Summoner Class

by Modstin

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The Summoner
Level Proficiency Bonus Features Summon Points Maximum Summon Level Summon Concentrations
1st +2 Summoning, Collective 1 1 1
2nd +2 Collective Feature 2 1 1
3rd +2 Arcane Empowerment 3 2 1
4th +2 Ability Score Improvement 4 2 1
5th +3 Summon Familiarity 5 3 2
6th +3 Collective Feature 6 3 2
7th +3 7 4 2
8th +3 Ability Score Improvement 8 4 2
9th +4 Collective Feature 9 5 3
10th +4 Multisummon 10 5 3
11th +4 11 6 3
12th +4 Ability Score Improvement 12 6 3
13th +5 13 6 3
14th +5 Collective Feature 14 6 3
15th +5 15 6 4
16th +5 Ability Score Improvement 16 6 4
17th +6 Summon Familiarity Improvement 17 6 4
18th +6 Collective Feature 18 6 4
19th +6 Ability Score Improvement 19 6 5
20th +6 Unbreakable Summon 20 6 6

Class Features

As a summoner, you gain the following class features

Hit Points


  • Hit Dice: 1d6 per summoner level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per summoner level after 1st.

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons
  • Tools: None

  • Saving Throws: Intelligence, Constitution
  • Skills: Choose two from Animal Handling, Arcana, History, Medicine, Nature, Performance, Sleight of Hand

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) two daggers (b) any simple weapon or (c) any martial weapon (if proficient)
  • (a) a priest's pack (b) a scholar's pack or (c) an explorer's pack
  • (a) a set of leather armor and an arcane focus

Summoning

When you take this class at 1st level, you lay the bridges between your magical ability and some source of extra planar power, allowing you to summon creatures to fight by your side.

Summon Points

You have a well of magical energy inside you, used to weave magic and conjure creatures, represented by summon points. The Summoner table shows how many summon points you have. To cast one of your summoner spells of 1st level or higher, you must expend a number of summon points equal to the level of the spell that you are casting or the Summon's level. You can increase a spell’s level in this way, but cannot exceed the level shown in the Maximum Summon Level column of the Summon table. You regain all expended summon points when you finish a short or long rest.

Available Summons

At the end of the class description there is a list of creatures you are able to summon. These creatures are called eidolons, they are generic summonable creatures that take on different appearances and abilities based on your Summoner Collective.

Creatures of a Summon Level equal to or less than your Maximum Summon Level, as seen in the Summoner table, are available to you.

Summoning Creatures

As a bonus action, you can expend a number of summon points up to your maximum summon level to summon a creature that is available to be summoned in an unoccupied space within 30 feet of you that you can see. The creature must be of a summon level equal to or less than the number of summon points expended.

A creature summoned by you is friendly to you and your allies and acts during your turn. You can use your action to command all your summons at the same time, allowing them to take any action available to them directly after you use your action to command them. Summons without an action can still move (controlled by you) but otherwise cannot act. When you command a multisummon, they act on a turn directly following your own.

Summon Concentrations

When you summon a creature, you must concentrate on your connection to it (as if concentrating on a spell). Summoned creatures vanish when they are reduced to 0 hit points, when you lose your concentration on this connection, or after the duration listed in their description has elapse since its summoning.

At 1st level, you can only concentrate on a single summon's connection. Starting at 5th level, however, when you summon a creature while concentrating on an active summon, you are able to concentrate on both. The number of simultaneous connections you can concentrate increases as you gain levels in this class, as seen in the Summoner Table. If you summon a creature while concentrating on your maximum number of summons, one summon of your choice vanishes.

You cannot concentrate on a spell and a summon at the same time. If you lose concentration while concentrating on multiple summon, you only lose concentration on the connection of the creature with the highest summon level. If two or more creatures are tied in level, you choose which vanishes. All of your summons vanish if you willingly end your concentration. You can instead use your bonus action to end your concentration on any number of currently active summons

Spellcasting Ability

Intelligence is your spellcasting ability for your summoner spells and abilities, as your understanding of the universe and it's laws is what opens the realms to you. You use your Intelligence modifier whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Summoner spell you cast and when making an attack roll with one. Whenever a summon block calls for a saving throw or has an attack bonus, you use your spell save DC and spell attack modifier respectively.

Spell Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier

Spellcasting Focus

You can use an arcane focus for your summoner spells. When you summon a creature, you must use your arcane focus to do so.

Summoner Collective

Also at 1st level, your conjuration power connects yourself with a base force of the multiverse. In doing so, you choose what you tie your power too, and the type of monsters you summon to your side. Choose one of the collectives listed at the end of the class description.

Your choice grants you features at (blah blah), those features include your Collective spells, and your Eidolon type.

Collective Spells

Each collective has a list of associated spells, gained at the summoner level noted in the collective description.

Eidolon Types

The creature type of the Eidolons you summon is detailed in the collective description. If you are given two creature types, you can choose between them. This will also give two damage types, when an attack lists "eidoln" as a type of damage, you can replace that with one of the two types given, or your choice of Bludgeoning, Piercing, or Slashing damage. Any alterations to Eidolon stat blocks will be detailed here as well.

Collective Creatures

At the end of each collective description there will be a short list of creature stat blocks. These creatures become available for you to summon as your maximum summon level increases.

Arcane Empowerment

When you reach level 3, you gain the ability to heal, strengthen, and otherwise affect a summoned creature you're concentrating on by spending your magical energy.

You can expend a number of summon points up to your maximum summon level to accomplish a protective, restorative, or empowering effect. Choosing from the effects below. Depending on the number of summon points, the effect will have a certain level of power, as described in the arcane empowerment table.

Damage Boost. As a bonus action, you increase the damage of a summoned creature's weapon attack by the listed amount. Until the start of your next turn, the next time that summon hits a creature with an attack, they deal the listed damage in addition to their normal damage. You choose from your eidolon damage what type the extra damage is.

Hit Point Restoration. As a bonus action, you gain a pool of hit points that you disperse as you choose among your currently concentrated summons. You cannot raise their hit points above their base hit points.

Saving Throw Bonus. As a reaction to your creature being forced to make a saving throw, you give them a bonus to that saving throw.

Shield. As a reaction to a creature you're concentrating on being targeted with an attack, or as a bonus action on your turn, you can increase their AC until the end of the current turn. If you do this twice in a single turn, the first increase is nullified if it is lower.

Arcane Empowerment Table
Summon point Damage Boost HP Restoration Saving Throw Shield
1 1d6 3d10 +2 +1
2 2d6 5d10 +3 +2
3 3d6 6d10 +4 +3
4 4d6 8d10 +5 +4
5 6d6 10d10 +6 +5

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score 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.

Summon Familiarity

At 5th level, your connection with your summons grows immensely, empowering you with their knowledge.

As an bonus action, you can see through one of your active summon's eyes and hear what it hears until the start of your next turn, gaining the benefits of any Special Senses that the summonr has. During this time, you are deaf and blind with regard to your own Senses.

When you reach 18th level, you always know what your summons know, and can always see and hear what they see and hear.

Multisummon

When you reach level 10, your control over the creatures you summon expands as your magical power does.

When you use your action to summon a creature, you can expend any number of summons points who's total does not exceed half of your level. When you do this, you summon creatures of your choice as though you used each gathering of summon points to summon a separate creature, except they are all summoned at the same time and count as one summon concentration.

You can only command one multisummon at a time. All creatures in a multisummon act at the same time on a turn directly following yours and any other summoned creatures.

When you end concentration on a multisummon, all creatures that are part of that multisummon disappear at the same time.

Unbreakable Summon

When you reach level 20, you become a conduit for the creatures you summon, and your ability to control them improves to utter perfection.

You cannot lose concentration on a summon unless you choose to or if you summon a creature after hitting your maximum summons.

Artificial Collective

Your have attuned your magic with golemancy and construct building. Your summons come from some personal repository of constructed creatures that act according to your will. Aether rushes through your magic and connects you to your mayhem!

Collective Spells

Spell Level Spells
Cantrip eldritch blast, mage hand, message
1st mage armor
2nd arcane lock
3rd counterspell

Eidolon Type

Eidolons you summon have the construct creature type.

Your mechanical eidolons can use the force and lightning damage types.

Also, your summons are immune to being charmed, as well as poison damage and the poisoned condition. They also do not have to breath and can surive in a vacuum.

Modified Summon

When you choose this collective at 1st level, you develop your summons in a different way to most others, crafting them personally before using them. This may be from a secret location, or special device.

At the end of each long rest, you install modifications into your summons, choosing from the list of Summon Modifications at the end of this subclass' description. You choose a number of traits you have access to equal to half your level rounded up. All your summons have your chosen modifications.

Impactful Entrance

Starting at 2nd level, your constructs land with quite an impact upon being summoned.

When you summon a construct, all creatures within a 5 foot radius of them must make a dexterity saving throw. On a failure, they take bludgeoning damage equal to Xd6, X being the number of summon points used to summon the construct. This effect can only be used by one construct, if multiple are summoned.

Also, creatures that fail the saving throw are knocked prone or pushed away from your construct by 10 feet (your choice).

Once you trigger this effect, you must take a short or long rest before doing so again. The number of times you can do this per rest increases by 1 at level 5, 11, and 17.

Magic Dispersal

Starting at 6th level, you begin unloading the entirety of your summon's magical energy upon their leave.

When you lose concentration on a summoned creature of summon level 5 or lower, or when such a creature is reduced to 0 hit points, you can use your reaction to cause it to overload and unleash a magical effect. Roll on the Wild Magic table, that effect occurs. If the effect requires a target (or targets yourself) you may choose a target within 30 feet of the summon.

Once you do this, you must take a short or long rest before doing it again.


Simple Droid

Small construct, neutral


  • Armor Class 18
  • Hit Points 15
  • Speed 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+2) 10 (0) 15 (+2) 8 (-1)

Summon Level. 1

Summon Duration. 1 hour.


  • Senses passive Perception 11
  • Languages All languages of its summoner, but can't speak

Actions

Slam. Melee Weapon Attack: +(your spell attack modifier) to hit, Reach 5 ft., one target. Hit: 1d4 + 2 bludgeoning damage.


Miniature Turret

Small construct, neutral


  • Armor Class 18
  • Hit Points 30
  • Speed 0 ft.

STR DEX CON INT WIS CHA
13 (+1) 20 (+5) 12 (+2) 10 (0) 18 (+4) 8 (-1)

Summon Level. 2

Summon Duration. 1 hour.


  • Skills Perception +6
  • Senses passive Perception 16
  • Languages All languages of its summoner, but can't speak

Stable Stands. The Miniature Turret cannot be knocked prone, and instantly fails all Dexterity Saves.


Actions

Bulletstorm. The Miniature Turret makes four Shoot attacks at any target in range.

Shoot. Ranged Weapon Attack: + (your spell attack modifier) to hit, 60/200 ft., one target. Hit: 1d4 + 5 piercing damage.


Loader Golem

Medium construct, neutral


  • Armor Class 20
  • Hit Points 60
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 18 (+4) 10 (0) 15 (+2) 8 (-1)

Summon Level. 3

Summon Duration. 10 minutes.


  • Saving Throws Str +7
  • Skills Athletics +7
  • Senses passive Perception 11
  • Languages All languages of its summoner, but can't speak

Heavy Lifter. Loader Golem can carry and lift objects as though it were one size larger.

Actions

Slam. Melee Weapon Attack: +(your spell attack modifier) to hit, Reach 5 ft., one target. Hit: 4d10 + 4 bludgeoning damage.

Summon Modifications

Amphibious Adaption

Level 1 Modification

Your summons gain a swimming speed equal to its walking speed.

Bulked Up

Level 1 Modification

Your summons increase in size by one size class (Tiny to Medium, Medium to Large, Large to Huge, Huge to Gargantuan)

This cannot be applied to Gargantuan Summons.

Climbing Geared

Level 1 Modification

Your summons gain a climbing speed equal to its walking speed.

Streamlined Design

Level 1 Modification

Your summons decrease in size by one size class (Gargantuan to Huge, Huge to Large, Large to Medium, Medium to Small, Small to Tiny)

This cannot be applied to Tiny Summons.

Quick Creature

Level 1 Modification

Your summons add 20 to its base walking speed.

Reaching Strikes

Level 6 Modification

Your summons attacks' range increase by 5 feet.

Weapon Upgrade

Level 6 Modification

Your summons gain access to a damage type not in its summon block and can replace any damage type with the chosen type.

Voice Synthesizer

Level 6 Modification

Your summons can speak one language of your choice that you know.

Proficient Design

Level 6 Modification

Your summons gain proficiency in a skill or tool of your choice that you or a creature you are familiar with is proficient in, it uses your proficiency bonus.

You choose the proficiency when the creature is summoned.

You can apply this modification any number of times.

Resistant Plating

Level 9 Modification

Your summons gain resistance to one damage type of your choice.

DPS Upgrade

Level 9 Modification

Your summons can reroll 1's and 2's on damage rolls. It must take the new roll.

Forged Wings

Level 9 Modification

Your summons gain a flying speed equal to its walking speed.

Infernal Collective

You have connected your magic to the infernal lower planes, and have asserted your control over a legion of evil fiends. Through this bloody connection, you have unrivaled (yet still loose) control over the horrors of the fireyst pits of the many hells.

Collective Spells

Spell Level Spells
Cantrip chill touch, dancing lights, fire bolt
1st armor of agathys
2nd suggestion
3rd sending

Eidolon Type

Eidolons you summon have the fiend creature type.

Your fiendish eidolons can use fire and necrotic damage types.

Also, your summons have darkvision out to 120 feet, magical darkness does not impede this.

Fiendish Mark

Starting at 1st level when you take this collective, you are able to spot the weaknesses in your enemies for your fiendish army to target.

As a bonus action on your turn, you can choose a creature you can see. They must make a Charisma saving throw against your spell save DC.

If they fail, your summons have advantage on their first attack each turn against that creature, and that creature has disadvantage on saving throws imposed by your summons. That creature may repeat the saving throw at the end of each of its turns.

Only one creature may be affected by this at a time. If you target another creature, the previous creature automatically succeeds their saving throw and the effect on them ends.

A creature that succeeds cannot be affected again for 24 hours.

Fiery Entrance

Starting at 2nd level, your fiends pride themselves on an explosive entrance.

When you summon a fiend, all other non-fiend creatures within a 5 foot radius of them must make a dexterity saving throw. On a failure they take fire damage equal to Xd6, X the number of summon points used to summon the fiend. This effect can only be used by one fiend, if multiple are summoned.

The summoned fiend gains half of the damage dealt in temporary hit points that last until the start of it's next turn.

Once you trigger this effect, you must take a short or long rest before doing so again. The number of times you can do this per rest increases by 1 at level 5, 11, and 17.

Sacrificial Opportunity

When you reach 6th level, you have learned to pull raw hellish energy from summons in their last breath.

When you lose concentration on a summoned creature of summon level 5 or lower, or when such a creature is reduced to 0 hit points, you can use your reaction to make an intelligence check against a DC equal to 15 + the Summon's Level. If you succeed, you regain a number of summon points equal to the level of the summon.

Once you do this, you must take a short or long rest before doing it again. Every time you do this after doing it once, the DC accumulatively increases by 1, but reverts to normal after taking a long rest.


Tamed Imp

Tiny fiend, evil


  • Armor Class 13
  • Hit Points 14
  • Speed 20 ft., fly 40 ft.

STR DEX CON INT WIS CHA
10 (0) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 14 (+2)

  • Summon Level. 1
  • Summon Duration. 1 hour

  • Skills Deception +4, Insight +3, Stealth +7
  • Condition Immunities poisoned
  • Senses darkvision 120 ft., passive Perception 11
  • Languages All languages of its summoner

Devil's Sight. Magical darkness doesn't impede the imp's darkvision.

Actions

Bite. Melee Weapon Attack: + (your spell attack modifier) to hit, reach 5 ft., one target. Hit: 1d4 + 3 piercing damage.

Invisibility. The imp magically turns invisible until it attacks, casts a spell or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.


Firey Hellraiser

Medium fiend, evil


  • Armor Class 14
  • Hit Points 39
  • Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 11 (0) 14 (+2) 10 (0) 12 (+1) 12 (+1)

  • Summon Level. 2
  • Summon Duration. 1 minute

  • Saving Throws Dex +2
  • Damage Resistances psychic
  • Senses darkvision 120 ft., passive Perception 11
  • Languages All languages of its summoner

Devil's Sight. Magical darkness doesn't impede the imp's darkvision.

Actions

Multiattack. The hellraiser makes two battleaxe attacks.

Battleaxe. Melee Weapon Attack: + (your spell attack modifier) to hit, Reach/Range, one target. Hit: 1d12 + 3 slashing damage.

Raise Hell (1/Summon). The hellraiser points to a spot within 30 feet and it begins to crackle with hellish energy. All creatures within a 10 foot radius of the point must make a Dexterity saving throw or take 3d10 fire damage and be knocked prone, or half as much and not be knocked prone on a successful save.


Nitro Fiend

Small fiend


  • Armor Class 14
  • Hit Points 20
  • Speed 40 ft.

STR DEX CON INT WIS CHA
8 (-1) 18 (+4) 10 (0) 6 (-2) 10 (10) 14 (+2)

  • Summon Level. 3
  • Summon Duration. 30 Seconds

  • Saving Throws Int +0, Wis +2
  • Damage Immunities fire
  • Senses passive Perception 10
  • Languages All languages of its summoner

Death Burst. When the fiend dies, it explodes in a burst of fire argent energy. Each creature within a 10 foot radius of it must make a Dexterity saving throw, taking 8d6 fire damage on a failed save, or half as much damage on a successful one. Flammable objects that aren't being worn or carried in that area are ignited.

Kamikaze. As a bonus action, the fiend can choose to drop to 0 hit points.

Actions

Bite. Melee Weapon Attack: + (your spell attack modifier) to hit, Reach 5ft., one target. Hit: 1d6 + 4 piercing damage.

Primordial Collective

Your magic taps into the fundamental forces of the Material, the elemental planes bend to your whim and conjure powerful beings fromm the earth, wind, water, fire, and all that lies between.

Collective Spells

Spell Level Spells
Cantrip create bonfire, lightning lure, thunderclap
1st earth tremor
2nd snowball swarm
3rd tidal wave

Eidolon Type

Eidolons you summon have the elemental creature type.

Your eidolons have special damage types, based on their elemental.

Also, your summons are immune to poison damage and the poisoned condition.

Elemental Focus

When you take this collective at 1st level, you have your focus drawn in many different directions by the materials of the world. When you summon creatures, you need to know they're coming from.

When you summon a creature, you choose one of the four material elements, Air, Earth, Fire, and Water. That summon gains the attributes associated with that element, listed below.

Air

Speed. Fly 30 ft, Walk 0 ft.

Damage Types. Lightning, Thunder

Air Avoidance. The elemental's AC is increased by an amount equal to your Proficiency Bonus.

Air Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Earth

Speed. Burrow, 20 ft.

Damage Resistances. Non-Magical Bludgeoning, Piercing, and Slashing.

Earth Form The elemental's hit point maximum is increased an amount equal to twice your summoner level, and their AC increased by an amount equal to your Proficiency bonus.

Fire

Speed. Fly 30 ft, Walk 0 ft.

Damage Types. Fire, Lightning

Firey Touch. Once per turn, when the elemental passes through a creature's space, touches a creature, or is hit by a melee attack made by a creature within 5 feet of it takes (Xd6) fire damage, where X is your Proficiency Bonus.

Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing.

Water

Speed. Swim 90 ft, Walk 30 ft.

Whelm. When the elemental is grappling a creature, they take (Xd4) Bludgeoning damage at the end of each of the elemental's turns, where X is your proficiency bonus. A creature that cannot breathe water that is grappled by the elemental cannot breathe.

Water Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Death Burst

When you reach 2nd level, your summons start to overflow with primordial magic, and let loose all that's left when they leave.

When you lose concentration on a summoned creature of summon level 5 or lower, or when such a creature is reduced to 0 hit points, you may use your reaction to focus their magic outwards into an explosions. All creatures within 10 feet of the summon must succeed on a Dexterity saving throw, or take Xd12 eidolon damage, where X is its summon level.

This range increases by 5 feet when you reach level 6, 9, and 18.

Quasi-Elemental Summons

When you reach level 6, you gain the ability to mix and match your elementals to suit a situation.

When you summon an elemental, you may swap out one of these listed abilities for any other ability in the list; Air Avoidance, Damage Resistances, Firey Touch, Whelm. You may also do this for any single focus specific action on a summon statblock, swapping it out for another elemental's ability.

You may do this a number of times equal to your proficiency bonus, then must take a long rest before doing it again.


Elemental Mote

Small elemental, neutral


  • Armor Class 12
  • Hit Points 10
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 16 (+3) 10 (0) 15 (+2) 8 (-1)

Summon Level. 1

Summon Duration. 1 hour.


  • Senses passive Perception 11
  • Languages All languages of its summoner, but can't speak

Actions

Windblast. (Air) Ranged Weapon Attack: + (your spell attack modifier) to hit, 20/60 ft., one target. Hit: 1d4 eidolon damage.

Heavy Punch. (Earth) Melee Weapon Attack: + (your spell attack modifier) to hit, reach 5 ft., one target. Hit: 3d4 + 2 eidolon damage.

Ignite. (Fire) All creatures within 5 feet of the elemetnal must make a Dexterity saving throw or take 2d4 fire damage.

Tide. (Water) Melee Weapon Attack: + (your spell attack modifier) to hit, reach 5 ft., one target. Hit: 1d4 + 2 eidolon damage. The creature must succeed on a Strength saving throw or be grappled.


Elemental Footsoldier

Medium elemental, neutral


  • Armor Class 14
  • Hit Points 25
  • Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 12 (+2) 16 (+3) 10 (0) 15 (+2) 8 (-1)

  • Summon Level. 2
  • Summon Duration. 1 minute

  • Senses passive Perception 11
  • Languages All languages of its summoner

Actions

Multiattack. The footsoldier makes two strike attacks.

Strike. *Melee Weapon Attack: + (your spell attack modifier) to hit, Reach 5ft., one target. Hit: 1d10 + 3 eidolon damage.

Unleash Elements (1/Summon). The footsoldier unloads a blast of its elemental energy outwards. All creatures in a 30 foot cone must make a Dexterity (Fire, Water) or Strength (Air, Earth) saving throw. On a failure:

Air. The creature takes 2d8 thunder damage, and is pushed back 10 feet.

Earth. The creature takes 2d6 bludgeoning damage and is knocked prone.

Fire. The creatures takes 3d10 fire damage.

Water. The creature takes 2d8 cold damage, and is grappled until the end of their next turn.


Loyal Weird

Large elemental, Neutral


  • Armor Class 16
  • Hit Points 50
  • Speed Speed

Summon Level. 3

Summon Duration. 1 minute.


STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 10 (0) 15 (+2) 8 (-1)

  • Senses passive Perception 11
  • Languages All languages of its summoner, but can't speak

Actions

Constrict. Melee Weapon Attack: + (your spell attack modifier) to hit, reach 10 ft., one creature. Hit: 3d6 + 3 eidolon damage. If the target is Medium or smaller, it is grappled (escape DC equal to your spell save DC) and pulled 5 feet toward the weird. Until this grapple ends, the target is restrained, the weird can't constrict another target, and:

Air. The creature takes a penalty to their check made to escape equal to your spellcasting ability modifier.

Earth. The creature takes 2d8 + 3 eidolon damage at the start of each of their turns.

Fire. The creature 3d6 + 2 eidolon damage at the start of each of their turns

Water. The creature takes 1d6 + 2 eidolon damage at the start of each of their turns.

Wild Collective

With your shouts comes the stampede, you are not just a guardian of nature, you force nature to bend to your whims and call upon the great beasts of the realms for their power and aid. Claw, Wing, Venom, and the great beasts that wield them are yours to command.

Collective Spells

Spell Level Spells
Cantrip druidcraft, primal savagery, thorn whip
1st longstrider
2nd locate animals or plants
3rd meld into stone

Eidolon Type

Eidolons you summon have the beast creature type.

Your animalistic summons can use the poison damage type, and their attacks are considered magical for overcoming resistances and immunities.

When you summon a beast, you may give it a swim speed equal to its walking speed, reducing its walking speed to 0. If you do this, it gains the Amphibious trait, allowing it to breathe both air and water.

Blood of the Wild

When you take this collective at 1st level, you ingratiate yourself with the wild nature of the world, becoming in tune with beasts of all types. You gain the following benefits:

  • You can speak with beasts and monstrosities with an intelligence of 4 or less as though you shared a language.
  • Your hit point maximum increases by 1, and increases by 1 every time you take a summoner level.
  • You gain a natural weapon you are proficient in, which can be used with either strength or dexterity modifier to calculate your to hit bonus and damage bonus. On a hit, this weapon deals 1d8 bludgeoning, piercing, or slashing damage, your choice. When you reach level 5, this damage is considerd magical for the purposes of overcoming resistances and immunities.

Unleash the Beast

Starting at 2nd, your beasts become in tune with you the moment they arrive, and act as fast as they can.

When you summon a beast, you may immediately take the attack action, and your beast may move up to its movement speed in any direction and use one of its actions.

Once you trigger this effect, you must take a short or long rest before doing so again. The number of times you can do this per rest increases by 1 at level 5, 11, and 17.

Final Flurry

When you reach 6th level, your beasts have the tendency to go out with a bang, unleashing their full fury before death.

When you lose concentration on a summoned creature of summon level 5 or lower, or when such a creature is reduced to 0 hit points, you may use your reaction to order a final attack. They may then move up to their movement speed towards a creature and use any one of their actions except for Multiattack.


Pack Partner

Medium beast, neutral


  • Armor Class 11
  • Hit Points 15
  • Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 13 (+1) 6 (-2) 16 (+3)

  • Summon Level. 1
  • Summon Duration. 10 minutes.

  • Skills Perception +5, Stealth +3
  • Senses passive Perception 15
  • Languages All languages of its summoner

Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The pack partner has advantage on an attack roll against a creature if at least one of the pack partner's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Actions

Bite. Melee Weapon Attack: + (your spell attack modifier) to hit, reach 5 ft., one target. Hit: 1d6 + 3 piercing damage.


Beast of Burden

Large beast, neutral


  • Armor Class 14
  • Hit Points 40
  • Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (0) 14 (+2) 6 (-2) 14 (+2) 6 (-2)

  • Summon Level. 2
  • Summon Duration. 8 hours.

  • Senses passive Perception 12
  • Languages All languages of its summoner, but can't speak

Trampling Charge. If the beast of burden moves at least 20 ft. straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a Strength saving throw or be knocked prone. If the target is prone, the beast of burden can make another attack with its hooves against it as a bonus action.

Actions

Hooves. Melee Weapon Attack: + (your spell attack modifier) to hit, reach 5 ft., one target. Hit: (2d6 + 4) bludgeoning damage.


Little Birdy

Tiny beast, neutral


  • Armor Class 16
  • Hit Points 10
  • Speed 20 ft., fly 50 ft.

STR DEX CON INT WIS CHA
6 (-2) 17 (+3) 13 (+1) 6 (-2) 16 (+3) 6 (-2)

  • Summon Level. 1
  • Summon Duration. 1 hour

  • Skills Perception +6, Stealth +7
  • Senses darkvision 120 ft., passive Perception 16
  • Languages All languages of its summoner, but can't speak

Nimble Escape. The little birdy can take the Disengage or Hide action as a bonus action on each of its turns.


Actions

Peck. Melee Weapon Attack: + (your spell attack modifier) to hit, reach 5 ft., one target. Hit: 1d4 - 2 piercing damage.


Melee Eidolon

Small eidolon


  • Armor Class 15
  • Hit Points 20
  • Speed 30

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 10 (0) 10 (0) 10 (0)

  • Summon Level. 1
  • Summon Duration. 1 minute

  • Languages Understands it's Summoner's Languages, but can't speak.
  • Senses passive Perception 10

Actions

Eidolon Strike. Melee weapon attack: +(your spell attack modifier) to hit, 5 ft., one target. Hit: 1d8 + 2 Eidolon damage.


Ranged Eidolon

Small eidolon, unaligned


  • Armor Class 15
  • Hit Points 20
  • Speed 30

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 10 (0) 10 (0) 10 (0)

  • Summon Level. 1
  • Summon Duration. 1 minute

  • Languages Understands it's Summoner's Languages, but can't speak.
  • Senses passive Perception 10

Actions

Eidolon Shot. Ranged Weapon Attack: + (your spell attack modifier) to hit, range 60/120 ft., one target Hit: 1d8 + 2 Eidolon damage.


Powerhouse Eidolon

Medium eidolon, neutral


  • Armor Class 16
  • Hit Points 40
  • Speed 30

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 10 (0) 10 (0) 10 (0)

  • Summon Level. 2
  • Summon Duration. 1 minute

  • Languages Understands it's Summoner's Languages, but can't speak.
  • Senses passive Perception 10

Actions

Multiattack. The Eidolon makes two Strike attacks.

Eidolon Strike. Melee weapon attack: + (your spell attack modifier) to hit, 5 ft., one target. Hit: 1d8 + 2 Eidolon damage.


Mount Eidolon

Large eidolon, neutral


  • Armor Class 15
  • Hit Points 45
  • Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 14 (+2) 10 (0) 12 (+1) 10 (0)

  • Summon Level. 2
  • Summon Duration. 8 hour

  • Senses passive Perception 11
  • Languages Understands it's Summoner's Languages, but can't speak.

Trampling Charge. If the Eidolon moves at least 20 feet straight toward a creature and then hits it with a strike attack on the same turn, that target must succeed on a Strength saving throw or be knocked prone. If the target is prone, the Eidolon can make another attack with its strike against it as a bonus action.

Actions

Eidolon Strike. Melee weapon attack: + (your spell attack modifier) to hit, 5 ft., one target. Hit: 1d6 + 4 Eidolon damage.


Sharpshooter Eidolon

Medium eidolon, unaligned


  • Armor Class 15
  • Hit Points 22
  • Speed 30

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 14 (+2) 10 (0) 14 (+2) 10 (0)

  • Summon Level. 2
  • Summon Duration. 1 minute

  • Languages Understands it's Summoner's Languages, but can't speak.
  • Senses passive Perception 12

Actions

Multiattack. The Eidolon makes two Shot attacks.

Eidolon Shot. Ranged Weapon Attack: + (your spell attack modifier) to hit, range 60/120 ft., one target Hit: 1d8 + 2 Eidolon damage.


Berserker Eidolon

Medium eidolon, neutral


  • Armor Class 15
  • Hit Points 30
  • Speed 30

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 14 (+2) 10 (0) 10 (0) 10 (0)

  • Summon Level. 3
  • Summon Duration. 1 minute

  • Saving Throws. Wis +4
  • Senses passive Perception 10
  • Languages Understands it's Summoner's Languages, but can't speak.

Reckless. At the start of its turn, the Eidolon can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

Actions

Eidolon Strike. Melee weapon attack: + (your spell attack modifier) to hit, reach 5 ft., one target. Hit: 4d6 + 4 slashing damage.


Vanguard Eidolon

Medium eidolon, neutral


  • Armor Class 18
  • Hit Points 70
  • Speed 30

STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 16 (+3) 10 (0) 14 (+2) 10 (0)

  • Summon Level. 3
  • Summon Duration. 1 minute

  • Senses passive Perception 10
  • Languages Understands it's Summoner's Languages, but can't speak.

Deflect. As a reaction to it's summoner being attacked while the eidolon is within 5 feet, the eidolon can replace itself as the target of the attack. When it does this, the attack instantly hits.

Actions

Eidolon Strike. Melee weapon attack: + (your spell attack modifier) to hit, reach 5 ft., one target. Hit: 2d8 + 2 slashing damage.

Collective Breakdown

Subclass Level Feature Breakdown
1st Summoners at this level get an understanding of what their eidolons and summons are, as well as a powerful feature that changes the way they interact during combat (or how they summon creatures), separating themselves from other summoners.
2nd Summons created by the caster gain an Enter the Battlefield Effect, this can be anything from dealing damage to afflicting creatures with a condition.
6th Summons gain a Leaving the Battlefield effect, usually related to recycling their energy flavor wise.
9th Ribbon that makes the user feel more like the creatures they summon

Misc Info

DMs: Dealing with Summoners

When throwing monsters at your summoner, it might be easy to consider the summons as creatures in combat, but that becomes a dangerous route which will give the summoner far too much battle control.

Think of the summons as extended spell effects with damage output and certain space for utility, rather than full combatants or party members.

For most creatures familiar with magic, attacking the summoner is a no-brainer, and it's always obvious (unless stated otherwise) that the summoner is controlling summoned creatures.

Your Summons and You!

What is Concentration?

Concentrating on your summons is a mix of the magical energy keeping them present and stable as well as the controlling and orders you give out. Keeping your portal to hell open is just as important as telling your nitro fiend where to go.

It is heavier on one half than the other in most subclasses. The control over the magical energy that keeps your angels present is more important than directing them, as they are naturally organized. However, a construct entirely controlled by you requires your concentration to act, otherwise it might just explode from magic overload!

This is, of course, all flavor, and may be different depending on your take on the different subclasses.

Buddy Buddy!

It is assumed by this class that the relationship between a summoner and their summoned creatures is a POSITIVE one. Demons listen to you because they're afraid of you or think you're cool. Angels respect you. Constructs are programmed to listen to you. Etc!

In general, summoned creatures will never disobey their controller, however you may want to introduce complications with your summoned creatures with your DM, perhaps giving them personalities and specific feelings towards actions and people. (this is best for the long-form summons)

Similarly, if a summoner continues acting out of their Collective's best interest (Angels don't like working for psychopaths), a DM might want to subtly change how a summoner's creatures react to them, or even what they are!

For instance, if you ARE a mass murderer, perhaps the only angels that come to you are the fallen angels. Or, if you're a goodie two shoes, only yugoloths and contracted fiends will care to do your bidding.

Changelog

V0.3

  • All Summons HP is divisible by 5
  • Fixed the Spell Slot Table
  • 6th level subclass abilities now all activated by loss of concentration or summoned creature dropping to 0
  • Concentration rules changed, you now don't lose all concentrations, just the highest level one, when you lose concentration
  • Added a theoretical level 20 capstone
  • Artificial Collective now has Eldritch Blast (don't @ me)
  • Massive wording overhaul, fixing various complex sections, restructuring how summoning is explained and how concentrations work.
  • Changed the Artificial Collective's modifications, they are not per summon anymore.
  • Adjusted how the Arcane Empowerment works, it's more specific with when you can activate it, also adjusted the dice and rolls given by it.
  • Summon duration fixes. 1 minute, 10 minutes, 1 hour, 8 hours are the formal summon durations now.

V0.4

  • Moved the DM Information, explained more for players
  • Moved 10th level collective feature to 9th level.
  • Added Summon Familiarity - Makes all summons have the sight/hearing abilities of Find Familiar, later improves at 17th level to be the Homunculus' abilities.
  • Adjusted Fey Step, improving it and making it an action.
  • Adjusted Eidolon Damage
  • Minor Statblock changes
  • It takes an action to command summons, abilities and statblocks have been changed to reflect this
  • Summoning is now a Bonus Action, so you can summon a creature and command summons on the same turn.

V0.5

  • Added a Maximum Summon Level - Get outta here you Multiclassing Hooligans! Ain't nobody gonna 'buse mah class!

V0.6

  • Removed the celestial and fey subclasses
  • Added Primordial and Wild collectives
  • Nerfed ETB effects, making them trigger only a limited number of times per short rest
  • Removed spell slots, short rest recharging summon points are now used, using monk progression
  • Max summon level is 6, for eventual Mystic Arcanum type summons

V0.7

  • Finished the base features of the primordial collective
  • Small tweaks and fixes in text.
 

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