Summoner
| Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | Evolutions |
|---|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Summon Eidolon, Summoning Style, Spellcasting | 2 | 2 | 2 | — | — | — | — | 1 |
| 2nd | +2 | Bond Senses | 2 | 3 | 2 | — | — | — | — | 1 |
| 3rd | +2 | Rejuvenate Eidolon | 2 | 4 | 3 | — | — | — | — | 2 |
| 4th | +2 | Ability Score Improvement | 2 | 5 | 3 | 2 | — | — | — | 2 |
| 5th | +3 | Summoning Style Feature | 2 | 6 | 4 | 2 | — | — | — | 3 |
| 6th | +3 | Amplified Summoning | 2 | 7 | 4 | 2 | — | — | — | 3 |
| 7th | +3 | ─ | 2 | 8 | 4 | 3 | — | — | — | 4 |
| 8th | +3 | Ability Score Improvement | 2 | 9 | 4 | 3 | — | — | — | 4 |
| 9th | +4 | ─ | 2 | 10 | 4 | 3 | 2 | — | — | 5 |
| 10th | +4 | Summoning Style Feature | 3 | 11 | 4 | 3 | 2 | — | — | 5 |
| 11th | +4 | ─ | 3 | 12 | 4 | 3 | 3 | — | — | 6 |
| 12th | +4 | Ability Score Improvement | 3 | 12 | 4 | 3 | 3 | — | — | 6 |
| 13th | +5 | ─ | 3 | 13 | 4 | 3 | 3 | 1 | — | 7 |
| 14th | +5 | Summoning Style Feature | 4 | 13 | 4 | 3 | 3 | 1 | — | 7 |
| 15th | +5 | ─ | 4 | 14 | 4 | 3 | 3 | 2 | — | 8 |
| 16th | +5 | Ability Score Improvement | 4 | 14 | 4 | 3 | 3 | 2 | — | 8 |
| 17th | +6 | ─ | 4 | 15 | 4 | 3 | 3 | 3 | 1 | 9 |
| 18th | +6 | Bond Gift | 4 | 15 | 4 | 3 | 3 | 3 | 1 | 9 |
| 19th | +6 | Ability Score Improvement | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 10 |
| 20th | +6 | Summoning Style Feature | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 10 |
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, light crossbows, hand crossbows
- Tools: None
- Saving Throws: Constitution, Charisma
- Skills: Choose two from Arcana, History, Persuasion, Nature, Insight, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a light crossbow or (b) any simple weapon
- (a) a component pouch or (b) an arcane focus
- (a) a scholar's pack or (b) an explorer's pack
Summon Eidolon
At 1st level, you create a connection with an outsider that you can use to summon it to your plane. An Eidolon has the same alignment as it's summoner, and can speak and understand all of their languages. A summoner can summon his eidolon in a ritual that takes 1 minute to perform, or spend a spell slot of 1st level or higher to summon it as an action. The Eidolon appears 5 feet away from you, and if there is no open space, the ritual fails. An Eidolon remains summoned until the summoner completes a long rest, the summoner decides to dismiss it as a bonus action, or if the Eidolon ends the round at 0 hit points. If the Eidolon is dismissed due to ending the round at 0 hit points, then it can only be summonned again by the summoner either spending an hour in deep meditation, which summons the Eidolon with half of its maximum hit points, or by spending a spell slot of 1st level or higher, which summons the Eidolon with 1d8 + the summoner's Charisma modifier hit points. When summonned, an Eidolon has the same amount of hit points from the last time it was dismissed, and can only regain these lost hit points after the summoner completes a long rest.
Eidolon Rules
Your Eidolon acts on your turn, and has it's own action, bonus action, and reaction. It will follow your orders to the best of it's abilities, but if no orders are given, it will act to protect itself and it's summoner. You are able to shape the form of your Eidolon when you first connect with it, and as you gain levels in this class, your Eidolon gains evolutions which can change how it functions. Rules for Eidolon creation and evolutions are detailed at the end of this document.
Summoning Style
At 1st level, you pick your Summoning Style, which affects how you summon your Eidolon and the benefits it grants you. You can practice Partner Summoning, Fusion Summoning, or Master Summoning. Your choice grants you features at 1st, 5th, 10th, 14th, and 20th level.
Spellcasting
Your connection with your Eidolon has granted you the ability to cast spells, gathering magical energy from the plane your Eidolon resides.
Cantrips
At 1st level, you know 2 cantrips from the summoner spell list. You learn additional summoner cantrips of your choice at higher levels, as shown in the Cantrips known column of the Summoner table.
Spell Slots
The Summoner table shows how many spell slots you have to cast your spells of 1st level or higher. To cast one of these summoner spells, you must expend a slot of that spell's level or higher. You regain all expended spell slots when you finish a long rest.
Spells Known of 1st Level or Higher
You know two 1st-level spells of your choice from the summoner spell list. The Spells Known column of the Summoner table shows you when you learn more summoner spells of your choice. Each of these spells must be of a level for which you have spell slots. Additionally, when you gain a level in this class, you can choose one of the summoner spells you know and replace it with another spell from the summoner spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your summoner spells, since your connection with your Eidolon is what allows you to channel your magic. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a summoner spell you cast and when making an attack roll with one.
Spell Save DC
Spell attack modifier
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your sorcerer spells.
Bond Senses
At second level, your bond with your Eidolon has strengthed further, allowing you to experience the world through your Eidolon's senses. As an action, a summoner can share the senses of his Eidolon, seeing through it's eyes and hearing whatever it can hear until the start of your next turn, gaining the benefits of any Special Senses that your Eidolon has. During this time, you are blind and deaf in regard to your own senses.
Rejuvenate Eidolon
At third level, you are able to channel some of your arcane energy in order to rejuvenate your Eidolon. As an action while your Eidolon is summoned and within 30 feet of you, you may spend a spell slot of 1st level or higher. Your Eidolon regains 2d8 + your Charisma modifier hitpoints, plus an additional 1d8 for every slot level above 1st.
Ability Score Improvement
When you reach 4th level, 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.
Amplified Summoning
At 6th level, your connection with your Eidolon has allowed you to charge it with arcane energy. Any attack made by your Eidolon is considered magical for the purposes of bypassing damage resistances.
Bond Gift
At 18th level, your connection with your Eidolon has become near unbreakable. Your strong connection allows you to harness the abilities of your Eidolon at all times. You may choose one Evolution that your Eidolon has, that Evolution is applied to the summoner.
Summoning Styles
Summoning is an incredibly versatile art, constantly being expanded and further explored each an every day. To that end, you are unlikely to find two summoners summoning in the exact same way. Some strengthen their connection with their Eidolon, granting it strength in order to defend its summoner. Some summoners merge with their Eidolons, making its strength their own and fighting as one. And some summoners forgo simply creating a bond with one Eidolon, instead choosing to focus creating connections with a myriad of creatures. These variations are called Summoning Styles, and shape how the very connection between a summoner and Eidolon is formed.
Partner Summoning
You form a deep connection with your Eidolon, granting it strength and versatility from your power, in exchange for protection from those who would seek to harm you.
Life Link
At 1st level, you are able to transfer your life energy to your Eidolon in times of danger, and vice versa. Whenever your Eidolon would take damage, you may instead choose to take the damage instead, ignoring any resistances and immunities. Also, whenever you would take damage, your Eidolon make take the damage instead, ignoring any resistanes and immunities the Eidolon has.
Maker's Bond
At 5th level, your bond with your Eidolon has grown to a new level, allowing you to call it from almost anywhere, along with being able to switch places with it at a whim. You may now summon your Eidolon as an action without spending a spell slot. Also, as a bonus action, you may switch places with your Eidolon as long as it is within 60 feet of you. You may use this ability an amount of times equal to your Charisma modifier (minimum once), and regain all uses of this ability on a long rest.
Greater Evolution
At 10th level, your bond with your Eidolon has granted it extra power, allowing it to take one extra Evolution that does not count towards your total amount of evolutions on the Summoner class table. You gain another extra evolution from this feature at 18th level.
Protective Bond
At 14th level, as long as your Eidolon is within 30 feet of you, you have advantage on all saves.
Twin Eidolon
At 20th level, you and your Eidolon have reached the strongest connection possible. As an action, you are able to take the form of your Eidolon, gaining its Evolutions and replacing your statistics with its own. When you are reduced to 0 hit points in this form, or 1 minute passes, you revert back to your original form, and your Eidolon is dismissed. You can only use this feature once per long rest.
Fusion Summoning
Instead of commanding your Eidolon from afar, your connection with your Eidolon grants you its power, giving you a facsimile of form that the summoner dons as a form of armor.
Fused Eidolon
At 1st level, you can meld your Eidolon with your essence, wearing your Eidolon as a living armor. As an action on your turn, you can merge with your Eidolon when it is within 10 feet of you, or when you complete the ritual to summon it. While fused with your Eidolon, you gain its current hit points as temporary hit points, and your Strength, Dexterity, and Consitution scores are replaced by the Eidolon's. Your armor class is replaced with the Eidolon's armor class, and you gain access to all of the Eidolon's attacks and Evolutions. While fused with your Eidolon, your Eidolon no longer takes its turn during your turn, but the summoner has access to all of its own class features and gear, except for the benefits of their armor. You remain fused with your Eidolon for 1 minute, and can fuse with your Eidolon an amount of times equal to your Charisma modifier (minimum once). If the amount of temporary hit points you have are reduced to 0, then you defuse with your Eidolon, and it is dismissed as if it was at 0 hit points. When you gain the Rejuvenate Eidolon feature, you may use it to regain the temporary hit points of the Eidolon, up to its maximum hit point total.
Maker's Leap
At 5th level, you are able to harness a bit more of your Eidolon's power when fused. You gain a bonus to your movement speed equal to half of your Eidolon's total movement speed while fused, and as an action on your turn, you may cast the dimension door spell without spending a spell slot while fused with your Eidolon. You may use the second part of this feature twice per short rest.
Quick Merge
At 10th level, your bond has strengthened with your Eidolon to the point where you can merge with it from any distance. As long as your Eidolon is summoned and on the same plane as you, you can use your Fused Eidolon feature as a bonus action instead of an action.
Split Forms
Upon reaching 14th level, you have become accustomed to battling while merged with your Eidolon, and have learned tricks to avoid serious injury. As a reaction when a creature makes an attack roll against you, you may split forms with your Eidolon. The attack roll is made with disadvantage, and the creature attacking you must roll a d20. On an 11 or higher, the attack targets the summoner. On a 10 or lower, the attack targets the Eidolon.
Creature Fusion
At 20th level, the power your Eidolon grants you allows you to merge with other creatures when combining with your Eidolon. When using your Fused Eidolon feature as an action, you may also fuse with with a willing creature within 5 feet of you. You gain the normal benefits of your Fused Eidolon feature, and the hit points of the creature you fused with are added to the pool of temporary hit points. While fused in this way, your ability scores are replaced with any of the ability scores of the fused creature that are higher than your own, and you gain access to any of the fused creature's features and abilities. The fused creature also has control over your character, and takes its turn on its normal initiative count. When one minute passes, or the pool of temporary hit points is reduced to 0, both you and the creature defuse, and both must make a Constitution saving throw equal to your spell save DC or gain a level of exhaustion. You may only fuse with another creature once per long rest.
Master Summoning
Your connection with your Eidolon has branched out to smaller, weaker connections with other creatures throughout the plane. While these connections may not be as strong, they allow you to summon their power at times of great need.
Master Summoning Spells
You gain these spells at the specified levels. These spells do not count towards your total Spells Known
| Summoner Level | Spells |
|---|---|
| 1st | Find Familiar |
| 5th | Summon Beastial Spirit |
| 9th | Summon fey spirit, Summon shadow spirit, Summon undead spirit |
| 13th | Summon abberant spirit, Summon Elemental Spirit |
| 17th | Summon Celestial Spirit |
Conjuration Link
At 1st level, you are able to share some of your Eidolon's power with the creatures you summon through it. When you cast one of the spells from your Master Summoning Spells, you can give the creature you summon one of the effects of one of your Eidolon's evolutions. If the creature summoned is unable to attack, it is able to attack while it has this evolution.
Maker's Call
At 5th level, you are able to leverage your connection with the various creatures you summon to manuever them around the battlefield quickly and efficiently. As a bonus action on your turn, you may switch your Eidolon's place with the place of any creature you summoned from your Master Summoning Spells, or a willing ally. As a reaction when your Eidolon would take damage, you can cause the damage to be redirected to a summoned creature from your Master Summoning Spells, applying any resistances and immunities as normal. You may use each part of this feature an amount of times equal to your Charisma modifier (minimum once).
Swift Summon
At 10th level, when you summon your Eidolon with a spell slot or casting a spell from the Master Summoning Spells, you may do so as a bonus action.
Advanced Summoning Art
At 14th level, your Eidolon's connection allows you to summon more powerful versions of the creatures you are connected to. You gain a special 6th and 7th level spell slot which you can only use to cast one of your Master Summoning Spells. You gain an 8th and 9th level spell slot once you reach 17th level in this class. You regain these spell slots on a long rest.
Multi-Summon
At 20th level, when you cast a spell on your Master Summoning Spells list as an action, you may cast another spell from that list as long as the spell slot used is 5th level or lower. You concentrate on both spells, and if you lose concentration by any means other than ending the spell yourself or the spell duration ending, you suffer psychic feedback, taking (spell slot level used for first spell)d4 + (spell slot level used for second spell)d4 psychic damage. You may only use this feature once per long rest.
Eidolons
Your Eidolon is a malleable creature, it's form changes and evolves based on the type of summoner. No two summoners are likely to have the same Eidolon, as it is a creature shaped by experience and connections.
Creating an Eidolon
Upon character creation, you also create your Eidolon. When creating your Eidolon, you pick from one of five different body types: Avian, Aquatic, Biped, Serpentine, and Quadrupedal. Each body type grants a different bonus to your Eidolon's ability scores, and affects their starting Evolutions. When creating your Eidolon, you assign them ability scores using this array: 15, 14, 13, 12, 10, 8. Your Eidolon scales based off your summoner level, and gains Evolutions based on the Evolutions column of the Summoner table. When you gain an Abilty Score Increase, your Eidolon does as well, but cannot use their Ability Score Increase to learn a Feat.
Avian
Small monstrosity, same alignment as summoner
- Armor Class (10 + Dexterity modifier)
- Hit Points 6 + (1d6 per summoner level past the first) + (Eidolon's Constitution modifier per level)
- Speed 20 ft., fly 40 ft.
STR DEX CON INT WIS CHA +2 to DEX +1 to WIS
- Saving Throws same as summoner's
- Skills same as summoner's
- Senses Darkvision 30ft., passive perception(10 + summoner's perception + eidolon's WIS)
- Languages can understand all the summoner's languages
Actions
Talons Melee Weapon Attack: summoner's proficiency bonus+DEX mod, reach 5ft., one target. Hit: 1d6+DEX mod piercing damage
Beak Melee Weapon Attack: summoner's proficiency bonus+DEX mod, reach 5ft., one target. Hit: 1d6+DEX mod piercing damage
Evolutions
Flight, Extra Appendage(Talons), Extra Appendage(Beak), Finesse Attacks, Darkvision
Aquatic
Medium monstrosity, same alignment as summoner
- Armor Class (10+Dexterity modifier)
- Hit Points 8+(1d8 per summoner level past the first)+(Eidolon's Constitution modifier per level)
- Speed 20 ft., swim 40 ft.
STR DEX CON INT WIS CHA +1 to STR +2 to INT
- Saving Throws same as summoner's
- Skills same as summoner's
- Senses Darkvision 30ft., passive perception(10 + summoner's perception + eidolon's WIS)
- Languages can understand all the summoner's languages
Actions
Tail Melee Weapon Attack: summoner's proficiency bonus+STR mod, reach 5ft., one target. Hit: 1d8+STR mod bludgeoning damage
Bite Melee Weapon Attack: summoner's proficiency bonus+STR mod, reach 5ft., one target. Hit: 1d8+STR mod piercing damage
Evolutions
Extra Appendage(Tail), Extra Appendage(Mouth), Darkvision, Gills
Biped
Medium monstrosity, same alignment as summoner
- Armor Class (10+Dexterity modifier)
- Hit Points 8+(1d8 per summoner level past the first)+(Eidolon's Constitution modifier per level)
- Speed 30 ft.
STR DEX CON INT WIS CHA +2 to STR +1 to DEX
- Saving Throws same as summoner's
- Skills same as summoner's
- Senses passive perception(10 + summoner's perception + eidolon's WIS)
- Languages can understand and speak all the summoner's languages
Actions
Slam Melee Weapon Attack: summoner's proficiency bonus+STR mod, reach 5ft., one target. Hit: 1d8+STR mod bludgeoning damage
Claws Melee Weapon Attack: summoner's proficiency bonus+STR mod, reach 5ft., one target. Hit: 1d8+STR mod slashing damage
Evolutions
Extra Appendage(Arms), Extra Appendage(Claws), Communication, Telepathy
Serpentine
Medium monstrosity, same alignment as summoner
- Armor Class (10+Dexterity modifier)
- Hit Points 8+(1d8 per summoner level past the first)+(Eidolon's Constitution modifier per level)
- Speed 20 ft., climb 30 ft.
STR DEX CON INT WIS CHA +1 to DEX +2 to CHA
- Saving Throws same as summoner's
- Skills same as summoner's
- Senses Tremorsense 20 ft., passive perception(10 + summoner's perception + eidolon's WIS)
- Languages can understand and speak all the summoner's languages
Actions
Tail Melee Weapon Attack: summoner's proficiency bonus+DEX mod, reach 5ft., one target. Hit: 1d8+DEX mod bludgeoning damage
Bite Melee Weapon Attack: summoner's proficiency bonus+DEX mod, reach 5ft., one target. Hit: 1d8+DEX mod piercing damage
Evolutions
Extra Appendage(Mouth), Extra Appendage(Bite), Tremorsense, Climb, Finesse Attacks
Quadruped
Large monstrosity, same alignment as summoner
- Armor Class (10+Dexterity modifier)
- Hit Points 10+(1d10 per summoner level past the first)+(Eidolon's Constitution modifier per level)
- Speed 40 ft.
STR DEX CON INT WIS CHA +1 to STR +2 to CON
- Saving Throws same as summoner's
- Skills same as summoner's
- Senses passive perception(10 + summoner's perception + eidolon's WIS)
- Languages can understand and speak all the summoner's languages
Actions
Slam Melee Weapon Attack: summoner's proficiency bonus+STR mod, reach 5ft., one target. Hit: 1d10+STR mod bludgeoning damage
Hooves Melee Weapon Attack: summoner's proficiency bonus+STR mod, reach 5ft., one target. Hit: 1d10+STR mod slashing damage
Evolutions
Extra Appendage(Legs), Mount
Evolutions
Evolutions may be restricted based on certain Eidolon body types, and may have prerequisites that must be met before the evolution may be selected. An Eidolon cannot have two of the same Evolution unless it is specified in the Evolution itself. If an Evolution requires a saving throw, you use your summoner spell save DC for the saving throw.
Extra Appendage
Your Eidolon may choose from a list of appendages. Appendages give different attacks to Eidolons and may be a prerequisite for other Evolutions. Attack damage scales based off of Eidolon size. You may take this evolution multiple times, selecting a different appendage each time.
| Damage Type | Possible Appendages |
|---|---|
| piercing | beak, talons, mouth |
| slashing | claws |
| bludgenoning | tail, arms, hooves |
| Damage Die | Size Category |
|---|---|
| 1d6 | small |
| 1d8 | medium |
| 1d10 | large |
Finesse Attacks
(prerequisites: any Eidolon not of Quadruped type) Your Eidolon may use their Dexterity modifier instead of their Strength modifier when making an attack roll with one of their natural weapons
Darkvision
Your Eidolon gains Darkvision out to 30 feet.
Mount
(prerequesites: Your Eidolon must be size large) Creatures of medium size or smaller are able to ride your Eidolon like a mount.
Communication
(prerequesites: Your Eidolon must have the mouth appendage) Your Eidolon becomes capable of speech. It may speak any language known by the summoner.
Telepathy
You and your Eidolon are able to communicate telepathically.
Improved Defenses
Your Eidolon's AC becomes 13 + it's Dexterity modifier.
Gills
Your Eidolon gains the ability to breathe underwater, and gets a swimming speed equal to its movement speed.
Flight
Your Eidolon sprouts wings, granting it a flight speed equal to its movement speed.
Multiattack
(prerequisites: 5th level) When your Eidolon takes the attack action, it may attack twice. Each attack must be done with a different appendage. At 17th level, you can choose this Evolution again to allow your Eidolon to make a third attack.
Energy Attacks
Your Eidolon's attacks become charged with energy. Choose a damage type: fire, lightning, acid, or cold. All of your Eidolon's natural attacks do 1d6 extra damage of that type.
Energy Cannon
(prerequisites: 9th level, Energy Attacks) Your Eidolon gains a new natural weapon called the Energy Cannon. It has a reach of 30 feet, and deals 2d6 damage of the type chosen for your Energy Attack evolution.
Wing Buffet
(prerequisites: Flight) As an action, your Eidolon can create a large wind burst with its wings. All creatures in a 15 foot cone in front of your Eidolon must make a Strength saving throw. On a failure, a creature takes 4d6 slashing damage and is knocked prone. On a success, they take half as much damage, and are not knocked prone.
Damage Resistance
You can choose one damage type: fire, cold, acid, poison, lightning, thunder, piercing, slashing, or bludgeoning. Your Eidolon gains resistance to that damage type. You may select this Evolution multiple times, selecting a different damage type each time.
Damage Immunity
(prerequisites: Damage Resistance evolution) Your Eidolon gains immunity to one of the resistances you chose from the Damage Resistance evolution.
Constrict
(prerequisites: Extra Appendages(Tail)) On a successful attack using your tail, your Eidolon may choose to grapple the creature if it is the same size or small than the Eidolon. As a bonus action on that turn and on every turn that the creature is grappled, the Eidolon may deal 1d6 bludgeoning damage to the creature.
Martial Training
(prerequisites: Extra Appendages(Arms)) Choose three martial weapons. Your Eidolon gains proficiency in them, and attacks made using these weapons are considered natural weapons for the purposes of any Evolutions that enhance natural weapons, but the damage die remains the same for these weapons regardless of your Eidolon's size.
Reach
The range of your Eidolon's natural weapon attacks are increased by 5 feet.
Poison Stinger
(prerequisites: 7th level) Your Eidolon gains a poison stinger natrual weapon. It has a range of 20 feet, and deal 1d4 poison damage. If a creature is hit by this weapon, it must make a Constitution saving throw or take 1d6 poison damage at the end of each of their turns and be affected by the poisoned condition. At the start of their turns if they are still poisoned they may repeat the saving throw.
Item Bond
(prerequisites: 15th level) An Eidolon with this evolution may gain the benefits of one magic item that is attuned to the summoner.
Minor Magical Talent
Your Eidolon learns two cantrips from the Sorcerer spell list, which it may cast at any time. Also, it learns one first level spell from the Sorcerer spell list that does not have a consumable material component or a casting time longer than an action. You may choose it's Intelligence, Wisdom, or Charisma score for it's spellcasting ability. It may cast this spell once per short rest.
Intermediate Magical Talent
(prerequisites: 5th level, Minor Magical Talent) Your Eidolon learns one second level spell from the Sorcerer spell list that does not have a consumable material component or a casting time longer than an action. It may cast this spell once per short rest.
Major Magical Talent
(prerequisites: 9th level, Intermediate Magical Talent) Your Eidolon learns one third level spell from the Sorcerer spell list that does not have a consumable material component or a casting time longer than an action. It may cast this spell once per short rest.
Ultimate Magical Talent
(prerequisites: 17th level, Major Magical Talent) Your Eidolon learns one fourth and fifth level spell from the Sorcerer spell list that does not have a consumable material component or a casting time longer than an action. It may cast each of these spells once per short rest.
Climb
Your Eidolon gains a climbing speed equal to it's movement speed.
Size Increase
Your Eidolon increases in size. Small Eidolons become Medium, and Medium becomes Large. Your Eidolon hit and damage die for natural weapons changes based on your Eidolon's new size. You may take this evolution more than once if your Eidolon is smaller than Large.
| Hit and Damage Die | Size Category |
|---|---|
| 1d6 | small |
| 1d8 | medium |
| 1d10 | large |
Fused Defense
(prerequisites: Fusion Summoning Style) When fused with your Eidolon, the summoner's AC instead becomes 10 + your Eidolon's Dexterity modifier + your Charisma modifier.
Partner Spellcasting
(prerequisites: Partner Summoning Style) When the summoner casts a spell, they may cast it through their Eidolon, as if they were in the current spot occupied by their Eidolon.
Cantrips (0 Level)
- Acid Splash
- Blade Ward
- Dancing Lights
- Fire Bolt
- Friends
- Guidance
- Infestation
- Light
- Mage Hand
- Minor Illusion
- Poison Spray
- Prestidigitation
- Resistance
- Shape Water
- Thaumaturgy
1st Level
- Absorb Elements
- Animal Friendship
- Bless
- Command
- Comprehend Languages
- Create or Destroy Water
- Cure Wounds
- Detect Evil and Good
- Detect Magic
- Expeditious Retreat
- Heroism
- Mage Armor
- Magic Missile
- Protection from Good and Evil
- Unseen Servant
- Witch Bolt
2nd Level
- Aid
- Blur
- Blindness/Deafness
- Dragon's Breath
- Flock of Familiars
- Hold Person
- Invisibility
- Knock
- Mirror Image
- Misty Step
- Spiritual Weapon
3rd Level
- Blink
- Counterspell
- Create Food and Water
- Dispel Magic
- Glyph of Warding
- Haste
- Hypnotic Pattern
- Magic Circle
- Major Image
- Mass Healing Word
- Spirit Guardians
- Summon Lesser Demons
- Tiny Servant
- Tounges
4th Level
- Banishment
- Charm Monster
- Compulsion
- Control Water
- Elemental Bane
- Greater Invisibility
- Locate Creature
- Summon Greater Demon
5th Level
- Circle of Power
- Contact Other Plane
- Destructive Wave
- Dispel Evil and Good
- Hold Monster
- Infernal Calling
- Mass Cure Wounds
- Telekinesis