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The Summoner
\pagebreak ## The Summoner Loneliness. Weakness. The call to adventure. For most people these are passing moments, a part of the ups and downs of everyday life. There are those however, who are defined by these feelings. Whether feeling alone in a crowd, powerless to get what they deserve or eager to see all things the world has to offer, Bonders have taken a drastic step to solve their problems. Unable to meet the demands of the world alone they choose to give up a piece of their soul to bond with another creature and face life's challenges together. ### A Companion for Life When Summoners bind themselves to their Eidolon, they do so for life. They will stand against the world, together as one. They will always look out for each other, because in the end, they need each other. Whether they like it or not. The Eidolon will often be the stronger of the pair, but without the Summoner to guide it, the Eidolon is nowhere near its full potential. ### Split Soul The process of binding your soul with another creature can be quite taxing, especially if the creature isn't willing at first. Some people disappear into the wild to find a forest animal willing to bind, and return months later with a beast by their side willing to do anything for them, while others would rather summon a creature of untold horror, force it into submission, then bind the creature to follow their command. Some come across a friendly spirit and together their friendship fulls a powerful bond. However, having your soul bound to another creature means that your soul will never be full again. There is always something missing. It gets even more apparent for the Summoner when their Eidolon is far away from them, and can sometimes be physically painful for them to be a great distance from their Eidolon. ### Creating a Summoner When making your Summoner you must consider how you got your Eidolon. Did you travel the world to seek a companion, was it easy for you, or was it a life goal, was it even your choice to bind your soul? Maybe you were captured by cultist, that forced you to bind with a creature against yours and the creatures will. What kind of relationship do you have with your companion? Are you two inseparable friends? Or is it more of a master and servant relationship. Sometimes a Summoner might regret the act of soul binding and want to undo it, though it is a hard and lengthy process. Summoners are in contact with their Eidolon like no other two beings will ever be, and when you play as a Summoner you can describe how you and your companion act. #### Quick Build You can make a Summoner fast by following these suggestions. First, Charisma should be your highest ability modifier, followed by Constitution or Dexterity, depending if you need to take damage, or deal it. Second, you should take the Hermit background. \pagebreakNum ## Class Features As a Summoner, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d8 per Summoner level - **Hit Points at 1st Level:** 8 + your Constitution Modifier - **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per level after 1st #### Proficiencies ___ - **Armor:** Light armor - **Weapons:** Simple weapons - **Tools:** Choose one type of artisan’s tools or one musical instrument ___ -- ___ - **Saving Throws:** Constitution and Charisma - **Skills:** Choose two from Animal Handling, History, Nature, Insight, Arcana, Persuasion, Intimidation, Deception, Survival, Religion and Perception #### 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 pack *(b)* a scholar's pack or *(c)* a diplomat's pack - *(a)* a set of leather armor or *(b)* a set of scale mail (if proficient) - *(a)* a component pouch or *(b)* an arcane focus - *(a)* a set of tools of your choice (if proficient)
### The Summoner | Level | Proficiency Bonus | Features | Cantrips Known | Evolutions | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Soul Bond, Bonded Companion, Hidden Form, Spellcasting | 4 | 2 | 2 | — | — | — | — | — | — | — | — | | 2nd | +2 | Edict, Eidolon Senses | 4 | 2 | 3 | — | — | — | — | — | — | — | — | | 3rd | +2 | Bond Feature, Keen Guidance, Magic Item Absorption | 4 | 3 | 4 | 2 | — | — | — | — | — | — | — | | 4th | +2 | Ability Score Improvement | 5 | 3 | 4 | 3 | — | — | — | — | — | — | — | | 5th | +3 | Advanced Offense, Soul Link Casting | 5 | 3 | 4 | 3 | 2 | — | — | — | — | — | — | | 6th | +3 | Bonded Feature, Soul Infused Bond | 5 | 3 | 4 | 3 | 3 | — | — | — | — | — | — | | 7th | +3 | | 5 | 4 | 4 | 3 | 3 | 1 | — | — | — | — | — | | 8th | +3 | Ability Score Improvement | 5 | 4 | 4 | 3 | 3 | 2 | — | — | — | — | — | | 9th | +4 | Resting Voice | 5 | 4 | 4 | 3 | 3 | 3 | 1 | — | — | — | — | | 10th | +4 | Bond Feature, Countermeasure | 6 | 4 | 4 | 3 | 3 | 3 | 2 | — | — | — | — | | 11th | +4 | Soul Shield | 6 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 12th | +4 | Ability Score Improvement | 6 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 13th | +5 | Soul Purification | 6 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 14th | +5 | Bond Feature | 6 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 15th | +5 | | 6 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 16th | +5 | Ability Score Improvement | 6 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 17th | +6 | | 6 | 6 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | | 18th | +6 | Resonating Voice | 6 | 6 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | | 19th | +6 | Ability Score Improvement | 6 | 6 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | | 20th | +6 | Soul Infused Giant | 6 | 6 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
\pagebreakNum ### Soul Bond At 1st level, you have chosen to sacrifice a piece of your own soul to gain the aid of a creature stronger than you and to bolster your connection to the . You can choose one of several bonds detailed at the end of the class description. Your choice grants you additional features when you reach 3rd level and again at 6th, 10th and 14th levels. ### Bonded Companion At 1st level, you gain a companion that will serve and aid you in every way it possibly can. When you gain your first summoner level you must also create your companion, see rules for creating a companion in APPENDIX A. Your companion can understand any language you can speak, but it can't speak itself. The companion gains bonuses from being linked to your essence. In combat, the companion moves and acts on your turn in initiative. You can command it verbally (no action needed) and if you are incapacitated, it will do its best to protect you and itself from harm. You and your companion both become empowered from the bond you share but your companion needs guidance, your companion can only take the dodge action on its own, if you want it to take other actions you must use your action to command it to do so. If you are incapacitated or absent, your companion can take any action of its choice, not just Dodge. Whenever you gain the Ability Score Improvement class feature in this class, your companion's abilities also improve. You can increase one of its ability scores of your choice by 2, or you can increase two of its ability scores of your choice by 1. At the DM's discretion you can forgo increasing the companion's ability scores and instead take one feat of your choice for it. As normal, you can’t increase an ability score above 20 using this feature unless its description specifies otherwise. Your companion aids you in and out of battle, as it gains bonuses for being linked to your essence. It gains proficiency in two skills of your choice. In areas where it would use its proficiency bonus, it uses your proficiency bonus instead. It also uses your proficiency bonus when calculating its AC. Your companion can understand the languages you speak, but can't speak itself. Your companion will always use Strength for its attack and damage rolls (unless otherwise specified), and its damage dice is shown in the companion's stat block. If a feature for your companion requires another creature to make a saving throw, the DC is equal to your Spell Save DC. If your companion is reduced to 0 hit points, it falls unconscious and makes death saving throws. If it is killed, you can return it to life, as an action you can touch it and spend 1 spell slot, after 1 minute it will come back to life with all its hitpoints, or you can resummon it again at the end of a long rest, if you resummon it this way while its alive it will be teleported to you. The process of reviving can be very hard on your soul, gaining one level of exhaustion at the end of the rest when you revive your companion. If you die your companion will gain 1 level of exhaustion for each minute you are dead until you are revived again or the companion dies too. \columnbreak ### Symbiotic Link You have sacrificed much of your essence to form the bond you have with your companion, but it will in turn protect you with everything it can, at 1st level you gain the following benefits while within 60 feet of your companion: - When you take damage you can use your reaction to transfer that damage to your companion. - When you spend a hit dice to recover hit points during a short rest, your companion will heal for twice the amount of the healing you got from your hit dice. - If you are reduced to 0 hit points you can use your reaction to sacrifice your companion to save you, your companion will die but you are healed for an amount equal to the amount of hit points your companion had left. #### Planar Commander Your Eidolon helps to bolster your command and bond with the other creatures you summon or create. As long as your Eidolon is within 30 ft. of you creatures you summon or create gain the following features: - The creature's hit point maximum increases by an amount equal to summoner level. - The creature adds your proficiency bonus to its skill checks. - The creatures use your spell DC and to hit if higher than their to hit and DC's. - You can choose your Eidolon type from one of the following options: celestial, construct, dragon, elemental, fey, fiend, plant, aberration, undead or monstrosity. Any creature you summon or create using spells or class features may also gain this type and/or your "Soul Bond" Type. \pagebreakNum ### Hidden Form You have learned how to reduce your companion's size or hide them on another plane for an easy way to hide or carry it. At 1st level you learn one of the following features: - **Shrink:** You can use your bonus action to change your companion's size to Tiny or back to its full size if it is within 30 feet of you. If there isn't enough space for it to grow to its original size, it instead takes 1d10 force damage and stays Tiny. While in Tiny form, the companion can't attack in any way. - **Pocket Dimension:** As an action, you can temporarily dismiss your companion as long as it is within 5 feet of you. It disappears into a pocket dimension where it awaits your summons. As an action, while it is dismissed, you can cause it to reappear in any unoccupied space within 5 feet of you. If you go unconscious while your companion is in its pocket dimension, it reappears within 5 feet on you. - **Disguise:** As an action you can create an illusion around your companion that makes it looks like another beast or humanoid of similar build and size, such as making a drake look like a dog, or a demon look like a farmer. The disguise end if your companion takes any damage, deals damage to another creature or you end it as an action. At the end of a long rest you can choose to swap out your hidden form feature for a different one. ### Spellcasting At 1st level, you are able to use some magic to help your allies or bolster your companion. See Chapter 10 in the Player's Handbook for the general rules of spellcasting and the Summoner spell list can be found near the end of this document. #### Cantrips At 1st level, you know four cantrips of your choice from the summoner spell list. You learn an additional summoner cantrip of your choice at 4th level and another at 10th level. #### Preparing and Casting Spells The Summoner table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of Summoner spells that are available for you to cast, choosing from the summoner spell list. When you do so, choose a number of summoner spells equal to your charisma modifier + your summoner level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of summoner spells requires time spent in meditation with your Eidolon: at least 1 minute per spell level for each spell on your list. #### Spellcasting Ability Charisma is your spellcasting ability for your summoner spells, since the power of your magic relies on you being able to communicate with your Eidolon and the bond that you share. 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 soul binder spell you cast and when making an attack roll with one. Spell Save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier #### Spellcasting Focus You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your summoner spells. \pagebreakNum ### Edict You have gotten better control over your companion and can give it more complicated commands. You can use an action to speak a command to your companion. It must be able to hear you for the command to take effect. At 2nd level, you learn the following commands: - **Strike:** You command your companion to attack with extra ferocity. The next time your companion hits another creature with an attack this turn, that attack deals extra 2d6 damage. - **Toughen Up:** You command your companion to toughen up and be ready to withstand even more blows. Your companion gains 2d6 temporary hit points that last for 10 minutes. - **Block:** You command your companion to evade or block incoming attacks rather than taking them. Until the end of your next turn your companion can add your Charisma modifier to any saving throw it has to make, and add half your Charimsa modifier (rounded up) to its AC. - **Move:** You tell your companion that it needs to move fast, or move safely. When given this command your companion can take the Disengage or Dash action as a bonus action on this turn. You can use this feature a number of times equal to your Charisma modifier (minimum of 1), regaining all uses on a long rest. The amount of dice for the "Strike" and "Toughen Up" edict increase as you gain levels in this class, increasing to 3d6 at 5th level, 4d6 at 11th level and 5d6 at 17th level. ### Project Senses Beginning at 2nd level you can project your mind into your companion. As an action, you can see through your companion’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the companion has. During this time, you are deaf and blind with regard to your own senses. While you are seeing with your companion's eyes you can also choose to speak though it with your own voice being projected from its mouth. ### Keen Guidance Starting at 3rd level you can now give your companion commands more easily. You can now command your companion to take an action on your turn as a bonus action instead of an action. ### Magic Item Absorption When you reach 3rd level, the Bonder can perform a special ritual to merge a magic item into its companion during a short rest. Merging with an item requires physical contact between the Bonder, the item and the companion. Certain items have prerequisites. The companion must meet any prerequisite for the item to successfully merge with it. Your companion cannot merge with items requiring a class prerequisite. If the short rest is interrupted, the merging fails. Otherwise, at the end of the short rest, the item merges into the companion. While merged, the companion gains an intuitive understanding of how to activate any magical properties of the item, including any necessary Command words. Your companion can use the magical properties of the item and apply the effects to its natural weapons and natural armor, but doesn't get the benefit of the armor or weapon itself. It can only have one weapon merged at a time, and one piece of armor. The companions natural weapons can only benefit from one of the merged items, and you can change this on a short rest, the same goes for its natural armor. If it absorbs a weapon, its attacks becomes magical. Example: if you bind a +1 Plate armor to your companion it gains +1 to its AC, but not the benefits of wearing Plate armor. Each merged item within the creature counts as an attunement for the Bonder, regardless if whether the item required attunement. Attempting to merge with more than three items fails automatically. The Bonder can voluntarily end the merge by spending another short rest focused on the item, unless the item is cursed. If the companion dies, all the merges items are expelled from its corpse on the ground around it. \pagebreakNum ### Advanced Offense You have improved your control over your companion and can offer it better guidance in combat. Starting at 5th when you use an action to command your companion and they take the attack action this turn, your companion can make two attacks instead of one. Additionally as part of this action you can use one of your edicts. These benefits don't apply if you command your companion as a bonus action. ### Soul Linked Casting You and your companion are of the same soul, and you can channel magic through your link. At 5th level, when you cast a spell targeting yourself, you can choose to also have the spell affect your companion if the companion is within 60 feet of you. If you lose concentration on the spell, you both lose the effect, and you must make concentration checks also if your companion takes damage, as if you took that amount of damage.
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### Soul Infused Bond Starting at 6th level, your bond to your companion strengthens considerably. Your Companion's attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. It gains proficiency in all saving throws. Additionally, it has advantage on Intelligence and Charisma saving throws when you are within 100 feet of it and it can see you. Also, as an action, a summoner can call his companion to his side. This functions as casting dimension door. When used, the companion appears adjacent to the summoner (or as close as possible if all adjacent spaces are occupied). If your companion is out of range, the ability is wasted. You cannot use this feature again until you finish a short or long rest. You can now cast spells from your Eidolon space as if cast from you making the range based on its location. ### Resting Voice Beginning at 9th level you now regain all uses of your edicts on a short or long rest. ### Countermeasure At 10th level, your companion is very protective of you and will harm anyone who seeks to hurt you. When you are targeted by an attack, your companion can take one of the following reactions: - **Revenge:** The companion can use its reaction to make one attack against the enemy if it is within range. - **Roar:** It uses its reaction to let out a frightful roar to impose disadvantage on the attack roll as long as the attacker is within 30 feet of it and is not deafened. - **Body Shield:** If your companion is within 5 feet of you when the attack is made, it can use its reaction to redirect the attack to target the companion instead. ### Soul Shield At 11th level you can use some of your magic to shield your companion from attacks. When your companion takes damage while within 60 feet, you can use your reaction to grant it resistance to that damage. Additionally you can now transfer damage to your companion via the "Symbiotic Link" feature, without needing to use your reaction. ### Soul Purification When you reach 13th level you can use your soul energy to flush out any negative effects currently impeding your companion. If your companion is affected by a magical effect that allows it to make a saving throw at the start or end of its turns, or as an action, you can use your action to allow your companion to immediately attempt to make the saving throw even if it has already done so on said turn. ### Resonating Voice At 18th level you use your magic to command your Eidolon with a voice that resonates with your shared soul bond. When you use an edict you can select another edict you know and have that affect your companion as well. ### Soul Infused Giant When you reach 20th level you can infuse your companion with all your energy to make it into a behemoth of raw power. As an action while your companion is within 120 feet, you can choose to transform it, while it is transformed it gains the following benefits: - It increases its size by two category – from Medium to Huge, for example - Its attacks deals an extra 2d10. - It deals double damage to structures. - Its current and maximum hit points are increased by 50. - Its movement speed is doubled. The transformation ends after 1 hour has passed, the companion goes unconscious or you end it as an action. Once you have used this feature you must finish a long rest before you can use it again. \pagebreakNum
\pagebreakNum ### Bond to the Wilds You are in touch with nature itself and have offered something of yourself to it. In return, you are given a trusty animal companion that protects you and carries out your orders. Your bond with the beast makes you inseparable. #### Natures Companion At 1st level you and your companion gain the following benefits: - Your companions creature type is Beast. - You and your companion gain an extra 5 feet walking speed. - Beasts can understand you and your companion, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn't grant you friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character. #### Benefit of the Bond: Martial Additionally starting at 1st level you gain some of your companions experience in close quarter combat. You gain proficiency in martial weapons and medium armor. Your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. #### Call of the Wild Starting at 3rd level you and your companion can work together to summon the spirits of nature to aid you in battle. When you or your companion hits a creature with a weapon attack that is within 5 feet of the other, you can use one of the following spirits: - **Bear Spirit:** The creature that got hit must succeed on a Strength saving throw or take 3d8 slashing damage and be knocked prone, on a successful save the creature takes half damage and isn't knocked prone. - **Hawk Spirit:** The creature that was hit must succeed on a Constitution saving throw or be blinded until the end of your next turn. - **Wolf Spirit:** Any creature within 5 feet of the hit creature, can use their reaction to make one melee weapon attack against it. You can activate this feature a number of times equal to your proficiency modifier and regain all uses on a short or long rest. #### Running Wild When you reach 6th level you and your companion can run fast as the wild winds of nature. You and your companion gains an extra 15 feet movement speed, and attack of opportunity have disadvantage against both of you. \columnbreak #### Nature's Commands At 10th level, you can command your beast with the guidance of nature itself. The following commands are added to your Edict options: - **Tooth and Nail:** Your beast can use its action to make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target. - **Dodge and Evade:** Until the end of your next turn, whenever your beast is hit by an attack that it can see, it can use its reaction to reduce the incoming attack's damage by half. #### Pack Takedown When you reach 14th level you and your companion can combine your powers to overwhelm even the strongest foe. If both you and your companion is within 5 feet of a creature you can use an action to put a mark on that creature which lasts until the end of your turn, as part of this action you can also make one weapon attack against the marked creature. At the end of your turn if either you or your companion has hit the creature with an attack the creature must make a Constitution saving throw, on a failed save the creature is stunned until the end of your next turn. If both you and your companion hit the creature it will have disadvantage on the saving throw. Once you have used this feature you can't do so again until you finish a long rest or use one of your edicts.
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### Bond to the Far Realm You have formed a link with an entity that is not from this world, and though it grants you a powerful ally is tearing at your mind to have a constant connection to this otherworldly creature. #### Creature from Beyond the Stars At 1st level you gain you and your companion get the following benefits: - Your companions creature type is Aberration and gains the *tendril* Soulbound trait. - Your companion is immune to being frightened. - You and your companion is resistant to psychic damage. - You can read, write and speak Deep Speech. #### Benefit of the Bond: Arcane As your soul is bound to a magical being, you gain access to more spells than usual. These spells are always prepared and don't count against the number of spells you can prepare each day. They are Bonder spells for you. #### **Unknown Bond Spells** | Spell Level | Spell | |:---:|:-----------| | 1st | *cause fear* | | 2nd | *crown of madness* | | 3rd | *fear* | | 4th | *summon aberration* | | 5th | *dominate person* | \columnbreak
#### Edge of Sanity Starting at 3rd level you can sacrifice some of your sanity in order to power up your companion. As an action you can power up your companion, for 1 minute i gains the following benefits: - Once per turn when the companion hits an enemy with an attack it can choose to deal extra psychic damage equal to your Summoner level. - Your companions size becomes large if it wasn't already gaining an extra 5ft. to each reach. - Your companion becomes resistant to one damage type (pick when you activate this feature) Using this power will cause you to loose your sanity and there is a risk that it will be too much for your mortal mind to bear, roll 1d4 and on a 1 you roll a 1d6 and suffer the following conditions for the duration of the effect:
| d6 | Madness | |:---:|:-----------:| | 1 | Your vision becomes blurry and you massively hallucinate, you are blinded | | 2 | Your body goes into a shock, you go prone and can't use your arms or legs | | 3 | You hear screams and maddening voices, you are deafened and can't speak | | 4 | You momentarily loose your grip on reality, you have disadvantage on attack rolls and ability checks | | 5 | Your connection with your companion becomes too much to bear, you are frightened of your companion | | 6 | You see endless futures that leads to eternal suffering, at the end of the effect you gain 1 level of exhaustion |
You can use this feature a number of times equal to your proficiency modifier and regain all uses on a long rest.
#### Otherworldly Grasp When you reach 7th level, you can command your companion to pull creatures closer using either tentacles or telekinesis and show them images that can drive them mad. As an action your companion can target up to 6 creatures of its choice within 30 feet of it. Target creatures must succeed on a Strength saving throw or be pulled to an unoccupied space within 5 feet of your companion. Your companion can immediately spend its bonus action to attempt to grapple one of the pulled creatures. If a creature is grappled in this way, it is frightened of you and your companion until the grapple ends. Once your companion has used this feature, it must finish a long rest before it can do so again. \pagebreakNum #### Unnatural Edicts Starting at 10th level, you can command your aberration to use its newly gained unnatural abilities. The following commands are added to your Edict options: - **Toxic Spit:** Your companion spits a glob of toxin at an enemy within 30 feet of it as a bonus action. The target must succeed on a Constitution saving throw or be poisoned for the next minute. The enemy can repeat the save at the end of its turns, ending the effect on a success. - **Horrifying Form:** You command your aberration to twist its form and instill fear in your foes. The next time it hits a creature with an attack on this turn, the target must succeed on a Wisdom saving throw or be frightened of them until the end of your companion's next turn. #### Embrace Madness When you reach 14th you can choose to let willingly go of your sanity in order to give your companion magnificent powers. When you use your "Edge of Sanity" you can choose to take a madness on purpose, if you do so your companion gets the following benefits instead: - It can add psychic damage equal to your summoner level to all its attacks. - Its size becomes Huge if it was smaller. - It can becomes resistant to three damage types (pick when you activate) - It gains 60 feet of flying (hover) speed ### Bond to the Dragonkin You have bound your soul to a drake in hopes of protection and power. Maybe you have been chosen by a dragon to receive an everlasting gift as it created a Guard Drake especially for you, binding your souls together as one to protect one another. Or you gained the trust of such a beast in a deadly situation, bonding for life to mutually help each other. #### Guardian of the Dragon At 1st level, you were given a chromatic guard drake and bonded with it. You and your companion gain the following benefits: - Your companion becomes resistant to one of the following damage types: acid, cold, lightning, fire, poison. You pick this when you get this feature, the chosen damage type is your Draconic damage type. - When your companion deals damage with a natural weapon it can choose to make that weapons damage type the same as it's Draconic damage. - You can read, speak and write Draconic. #### Benefit of the Bond: Martial Additionally starting at 1st level you gain some of your companions experience in close quarter combat. You gain proficiency in martial weapons and medium armor. Your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. #### Draconic Challenge Starting at 3rd level, your drake is a force to be reckoned with, drawing attention from teammates on the battlefield. When your dragon hits a creature with a melee weapon attack, it can mark the creature until the end of your next turn. This effect ends early if your companion is incapacitated or it dies, or if someone else marks the creature. While the marked creature is within 5 feet of your companion, the creature marked by your companion has disadvantage on any attack roll that doesn't target your companion. In addition, if a creature marked by your companion deals damage to anyone other than your companion, you can make a weapon attack against the marked creature as your reaction, if it is within range of your weapon. #### Magic Infused Breath When you reach 6th level your drake can activate some of its draconic powers using your magic as fuel. As an action you can spend a 1st level spell slot. If you do your companion can use its action this turn to exhale a destructive breath. Each creature caught in the breath must make a saving throw or take 4d8 Draconic damage on a failed save, and half on a success. Your companion can apply its draconic mark from "Draconic Challenge" to one of the creatures that failed the saving throw. The Shape and saving throw is determined by your companions Draconic damage type: | Damage Type | Shape | Saving Throw | |:---:|:-----------:|:------:| | acid | 60-foot line| Dexterity | lighting | 60-foot line | Dexterity | poison | 30-foot cone | Constitution | fire | 30-foot cone | Dexterity | cold | 30-foot cone | Constitution You can use higher level spell slots to increase the damage. The damage increase by 2d8 for each spell slot level above 1st. 6d8 for 2nd level spell slot, 8d8 for 3rd level spell slot, 10d8 for 4th level spell slot and 12d8 for 5th level spell slot. #### Edict of the Dragonkin Beginning at 10th level, you can command your guard drake with the fury of a dragon. The following commands are added to your Edict options: **Harden Scales:** Until your next turn, your drake has resistance to bludgeoning, piercing and slashing damage and it has immunity to its Draconic damage type. **Draconic Leap:** You point your finger at a creature or point you can see. If your drake is within 30 feet of that creature or point, it can use its bonus action to leap to it. If its a creature it must succeed on a Strength saving throw or be knocked prone and take 2d8 bludgeoning damage. \pagebreakNum #### Dragon's Blessing When you reach 14th level, you have studied the draconic powers that lie deep within the blood of your companion. You can transform your companion into its true dragon form for a little while. As an action, you can cause your companion to grow wings and transform into a dragon for 1 minute. While transformed it gains the following benefits: - It has a flying speed of 60 feet. - It increases its size by one category – from Medium to Large, for example - Its attacks deal an extra 1d10 Draconic type damage. - It gains an amount of temporary hit points equal to your Summoner level, these temporary hit points dissapear when the transformation ends. - It has 5 feet extra reach on all of its attacks. - As a bonus action, it can let out a terrifying roar. Each creature of its choice that is within 120 feet of the drake and aware of it, must succeed on a Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours. The transformation ends after 1 minute, or if the companion uses its bonus action to end it. Your companion can only transform again after it has finished a long rest.