Thetyp Summoner's Codex
The Summoner's Codex
D&D 5e Conversion and homebrew based on Pathfinder's Summoner class, by Eldritch
King.
2
About Me Table Of Contents
Table Of Contents
Using Pathfinder's Summoner class as a base, combined
with the effort of several playtesters, i present to you, the 1 About Me
Summoner Class for D&D 5e which combines the prowess 1.1 Artwork Credit
of a mage with the power of extra planar entities.
1.2 Copyright Disclaimers
1.3 Special Thanks
Artwork Credit
2 The Summoner
2.1 Creating a Summoner
The cover art piece used belongs to Graey Erb, at 2.2 Class Features
https://www.artstation.com/graeyerb
2.3 Extraplanar Bonds
2.3.1 Damned Bond
The Art piece on page 4 belongs to Ekaputeh at 2.3.1 Eldritch Bond
https://www.deviantart.com/ekoputeh
2.3.1 Hallowed Bond
2.3.1 Seelie Bond
The Art Piece on Page 5 is a montage of two pieces,
belonging to to Aleksi Briclot, at 3 Eidolon
https://www.artstation.com/aleksi and Akizero1510 at 3.1 Eidolon Base Forms
https://www.deviantart.com/akizero1510
3.2 Creating your backstory
The Art piece on page 7 is the official Pathfinder Art,by Paizo 4 Eidolon Evolutions
Publishing for the summoner class from 2nd Edition 4.1 1 Point Evolutions
Pathfinder Advanced Player Guide.
4.2 2 Point Evolutions
4.3 3 Point Evolutions
The Art piece on page 9 belongs to Kang Shifu at 4.4 4 Point Evolutions
https://www.artstation.com/tenhaveeightnine
5 Appendix A - Spell List
The Art Piece on Page 12 belongs to Zoppy, at 6 Appendix B - Summons
https://www.deviantart.com/zoppy
Special Thanks
The Art Piece on Page 13 belongs to Anastasia Bulgakova, at
https://www.artstation.com/sintorisky
The homebrew formatting was created using the amazing
The Art Piece on page 21 belongs to KateMaxpaint at tool: GM Binder
https://www.deviantart.com/katemaxpaint
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."
3
I
The Summoner
4
The Summoner Quick Build
Ahuman clad in simple robes walks across a Follow these guidelines when creating a summoner. First,
forest path.
A gang of Orcs emerge from the Charisma should be your highest ability score, followed by
bushes, arrows trained on him, their smiles Dexterity or Constitution. Second, take the Sage background.
wide at their good fortune of finding such easy Third, choose the Minor Illusion and Vicious Mockery
prey. Their smiles turn to shrieks of terror as cantrips, along with the 1st-leveI spells Rejuvenate Eidolon
one by one they're slained by a large behemoth and Shield
that appeared out of thin air. The man observes
in amusement.
You must have a Charisma score of 13 or higher in
A somber looking Dwarf stands at the top of a hill, order to multiclass in or out of this class.
overlooking a nearby fortress. As he looks on, a swarm of Multiclassing grants the armor and weapon
Gargoyles start flying from atop the walls. They bear news proficiencies, but no other proficiencies
that the deed is done. He shifts his gaze back as a portal
appears in front of him. This is only the beginning
While many who dabble in the arcane become adept at
beckoning monsters from the farthest reaches of the planes,
none are more skilled at it than the summoner. These
practitioners of the arcane arts have, intentionally or by
chance, discovered secrets to long forgotten contracts with
otherworldly beings. Through such bonds, these beings find
their way onto the material plane and form alliances with the
summoners
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.
Creating a Summoner
As you make your summoner character, think about why is it
they chose to delve in the study of the extra planar realms.
Was it a sense of wonder, a desire to understand, or simply
the usefulness of an eternal companion? Asking questions
like these are key when first forming an idea for your
summoner.
After deciding what it is that lead your summoner down
this path, work with your DM to determine how big a part
your bond plays in your character's career. Explore the
relationship between summoner and eidolon. Is your eidolon
a friend, a servant or even a personal god
Think about who or what provided your summoner with
the knowledge to bring forth these planar allies? Have they
they gone through intense study and practice to be able to
manipulate the barriers between the planes. Have they
learned from another summoner, or did it come natural to
them
THE SUMMONER 5
The Summoner
Level Proficiency Features Cantrips Spells Spell Slot Soul
Extraplanar Bond, Eidolon, Known Known Slots Level Shards
Bonus Spellcasting
Scholar of the Planes, Soul Shards 2 2 1 1st —
1st +2 Outsider's Advantage
Ability Score Improvement 2 3 2 1st 2
2nd +2 Lifelink 2 4 2 2nd 3
3rd +2 Bond Feature 3 5 2 2nd 4
4th +2 ─ 3 6 2 3rd 5
5th +3 Ability Score Improvement 3 7 2 3rd 6
6th +3 ─ 3 8 2 4th 7
7th +3 Bond Feature 3 9 2 4th 8
8th +3 Efficient Summoning 3 10 2 5th 9
9th +4 Ability Score Improvement 4 10 2 5th 10
10th +4 Rigorous Conjurer 4 11 3 5th 11
11th +4 Bond Feature 4 11 3 5th 12
12th +4 ─ 4 12 3 5th 13
13th +5 Ability Score Improvement 4 12 3 5th 14
14th +5 ─ 4 13 3 5th 15
15th +5 ─ 4 13 3 5th 16
16th +5 Ability Score Improvement 4 14 4 5th 17
17th +6 Planar Mastery 4 14 4 5th 18
18th +6 4 15 4 5th 19
19th +6 4 15 4 5th 20
20th +6
Class Features Equipment
As a Summoner, you gain the following class features. You start with the following equipment, in addition to the
equipment granted by your background:
Hit Points
(a) a light crossbow and 20 bolts or (b) any simple weapon
Hit Dice: 1d8 per summoner level (a) a component pouch or (b) an arcane focus
Hit Points at 1st Level: 8 + your Constitution modifier (a) a scholar's pack or (b) an explorer's pack
Hit Points at Higher Levels: 1d8 (or 5) + your Leather armor, any simple weapon, and two daggers
Constitution modifier per summoner level after 1st
Extraplanar Bond
Proficiencies At 1st level, you have formed a bond with a powerful
extraplanar being. When you first summon your eidolon you
Armor: Light armor must choose it's creature type: Aberration, Celestial, Fey or
Weapons: Simple weapons Fiend.
Tools: None
Saving Throws: Wisdom, Charisma Your choice grants you features at 1st level and again at
Skills: Choose two from Animal Handling, Arcana, History, 6th, 10th, and 14th level.
Insight, Persuasion, and Intimidation
THE SUMMONER
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Eidolon Spells Known of 1st Level and Higher
You possess the ability to summon to your side a powerful
extraplanar being called an eidolon. You can do so once per At 1st level, you know two 1st-level spells of your choice from
long rest through a ritual that takes 10 minutes, and it the summoner spell list.
remains until dismissed through an action, or if you are
unconscious, asleep, or killed. The eidolon cannot be sent The Spells Known column of the summoner table shows
back to its home plane by means of dispel magic, but spells when you learn more summoner spells of your choice of 1st
such as banishment work normally. 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
• The eidolon does not heal naturally, however it's hit points summoner spell, which can be 1st, 2nd, or 3rd level.
refresh with each summon.
• It has the same alignment as you and can speak all of your Additionally, when you gain a level in this class, you can
languages.
choose one of the summoner spells you know and replace it
• The Eidolon obeys your commands as best as it can. It with another spell from the summoner spell list, which also
takes its turn on your initiative. On your turn, you can must be of a level for which you have spell slots.
command the it where to move (no action required by you).
You can use your action to command the Eidolon to take one Spellcasting Ability
of its actions, Attack, Dash, Disengage, or Help action. If you
don’t issue a command, the Eidolon takes the Dodge action.
Charisma is your spellcasting ability for your summoner
•Additionally, as an action, you can see through their eyes spells, so you use your Charisma whenever a spell refers to
and hear what it hears until the start of your next turn, your spellcasting ability. In addition, you use your Charisma
gaining the benefits of any special senses that your summon modifier when setting the saving throw DC for a summoner
has. During this time, you are deaf and blind with regard to spell you cast and when making an attack roll with one.
your own senses.
• The eidolon also bears a glowing rune that is identical to a Spell save DC = 8 + your proficiency bonus + your
rune that appears on your forehead as long as the eidolon is Charisma modifier
summoned. While this rune can be hidden through mundane
means, it cannot be concealed through magic that changes Spell attack modifier = your proficiency bonus + your
appearance, such as alter self or polymorph (although Charisma modifier
invisibility does conceal it as long as the spell lasts).
Spellcasting Focus
Spellcasting
By 1st level you become a conduit of extraplanar powers, and You can use an arcane focus as a spellcasting focus for your
are bestowed with the ability to reshape the weave. summoner spells.
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.
THE SUMMONER 7
Scholar of the Planes Outsider's Advantage
Starting at 2nd level you begin honing your understanding of At 3rd Level, your understanding of of the planes deepens.
the creatures and planes they work with: You gain one of the following features of your choice.
You have advantage on Intelligence checks to recall Boon of the Arcane
information relating to the planes, extraplanar creatures, and
planar travel The bond between you and your eidolon is stronger than the
usual.
Soul Shards
Starting at 2nd level, you can draw on your powers to harness Whenever you cast a spell on yourself or your Eidolon with
the extraplnar energies. Your access to this energy is the ranges of self and touch, the spell affects both you and
represented by a number of soul shards. Your summoner your eidolon.
level determines the number of shards you have, as shown in
the Soul Shard column of the summoner table. Boon of Collection
You can spend these shards to fuel various features. You You have learned how to create a small portable demiplane.
start knowing two such features: Summons and Maker's Call. As an action you can flick your wrist, causing one object or
You learn more shard features as you gain leveis in this class, small container in your hand to vanish.
When you spend a soul shard, it is unavailable until you The object, which only you can be holding and can weigh
finish a long rest, at the end of which you draw all of your no more than 1 pound, is transported to an extradimensional
expended soul shards into yourself. space, where it remains until dismissed as an action. You
must have a free hand to summon the object back.
Summons
Boon of the Dread Dash
As an action you may expend any number of soul shards to
summon a creature of matching CR level for 1 minute. You reach into the far realms and summon a mass of dark
shadows that aids your mobility.
CR Soul Shard Cost
As a bonus action these shadows lift you a few inches off
1/8 - 1/4 1 the ground. For the duration your speed increases by 15 ft.
You can dismiss these shadows as a bonus action.
1/2 2
Ability Score Improvement
13 When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one of your ability scores of your
24 choice by 2, or you can increase two ability scores of your
choice by 1. As normal, you can't increase an ability score
36 above 20 using this feature.
48 You can forgo the Ability score improvement in favor of a
feat
5 10
Lifelink
The creature manifests in an unoccupied space that you By 5th level, the bond between you and your eidolon is
can see within 30 feet. It disappears when it drops to 0 hit stronger than ever.
points or when the ability ends. Appendix B has tables for
recommended summons for each CR level. While you have your eidolon summoned, as a reaction you
can expend soul shards to restore hit points. The eidolon
The creature is an ally to you and your companions. In regains a number of hit points equal to 1d8 per soul shard
combat, the creature shares your initiative count, but it takes expended + your Charisma modifier.
its turn immediately after yours. On your turn, you can
verbally command the summon where to move (no action Additionally, when you are reduced to 0 hit points but not
required by you). You can use your action to verbally killed outright, you can immediately banish your eidolon back
command it to take one of it's actions, Dash, Disengage, or to it's home plane, causing you to drop to 1 hit point instead.
Help action. If you don’t issue any, it takes the Dodge action. You can’t use this feature again until you finish a long rest.
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.
THE SUMMONER
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Efficient Summoning Extraplanar Bonds
By 11th level you learn how to maximize your summoning
efforts. Though summoners have the ability to draw forth creatures
from any plane, they always bind themselves to a single
You may call upon multiple creatures at a time. So long as Creature, that will serve as their eternal companion.
you have the Soul shards necessary, you may summon a
number of creatures equal to your Charisma modifier These Eidolons come in many shapes or sizes, and equally
(minimum of 1). they can belong to any plane. The summoner must attune to a
specific plane to be able to bind themselves to their Eidolon
When you summon more than one creature, you may properly, be it in the lower planes of hell or the farthest
control any number of creatures using the same action. reaches of the realms.
Damned
Rigorous Conjurer You have formed a bond with a being from the lower planes
At 13th level, your conjuration skills have focused your mind of hell. Whether you desired power and dominion over the
to be stronger than most. You have advantage on saving armies of hell, or you're a scholar studying the innerworkings
throws to concentrate on a conjuration spell. of fiendish societies, your eidolon's subtype is fiend.
Master of Planes Expanded Spell List
by 20th level your understanding of the planes has greatly
increased. You regain 4 expended soul shards whenever you Your attunement to the planes of hell lets you choose from an
finish a short rest. expanded list of spells when you learn a summoner spell. The
following spells are added to the summoner spell list for you
Additionally, you can use your action once per day to spend
10 soul shards to cast the Gate spell, without needing Damned Expanded Spells
material components.
Spell Level Spells
1st bane, command 9
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.
THE SUMMONER
Eldritch Profane Mind
In your studies of the planes, you began delving deep into the
nature of realms and beings utterly foreign and At 14th level, Your mind has become foreign to this world.
incomprehensible. You become immune to the frightened condition and your
thoughts cannot be read through means of telepathy.
The creature you have summoned comes from the far
realms, a space beyond the fabrics of reality, and although it Additionally whenever you or your eidolon is hit with a
undoubtly brings you power, your mind becomes entirely melee attack, you can spend 4 soul shards as a reaction to
otherwordly. Your eidolon subtype is aberration. deal back half the damage received as psychic damage. You
must finish a long rest before you are able to use this feature
Expanded Spell List again.
Hallowed
Your attunement to the far realms lets you choose from an You have attuned yourself to the upper planes of everlasting
expanded list of spells when you learn a summoner spell. The bliss. Such planes, like the 7 Mounts of Celestia or Elysium
following spells are added to the summoner spell list for you fill your heart with a longing for paradise.
Eldritch Expanded Spells Perhaps you have a desire to protect innocents, or to bring
light to the dark places of your world, regardless, your
Spell Level Spells Eidolon's type is Celestial
1st armor of agathys, dissonant whispers
2nd crown of madness, detect thoughts Expanded Spell List
3rd clairvoyance, sending
4th confusion, summon aberration Your attunement to the celestial planes lets you choose from
5th dream, telekinesis an expanded list of spells when you learn a summoner spell.
The following spells are added to the summoner spell list for
Watcher of the Stars you
At 1st level, your mind has been scarred by the unblinking Hallowed Expanded Spells
eyes of the night skies. While under the night sky, you
instinctively know which way is north and you can't become Spell Level Spells
lost, magically or otherwise. 1st bless, cure wounds
2nd spiritual weapon, lesser restoration
Additionally you must roll a d100 or choose an indefinite 3rd daylight, revivify
madness flaw as per pg.260 on the DMG. This indefinite 4th divination, spirit guardians
madness can be cured by nothing short of a Wish spell or 5th greater restoration, summon celestial
magic of comparable power.
Divine Awareness
Strength of Mind
At 1st level, Your exposure to the Upper planes has granted
By 6th level your reality begins to shatter as you learn ways to you an innate ability to discern ill intent. You gain proficiency
augment your mind and body. in Insight. If you're already proficient in Insight, then your
proficiency bonus is doubled for ability checks using that
Whenever you finish a long rest you can replace your skill.
proficiency in wisdom saving throws. To do so choose
Strength, Dexterity, Constituiton or Intelligence. You gain Font of Life
proficiency in saving throws using that ability, instead of
Wisdom. This change lasts until you finish your next long At 6th level, you gain the ability to channel the energies from
rest. the celestial planes.
Aspect As a bonus action, you can spend soul shards to heal one
creature you can see within 60 feet of you. This healing is
At 10th level, Your eidolon's alien nature starts affecting your equal to 1d8 per soul shard spent.
very own physical form. You can divert up to 4 points from
your eidolon's evoluton pool to add evolutions to yourself. The maximum number of shards you can spend at once
equals your Charisma modifier (minimum of 1). Roll the dice
You cannot select any evolution that your eidolon could not you spend, add them together, and restore a number of hit
possess, and you must be able to meet the requirements as points equal to the total.
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.
THE SUMMONER
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Sacred Exorcism Transposition
At 10th level, as a bonus action, you can spend 2 soul shards Starting at 6th level, as an action, you can spend 2 soul
to target one creature you can see within 30 feet of you that is shards to teleport up to 30 feet to an unoccupied space that
charmed, frightened, or possessed to immediately end the you can see.
effect.
Alternatively, you can spend 3 soul shards to choose a
You can use this feature a number of times equal to your space within range that is occupied by a willing creature,
charisma modifier (minimum of 1). You regain all expended causing you both to teleport, swapping places.
uses at the end of a long rest
Illusionary Insight
Blinding truth
At 10th level, you become so accustomed to the tricks and
At 14th level, you are able to share the visions of the upper pranks of the fey you gain an innate ability to see through
planes with those who have cast the light aside smoke and mirrors. You may expend 2 soul shards as an
action to gain True Sight of 30 feet for 1 hour.
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 Hidden Paths
targets must succeed on a Constitution saving throw equal to
your spell save or be blinded until the end of their next turn. At 14th level, you have learned how to access hidden, magical
pathways that some fey use to traverse space in a blink of an
If the creature's saving throw is successful, the creature is eye.
immune to this feature for the next 24 hours. You can use
this feature a number of times equal to your charisma As an action you can spend 4 soul shard to open one such
modifier (minimum of 1). You regain all expended uses at the pathway. You and up to five willing creatures of your choice
end of a long rest that you can see within 30 feet of the manifestation point can
Seelie enter these pathways. You and the chosen creatures are
You have focusd your attention to the land of wonder and teleported to a point of your choice within 100 miles that you
music, everlasting twilight and trickery. The Feywild is an have visited within the past 24 hours.
enchanted mirror of the Material Plane.
Once you use this feature you can’t use it again until you
Perhaps you sought to expand your arcane abilities, or to finish a long rest.
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 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.
THE SUMMONER 11
II
The Eidolon
12
Eidolon Hit Points
An eidolon’s abilities are determined by your summoner level Hit Dice: 1d10 per summoner level
and by the choices made using its evolution pool. Each Hit Points at 1st Level: 10 + it's Constitution modifier
eidolon possesses a base form that modifies its base Hit Points at Higher Levels: 1d10 (or 6) + it's Constitution
statistics.
modifier per summoner level after 1st
Eidolon
Proficiencies
Level Proficiency Features Evolution
1st Bonus Link pool Saving Throws: Strength, Constitution
2nd ─ 3 Skills: Choose two skills from Acrobatics, Athletics,
+2 4
5 Intimidation, Perception, Survival, and Stealth
+2 Evolution Pool
7 The value given in this column is the total number of points
3rd +2 ─ in the eidolon’s evolution pool. Points from this pool can be
8 spent on a wide variety of modifications and upgrades that
4th +2 Ability Score 9 add new abilities, attacks, and powers to the eidolon.
Improvement 10
11 Whenever the summoner gains a level, the number in this
5th +3 Extra Attack 13 pool increases and the summoner can spend these points to
14 change the abilities of the eidolon. These choices are not set.
15 The summoner can change them whenever he gains a level
6th +3 ─ 16
7th +3 ─ 17
8th +3 ─ 19
20
9th +4 ─ 21
10th +4 ─ 22
11th +4 ─ 23
12th +4 Ability Score 25
Improvement 26
13th +5 ─
14th +5 ─
15th +5 ─
16th +5 ─
17th +6 ─
18th +6 Ability Score
Improvement
19th +6 ─
20th +6 ─
THE EIDOLON 13
Eidolon Base Forms Avian
Each eidolon has a base form that determines its starting
size, speed, AC, attacks, and ability scores. Your eidolon's hit Small (unless it spends 2 points from its evolution
bonus for any attack is equal to the eidolon's strength pool, at which point it's Medium.)
modifier plus it's proficiency bonus.
Armor Class 13
Speed 20ft., Fly 40ft.
Aberrant
STR DEX CON INT WIS CHA
Medium 12 (+1) 16 (+3) 13 (+1) 7 (-2) 10 (+0) 11 (+0)
Armor Class 11 Senses passive Perception 11
Speed 20ft., Swim 20ft.
Free Evolutions. Claws, flight(x2), Limbs(legs).
STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 16 (+3) 7 (-2) 10 (+0) 11 (+0) Actions
Senses passive Perception 11
Free Evolutions. Bite, tentacle, reach (tentacle), swim. Claws. Melee Weapon Attack: reach 5ft., one target.
Hit 3 (1d4 + 1)slashing damage.
Actions
Biped
Bite. Melee Weapon Attack: reach 5ft., one target.
Hit 6 (1d6 + 1)piercing damage. Medium
Tentacle. Melee Weapon Attack: reach 10ft., one
target. Hit 4 (1d4 + 1)bludgeoning damage. Armor Class 11
Speed 30ft., climb 30ft.
Aquatic
STR DEX CON INT WIS CHA
Medium 16 (+3) 12 (+1) 13 (+1) 7 (-2) 10 (+0) 11 (+0)
Armor Class 11 Senses passive Perception 11
Speed 20ft., Swim 40ft.
Free Evolutions. Claws, Climb, Limbs(arms),
STR DEX CON INT WIS CHA Limbs(legs).
16 (+3) 12 (+1) 13 (+1) 7 (-2) 10 (+0) 11 (+0)
Senses passive Perception 11 Actions
Free Evolutions. Bite, swim(x2).
Claws. Melee Weapon Attack: reach 5ft., one target.
Actions Hit 5 (1d4 + 3)slashing damage.
Bite. Melee Weapon Attack: reach 5ft., one target.
Hit 6 (1d6 + 3)piercing damage.
THE EIDOLON
14 This is unofficial Fan Content permiattreedpurnopdeerrttyhoefFWanizaCrodnsteonf tthPeoClicoya.sNt.o©t aWpipzraorvdesdo/efnthdeorCsoeadsbtyLWLCiz.ards. Portions of the materials used
Quadruped Tauric
Medium Medium
Armor Class 12 Armor Class 12
Speed 40ft. Speed 30ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 13 (+1) 7 (-2) 10 (+0) 11 (+0) 14 (+2) 14 (+2) 13 (+1) 7 (-2) 10 (+0) 11 (+0)
Senses passive Perception 11
Free Evolutions. Bite, Limbs(legs)(x2) Senses passive Perception 11
Actions Free Evolutions. Claws, limbs (arms), limbs (legs)
(x2).
Bite. Melee Weapon Attack: reach 5ft., one target.
Hit 5 (1d6 + 2)piercing damage. Actions
Serpentine Claws. Melee Weapon Attack: reach 5ft., one target.
Hit 4 (1d4 + 2)slashing damage.
Medium
Armor Class 11 Link
Speed 20ft., Climb 20ft. At 1st level, You and your eidolon share a mental link which
allows for communication across any distance (as long as
STR DEX CON INT WIS CHA they are on the same plane). This communication is a free
12 (+1) 16 (+3) 13 (+1) 7 (-2) 10 (+0) 11 (+0) action, allowing the summoner to give orders to his eidolon
Senses passive Perception 11 at any time. In addition, magic items interfere with the
Free Evolutions. Bite, climb, reach (bite), tail, tail slap. summoner’s connection to his eidolon.
Actions As a result, the summoner and his eidolon share magic
item slots. The eidolon must possess the appropriate
Bite. Melee Weapon Attack: reach 5ft., one target. appendages to utilize a magic item.
Hit 4 (1d6 + 1)piercing damage. Ability Score Improvement
Tail Slap. Melee Weapon Attack: reach 10ft., one When you reach 4th level, and again at 12th and 18th level,
target. Hit 4 (1d4 + 1)bludgeoning damage. 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.
Extra Attack
Beginning at 5th level, the Eidolon can attack twice, instead
of once, whenever you command it to take the attack action.
THE EIDOLON 15
d6 Bond
Roleplaying an Eidolon 1 My loyalty to my master is unwavering.
Eidolons are intelligent extraplanar creatures, 2 I have always served alongside a long line of
gifted with the power of speech and often carry summoners.
their own identiy, personality and force of will.
More often than not an eidolon will have it's own 3 The contract with my summoner is simply a means to
opinions on what goes around them.
An Eidolon a goal.
can be roleplayed a number of ways, such as being
a foil to the summoner, a steadfast supporter, an 4 In truth, my master shouldn't be able to summon me. I
inquisitve trickster, or even a respectable ally. chose them instead.
Whether the summoner's player or the DM
controls the eidolon during roleplay is left 5 The material plane amuses me. That's the only reason
intentionally vague and should be discussed with why i allow myself to be summoned.
your group. During combat it's expected for the
player to decided the eidolon's actions. As an 6 I have my own problems in my home plane to take
additional option the eidolon may be content with care of.
being a passive observer, should roleplaying it
prove to be disruptive.
d6 Flaw
1 I always voice my disapproval when i see my master
doing something i consider wrong.
2 Whenever i'm in the material plane, my curiosity
knows no bounds.
If you want to further define your eidolon's identity, you can
roll on the the tables provided on this page
3 I think everyone is beneath me, and i act like it.
d8 Personality trait 4 Only my master matters, everyone else is expendable.
1 No matter the foe i face, i stay dauntless. 5 I despise my master for forcing me to do his bidding.
I don't talk with anyone other than my master. They 6 Violence is the only solution, and i know it.
must earn my trust first.
2
3 I worry my master isn't good enough, but i'll make him Creating your backstory
worthy of summoning me. You will notice the summoner is light on lore regarding how
the summoner and eidolon formed their bond. This was done
4 It's amusing to challenge my master, be it wits or intentionally to leave room for your creativity. Maybe your
strength. eidolon is a guardian passed down your family's bloodline,
maybe you spent a big portion of your life learning how to call
5 The material plane fascinates me. I always ask my forth your summon, or perhaps it is simply something innate
master to teach me about new things. to you since you remember. A fun twist could be that maybe
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 even traits you come up with yourself.
8 I'm always alert, especially when my master isn't. But don't forget! Just as every eidolon is unique, so is the
summoner! Do not fall in the trap of neglecting your
character in favor of the eidolon.
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 EIDOLON
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Eidolon Evolutions Alternatively, the eidolon can replace the claws evolution
from its base form with these hoof attacks. This evolution can
1 Point Evolutions: be selected more than once, but the eidolon must possess an
equal number of limbs evolutions.
• Aberrant Mind: Prerequisite: 3rd Level Summoner,
Eldritch Bond • Improved Damage: One of the eidolon’s natural attacks is
particularly deadly. Select one natural attack form and
Your interaction with an alien mind has empowered your increase the damage die type by one step: 1d4 > 1d6 > 1d8 >
own, as well as your eidolon's. You and your eidolon can 1d10 > 1d12.
communicate telepathically with any creature you can see
within 60 feet of you This evolution can be selected more than once. Its effects
do not stack. Each time an eidolon selects this evolution, it
applies to a different natural attack.
• Basic Magic: An eidolon learns to cast a basic spell as an
innate spellcasting ability. Select one spell from the following
list: acid splash, dancing lights, detect magic, light, mage • Improved Natural Armor: An eidolon’s hide grows thick
hand, minor illusion, ray of frost. This spell can be cast once fur, rigid scales, or bony plates, giving it a +2 bonus to its
per day as an action. natural armor (AC). This evolution can be taken once for
every five levels the summoner possesses after 1st level.
At 4th level, this spell can be cast three times per day by
spending 2 additional evolution points. The save DC for this
spell is 10 + the Eidolon’s Charisma modifier. The eidolon • Magic Attack: An eidolon is infused with magic, allowing
must have a Charisma score of at least 10 to take this it to treat all of its natural attacks as if they were magic for
evolution. the purpose of overcoming resistances.
This evolution can be selected more than once. Each time
an eidolon selects this evolution, it applies to a new spell • Mount: An eidolon is properly skilled and formed to serve
from the list above. as a combat-trained mount. The eidolon must be at least one
size category larger than its rider. This evolution is only
available to eidolons of the aquatic, avian, quadruped and
• Bite: An eidolon’s maw is full of razor-sharp teeth, giving it serpentine base forms.
a bite attack. The bite deals 1d6 points of piercing damage
(1d8 if Large, 1d10 if Huge). If the eidolon already has a bite
attack, this evolution allows it to double its Strength modifier • Pincers: Prerequisite: Limbs
on damage rolls made with its bite.
An eidolon grows a large pincer at the end of one pair of its
limbs, giving it a pincer attack. The pincers deal 1d6 points of
• Claws: Prerequisite: Limbs slashing damage (1d8 if Large, 1d10 if Huge). Eidolons with
the grab evolution linked to pincers gain advantage on checks
An eidolon has a pair of vicious claws at the end of its made to grapple.
limbs, giving it a claw attack. The claws deal 1d4 points of
slashing damage (1d6 if Large, 1d8 if Huge). The eidolon Alternatively, the eidolon can replace the claws from its
must have the limb evolution to take this evolution. base form with pincers (this still costs 1 evolution point). This
evolution can be selected more than once, but the eidolon
This evolution can be selected more than once, but the must possess an equal number of the limbs 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 part of the dash action. This evolution is
climb speed equal to its base speed. This evolution can be only available to eidolons of the quadruped base form.
selected more than once. Each additional time it is selected,
increase the eidolon’s climb speed by 20 feet.
• Reach: One of an eidolon’s attacks is capable of striking at
foes at a distance. Pick one attack. The eidolon’s reach with
• Darkvision: The Eidolon has a superior vision in dark and that attack increases by 5 feet.
dim conditions. It can see in dim light within 60 feet as if it
were bright light, and in darkness as if it were dim light. The
Eidolon can't discern color in darkness, only shades of gray. • Scent: An eidolon’s sense of smell becomes quite acute
gaining advantage on Wisdom (Perception) checks that rely
on smell
• Gills: An eidolon has gills and can breathe underwater
indefinitely Scent allows your eidolon to detect a creature's presence
up to 60 feet, but not pinpoint its location, unless the creature
is within 5 feet. The eidolon can use scent to track creatures.
• Hooves: Prerequisite: Limbs (legs)
An eidolon has a pair of sharp hooves at the end of its
limbs, giving it a hoof attack. The hooves deal 1d4 points of
bludgeoning damage (1d6 if Large, 1d8 if Huge).
THE EIDOLON 17
An eidolon learns to use its wings to batter foes, granting it
• Skilled: An eidolon becomes especially adept at a specific a wing buffet attack. The wing buffet deals 1d4 points of
skill. The eidolon becomes proficient in any one skill of your bludgeoning damage (1d6 if Large, 1d8 if Huge).
choice. Alternatively you can double the proficiency bonus a
skill it already is proficient in. This evolution can be selected 2 Point Evolutions:
more than once. Its effects do not stack. Each time an eidolon
selects this evolution, it applies to a different skill.
• Ability Score Increase: An eidolon grows larger muscles,
gains faster reflexes, achieves greater intelligence, or
• Slam: Prerequisite: Limbs acquires another increase to one of its abilities.
An eidolon can deliver a devastating slam attack. The slam Increase one of the eidolon’s ability scores by +2. This
deals 1d8 points of damage (1d10 if Large, 2d6 if Huge). evolution can be selected more than once, every 6 levels the
summoner possesses.
This evolution can be selected more than once, but the
eidolon must possess an equal number of the limbs evolution.
• Constrict: Prerequisite: Grab
• Slippery: Due to its slimy hide or a slick exoskeleton, the An eidolon gains powerful muscles that allow it to crush
eidolon is especially slippery. The eidolon gains advantage on those it grapples. Whenever the eidolon successfully grapples
checks made to escape a grapple. a foe using the grab evolution,at the start of its turn, it deals
additional damage equal to double its strength modifier until
the grapple ends. This evolution is only available to eidolons
• Sparing Touch: Prerequisite: Hallowed Bond of the serpentine base form.
As an action, your eidolon tocuhes a living creature that
has 0 hit points. The creature becomes stable. This Ability • Devil's Shadow: Prerequisite: 5th level, Damned Bond
has no effect on undead or constructs.
As an action, you can command your eidolon to exude an
aura of magical darkness with a 15-foot radius that moves
• Sticky: The eidolon is especially sticky, whether from a with and is centered on it. The darkness lasts for 1 minute, or
coating of adhesive slime, partially congealed blood, or tiny until you lose your concentration (as if you were
barbed spines. The eidolon gains advantage on checks made concentrating on a spell). Once you use this ability, you must
to maintain a grapple. finish a short or long rest before using it again.
• Sting: Prerequisite: Tail • Devotion: The Eidolon has formed a close bond to you.
The Eidolon gains advantage on saving throws against being
An eidolon possesses a long, barbed stinger at the end of charmed.
its tail, granting it a sting attack. The sting deals 1d4 points of
piercing damage (1d6 if Large, 1d8 if Huge).
• Elemental Attacks: Prerequisite: 5th Level Summoner
This evolution can be selected more than once, but the
eidolon must possess an equal number of the tail evolution. An eidolon’s attacks become charged with energy.
Pick one
elemental type: acid, cold, lightning, or fire.
• Swim: An eidolon gains webbed hands, feet, or powerful All of the eidolon’s natural attacks deal 1d6 points of
flippers, giving it a swim speed equal to its base speed. This elemental damage of the chosen type on a successful hit.
evolution does not give the eidolon the ability to breathe
underwater. This evolution can be selected more than once.
Each additional time it is selected, increase the eidolon’s • Fey Step: Prerequisite: 5th Level Summoner, Seelie Bond
swim speed by 20 feet.
As a free action, your Eidolon can magically teleport up to
30 feet to an unoccupied space you can see. Once you use
• Tail: An eidolon grows a long, powerful tail. This grants it this ability, you must finish a short or long rest before using it
advantage on Acrobatics checks made to balance on a again.
surface. This evolution can be selected more than once.
• Flight: Prerequisite: 5th Level Summoner
• Tail Slap: Prerequisite: Tail
An eidolon grows large wings, like those of a bat, bird,
An eidolon can use its tail to bash nearby foes, granting it a insect, or dragon, gaining the ability to fly. You can choose to
tail slap attack. The tail slap deals 1d4 points of bludgeoning make the eidolon flies by means of magic. It loses its wings.
damage (1d6 if Large, 1d8 if Huge). Flying via magic makes this an innate ability.
This evolution can be selected more than once, but the The eidolon gains a fly speed equal to its base speed. The
eidolon must possess an equal number of the tail evolution eidolon’s fly speed can be increased by spending additional
evolution points, gaining a 20-foot increase to fly speed for
each additional point spent.
• Tentacle: An eidolon possesses, at your choice a number
of long, sinuous tentacles, granting it a tentacle attack. The
tentacle attack deals 1d4 points of bludgeoning damage (1d6 • Gore: An eidolon grows a number of horns on its head,
if Large, 1d8 if Huge). giving it a gore attack. The gore deals 1d6 points of damage
(1d8 if Large, 1d10 if Huge).
• Wing Buffet: Prerequisite: Flight (wings)
THE EIDOLON
18 This is unofficial Fan Content permiattreedpurnopdeerrttyhoefFWanizaCrodnsteonf tthPeoClicoya.sNt.o©t aWpipzraorvdesdo/efnthdeorCsoeadsbtyLWLCiz.ards. Portions of the materials used
• Grab: An eidolon becomes adept at grappling foes, gaining • Rake: Prerequisite: 4th Level Summoner, Quadruped
the grab ability.
An eidolon grows dangerous claws on its feet, allowing it to
Pick bite, claw, pincers, slam, tail slap, or tentacle attacks. make a rake attacks on foes it is grappling. The eidolon can
Whenever the eidolon makes a successful attack of the do this attack as a free action each time it succeeds on a
selected type, it can attempt a grapple check as a free action. grapple check against a target.
If successful, the eidolon grapples the target. This ability only
works on creatures of a size one category smaller than the These rake attacks deal 1d4 points of damage (1d6 if
eidolon or smaller. Large, 1d8 if Huge).
• Underwater Scent: Prerequisite: Gills, Scent • Rend: Prerequisite: 6th Level Summoner, Claws
An eidolon’s sense of smell becomes even more acute. The An eidolon learns to rip and tear the flesh of those it
eidolon can notice other creatures by scent in a 180-foot attacks with its claws, gaining the rend ability. Whenever the
radius underwater and can detect blood in the water at eidolon makes two successful claw attacks against the same
ranges of up to a mile. target in 1 round, its claws latch onto the flesh and deal extra
damage. This damage is equal to the damage dealt by one
additional claw attack.
• Limbs: An eidolon grows an additional pair of limbs.
These limbs can take one of two forms. They can be made
into legs, complete with feet. Each pair of legs increases the • Shadow Blend: The eidolon has advantage on stealth
eidolon’s base speed by 10 feet. 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 is
evolutions that add additional attacks (such as claws or a 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 more
than once. • Shadow Form: The eidolon’s body becomes shadowy and
more indistinct. As it’s harder to see the Eidolon, attacks
against it have disadvantage, and its melee attacks affect
• Minor Magic: Prerequisite: 4th Level Summoner incorporeal creatures. The eidolon’s melee attacks deal only
half damage to corporeal creatures.
An eidolon learns to cast a minor spell as an innate spell.
Select one spell from the following list: burning hands,
comprehend languages, cure wounds, magic missile, • TremorSense: Prerequisite: 7th Level Summoner
darkness, puppet, silent image.
An eidolon becomes attuned to vibrations in the ground,
This spell can be cast once per day. At 7th level, this spell gaining tremorsense out to a range of 30 feet. This works like
can be cast three times per day by spending 2 additional the blindsense evolution, but only if both the eidolon and the
evolution points. The save DC for this spell is 10 + Half your creature to be pinpointed are in contact with the ground.
summoner level + the eidolon’s Charisma modifier. The
eidolon must have a Charisma score of at least 11 and must
possess the basic magic evolution to take this evolution. • Weapon Training: Prerequisite: Limbs (arms)
This evolution can be selected more than once. Each time An eidolon learns to use a weapon, gaining proficiency in
an eidolon selects this evolution, it applies to a new spell simple weapons. If 2 additional evolution points are spent, it
from the list above. gains proficiency with all martial weapons as well.
3 Point Evolutions:
• Poison: Prerequisite: Bite or Sting
An eidolon secretes toxic venom, gaining a poison attack. • Burrow: Prerequisite: 9th Level Summoner
Pick one bite or sting attack. Whenever the selected attack
hits, the target must succeed on a constituition saving throw An eidolon grows thick and gnarled claws, allowing it to
or becomes poisoned and suffers 1d4 damage at the move through the earth. The eidolon gains a burrow speed
beginning of its turns. At the end of each of turns, the target equal to half its base speed. It can use this speed to move
can make another Constituition saving throw. On a success, through dirt, clay, sand, and earth. It does not leave a hole
the effect ends on the target. behind, nor is its passage marked on the surface.
The save DC is equal to 10 + Half your Summoner level +
the Eidolon’s Constitution modifier.
THE EIDOLON 19
• Frightful Presence: An eidolon becomes unsettling to its • Swallow Whole: Prerequisite: 9th Level Summoner, Grab
foes, gaining the frightful presence ability. (bite)
The eidolon can activate this ability as part of an attack. An eidolon gains the ability to consume its foes.
If the
Each creature of the your choice that is within 30 feet of the eidolon begins its turn with a creature grappled using its bite
eidolon and aware of it must succeed on a Wisdom saving attack (see the grab evolution), it can attempt to swallow the
throw or become Frightened for 1 minute. The DC of this creature. The creature can be up to one size category smaller
save is equal to 10 + Half Your Summoner Level + the than the eidolon.
eidolon’s Charisma modifier.
The swallowed creature takes damage equal to the
A creature can repeat the saving throw at the end of each eidolon’s bite damage plus 1d6 points of bludgeoning damage
of its turns, ending the effect on itself on a success. If a each round. While swallowed, the creature is blinded and
creature's saving throw is successful or the effect ends for it, restrained, it has total cover against attacks and other effects
the creature is immune to the Eidolon’s Frightful Presence outside the eidolon, but can attempt to cut it's way out with a
for the next 24 hours. slashing or piercing weapon.
If the Eidolon takes damage equal to half its Hit Points or
• Resistance: Prerequisite: 7th Level Summoner more on a single turn from a creature inside it, the Eidolon
must succeed on a DC 20 Constitution saving throw at the
An eidolon’s body becomes extremely resilient to one end of that turn or regurgitate the swallowed creature.
elemental type, becoming resistant to that type. Pick one
damage type: acid, cold, lightning, fire, or psychic. The eidolon
gains resistance to that damage type. • Web: Prerequisite: 7th Level Summoner, Climb
This evolution can be selected more than once. Its effects An eidolon gains a pair of spinnerets, giving it the ability to
do not stack. Each time it applies to a different elemental spin webs.
type.
The eidolon can use these webs to support itself plus up to
one creature of the same size. It can throw webbing as a
• Major Magic: Prerequisite: 7th Level Summoner, Eidolon ranged touch attack up to 8 times per day, entangling a
Charisma 12, Minor Magic creature up to one size larger than the eidolon. The webbing
has a range of 50 feet. Creatures entangled by the web can
An eidolon learns to cast a major spell as an innate spell. escape with an athletics check. The DC of these checks is
Select one spell from the following list: acid arrow, darkness, equal to 10 + Half your Summoner Level + the eidolon’s Con
invisibility (self only), lesser restoration, levitate, mirror modifier. The webs have a number of hits points equal to your
image, scorching ray, see invisibility, or spider climb. This level. The eidolon can climb its own webs at its climb speed
spell can be cast once per day. and can pinpoint any creature touching its webs.
At 10th level, this spell can be cast three times per day by 4 Point Evolutions:
spending 2 additional evolution points. The save DC for this
spell is 10 + Half your Summoner Level + the eidolon’s
Charisma modifier. • Blindsight: Prerequisite: 11th Level Summoner
This evolution can be selected more than once. Each time An eidolon’s senses sharpen even further, granting it
an eidolon selects this evolution, it applies to a new spell blindsight out to a range of 30 feet.
from the list above.
The eidolon can maneuver and attack as normal, ignoring
darkness, invisibility, and most forms of concealment as long
• All-out Attack: Prerequisite: 7th Level Summoner as it has line of effect to the target.
As an action, you can issue your eidolon to perform a
reckless all-out attack instead of the normal Attack action. • Breath Weapon: Prerequisite: 9th Level Summoner
When attacking this way, your eidolon can attack once with
each of the natural weapons it possesses, but all attack rolls An eidolon learns to exhale a cone or line of magical
have disadvantage until your next turn. energy, gaining a breath weapon.
These attacks do not trigger the extra attack feature, Select either acid, cold, lightning, or fire. The eidolon can
however you can attack multiple times with the same natural breathe a 30-foot cone (or 60-foot line) that deals 1d6 points
weapon as long as you have multiples of the same evolution of damage of the selected type per Summoner level on a
failed save or half as much on a successful save.
• See in Darkness: Prerequisite: 9th Level Summoner The DC is equal to 10 + Half your Summoner Level + the
eidolon’s Constitution modifier. The eidolon can use this
The Eidolon can see normally in darkness, both magical ability once per day. The eidolon can use this ability 1
and nonmagical, to a distance of 120 feet. additional time per day by spending an additional 1 evolution
point (maximum 3/day).
THE EIDOLON
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• Regeneration: Prerequisite: 11th Level Summoner • Ultimate Magic: Prerequisite: 11th Level Summoner,
Eidolon Charisma 13, Minor Magic
An eidolon’s body gains the ability to heal wounds at an
unnatural rate. An eidolon learns to cast a major spell as an innate spell.
Select one spell from the following list: detect magic,
As long as the eidolon is not unconscious, it regain hit create food and water, daylight, fireball, fly, gaseous form,
points equal to 1 + its Constitution modifier (minimum of 1) if lightning bolt, major image, stinking cloud, tongues, or water
it has at least 1 hit point and no more than half of its hit breathing. This spell can be cast once per day
points left. This ability does not restore hit points lost due to At 10th level, this spell can be cast three times per day by
starvation, thirst, or suffocation, nor does it allow the eidolon spending 2 additional evolution points. The save DC for this
to regrow lost body parts (or to reattach severed parts). spell is 10 + Half your Summoner Level + the eidolon’s
Charisma modifier.
This healing can be increased by 1 per round for every 2 This evolution can be selected more than once. Each time
additional evolution points spent (maximum 5). an eidolon selects this evolution, it applies to a new spell
from the list above.
• Immunity: Prerequisite: 11th Level Summoner
An eidolon’s body becomes invulnerable to one elemental
type, becoming immune to that type. Pick one damage type:
acid, cold, lightning, fire, or psychic. The eidolon gains
immunity to that damage type.
This evolution can be selected more than once. Its effects
do not stack. Each time it applies to a different
• Incorporeal Form: Prerequisite: 15th Level Summoner
Once per day, an eidolon can become incorporeal for 1
round per summoner level. While in this form, the eidolon
gains the effects of the etherealness spell.
• Large: Prerequisite: 8th Level Summoner, Medium Size
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.
If 6 additional evolution points are spent, the eidolon
instead becomes Huge. The eidolon gains an additional +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 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: Prerequisite: 11th Level Summoner
An eidolon no longer needs to breathe. The eidolon does
not breathe, and is immune to effects that re quire breathing
(such as inhaled poison). This does not give immunity to
cloud or gas attacks that do not require breathing.
THE EIDOLON 21
Appendix A
Summoner Spell List
Cantrips (0 Level) 2nd Level 3rd Level Greater Invisibility
Leomund's Secret Chest
Control Flames Blur Animate Dead Mordenkainen's Faithful
Create Bonfire Dust Devil Blink
Dancing Lights Find Steed Conjure Animals Hound
Friends Gust of Wind Dispel Magic Polymorph
Light Hold Person Fly Stoneskin
Mage Hand Invisibility Galder's Tower Wall of Fire
Message Levitate Gaseous Form
Minor Illusion Lesser Eidolon Restoration Haste 5th Level
Prestidigitation Misty step Leomund's Tiny Hut
Vicious Mockery Protection from Poison Magic Circle Animate Objects
Rope trick Phantom Steed Contact Other Plane
1st Level See Invisibility Protection from Energy Far Step
Silence Restore Eidolon Hold Monster
Barbed Chains Spider Climb Slow Passwall
Detect Evil and Good Summon Beast Summon Shadowspawn Planar Binding
Detect Magic Tiny Servant Teleportation Circle
Disguise self Tongues Wall of Force
Find Familiar Wall of Sand
Fog Cloud Wall of Water
Healing Word Water Breathing
Longstrider
Protection from Evil and 4th Level
Good Arcane Eye
Shield Banishment
Charm Monster
Speak with Animals Dimension Door
Rejuvenate Eidolon Find Greater Steed
Tenser's Floating Disk
Unseen Servant
SPELL LIST
22 This is unofficial Fan Content permiattreedpurnopdeerrttyhoefFWanizaCrodnsteonf tthPeoClicoya.sNt.o©t aWpipzraorvdesdo/efnthdeorCsoeadsbtyLWLCiz.ards. Portions of the materials used
Barbed Chains Rejuvenate Eidolon
1st-level conjuration
1st-level evocation
Casting Time: 1 action
Casting Time: 1 action
Range: 30 feet
Range: Touch
Components: V, S, M (a length of chain doused with fresh Components: V, S, M ( a drop of your blood)
blood)
Duration: Instantaneous
Duration: Instantaneous
Spell Lists: Summoner
Spell Lists: Summoner
By laying your hand upon an eidolon, you cause its wounds to
You summon a chain from another realm, causing it to burst close and its form to solidify. This spell cures 1d10 points of
out from the ground and strike a target within the spell’s damage + your spellcasting ability modifier
range and deal 2d6 slashing damage. On a successful hit the
target must attempt a Constituition saving throw against your At Higher Levels:
When you cast this spell using a spell
spell DC or be restrained until the end of it's next turn. slot of 2nd level or higher, the healing increases by 1d10 for
each slot level above 1st.
At Higher Levels:
When you cast this spell using a spell
slot of 2nd level or higher, you summon an extra chain and Summon Eidolon
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 one saving throw regardless of how many 2nd-level conjuration
chains hit. Casting Time: 1 action
Range: 30 feet
Eidolon Restoration Components: V, S, M (a silver coin)
Duration: Concentration, up to 1 minute
Spell Lists: Summoner
3rd-level abjuration
Casting Time: 1 action
Range: Touch
You open a rift between dimensions that summons your
Components: V, S, M (diamond dust worth at least 100 gp, eidolon.
which the spell consumes)
Duration: Instantaneous
Treat this as if you had summoned your eidolon normally,
Spell Lists: Summoner except that it only remains with you for the duration of this
spell. While summoned in this way, your eidolon cannot touch
any creature warded by protection from evil or a similar
Through your touch, you imbue the Eidolon with positive effect and your eidolon can be sent back to its home plane by
energy to undo a debilitating effect. You can reduce its dispel magic.
exhaustion level by one, or end one of the following effects on
the target:
If you cast this spell while your eidolon is already on your
• One effect that charmed or petrified the target
plane, this spell has no effect. This spell allows you to
• One curse, including the target’s attunement to a cursed summon your eidolon even if it has been returned to its home
magic item
plane due to damage. Summoning the eidolon in this way still
• Any reduction to one of the target’s ability scores
interferes with the summon monsters ability like it would
• One effect reducing the target’s hit point maximum normally.
Lesser Eidolon At Higher Levels:
When you cast this spell using a spell
Restoration slot of 3rd level the duration of the spell increases to up to 10
minutes
2nd-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Spell Lists: 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 23
Appendix B
Examples of Summons Summon CR 2 Type Rules Page
Monstrosity MM p.21
The following tables contain hand picked examples of the Creature MM p.88
possible creatures you can summon with soul shards through Ankheg Dragon MM p.131
your summoning feature. Black Dragon Wyrmling Monstrosity MM p.140
Ettercap Elemental MM p.173
Remember that ultimately your DM has the final say. Talk Gargoyle Monstrosity VGtM p.190
with your DM about what you can or can't use. Maybe you're Grick Monstrosity MM p.78
not allowed to summon a creature from this list, or perhaps Shadow Mastiff MM p.301
the DM lets you summon a creautre not listed.
Spined Devil Fiend
Will-o-Wisp Undead
Summon CR 1/8 - 1/4
Creature Type Rules Page
MM p.318
Blink Dog Fey MM p.319
MM p.322
Blood Hawk Beast MM p.20
MM p.254
Flying Snake Beast MM p.217
MM p.284 Summon CR 3
Flying Sword Construct MToF p.233
MM p.341 Creature
Pseudo Dragon Dragon Hell Hound Type Rules Page
Killer Whale Fiend MM p.182
Steam Mephit Elemental Manticore Beast MM p.331
Water Weird Monstrosity MM p.213
Stirge Beast Winter Wolf Elemental MM p.299
Monstrosity MM p.340
The Wretched Mosntrosity
Wolf Beast
Summon CR 1/2 Type Rules Page Summon CR 4 Type Rules Page
Beast MM p.317 Aberration MM p.40
Creature Beast MM p.318 Creature MM p.322
Ape Elemental MM p.212 Chuul Beast MM p.285
Elemental MM p.215 Fiend MM p.98
Black Bear Elemental MM p.217 Elephant Dragon MM p.64
Magmin Beast MM p.341 Incubus/Succubus Fiend
Ice Mephit Red dragon Wymling
Smoke Mephit
Shadow Demon
Worg
Summon CR 1 Type Rules Page Summon CR 5 Type Rules Page
Monstrosity MM p.321 Fiend MM p.56
Creature MM p.321 Creature Elemental MM p.125
Death Dog Beast MM p.76 Barlgura Aberration MM p.248
Dire Wolf Fiend MM p.63 Fire Elemental Monstrosity MM p.261
Fiend MM p.279 Otyugh Monstrosity MM p.258
Imp Undead Roper
Quasit Young Rhemoraz
Specter
SUMMONS
24 This is unofficial Fan Content permiattreedpurnopdeerrttyhoefFWanizaCrodnsteonf tthPeoClicoya.sNt.o©t aWpipzraorvdesdo/efnthdeorCsoeadsbtyLWLCiz.ards. Portions of the materials used
The
Summoner's
Codex
I have always maintained that D&D 5e doesn't
have any good summoning potential. When this
project started it was mostly a port from
Pathfinder 2E's summoner class, but now it has
evolved into something more.
Over the course of a year, and with the help of
community feedback, i bring you the
Summoner's Codex, a living project, centered
around summoning and the study of the planes.
Cover Art: Graey Erb
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