webbed hands, feet, or powerful its wings. Flying via magic makes this a supernatural ability.
flippers, giving it a swim speed equal to its base speed. This The eidolon gains a fly speed equal to its base speed. The
evolution does not give the eidolon the ability to breathe eidolon’s fly speed can be increased by spending additional
underwater. This evolution can be selected more than once. evolution points, gaining a 20-foot increase to fly speed for
Each additional time it is selected, increase the eidolon’s each additional point spent. The summoner must be at least
swim speed by 20 feet. 5th level before selecting this evolution.
  • Tail: An eidolon grows a long, powerful tail. This grants it   • Gore: An eidolon grows a number of horns on its head,
advantage on Acrobatics checks made to balance on a giving it a gore attack. The gore deals 1d6 points of damage
surface. This evolution can be selected more than once. (1d8 if Large, 2d6 if Huge).
  • Tail Slap: An eidolon can use its tail to bash nearby foes,   • Grab: An eidolon becomes adept at grappling foes, gaining
granting it a tail slap attack. The tail slap deals 1d6 points of the grab ability.
bludgeoning damage (1d8 if Large, 2d6 if Huge).
The eidolon must possess the tail evolution to take this Pick bite, claw, pincers, slam, tail slap, or tentacle attacks.
evolution. This evolution can be selected more than once, but Whenever the eidolon makes a successful attack of the
the eidolon must possess an equal number of the tail selected type, it can attempt a grapple check as a free action.
evolution If successful, the eidolon grapples the target. This ability only
works on creatures of a size one category smaller than the
  • Tentacle: An eidolon possesses, at your choice a number eidolon or smaller.
of long, sinuous tentacles, granting it a tentacle attack. The
tentacle attack deals 1d4 points of bludgeoning damage (1d6
if Large, 1d8 if Huge).
  • Wing Buffet: An eidolon learns to use its wings to batter
foes, granting it a wing buffet attack. The wing buffet deals
1d4 points of bludgeoning damage (1d6 if Large, 1d8 if
Huge). The eidolon must possess the flight evolution, with
wings, to select this evolution.

THE SUMMONER
9
  • Keen Scent: An eidolon’s sense of smell becomes even   • Rend: An eidolon learns to rip and tear the flesh of those
more acute. The eidolon can notice other creatures by scent it attacks with its claws, gaining the rend ability. Whenever
in a 180-foot radius underwater and can detect blood in the the eidolon makes two successful claw attacks against the
water at ranges of up to a mile. The eidolon must possess the same target in 1 round, its claws latch onto the flesh and deal
gills and scent evolutions to take this evolution. extra damage. This damage is equal to the damage dealt by
one additional claw attack. The eidolon must possess the
  • Limbs: An eidolon grows an additional pair of limbs. claws evolution to select this evolution. The summoner must
These limbs can take one of two forms. They can be made be at least 6th level before selecting this evolution.
into legs, complete with feet. Each pair of legs increases the
eidolon’s base speed by 10 feet.   • Shadow Blend: The eidolon has advantage on stealth
checks in conditions of dim light.
Alternatively, they can be made into arms, complete with If it has the shadow form evolution, when in conditions of
hands. The eidolon does not gain any additional natural darkness, The Eidolon can use an action to become invisible.
attacks for an additional pair of arms, but it can take other It remains invisible until it makes an attack, casts a spell, or
evolutions that add additional attacks (such as claws or a is in an area of bright light.
slam). Arms that have hands can be used to wield weapons,
if the eidolon is proficient. This evolution can be selected   • Shadow Form: The eidolon’s body becomes shadowy and
more than once. more indistinct. As it’s harder to see the Eidolon, attacks
against it have disadvantage, and its melee attacks affect
  • Minor Magic: An eidolon learns to cast a minor spell as an incorporeal creatures. The eidolon’s melee attacks deal only
innate spell. Select one spell from the following list: burning half damage to corporeal creatures.
hands, comprehend languages, cure wounds, magic missile,
darkness, puppet, silent image.   • TremorSense: An eidolon becomes attuned to vibrations
in the ground, gaining tremorsense out to a range of 30 feet.
This spell can be cast once per day. At 7th level, this spell This works like the blindsense evolution, but only if both the
can be cast three times per day by spending 2 additional eidolon and the creature to be pinpointed are in contact with
evolution points. The save DC for this spell is 10 + 1/2 your the ground. The summoner must be at least 7th level before
summoner level + the eidolon’s Charisma modifier. The selecting this evolution.
eidolon must have a Charisma score of at least 11 and must
possess the basic magic evolution to take this evolution.   • Weapon Training: An eidolon learns to use a weapon,
gaining proficiency in simple weapons. If 2 additional
The summoner must be at least 4th level before selecting evolution points are spent, it gains proficiency with all martial
this evolution. This evolution can be selected more than weapons as well.
once. Each time an eidolon selects this evolution, it applies to The Eidolon requires the Limbs(arms) evolution to wield a
a new spell from the above list. weapon.
  • Poison: An eidolon secretes toxic venom, gaining a poison
attack. Pick one bite or sting attack. Whenever the selected 3 Point Evolutions:
attack hits, the target is poisoned and suffers 1d4 damage
per round up to 4 rounds.   • Burrow: An eidolon grows thick and gnarled claws,
allowing it to move through the earth. The eidolon gains a
The save DC is equal to 10 + Half your Summoner level + the burrow speed equal to half its base speed. It can use this
Eidolon’s Constitution modifier. speed to move through dirt, clay, sand, and earth. It does not
leave a hole behind, nor is its passage marked on the surface.
  • Rake: An eidolon grows dangerous claws on its feet, The summoner must be at least 9th level before selecting
allowing it to make a rake attacks on foes it is grappling. The this evolution.
eidolon can do this attack as a reaction each time it succeeds
on a grapple check against the target.
These rake attacks deal 1d4 points of damage (1d6 if Large,
1d8 if Huge). This evolution is only available to eidolons of
the quadruped base form. This evolution counts as one
natural attack toward the eidolon’s maximum. The summoner
must be at least 4th level before selecting this evolution.

THE SUMMONER
10
  • Frightful Presence: An eidolon becomes unsettling to its The amount of damage needed to cut free is equal to 1/10
foes, gaining the frightful presence ability. the eidolon’s total hit points. The eidolon’s AC against these
attacks is equal to the eidolon's total AC. If a swallowed
The eidolon can activate this ability as part of an attack. creature cuts its way out, the eidolon loses this ability until it
Opponents within 30 feet of the eidolon must make a Will heals this damage.
save or become Frightened for 1 minute. The DC of this save
is equal to 10 + Half Your Summoner Level + the eidolon’s The eidolon must possess the grab evolution, tied to a bite
Charisma modifier. attack, to take this evolution. The summoner must be at least
9th level before selecting this evolution.
A creature can repeat the saving throw at the end of each of
its turns, ending the effect on itself on a success. If a   • Web: An eidolon gains a pair of spinnerets, giving it the
creature's saving throw is successful or the effect ends for it, ability to spin webs.
the creature is immune to the Eidolon’s Frightful Presence
for the next 24 hours. The eidolon can use these webs to support itself plus up to
one creature of the same size. It can throw webbing as a
  • Immunity: An eidolon’s body becomes extremely resilient ranged touch attack up to 8 times per day, entangling a
to one elemental type, gaining immunity to that type. Pick one creature up to one size larger than the eidolon. The webbing
damage type: acid, cold, lightning, fire, or psychic. The has a range of 50 feet. Creatures entangled by the web can
eidolon gains immunity to that damage type. escape with an athletics check. The DC of these checks is
equal to 10 + Half your Summoner Level + the eidolon’s Con
This evolution can be selected more than once. Its effects do modifier. The webs have a number of hits points equal to
not stack. Each time it applies to a different energy type. The your level. The eidolon can climb its own webs at its climb
summoner must be at least 7th level before selecting this speed and can pinpoint any creature touching its webs.
evolution.
The eidolon must possess the climb evolution to take this
  • Major Magic: An eidolon learns to cast a major spell as an evolution. The summoner must be at least 7th level before
innate spell. Select one spell from the following list: acid selecting this evolution.
arrow, darkness, invisibility (self only), lesser restoration,
levitate, mirror image, scorching ray, see invisibility, or spider 4 Point Evolutions:
climb. This spell can be cast once per day.
At 10th level, this spell can be cast three times per day by   • Blindsight: An eidolon’s senses sharpen even further,
spending 2 additional evolution points. The save DC for this granting it blindsight out to a range of 30 feet.
spell is 10 + Half your Summoner Level + the eidolon’s
Charisma modifier. The eidolon can maneuver and attack as normal, ignoring
darkness, invisibility, and most forms of concealment as long
The eidolon must have a Charisma score of at least 12 and as it has line of effect to the target. The summoner must be
must possess the minor magic evolution to take this at least 11th level before selecting this evolution.
evolution. The summoner must be at least 7th level before
selecting this evolution. This evolution can be selected more   • Breath Weapon: An eidolon learns to exhale a cone or line
than once. Each time an eidolon selects this evolution, it of magical energy, gaining a breath weapon.
applies to a new spell from the above list.
Select either acid, cold, lightning, or fire. The eidolon can
  • See in Darkness: The Eidolon can see normally in breathe a 30-foot cone (or 60-foot line) that deals 1d6 points
darkness, both magical and nonmagical, to a distance of 120 of damage of the selected type per Summoner level on a
feet. The summoner must be at least 9th level before failed save or half as much on a successful save.
selecting this evolution.
The DC is equal to 10 + Half your Summoner Level + the
  • Swallow Whole: An eidolon gains the ability to consume eidolon’s Constitution modifier. The eidolon can use this
its foes. If the eidolon begins its turn with a creature ability once per day. The eidolon can use this ability 1
grappled using its bite attack (see the grab evolution), it can additional time per day by spending an additional 1 evolution
attempt to swallow the creature. The creature can be up to point (maximum 3/day). The summoner must be at least 9th
one size category smaller than the eidolon. level before selecting this evolution.
Swallowed creatures take damage equal to the eidolon’s bite
damage each round plus 1d6 points of bludgeoning damage.
While swallowed, the creature is blinded and restrained, it
has total cover against attacks and other effects outside the
eidolon, but can attempt to cut it's way out with a slashing or
piercing weapon.

THE SUMMONER
11
  • Regeneration: An eidolon’s body gains the ability to heal At 10th level, this spell can be cast three times per day by
wounds very quickly. spending 2 additional evolution points. The save DC for this
spell is 10 + Half your Summoner Level + the eidolon’s
As long as the eidolon is not unconscious, has 1 hit point and Charisma modifier.
no more than half it's hp, it can heals 1 point of damage each
round. This ability does not restore hit points lost due to The eidolon must have a Charisma score of at least 13 and
starvation, thirst, or suffocation, nor does it allow the eidolon must possess the minor magic evolution to take this
to regrow lost body parts (or to reattach severed parts). evolution. The summoner must be at least 11th level before
selecting this evolution. This evolution can be selected more
This healing can be increased by 1 per round for every 2 than once. Each time an eidolon selects this evolution, it
additional evolution points spent (maximum 5). applies to a new spell from the above list.
The summoner must be at least 11th level before selecting
this evolution
  • Incorporeal Form: Once per day, an eidolon can become
incorporeal for 1 round per summoner level.
While in this form, the eidolon gains the incorporeal quality.
It takes no damage from non-magical weapons. Likewise, its
spells or spell-like abilities deal only half damage to corporeal
creatures. Spells and other effects that do not deal damage
function normally. The summoner must be at least 15th level
before selecting this evolution.
  • Large: An eidolon grows in size, becoming Large The
eidolon gains a +2 bonus to Strength, a +2 bonus to
Constitution, and a +2 bonus to its natural armor. It takes a –
2 penalty to its Dexterity and disadvantage to stealth checks.
If the eidolon has the biped base form, it also gains an extra
5-foot reach. Any reach evolutions the Eidolon possesses are
added to this total. The eidolon must be Medium to take this
evolution. The summoner must be at least 8th level before
selecting this evolution.
If 6 additional evolution points are spent, the eidolon instead
becomes Huge. The eidolon gains a +4 bonus to Strength, a
+4 bonus to Constitution, and a +4 bonus to its natural
armor. It takes a –2 penalty to its Dexterity and disadvantage
to stealth checks The Eidolon also gains an extra 5-foot reach
in any form. Any reach evolutions the Eidolon possesses are
added to this total.
The ability increase evolution costs twice as much (4
evolution points) when adding to the Strength or Constitution
scores of a Large or Huge eidolon.
  • No Breath: An eidolon no longer needs to breathe. The
eidolon does not breathe, and is immune to effects that
require breathing (such as inhaled poison). This does not
give immunity to cloud or gas attacks that do not require
breathing. The summoner must be at least 11th level before
selecting this evolution.
  • Ultimate Magic: An eidolon learns to cast a major spell as
an innate spell.
Select one spell from the following list: detect magic, create
food and water, daylight, fireball, fly, gaseous form, lightning
bolt, major image, stinking cloud, tongues, or water breathing.
This spell can be cast once per day

THE SUMMONER
12
Appendix A
Summon Monster I
Summon Monster I - IX Dolphin
Casting Time: 1 action Eagle
Range: 30 feet Giant Fire Beetle
Components: V S M (a tiny bag and a small candle) Giant Rat
Duration: 1 minute per Spellcasting level
Classes: Summoner Mastiff
Pony
This spell summons an extraplanar creature (typically
celestial, fey or fiend native to another plane). It appears Poisonous Snake
where you designate and acts immediately, on your turn. It
attacks your opponents to the best of its ability. If you can
communicate with the creature, you can direct it not to
attack, to attack particular enemies, or to perform other Summon Monster II
actions. The spell conjures one of the creatures from the 1st
Level list on Table: Summon Monster. You choose which kind Smoke Mephit
of creature to summon, and you can choose a different one Giant Centipede
each time you cast the spell.
Giant Frog
A summoned monster cannot summon or otherwise conjure Giant Wolf Spider
another creature, nor can it use any teleportation or planar
travel abilities. Creatures cannot be summoned into an Mastiff
environment that cannot support them. Creatures Lemure
summoned using this spell cannot use spells or spell-like Horse
abilities that duplicate spells with expensive material
components (such as wish). Lemure
Hyena
Summon Monster II functions like summon monster I,
except that you can summon one creature from the 2nd-level Octopus
list or 1d3 creatures of the same kind from the 1st-level list. Wolf
Summon Monster III functions like summon monster I,
except that you can summon one creature from the 3rd-level Skeleton
list, 1d3 creatures of the same kind from the 2nd-level list, or
1d4+1 creatures of the same kind from the 1st-level list.
Every subsequent Summon Monster ability, you can Summon Monster III
summon one creature of that spell’s level, 1d3 of the same
kind from one level lower list or 1d4+1 of any other lower- Ape
level list. Boar
Constrictor Snake
Crocodile
Giant Bat
Dretch
Reef Shark
Pixie
Merfolk

SUMMON MOSNTER I
13
Summon Monster IV Summon Monster VII
Deinonychus Bone Devil
Dire Ape Giant Shark
Giant Boar Elemental myrmidon(Fire, Air, Water, Earth)
Dire Wolf Mammoth
Gargoyle Roc
Giant Scorpion Tyranosaurus Rex
Giant Wasp Vrock
Brown Bear Behir
Hell Hound
Lion
Mephit (any)
Pteranodon
Rhinoceros
Grick

Summon Monster V
Ankylosaurus
Babau
Bearded Devil
Elemental (Fire, Air, Water, Earth)
Chain Devil
Cloaker
Merrow, Saltwater
Summon Monster VIII
Barbed Devil
Hezrou
Summon Monster VI Djinni
Saber-Toothed Tiger Gorgon
Plesiosaurus Frost Giant
Erinyes
Giant Octopus
Invisible Stalker
Shadow Demon
Summon Monster IX
Shadow Mastiff Deva
Succubus Glabrezu
Triceratops Ice Devil
Griffon Nalfeshnee

SUMMON MOSNTER I
14
Appendix B
Summoner Spell List
Cantrips (0 Level) Grease See Invisibility Conjure Barlgura (UA)
Blade Ward Healing Word Spider Climb Conjure Minor Elementals
Control Flames Heroism Web Conjure Shadow Demon (UA)
Create Bonfire Identify Dimension Door
Dancing Lights Jump 3rd Level Evard's Black Tentacles
Encode Thoughts Mage Armor Animate Dead Fabricate
Friends Protection from Evil and Good Conjure Lesser Demons (UA) Find Greater Steed
Gust Puppet Dispel Magic Fire Shield
Infestation Shield Fly Greater Invisibility
Light Rejuvenate Eidolon (lesser) Galder's Tower Mordenkainen's Faithful
Mage Hand Tenser's Floating Disk Gaseous Form Hound
Mending Unseen Servant Haste Polymorph
Message Magic Circle Stoneskin
Minor Illusion 2nd Level Nondetection Summon Aberrant Spirit (UA)
Mold Earth Alter Self Phantom Steed Summon Elemental Spirit
Prestidigitation Blur Stinking Cloud (UA)
Shape Water Detect Thoughts Summon Fey Spirit (UA) Wall of Fire
Vicious Mockery Dust Devil Summon Shadow Spirt (UA)
Enlarge/Reduce Summon Undead Spirit (UA) 5th Level
1st Level Gust of Wind Restore Eidolon Animate Objects
Alarm Hold Person Tiny Servant Conjure Elemental
Barbed Chains Invisibility Tongues Conjure Vrock (UA)
Detect Magic Knock Wall of Sand Contact Other Plane
Disguise self Levitate Wall of Water Hold Monster
Expeditious Retreat Find Steed Water Breathing Planar Binding
Feather Fall Lesser Eidolon Restoration Summon Celestial Spirit (UA)
Find Familiar Magic Mouth 4th Level Teleportation Circle
Fog Cloud Magic Weapon Banishment Wall of Force

Spell List
15
Barbed Chains Eidolon Restoration
1st-level conjuration 3rd-level abjuration
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: Touch
Components: V, S, M (a length of chain doused with fresh Components: V, S, M (diamond dust worth at least 100 gp,
blood) which the spell consumes)
Duration: Instantaneous Duration: Instantaneous
Classes: Summoner Classes: Summoner
You summon a chain from another realm, causing it to burst Through your touch, you imbue the Eidolon with positive
out from the ground and strike a target within the spell’s energy to undo a debilitating effect. You can reduce its
range and deal 2d6 slashing damage. On a successful hit the exhaustion level by one, or end one of the following effects on
target must attempt a Constituition saving throw against your the target:
spell DC or be restrained until the end of it's next turn. • One effect that charmed or petrified the target
• One curse, including the target’s attunement to a cursed
At Higher Levels magic item
• Any reduction to one of the target’s ability scores
When you cast this spell using a spell slot of 2nd level or • One effect reducing the target’s hit point maximum
higher, you summon an extra chain and target an additional
creature. If you instead choose to target the same creature,
you apply the extra damage, but only force the target to make Summon Eidolon
one saving throw regardless of how many chains hit.
2nd-level conjuration
Rejuvenate Eidolon Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a silver coin)
1st-level evocation Duration: Concentration, up to 1 minute)
Casting Time: 1 action Classes: Summoner
Range: Touch
Components: V, S, M ( a drop of your blood) You open a rift between dimensions that summons your
Duration: Instantaneous eidolon.
Classes: Summoner Treat this as if you had summoned your eidolon normally,
By laying your hand upon an eidolon, you cause its wounds except that it only remains with you for the duration of this
to close and its form to solidify. This spell cures 1d10 points spell. While summoned in this way, your eidolon cannot
of damage + your spellcasting ability modifier touch any creature warded by protection from evil or a
similar effect and your eidolon can be sent back to its home
plane by dispel magic.
At Higher Levels If you cast this spell while your eidolon is already on your
When you cast this spell using a spell slot of 2nd level or plane, this spell has no effect. This spell allows you to
higher, the healing increases by 1d10 for each slot level summon your eidolon even if it has been returned to its home
above 1st. plane due to damage. Summoning the eidolon in this way still
interferes with the summon monsters ability like it would
normally.
Lesser Eidolon
Restoration At Higher level
When you cast this spell using a spell slot of 3rd level the
2nd-level abjuration duration of the spell increases to up to 10 minutes
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Classes: Summoner
You touch your eidolon and can end either cure one disease
or one condition afflicting it. The condition can be blinded,
deafened, paralyzed, or poisoned.

Spell List
16
Appendix C
Feats
Augment Summoning
Your summoned creatures are more powerful and robust.
Prerequisite: The ability to cast at least one spell
Benefit: Each creature you conjure with any conjuration
spell gains a +2 bonus to Strength and Constitution for the
duration of the spell that summoned it.
Evolve Summoned Monster
The creatures you summon have evolved to have even
greater abilities
Prerequisite: 1st level Summoner
Benefit: Each time you a summon monster spell, you can
select a 1-point evolution other than pounce or reach from
those available to a summoner’s eidolon. Your summoned
creature gains this evolution.
The summoned creature must conform to any limitations of
the evolution. (For instance, only a creature with a reach of
10 feet or more can have the pull evolution.) Evolutions that
grant additional attacks or enhance existing attacks can be
applied only to Medium or larger summoned creatures.
If you summon more than one creature with a single spell,
only one creature gains this evolution.
You can take this feat multiple times. Each time you do,
select an additional 1–point evolution for one of your
summoned creatures. If you summon more than one
creature, you can choose to apply all the evolutions to a
single summoned creature, or split them between the
creatures summoned.
Extra Summon
You can summon monster more often each day.
Prerequisite: 1st level Summoner
Benefit: You gain additional uses of your summon monster
ability per day, equal to half your Charisma modifier rounded
up.
Superior Summoning
You can summon more monsters
Prerequisite: The ability to cast at least one spell
Benefit: Each time you cast a summoning spell that conjures
more than one creature, add one to the total number of
creatures summoned.

Feats
17

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