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. 1.1 Artwork Credit
Using Pathfinder's Summoner class and some Homebrew of 1.2 Copyright Disclaimers
my own, i present to you, the Summoner Class for D&D 5e 1.3 Special Thanks
which combines the prowess of a wizard with the power of
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
The Art piece on page 2 is the official Pathfinder Art,by Paizo 3 Eidolon Evolutions...........Pg 7
Publishing for the summoner class from 2nd Edition
Pathfinder Advanced Player Guide. 4 Appendix A........................Pg12
The Art Piece on Page 6 belongs to Zoppy, at 4.1 Summon Monster I - IX
https://www.deviantart.com/zoppy
The Art Piece on page 12 belongs to KateMaxpaint at 5 Appendix B........................Pg14
https://www.deviantart.com/katemaxpaint 5.1 Summoner Spell List
The Art piece on page 14 is the official hellhound Art, by
wizards of the coast, from the 5th edition D&D monster 6 Appendix C .......................Pg16
manual 6.1 Feats
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 Summonerhile many who dabble in the arcane become Multiclassing
adept at beckoning monsters from the farthest
reaches of the planes, none are more skilled at You must have a Charisma score of 13 or higher in
it than the summoner. This practitioner of the order to multiclass in or out of this class.
Multiclassigng Grants the armor and weapon
Warcane arts forms a close bond with one proficiencies, but no other proficiencies
particular outsider, known as an eidolon, who
gains power as the summoner becomes more
proficient at his summoning.
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.
1 THE SUMMONER
Class Features Cantrips
You know two cantrips of your choice from the Summoner
As a Summoner, you gain the following class features. spell list. You learn additional Summoner cantrips of your
choice at higher levels, as shown in the Cantrips Known
Hit Points column of the Summoner table.
Hit Dice: 1d8 per summoner level Eidolon
Hit Points at 1st Level: 8 + your Constitution modifier At 1st level you begin with the ability to summon, to your
Hit Points at Higher Levels: 1d8 (or 5) + your side, a powerful extraplanar being called an eidolon. You can
Constitution modifier per summoner level after 1st do so once per long rest through a ritual that takes 10
minutes, and it remains until dismissed through an
Proficiencies action.The first time you summon your eidolon, you choose
whether it's type is aberration, celestial, fey or fiend.
Armor: Light armor
Weapons: All simple weapons The eidolon does not heal naturally, however it's hit points
Tools: None refresh with each summon. The eidolon takes a form shaped
Saving Throws: Wisdom, Charisma by the summoner’s desires. It has the same alignment as you
Skills: Choose two from Animal Handling, Arcana, History, and can speak all of your languages. The eidolon cannot be
Insight, Persuasion, and Intimidation sent back to its home plane by means of dispel magic, but
spells such as banishment work normally.
Equipment
The Eidolon obeys your commands as best it can. It rolls
You start with the following equipment, in addition to the for initiative like any other creature, but you determine its
equipment granted by your background: actions, decisions, attitudes, and so on. If you are
incapacitated or absent, your companion acts on its own.
• (a) a light crossbow and 20 bolts or (b) any simple weapon
• (a) a component pouch or (b) an arcane focus The eidolon’s Hit Dice, saving throws, and abilities are tied
• (a) a scholar's pack or (b) an explorer's pack to the summoner’s class level and increase as the summoner
• Leather armor, any simple weapon, and two daggers 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 levels
the ability to reshape the weave. beyond 6th.
Spell Slots Transposition
Starting at 7th level, a summoner can use his maker’s call
The summoner table shows how many spell slots you have to ability to swap locations with his eidolon. If the Eidolon is
cast your spells of 1st level and higher. To cast one of these larger than him, he can appear in any square occupied by the
spells, you must expend a slot of the spell's level or higher. eidolon. The eidolon must occupy the square that was
You regain all expended spell slots when you finish a long occupied by the summoner if able, or as close as possible if it
rest. is not able.
You prepare the list of spells that are available for you to Aspect
cast, choosing from the summoner spell list. When you do so, At 10th level, a summoner can divert up to 2 points from his
choose a number of summoner spells equal to your Charisma eidolon’s evolution pool to add evolutions to himself.
modifier + your Summoner level (minimum of one spell). The
spells must be of a level for which you have spell slots. He cannot select any evolution that the eidolon could not
possess, and he must be able to meet the requirements as
You can change your list of prepared spells when you finish well. He cannot select the ability increase evolution through
a long rest. this ability. Any points spent in this way are taken from the
eidolon’s evolution pool (reducing the total number available
Spellcasting Ability to the eidolon). The summoner can change the evolutions he
receives from these points any time he can change the
Charisma is your spellcasting ability for your Summoner eidolon’s evolutions.
spells. The power of your spells comes from your
understanding of extraplanar energies. (Check Appendix B Life Bond
For the summoner spell list) Beginning at 14th level, a summoner’s life becomes linked to
his eidolon’s. As long as the eidolon has 1 or more hit points,
You use your Charisma whenever a Summoner spell refers the summoner is protected from harm. Damage in excess of
to your spellcasting ability. In addition, you use your that which would reduce the summoner to fewer than 0 hit
Charisma modifier when setting the saving throw DC for a points is instead transferred to the eidolon. If the transferred
Summoner spell you cast and when making an attack roll damage reduces the Eidolon’s HP to 0, the excess affects the
with one. player.
Spell save DC = 8 + your proficiency bonus + your Effects that cause death but not damage are unaffected by
Charisma modifier this ability. This ability does not affect spells that do not cause
actual damage, such as imprisonment.
Spell attack modifier = your proficiency bonus + your
Charisma modifier
Ritual Casting
You can cast any Summoner spell you know as a ritual if that
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
3 THE SUMMONER
Merge Forms Eidolon
At 14th level, as an action, a summoner can touch his eidolon
and the two can merge forms. An eidolon’s abilities are determined by the summoner’s level
and by the choices made using its evolution pool. Each
This transformation includes all of the summoner’s gear. eidolon possesses a base form that modifies its base
While merged in this way, the summoner is protected from statistics.
harm and cannot be the target of spells or effects. All effects
and spells currently targeting the summoner are suspended Hit Points
until the summoner emerges from the eidolon (although
durations continue to expire). While merged You use The Hit Dice: 1d10 per Summoner level
Eidolon's initiative Hit Points at 1st Level: 10 + Constitution modified
Hit Points at Higher Levels: 1d10 (or 6) + Constitution
The summoner can use any of the Eidolon's actions or cast modifier per Summoner level after 1st
spells while inside the eidolon by taking control of it for the Saving Throws: Strength, Constitution
duration of the casting. Any material components used for Skills: Choose two skills from Acrobatics, Athletics,
these spells are taken from the summoner’s gear, even though Intimidation, Perception,Survival, and Stealth
they are otherwise inaccessible. The summoner can direct all
of the eidolon’s actions while merged, can perceive through
its senses, and can speak through its voice. The summoner
can use this ability for a number of rounds per day equal to
his summoner level. He can end this effect at any time as a
bonus action. The summoner emerges in a square adjacent
to the eidolon if able. If the eidolon is returned to its home
plane while the summoner is merged with it, the summoner
is immediately ejected, taking 4d6 points of force damage,
and is stunned for 1 round.
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
retains all of his class features. The summoner can keep this
form for a number of minutes per day equal to his summoner
level. This duration does not need to be consecutive, but it
must be spent in 1-minute increments. The summoner can
end this effect as a free action.
THE SUMMONER 4
Evolution Pool Quadruped
The value given in this column is the total number of points
in the eidolon’s evolution pool. Points from this pool can be Size: Medium
spent on a wide variety of modifications and upgrades that Speed 40ft.
add new abilities, attacks, and powers to the eidolon. AC 14 (natural Armor);
Whenever the summoner gains a level, the number in this Ability Scores Str 16, Dex 14, Con 13, Int 7, Wis 10, Cha 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 Serpentine
Each eidolon has a base form that determines its starting
size, speed, AC, attacks, and ability scores. Size: Medium
Speed 20ft, Climb 20ft.
Aquatic AC 13 (natural Armor);
Ability Scores Str 12, Dex 16, Con 13, Int 7, Wis 10, Cha 11.
Size: Medium Attacks: Bite: reach 5 ft., one target. Hit: 10 (1d6 + 1)
Speed 20 ft., Swim 40 ft. piercing damage.
AC 13 (natural Armor); Tail Slap reach 10 ft., one target. Hit: (1d6 + 1) bludgeoning
Ability Scores Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11. damage.
Attacks: Bite: reach 5 ft., one target. Hit: (1d6 + 3) Piercing Free Evolutions: Bite, climb, reach (bite), tail, tail slap.
damage.
Free Evolutions: Bite, Improved Natural Armor, gills, Tauric
swim(x2), and can select the mount evolution.
Tauric eidolons appear as conjoined creatures with a
Avian humanoid upper body on a quadrupedal lower body.
The avian base form is birdlike in shape. Size: Medium
Speed 40ft.
Size: When summoned, an avian eidolon is Small unless it AC 14 (natural Armor);
spends 2 points from its evolution pool, at which case it’s Ability Scores Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11.
medium. At 5th level, a Medium or larger avian Eidolon’s Attacks: Claws: reach 5 ft., one target. Hit: (1d4 + 2) slashing
flight speed increases by 40 feet, as if it had 2 more points in damage
the flight evolution; Free Evolutions: Claws, limbs (arms), limbs (legs) (2).
Speed 20 ft., Fly 30 ft.
AC 14 (natural Armor); Darkvision
Ability Scores Str 12, Dex 16, Con 13, Int 7, Wis 10, Cha The Eidolon has a superior vision in dark and dim conditions.
11. It can see in dim light within 60 feet as if it were bright light,
Attacks: Claws: reach 5 ft., one target. Hit: (1d4 + 1) slashing and in darkness as if it were dim light. The Eidolon can't
damage. discern color in darkness, only shades of gray.
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
AC 13 (natural Armor); at any time. In addition, magic items interfere with the
Ability Scores Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11. summoner’s connection to his eidolon.
Attacks: Claws: reach 5 ft., one target. Hit: (1d4 + 3) slashing
damage. As a result, the summoner and his eidolon share magic
Free Evolutions: Claws, Climb, Limbs(arms), Limbs(legs). item slots. The eidolon must possess the appropriate
appendages to utilize a magic item.
5 THE SUMMONER
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 6
Roleplaying an Eidolon d6 Bond
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
their own identiy, personality and force of will. summoners.
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 can be roleplayed a number of ways, a goal.
such as being a foil to the summoner, a steadfast 4 In truth, my master shouldn't be able to summon me. I
supporter, an inquisitve trickster, or even a
respectable ally. chose them instead.
Whether the summoner's player or the DM 5 The material plane amuses me. That's the only reason
controls the eidolon during roleplay is left
intentionally vague and should be discussed with why i allow myself to be summoned.
your group. During combat it's expected for the 6 I have my own problems in my home plane to take
player to decided the eidolon's actions. As an
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
If you want to further define your eidolon's identity, you can
roll on the the tables provided on this page doing something i consider wrong.
2 Whenever i'm in the material plane, my curiosity
d8 Personality trait
1 No matter the foe i face, i stay dauntless. knows no bounds.
2 I don't talk with anyone other than my master. They 3 I think everyone is beneath me, and i act like it.
4 Only my master matters, everyone else is expendable.
must earn my trust first. 5 I despise my master for forcing me to do his bidding.
3 I worry my master isn't good enough, but i'll make him 6 Violence is the only solution, and i know it.
worthy of summoning me. Creating your backstory
4 It's amusing to challenge my master, be it wits or You will notice the summoner is light on lore regarding how
the summoner and eidolon formed their bond. This done
strength. intentionally to leave room for your creativity. Maybe your
5 The material plane fascinates me. I always ask my eidolon is a guardian passed down your family's bloodline,
maybe you spent a big portion of your life learning how to call
master to teach me about new things. forth your summon, or perhaps it is simply something innate
6 I prefer to leave the thinking and talking part to my to you since you remember. A fun twist could be that maybe
you failed wizarding school, but found out your knack for
master. conjuration magic.
7 I despise being used as a meat-shield and i make it
Regardless of how it happened, you are encouraged to
known. explore this bond between eidolon and summoner. Using the
8 I'm always alert, especially when my master isn't. tables provided or maybe traits you come up with yourself.
d6 Ideal But don't forget! Just as every eidolon is unique, so is the
1 Freedom. Chains are meant to be broken, and it's only a summoner!
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)
7 THE SUMMONER
Eidolon Evolutions • Improved Natural Armor: An eidolon’s hide grows thick
fur, rigid scales, or bony plates, giving it a +2 bonus to its
1 Point Evolutions: natural armor (AC). This evolution can be taken once for
every five levels the summoner possesses.
• Basic Magic: An eidolon learns to cast a basic spell as an • Magic Attack: An eidolon is infused with magic, allowing
innate spellcasting ability. Select one spell from the following it to treat all of its natural attacks as if they were magic for
list: acid splash, dancing lights, detect magic, light, mage the purpose of overcoming resistances.
hand, ray of frost. This spell can be cast once per day as an • Mount: An eidolon is properly skilled and formed to serve
action. as a combat-trained mount. The eidolon must be at least one
At 4th level, this spell can be cast three times per day by size category larger than its rider. This evolution is only
spending 2 additional evolution points. The save DC for this available to eidolons of the quadruped and serpentine base
spell is 10 + the Eidolon’s Charisma modifier. The eidolon forms.
must have a Charisma score of at least 10 to take this • Pincers: An eidolon grows a large pincer at the end of one
evolution. pair of its limbs, giving it a pincer attack. The pincers deal
This evolution can be selected more than once. Each time an 1d6 points of slashing damage (1d8 if Large, 2d6 if Huge).
eidolon selects this evolution, it applies to a new spell. Eidolons with the grab evolution linked to pincers gain
• Bite: An eidolon’s maw is full of razor-sharp teeth, giving it advantage on checks made to grapple.
a bite attack. The bite deals 1d6 points of piercing damage The eidolon must have the limbs (arms) evolution to take this
(1d8 if Large, 2d6 if Huge). If the eidolon already has a bite evolution. Alternatively, the eidolon can replace the claws
attack, this evolution allows it to deal 1-1/2 times its Strength from its base form with pincers (this still costs 1 evolution
modifier on damage rolls made with its bite(rounded up). point). This evolution can be selected more than once, but the
• Claws: An eidolon has a pair of vicious claws at the end of eidolon must possess an equal number of the limbs evolution.
its limbs, giving it two claw attacks. The claws deal 1d4 • Pounce: An eidolon gains quick reflexes, allowing it to
points of slashing damage (1d6 if Large, 1d8 if Huge). The make an attack as a bonus action after using the dash action.
eidolon must have the limb evolution to take this evolution. This evolution is only available to eidolons of the quadruped
This evolution can only be applied to the limbs (legs) base form.
evolution once This evolution can be selected more than • Reach: One of an eidolon’s attacks is capable of striking at
once, but the eidolon must possess an equal number of limb foes at a distance. Pick one attack. The eidolon’s reach with
evolutions. that attack increases by 5 feet.
• Climb: An eidolon becomes a skilled climber, gaining a • Scent: An eidolon’s sense of smell becomes quite acute.
climb speed equal to its base speed. This evolution can be The eidolon gains the scent special quality, allowing it to
selected more than once. Each additional time it is selected, detect opponents within 30 feet by sense of smell. If the
increase the eidolon’s climb speed by 20 feet. opponent is upwind, the range increases to 60 feet; if
• Gills: An eidolon has gills and can breathe underwater downwind, it drops to 15 feet. Strong scents can be detected
indefinitely at twice the normal range.
• Hooves: An eidolon has a pair of sharp hooves at the end Scent does not allow the eidolon to precisely locate the
of its limbs, giving it two hoof attacks. The hooves deal 1d4 creature, only to detect its presence. It can detect the
points of bludgeoning damage (1d6 if Large, 1d8 if Huge). direction with a move action. The eidolon can pinpoint the
The eidolon must have the limb evolution to take this creature’s location if it is within 5 feet. The eidolon can use
evolution. This evolution can only be applied to the limbs scent to track creatures.
(legs) evolution once. Alternatively, the eidolon can replace • Skilled: An eidolon becomes especially adept at a specific
the claws evolution from its base form with these hoof skill, doubling the proficiency bonus on that skill. This
attacks (this still costs 1 evolution point). This evolution can evolution can be selected more than once. Its effects do not
be selected more than once, but the eidolon must possess an stack. Each time an eidolon selects this evolution, it applies
equal number of limbs evolutions. to a different skill.
• Improved Damage: One of the eidolon’s natural attacks is
particularly deadly. Select one natural attack form and
increase the damage die type by one step. 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.
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 evolution. summoner possesses.
• 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 successfully
checks made to escape a grapple. grapples a foe using the grab evolution, it deals additional
• Sticky: The eidolon is especially sticky, whether from a damage equal to the amount of damage dealt by the attack
coating of adhesive slime, partially congealed blood, or tiny used by the grab evolution. This evolution is only available to
barbed spines. The eidolon gains advantage on checks made eidolons of the serpentine base form.
to maintain a grapple. • Elemental Attacks: An eidolon’s attacks become charged
• Sting: An eidolon possesses a long, barbed stinger at the with energy. Pick one energy type: acid, cold, lightning, or fire.
end of its tail, granting it a sting attack. The sting deals 1d4 All of the eidolon’s natural attacks deal 1d6 points of energy
points of piercing damage (1d6 if Large, 1d8 if Huge). damage of the chosen type on a successful hit. The
The eidolon must possess the tail evolution to take this summoner must be at least 5th level before selecting this
evolution. This evolution can be selected more than once, but evolution.
the eidolon must possess an equal number of the tail • Flight: An eidolon grows large wings, like those of a bat,
evolution. bird, insect, or dragon, gaining the ability to fly. You can
• Swim: An eidolon gains webbed hands, feet, or powerful choose to make the eidolon flies by means of magic. It loses
flippers, giving it a swim speed equal to its base speed. This its wings. Flying via magic makes this a supernatural ability.
evolution does not give the eidolon the ability to breathe The eidolon gains a fly speed equal to its base speed. The
underwater. This evolution can be selected more than once. eidolon’s fly speed can be increased by spending additional
Each additional time it is selected, increase the eidolon’s evolution points, gaining a 20-foot increase to fly speed for
swim speed by 20 feet. each additional point spent. The summoner must be at least
• Tail: An eidolon grows a long, powerful tail. This grants it 5th level before selecting this evolution.
advantage on Acrobatics checks made to balance on a • Gore: An eidolon grows a number of horns on its head,
surface. This evolution can be selected more than once. giving it a gore attack. The gore deals 1d6 points of damage
• Tail Slap: An eidolon can use its tail to bash nearby foes, (1d8 if Large, 2d6 if Huge).
granting it a tail slap attack. The tail slap deals 1d6 points of • Grab: An eidolon becomes adept at grappling foes, gaining
bludgeoning damage (1d8 if Large, 2d6 if Huge). the grab ability.
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
• Tentacle: An eidolon possesses a long, sinuous tentacle, works on creatures of a size one category smaller than the
granting it a tentacle attack. The tentacle attack deals 1d4 eidolon or smaller.
points of bludgeoning damage (1d6 if Large, 1d8 if Huge).
This evolution can be selected more than once.
• Wing Buffet: An eidolon learns to use its wings to batter
foes, granting it two wing buffet attacks. The wing buffets
deal 1d4 points of bludgeoning damage (1d6 if Large, 1d8 if
Huge). The eidolon must possess the flight evolution, with
wings, to select this evolution.
9 THE SUMMONER
• Keen Scent: An eidolon’s sense of smell becomes even • Rend: An eidolon learns to rip and tear the flesh of those it
more acute. The eidolon can notice other creatures by scent attacks with its claws, gaining the rend ability. Whenever the
in a 180-foot radius underwater and can detect blood in the eidolon makes two successful claw attacks against the same
water at ranges of up to a mile. The eidolon must possess the target in 1 round, its claws latch onto the flesh and deal extra
gills and scent evolutions to take this evolution. damage. This damage is equal to the damage dealt by one
• Limbs: An eidolon grows an additional pair of limbs. additional claw attack. The eidolon must possess the claws
These limbs can take one of two forms. They can be made evolution to select this evolution. The summoner must be at
into legs, complete with feet. Each pair of legs increases the least 6th level before selecting this evolution.
eidolon’s base speed by 10 feet. • Shadow Blend: The eidolon has advantage on stealth
Alternatively, they can be made into arms, complete with checks in conditions of dim light.
hands. The eidolon does not gain any additional natural
attacks for an additional pair of arms, but it can take other If it has the shadow form evolution, when in conditions of
evolutions that add additional attacks (such as claws or a darkness, The Eidolon can use an action to become invisible.
slam). Arms that have hands can be used to wield weapons, if It remains invisible until it makes an attack, casts a spell, or is
the eidolon is proficient. This evolution can be selected more in an area of bright light.
than once. • Shadow Form: The eidolon’s body becomes shadowy and
• Minor Magic: An eidolon learns to cast a minor spell as more indistinct. As it’s harder to see the Eidolon, attacks
an innate spell. Select one spell from the following list: against it have disadvantage, and its melee attacks affect
burning hands, comprehend languages, cure wounds, magic incorporeal creatures. The eidolon’s melee attacks deal only
missile, darkness, puppet, silent image. half damage to corporeal creatures.
This spell can be cast once per day. At 7th level, this spell can • TremorSense: An eidolon becomes attuned to vibrations
be cast three times per day by spending 2 additional in the ground, gaining tremorsense out to a range of 30 feet.
evolution points. The save DC for this spell is 10 + 1/2 your This works like the blindsense evolution, but only if both the
summoner level + the eidolon’s Charisma modifier. The eidolon and the creature to be pinpointed are in contact with
eidolon must have a Charisma score of at least 11 and must the ground. The summoner must be at least 7th level before
possess the basic magic evolution to take this evolution. selecting this evolution.
The summoner must be at least 4th level before selecting this • Weapon Training: An eidolon learns to use a weapon,
evolution. This evolution can be selected more than once. gaining proficiency in simple weapons. If 2 additional
Each time an eidolon selects this evolution, it applies to a evolution points are spent, it gains proficiency with all martial
new spell from the above list. weapons as well.
• Poison: An eidolon secretes toxic venom, gaining a poison
attack. Pick one bite or sting attack. Whenever the selected The Eidolon requires the Limbs(arms) evolution to wield a
attack hits, the target is poisoned and suffers 1d4 damage per weapon.
round up to 4 rounds.
The save DC is equal to 10 + Half your Summoner level + the 3 Point Evolutions:
Eidolon’s Constitution modifier.
• Rake: An eidolon grows dangerous claws on its feet, • Burrow: An eidolon grows thick and gnarled claws,
allowing it to make a rake attacks on foes it is grappling. The allowing it to move through the earth. The eidolon gains a
eidolon can do this attack as a reaction each time it succeeds burrow speed equal to half its base speed. It can use this
on a grapple check against the target. speed to move through dirt, clay, sand, and earth. It does not
These rake attacks deal 1d4 points of damage (1d6 if Large, leave a hole behind, nor is its passage marked on the surface.
1d8 if Huge). This evolution is only available to eidolons of The summoner must be at least 9th level before selecting this
the quadruped base form. This evolution counts as one evolution.
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 the
foes, gaining the frightful presence ability. eidolon’s total hit points. The eidolon’s AC against these
The eidolon can activate this ability as part of an attack. attacks is equal to the eidolon's total AC. If a swallowed
Opponents within 30 feet of the eidolon must make a Will creature cuts its way out, the eidolon loses this ability until it
save or become Frightened for 1 minute. The DC of this save heals this damage.
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
A creature can repeat the saving throw at the end of each of 9th level before selecting this evolution.
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 The eidolon can use these webs to support itself plus up to
for the next 24 hours. 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 creature up to one size larger than the eidolon. The webbing
one 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
This evolution can be selected more than once. Its effects do equal to 10 + Half your Summoner Level + the eidolon’s Con
not stack. Each time it applies to a different energy type. The modifier. The webs have a number of hits points equal to your
summoner must be at least 7th level before selecting this level. The eidolon can climb its own webs at its climb speed
evolution. and can pinpoint any creature touching its webs.
• Major Magic: An eidolon learns to cast a major spell as an The eidolon must possess the climb evolution to take this
innate spell. Select one spell from the following list: acid evolution. The summoner must be at least 7th level before
arrow, darkness, invisibility (self only), lesser restoration, selecting this evolution.
levitate, mirror image, scorching ray, see invisibility, or spider
climb. This spell can be cast once per day. 4 Point Evolutions:
At 10th level, this spell can be cast three times per day by
spending 2 additional evolution points. The save DC for this • Blindsight: An eidolon’s senses sharpen even further,
spell is 10 + Half your Summoner Level + the eidolon’s granting it blindsight out to a range of 30 feet.
Charisma modifier. The eidolon can maneuver and attack as normal, ignoring
The eidolon must have a Charisma score of at least 12 and darkness, invisibility, and most forms of concealment as long
must possess the minor magic evolution to take this as it has line of effect to the target. The summoner must be at
evolution. The summoner must be at least 7th level before least 11th level before selecting this evolution.
selecting this evolution. This evolution can be selected more • Breath Weapon: An eidolon learns to exhale a cone or
than once. Each time an eidolon selects this evolution, it line 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 grappled ability once per day. The eidolon can use this ability 1
using its bite attack (see the grab evolution), it can attempt to additional time per day by spending an additional 1 evolution
swallow the creature. The creature can be up to one size point (maximum 3/day). The summoner must be at least 9th
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.
11 THE SUMMONER
• 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
As long as the eidolon is not unconscious, has 1 hit point and spell is 10 + Half your Summoner Level + the eidolon’s
no more than half it's hp, it can heals 1 point of damage each Charisma modifier.
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
This healing can be increased by 1 per round for every 2 selecting this evolution. This evolution can be selected more
additional evolution points spent (maximum 5). than once. Each time an eidolon selects this evolution, it
The summoner must be at least 11th level before selecting applies to a new spell from the above list.
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
Eagle
Casting Time: 1 action Giant Fire Beetle
Range: 30 feet Giant Rat
Components: V S M (a tiny bag and a small candle) Mastiff
Duration: 1 minute per Spellcasting level Pony
Classes: Summoner Poisonous Snake
This spell summons an extraplanar creature (typically
celestial, fey or fiend native to another plane). It appears Summon Monster II
where you designate and acts immediately, on your turn. It
attacks your opponents to the best of its ability. If you can Smoke Mephit
communicate with the creature, you can direct it not to Giant Centipede
attack, to attack particular enemies, or to perform other Giant Frog
actions. The spell conjures one of the creatures from the 1st Giant Wolf Spider
Level list on Table: Summon Monster. You choose which kind Mastiff
of creature to summon, and you can choose a different one Lemure
each time you cast the spell. Horse
A summoned monster cannot summon or otherwise conjure Lemure
another creature, nor can it use any teleportation or planar Hyena
travel abilities. Creatures cannot be summoned into an Octopus
environment that cannot support them. Creatures summoned Wolf
using this spell cannot use spells or spell-like abilities that Skeleton
duplicate spells with expensive material components (such as
wish). Summon Monster III
Summon Monster II functions like summon monster I,
except that you can summon one creature from the 2nd-level Ape
list or 1d3 creatures of the same kind from the 1st-level list. Boar
Summon Monster III functions like summon monster I, Constrictor Snake
except that you can summon one creature from the 3rd-level Crocodile
list, 1d3 creatures of the same kind from the 2nd-level list, or Giant Bat
1d4+1 creatures of the same kind from the 1st-level list. Dretch
Every subsequent Summon Monster ability, you can summon Reef Shark
one creature of that spell’s level, 1d3 of the same kind from Pixie
one level lower list or 1d4+1 of any other lower-level list. Merfolk
13 SUMMON MOSNTER I
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 Summon Monster VIII
Mephit (any)
Pteranodon Barbed Devil
Rhinoceros Hezrou
Grick Djinni
Gorgon
Summon Monster V Frost Giant
Ankylosaurus Summon Monster IX
Babau
Bearded Devil Deva
Elemental (Fire, Air, Water, Earth) Glabrezu
Chain Devil Ice Devil
Cloaker Nalfeshnee
Merrow, Saltwater
Summon Monster VI
Saber-Toothed Tiger
Plesiosaurus
Erinyes
Giant Octopus
Invisible Stalker
Shadow Demon
Shadow Mastiff
Succubus
Triceratops
Griffon
SUMMON MOSNTER I 14
Appendix B
Summoner Spell List
Cantrips (0 Level)
Fog Cloud Magic Weapon Conjure Barlgura (UA)
See Invisibility Conjure Minor Elementals
Blade Ward Grease Spider Climb Conjure Shadow Demon (UA)
Web Dimension Door
Control Flames Healing Word Evard's Black Tentacles
3rd Level Fabricate
Create Bonfire Heroism Find Greater Steed
Animate Dead Fire Shield
Dancing Lights Identify Conjure Lesser Demons (UA) Greater Invisibility
Dispel Magic Mordenkainen's Faithful
Encode Thoughts Jump Fly
Galder's Tower Hound
Friends Mage Armor Gaseous Form Polymorph
Haste Stoneskin
Gust Protection from Evil and Magic Circle Summon Aberrant Spirit (UA)
Nondetection Summon Elemental Spirit
Infestation Good Phantom Steed
Stinking Cloud (UA)
Light Puppet Summon Fey Spirit (UA) Wall of Fire
Summon Shadow Spirt (UA)
Mage Hand Shield Summon Undead Spirit (UA) 5th Level
Restore Eidolon
Mending Rejuvenate Eidolon (lesser) Tiny Servant Animate Objects
Tongues Conjure Elemental
Message Tenser's Floating Disk Wall of Sand Conjure Vrock (UA)
Wall of Water Contact Other Plane
Minor Illusion Unseen Servant Water Breathing Hold Monster
Planar Binding
Mold Earth 2nd Level 4th Level Summon Celestial Spirit (UA)
Prestidigitation Teleportation Circle
Alter Self Banishment Wall of Force
Shape Water Blur
Sword Burst
Detect Thoughts
Vicious Mockery Dust Devil
1st Level Enlarge/Reduce
Alarm Gust of Wind
Barbed Chains Hold Person
Detect Magic Invisibility
Disguise self Knock
Expeditious Retreat Levitate
Feather Fall Find Steed
Find Familiar Lesser Eidolon Restoration
Magic Mouth
15 Spell List
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
At Higher Levels • One curse, including the target’s attunement to a cursed
When you cast this spell using a spell slot of 2nd level or magic item
higher, you summon an extra chain and target an additional • Any reduction to one of the target’s ability scores
creature. If you instead choose to target the same creature, • One effect reducing the target’s hit point maximum
you apply the extra damage, but only force the target to make
one saving throw regardless of how many chains hit. Summon Eidolon
Rejuvenate Eidolon 2nd-level conjuration
Casting Time: 1 action
1st-level evocation Range: 30 feet
Casting Time: 1 action Components: V, S, M (a silver coin)
Range: Touch Duration: Concentration, up to 1 minute)
Components: V, S, M ( a drop of your blood) Classes: Summoner
Duration: Instantaneous You open a rift between dimensions that summons your
Classes: Summoner eidolon.
By laying your hand upon an eidolon, you cause its wounds to Treat this as if you had summoned your eidolon normally,
close and its form to solidify. This spell cures 1d10 points of except that it only remains with you for the duration of this
damage + your spellcasting ability modifier spell. While summoned in this way, your eidolon cannot touch
At Higher Levels any creature warded by protection from evil or a similar
When you cast this spell using a spell slot of 2nd level or effect and your eidolon can be sent back to its home plane by
higher, the healing increases by 1d10 for each slot level above dispel magic.
1st. If you cast this spell while your eidolon is already on your
plane, this spell has no effect. This spell allows you to
Lesser Eidolon summon your eidolon even if it has been returned to its home
Restoration plane due to damage. Summoning the eidolon in this way still
interferes with the summon monsters ability like it would
2nd-level abjuration normally.
Casting Time: 1 action At Higher level
Range: Touch When you cast this spell using a spell slot of 3rd level the
Components: V, S duration of the spell increases to up to 10 minutes
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 cast 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.
17 Feats