Summoner class (Adapted From Pathfinder)

by Michaelpotato

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The Summoner

Deep within a cave a group of adventurers find themselves overpowered and slain by a goblin horde, the survivor a bloodied and mangle hafling flees in a blind panic, soon he finds himself at the dead end of the cavern the sounds of the horde come closer and closer, with the last of his energy he opens portals letting in fiends from the nine hells into the material plane just in time for them to clash against the goblin horde.

A lich’s ritual is interrupted as a group of "heroes" burst into their lair, with a few somatic gestures the previously empty room is filled with all types of undead creatures and from an altar a body wrapped in clothes and linens comes to life with an ear splitting howl, as the undead rally in for a fight the lich descends deeper into the twisted catacombs it resides in.

Along the road between two major towns an elven girl traveling by cart is jumped by a group of brigands, a situation that looks like a easy mark for the brigands quickly changes as a minotaur looking creature appears from thin air along a group of Hell hounds, the girl sits down calmly in her cart as the attackers are gored by the creatures she commands.

Eternal bonds

While many who dabble in the arcane become adept at beckoning monsters from the farthest reaches of the planes, none are more skilled at it than the summoner. This practitioner of the arcane arts forms a close bond with one particular outsider, known as an Eidolon, who gains power as the summoner becomes more proficient at their summoning. Over time, the two become linked, eventually even sharing a shard of the same soul.

Seemingly Weak

Summoners spend much of their time exploring the arcane arts alongside their Eidolons. While their power comes from within, they rely heavily on their Eidolon companions in dangerous situations. While a summoner and their Eidolon function as individuals, their true power lies in what they can accomplish together.

Creating a Summoner

When making a summoner its important to consider how and why they bound their soul with an explanar being, is it a result of their bloodline attracting and binding this being to them for example an aasimar being bound to a celestial or a tiefling to a fiend, or are they a scholar fascinated with study of conjuration that dedicate their life to unearthed ancient rituals capable to bind their immortal soul to another being, or perhaps this was an unwilling bond a cult could have forced this on an unsuspecting commoner in their experiments to bring their lord to this plane.

What kind of relationship those the summoner and Eidolon share, do they treat each other like friends and equals, are they under a master and servant relationship. some summoners come to see this as a curse and try to sever this bond, and while possible this presents its own share of difficulties in a long process to free their soul

Quick build

You can make a Summoner fast by following these suggestions. First, Intelligence should be your highest ability modifier, followed by Constitution or Dexterity, depending if you need to take damage, or try to avoid it altogether. Second, choose the hermit or sage background.

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 and shields
  • Weapons: all simple weapons
  • Tools: Alchemist’s supplies

  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Animal Handling, History, Nature, Insight, Arcana, Investigation, 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
  • (a) a set of leather armor or (b) a Chain shirt (if proficient)
  • (a) a component pouch or (b) an arcane focus
  • (a) a set of Alchemist’s supplies

The Summoner

Level Proficiency Bonus Features Cantrips Known Known spells 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Summoner Specialty, Life Link, Beginner Summon monster, Spellcasting 3 2 2
2nd +2 Summoner Specialty Feature 3 3 3
3rd +2 Novice Summon Monster 3 4 4 2
4th +2 Summoner Specialty Feature, Ability Score Improvement 4 5 4 3
5th +3 Apprentice Summon Monster 4 6 4 3 2
6th +3 Maker’s Call 4 7 4 3 3
7th +3 Adept Summon Monster 4 8 4 3 3 1
8th +3 Summoner Specialty Feature, Ability Score Improvement 4 9 4 3 3 2
9th +4 Intermediate Summon Monster 4 10 4 3 3 3 1
10th +4 Aspect 5 11 4 3 3 3 2
11th +4 Greater Summon Monster 5 12 4 3 3 3 2 1
12th +4 Greater Shield Ally, Ability Score Improvement 5 12 4 3 3 3 2 1
13th +5 Advanced Summon Monster 5 13 4 3 3 3 2 1 1
14th +5 Life Bond 5 13 4 3 3 3 2 1 1
15th +5 Expert Summon Monster 5 14 4 3 3 3 2 1 1 1
16th +5 Summoner Specialty Feature, Ability Score Improvement 5 14 4 3 3 3 2 1 1 1
17th +6 Master Summon monster 5 15 4 3 3 3 2 1 1 1 1
18th +6 Greater Aspect 5 15 4 3 3 3 3 1 1 1 1
19th +6 Rift Into The Planes, Ability Score Improvement 5 16 4 3 3 3 3 2 1 1 1
20th +6 Summoner Specialty Feature 5 16 4 3 3 3 3 2 2 1 1

Spellcasting

A Summoner is an arcane caster that specializes in conjuration, Enchantment and abjuration magic, they prefer to aid other in battle rather than fighting themselves and by tapping into extraplanar forces through their bond with their Eidolon they gain access to spells usually unavailable to other arcane casters.

Cantrips

At 1st level, you know three cantrips of your choice from the summoner spell list. You learn additional summoner cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Summoner table.

Spell slots

The Summoner table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Summoner 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.

For example, if you know the 1st-level spell bless and have a 1st-level and a 2nd-level spell slot available, you can cast Bless using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the summoner spell list.

The Spells Known column of the summoner table shows when you learn more summoner spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

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

Intelligence is your spellcasting ability for your summoner spells, since you learn your spells through dedicated study and memorization.

You use your Intelligence 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.

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 as a spellcasting focus for your summoner spells.

Summoner Specialty

Starting on 1st level a summoner chooses a specialty which will shape their main form of summoning creatures, The Eidolon Master or The Master Summoner, both are described at the end of the class feature, your specialty grants you features at 1st level and then again at 2nd, 4th, 8th, 16th, 20th.

Eidolon

Starting at 1st level a summoner gains the ability to summon to their side a powerful outsider called an Eidolon. The Eidolon forms a link with the summoner, who, forever after, summons an aspect of the same creature. An Eidolon has the same alignment as the summoner that calls it and can speak all of their languages. Eidolons are treated as summoned creatures, except that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their max hp. In addition, due to its tie to its summoner, an Eidolon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit as such you both act on the same initiative but each have their own movement, action, bonus action, and reaction.

A summoner can summon their Eidolon in a ritual that takes 1 minute to perform. When summoned in this way, the Eidolon hit points are unchanged from the last time it was dismissed or banished. The only exception to this is if the Eidolon was slain, in which case it returns with half its normal hit points. The Eidolon does not heal naturally. The Eidolon remains until dismissed by the summoner (with an action). If the Eidolon is sent back to its home plane due to death, it cannot be summoned again until the following day. The Eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as banishment work normally. If the summoner is unconscious, asleep, or killed, their Eidolon is immediately banished. The Eidolon takes a form shaped by the summoner’s desires. The Eidolon’s Hit Dice, saving throws, proficiency bonus and abilities are tied to the summoner’s class level and increase as the summoner gains levels. In addition, each Eidolon receives a pool of evolution points, based on the summoner’s class level, that can be used to give the Eidolon different abilities and powers. Whenever the summoner gains a level, they must decide how these points are spent, and they are set until they gains another level of summoner.

The Eidolon’s physical appearance is up to the summoner, but it always appears as some sort of fantastical creature. This control is not fine enough to make the Eidolon appear like a specific creature. The Eidolon also bears a glowing rune that is identical to a rune that appears on the summoner’s forehead as long as the Eidolon is summoned. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as the spell lasts).

Full details on how Eidolons work can be found after class and sublcass features

Lesser Eidolon

A Master Summoner’s class level is halved (minimum 1) for the purposes of determining their Eidolon’s abilities, Hit Dice, evolution pool, and so on. The Eidolon otherwise functions as normal.

This ability replaces the summoner’s normal Eidolon ability.

Summon Monster

Starting at 1st level, a summoner gains the ability to summon monsters a number of times per day equal to 3 + Intelligence modifier. Drawing upon this ability uses up the same power as the summoner uses to call their Eidolon. As a result, they can only use this ability when their Eidolon is not summoned. they can use this ability as a action and the creatures remain for 1 minute per level. At 3rd level, and every 2 levels thereafter, the power of this ability increases by one tier, allowing them to summon more powerful creatures, a summoner can also fuel this ability with their spell slots, if they use this ability this way the ability's tier is equal to the level of the spell slot used.

This spell-like ability summons an extraplanar creature to your command. It appears where you designate and acts immediately on your turn. It attacks your opponents or performs other actions following your commands or the summoner can choose to let them act freely to the best of their abilities.

A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells with expensive material components (such as wish).

Full details on how Summon Monster works can be found after class and sublcass features

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.

Maker’s Call

At 6th level, as an action, a summoner can call their Eidolon to their side. This functions as dimension door, using the summoner’s caster level. When used, the Eidolon appears adjacent to the summoner (or as close as possible if all adjacent spaces are occupied). If the Eidolon is out of range, the ability is wasted. The summoner can use this ability once per day at 6th level, plus one additional time per day for every four levels beyond 6th.

Aspect

At 10th level, a summoner can divert up to 2 points from their Eidolon’s evolution pool to add evolutions to himself. they cannot select any evolution that the Eidolon could not possess, and they must be able to meet the requirements as well. they cannot select the ability increase evolution through this ability. Any points spent in this way are taken from the Eidolon’s evolution pool (reducing the total number available to the Eidolon). The summoner can change the evolutions they receives from these points any time they can change the Eidolon’s evolutions.

Greater Shield Ally

At 12th level, whenever an ally is within an Eidolon’s reach, the ally receives a +1 to its Armor Class and a +2 on its saving throws. If this ally is the summoner, these bonuses increase to +2 and +2 respectively. This bonus does not apply if the Eidolon is Grappled, Incapacitated, Paralyzed, Stunned, Petrified, Restrained, or Unconscious.

Life Bond

At 14th level, a summoner’s life becomes linked to their Eidolon’s. As long as the Eidolon has 1 or more hit points, the summoner is protected from harm. Damage in excess of that which would reduce the summoner to fewer than 0 hit points is instead transferred to the Eidolon. This damage is transferred 1 point at a time, meaning that as soon as the Eidolon is reduced to a number of negative hit points equal to its max hit points, all excess damage remains with the summoner.

Effects that cause death but not damage are unaffected by this ability. This ability does not affect spells like polymorph, flesh to stone, or imprisonment, or other spells that do not cause actual damage.

Greater Aspect

At 18th level, a summoner can divert more of their Eidolon’s evolutions to himself. This ability functions as the aspect ability, but up to 6 evolution points can be taken. Unlike the aspect ability, the Eidolon loses 1 point from its evolution pool for every 2 points (or fraction thereof) diverted to the summoner.

Rift Into The Planes

At 19th level, Summon Monster can be used to make a rift If used as a rift, A summoner cannot have more than one summon monster or rift active in this way at one time. If this ability is used again, any existing summon monster or rift immediately ends. These summon spell-like abilities are considered to be part of their spell list for the purposes of spell trigger.

Casting a rift spell has two effects. The rift itself is a tear in space from 5 to 20 feet in diameter (caster’s choice) oriented in the direction you desire when it comes into existence (typically vertical and facing you). It is a two-dimensional window looking into the plane you specified when casting the ability, and anyone or anything that moves through is shunted instantly to the other side.

A rift has a front and a back. Creatures moving through the rift from the front are transported to the other plane; creatures moving through it from the back are not.

Planar Travel: As a mode of planar travel, a rift ability functions much like a plane shift spell, except that the rift opens precisely at the point you desire. Deities and other beings who rule a planar realm can prevent a rift from opening in their presence or personal demesnes if they so desire. Travelers need not join hands with you, anyone who chooses to step through the portal is transported. A rift cannot be opened to another point on the same plane; the ability works only for interplanar travel.

You may hold the rift open only for a brief time (no more than 1 round per caster level), and you must concentrate on doing so, or else the interplanar connection is severed.

Calling Creatures: The second effect of the rift ability is to call an extraplanar creature to your aid. By naming a particular being or kind of being as you cast the spell, you cause the rift to open in the immediate vicinity of the desired creature and pull the subject through, willing or unwilling. Deities and unique beings are under no compulsion to come through the rift, although they may choose to do so of their own accord. This use of the ability creates a rift that remains open just long enough to transport the called creatures. This use of the spell has a material cost of 5,000 gp in rare incense and offerings. This cost is in addition to any cost that must be paid to the called creatures.

If you choose to call a kind of creature instead of a known individual, you may call either a single creature or several creatures. In either case, their total CR cannot exceed twice your caster level. In the case of a single creature, you can control it if its CR does not exceed your caster level. A creature with more CR than your caster level can’t be controlled. Deities and unique beings cannot be controlled in any event. An uncontrolled being acts as it pleases, making the calling of such creatures rather dangerous. An uncontrolled being may return to its home plane at any time.

If you choose to exact a longer or more involved form of service from a called creature, you must offer some fair trade in return for that service. The service exacted must be reasonable with respect to the promised favor or reward. Some creatures may want their payment in “livestock” rather than in coin, which could involve complications. Immediately upon completion of the service, the being is transported to your vicinity, and you must then and there turn over the promised reward. After this is done, the creature is instantly freed to return to its own plane.

Failure to fulfill the promise to the letter results in your being subjected to service by the creature or by its liege and master, at the very least. At worst, the creature or its kin may attack you.

Twin Eidolon

At 20th level, a summoner and their Eidolon share a true connection. As an action, the summoner can assume the shape of their Eidolon, copying all of its evolutions, form, and abilities. their Strength, Dexterity, and Constitution scores change to match the base scores of their Eidolon. they can choose to have any gear that they carries become absorbed by their new form, as with spells like polymorph. Items with continuous effects continue to function while absorbed in this way. The summoner loses their natural attacks and all racial traits (except bonus feats, proficiencies, and languages) in favor of the abilities granted by their Eidolon’s evolutions. The summoner retains all of their class features. The summoner can keep this form for a number of minutes per day equal to their summoner level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. The summoner can end this effect as a free action.

Summoner Specialties

summoners use their knowledge for different reasons, some build grand groups of summoned creatures for a multitude of functions from servants to disposable armies, while others strive to shape the form of their summoned creatures pouring their time and effort into a single masterpiece, some become obsessed with a type of creatures in particular like celestials or fiends and pour their power to summon these creatures in the most efficient matter possible.

Eidolon Master

Summoners that take this specialty focus on creating a tighter bond with their Eidolon as a result both creatures gain abilities that allow them to work beter as a single unit in battle

Bond Senses

Starting at 2nd level, an Eidolon Master can, as an action, share the senses of their Eidolon, hearing, seeing, smelling, tasting, and touching everything the Eidolon does. They can use this ability a number of rounds per day equal to their summoner level. There is no range to this effect, but the Eidolon and the summoner must be on the same plane. The summoner can end this effect as a free action.

Shield Ally

At 4th level, whenever an Eidolon Master is within their Eidolon’s reach, the summoner receives a +1 to their Armor Class and a +1 their saving throws. This bonus does not apply if the Eidolon is Grappled, Incapacitated, Paralyzed, Stunned, Petrified, Restrained, or Unconscious.

when an Eidolon Master gains the Greater Shield ally feature at 12th level they can also use the Eidolon reaction to impose disadvantage to all attacks a creature takes against an ally this round.

Eidolon Transposition

At 8th level, an Eidolon Master can use their maker’s call ability to swap locations with their Eidolon. If it is larger than him, they can appear in any square occupied by the Eidolon. The Eidolon must occupy the square that was occupied by the summoner if able, or as close as possible if it is not able.

Merge Forms

At 16th level, as an action, a summoner can touch their Eidolon and the two can merge forms. This transformation includes all of the summoner’s gear. While merged in this way, the summoner is protected from harm and cannot be the target of spells or effects. All effects and spells currently targeting the summoner are suspended until the summoner emerges from the Eidolon (although durations continue to expire).

The summoner can cast spells while inside the Eidolon by taking control of the Eidolon for the duration of the casting. Any material components used for these spells are taken from the summoner’s gear, even though they are otherwise inaccessible. The summoner can direct all of the Eidolon’s actions while merged, can perceive through its senses, and can speak through its voice.

The summoner can use this ability for a number of rounds per day equal to their summoner level. they can end this effect at any time as an action or bonus action. The summoner emerges in a square adjacent to the Eidolon if able. If the Eidolon is returned to its home plane while the summoner is merged with it, the summoner is immediately ejected, taking 4d6 points of damage, and is stunned for 1 round.

Grand Eidolon

At 20th level, an Eidolon Master can take this alternative capstone, the summoner’s Eidolon becomes an absolute monstrosity a being of legend and terror increasing its size by one category. The summoner gains 4 additional evolution points to spend as they likes, ignoring evolution prerequisites.

Master Summoner

Summoners from this specialty value the sheer power of an horde of minions over one single creature as such they focus their resorces in perfecting the art of multi summoning even if this means diverting power from their Eidolon in orther to summon more creatures

Lesser Eidolon

A Master Summoner’s class level is halved (minimum 1) for the purposes of determining their Eidolon’s abilities, Hit Dice, evolution pool, and so on. The Eidolon otherwise functions as normal.

This ability replaces the summoner’s normal Eidolon ability.

Summoning Mastery

Starting at 1st level, a Master Summoner gains the ability to summon monsters a number of times per day equal to 5 + their Intelligence modifier. The summoner can use this ability when their Eidolon is summoned. Only one summon monster ability may be in effect while the Eidolon is summoned. If the summoner’s Eidolon is not summoned, the number of creatures that can be summoned with this ability is only limited by its uses per day. This ability otherwise functions as the summoner’s normal summon monsters ability. Other than these restrictions, there is no limit to how many summon monster or rift spells the summoner can have active at one time.

This ability replaces the summoner’s normal summon monster.

Hordes of Summoned Monsters

The Master Summoner archetypes can potentially have 5, 10, or even more summoned creatures in play. This is a deliberate feature of these archetypes, and means that the summoner can potentially be a strong candidate for “solo” adventuring by one player. However, in the hands of an inexperienced or moderately experienced player, dealing with all of those creatures in combat can take a long time, forcing other players to wait extended periods between their turns in the initiative. It is strongly recommended that GMs only allow these archetypes for experienced players, or decide on a way to speed up the summoner’s turn (such as by allowing other players to control some of the summoned monsters).

Augment Summoning

At 2nd level, a Master Summoner creatures that they conjure with any summon spell or ability gain a bonus to all attack and spells hit and damage rolls equal to half (rounded up) the summoners intelligence modifier.

Minion’s Protection

Starting at 2nd level, when you take damage from a source you can see if there is a creature you have summoned within 5 feet you use your reaction to have the creature take the damage, if the damage is higher than the creatures current hit points the summoner takes all excess damage.

Tactical Reposition

At 8th level, an Master summoner can use their maker’s call ability to swap locations with any of their summoned creature. If it is larger than them, they can appear in any square occupied by the summoned creature. The summoned creature must occupy the square that was occupied by the summoner if able, or as close as possible if it is not able.

Empowered Summoning

At 16th level, a Master Summoner creatures that they conjure with any summon spell or ability gain a +2 bonus to Strength, Dexterity and Constitution scores for the duration of the spell that summoned it.

Resilient Summons

At 20th level, a Master Summoner can take this alternative capstone, All summoned creatures gain +2 to their AC, a +4 to all saving throws and temporary hit points equal to half the summoner's max hit points

Eidolons

An Eidolon’s abilities are determined by the summoner’s level and by the choices made using its evolution pool.

Table: Eidolon Base Statistics determines many of the base statistics of the Eidolon. Each Eidolon possesses a base form that modifies these base statistics. Eidolons are outsiders for the purpose of determining which spells affect them.

Eidolon
Level Hit Dice Proficiency Evolution Pool Max Attacks Features
1st 1 +2 3 3 Darkvision, Link, Share spells
2nd 2 +2 4 3
3th 3 +2 5 3
4th 3 +2 6 4 Ability Score Improvement
5th 4 +3 7 4 Devotion
6th 5 +3 8 4
7th 6 +3 9 4 Evasion
8th 6 +3 10 4 Ability Score Improvement
9th 7 +4 11 5
10th 8 +4 12 5 Improved Eidolon Distance
11th 9 +4 13 5
12th 9 +4 14 5 Ability Score Improvement
13th 10 +5 15 5
14th 11 +5 16 6 Epowered Eidolon Abilities
15th 12 +5 17 6
16th 12 +5 18 6 Ability Score Improvement
17th 13 +6 19 6
18th 14 +6 20 6
19th 15 +6 21 7 Ability Score Improvement
20th 15 +6 22 7

Class Features

As a Eidolon, you gain the following features

Hit Points


  • Hit Dice: Eidolons use d10 as hit dice

  • Hit points Everytime Eidolons gain a new hit dice they recieve 1d10 + the Eidolon Constitution modifier

  • Skills: Choose two from Acrobatics, Athletics, Deception, Insight, Perception, and Stealth.

  • Saving Throws and Spell attack modifier: Some of the Eidolon's abilities require your target to make a saving throw to resist the abilities's effects or The Eidolon to make an attack roll. The saving throw DC and Spell attack modifier are calculated as follows:

  • Physical ability save DC = 8 + the Eidolon's proficiency bonus + the Eidolon's Strength or Dexterity modifier (your choice)

  • Spell-like ability save DC = 8 + the Eidolon's proficiency bonus + the Eidolon's Charisma modifier

  • Spell-like ability attack modifier = the Eidolon's proficiency bonus + the Eidolon's Charisma modifier

Darkvision

At 1st level the Eidolon gains darkvision out to a range of 60 feet.

Ability Score Improvement

When a summoner reaches 4th level, and again at 8th, 12th, 16th, and 19th level, their Eidolon 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.

Devotion

At 5th level the Eidolon gains advantage on saving throws against being charmed.

Evasion

Beginning at 7th level, the Eidolon can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Improved Eidolon Distance

Starting 10th level all distances from the Life Link feature are doubled allowing the Eidolon to remain within 200 feet for the Eidolon to remain at full strength, If the Eidolon is beyond 200 feet but closer than 2,000 feet, its current and maximum hit point totals are reduced by 50%. If the Eidolon is more than 2,000 feet away but closer than 20,000 feet, its current and maximum hit point totals are reduced by 75%. If the Eidolon is more than 20,000 feet away, it is immediately returned to its home plane, the rest of the feature remains the same.

Epowered Eidolon Abilities

starting 14th level the summoner empowers the Eidolon's abilities, as such the Eidolon's ability save DC and ability attack modifier gain a bonus equal to half (rounded up) the summoners intelligence modifier.

Eidolon Base Forms

Each eidolon has a base form that determines its starting size, speed, AC, attacks, and ability scores.

All natural attacks are made using the eidolon’s full to hit bonus. Eidolon attacks add the eidolon’s Strength or Dexterity modifier to the damage roll. These base forms also note any free evolutions that base form possesses. The bonuses from these free evolutions are already factored into the starting statistics.

Alternatively, any one of these base forms can be used to make a Small eidolon. If the eidolon is Small, it gains a +4 bonus to its Dexterity score. It also takes a –4 penalty to its Strength score and a –2 penalty to its Constitution score. If this choice is made, the eidolon can be made Medium whenever the summoner can change the eidolon’s evolution pool (which causes it to lose these modifiers for being Small).


Aquatic Eidolon

Medium


  • Armor Class 15(natural armor)
  • Hit Points (1d10 + Eidolon Constitution modifier) times the HD the Eidolon posses
  • Speed 20 ft., swim 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 13 (+1) 7 (-2) 10 (0) 11 (0)

  • Saving Throws proficiency in Strength and Constitution
  • Skills those choosen
  • Senses Darkvision 60ft passive Perception 10
  • Languages the same as the summoner

Free Evolutions

Aquatic Eidolon gain the following free evolutions: Bite, improved natural armor, gills, swim(2), at the Dm discretion this from can take the mount evolution


Actions

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


Avian Eidolon

Size: When summoned, an avian eidolon is Small unless it spends 2 points from its evolution pool. At 5th level, a Medium or larger avian eidolon’s flight speed increases by 40 feet, as if it had 2 more points in the flight evolution


  • Armor Class 15(natural armor)
  • Hit Points (1d10 + Eidolon Constitution modifier) times the HD the Eidolon posses
  • Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 13 (+1) 7 (-2) 10 (0) 11 (0)

  • Saving Throws proficiency in Dexterity and Charisma
  • Skills those choosen
  • Senses Darkvision 60ft passive Perception 10
  • Languages the same as the summoner

Free Evolutions

Avian Eidolon gain the following free evolutions: Claws, flight, limbs (legs).


Actions

Multiattack. The Eidolon makes two claw attacks.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d4 + 3) piercing damage.


Biped Eidolon

Medium


  • Armor Class 13(natural armor)
  • Hit Points (1d10 + Eidolon Constitution modifier) times the HD the Eidolon posses
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 13 (+1) 7 (-2) 10 (0) 11 (0)

  • Saving Throws proficiency in Strength and Charisma
  • Skills those choosen
  • Senses Darkvision 60ft passive Perception 10
  • Languages the same as the summoner

Free Evolutions

Biped Eidolon gain the following free evolutions: Claws, limbs (arms), limbs (legs).


Actions

Multiattack. The Eidolon makes two claw attacks.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d4 + 3) piercing damage.


Quadruped Eidolon

Medium


  • Armor Class 14(natural armor)
  • Hit Points (1d10 + Eidolon Constitution modifier) times the HD the Eidolon posses
  • Speed 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 13 (+1) 7 (-2) 10 (0) 11 (0)

  • Saving Throws proficiency in Strength and Dexterity
  • Skills those choosen
  • Senses Darkvision 60ft passive Perception 10
  • Languages the same as the summoner

Free Evolutions

Quadruped Eidolon gain the following free evolutions: Bite, limbs (legs) (2).


Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) piercing damage.


Serpentine Eidolon

Medium


  • Armor Class 14(natural armor)
  • Hit Points (1d10 + Eidolon Constitution modifier) times the HD the Eidolon posses
  • Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 13 (+1) 7 (-2) 10 (0) 11 (0)

  • Saving Throws proficiency in Dexterity and Wisdom
  • Skills those choosen
  • Senses Darkvision 60ft passive Perception 10
  • Languages the same as the summoner

Free Evolutions

Serpentine Eidolon gain the following free evolutions: Bite, climb, reach (bite), tail, tail slap.


Actions

Multiattack. The Eidolon uses its Bite and Tail slap

Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: (1d6 + 3) piercing damage.

Tail Slap. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 + 3) bludgeoning damage.


Tauric Eidolon

Size: When summoned, a tauric eidolon is Small unless it spends 2 points from its evolution pool, in which case it is Medium


  • Armor Class 14(natural armor)
  • Hit Points (1d10 + Eidolon Constitution modifier) times the HD the Eidolon posses
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 13 (+1) 7 (-2) 10 (0) 11 (0)

  • Saving Throws proficiency in Dexterity and Constitution
  • Skills those choosen
  • Senses Darkvision 60ft passive Perception 10
  • Languages the same as the summoner

Free Evolutions

Tauric Eidolon gain the following free evolutions: Claws, limbs (arms), limbs (legs)(2).


Actions

Multiattack: The Eidolon makes two claw attacks.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4 + 2) piercing damage.


Hut Eidolon

Medium


  • Armor Class 12(natural armor)
  • Hit Points (1d10 + Eidolon Constitution modifier) times the HD the Eidolon posses
  • Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (0) 14 (+2) 10 (0) 10 (0) 10 (0)

  • Saving Throws proficiency in Strength and Wisdom
  • Skills those choosen
  • Senses Darkvision 60ft passive Perception 10
  • Languages the same as the summoner

Free Evolutions

Hut Eidolon gain the following free evolutions: Slam(from claws), howdah, limbs (legs)


Actions

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d8 + 3) bludgeoning damage.


Slime Eidolon

Medium


  • Armor Class 15(natural armor)
  • Hit Points (1d10 + Eidolon Constitution modifier) times the HD the Eidolon posses
  • Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA
10 (0) 16 (+3) 14 (+2) 7 (-2) 10 (0) 12 (+1)

  • Saving Throws proficiency in Dexterity and Constitution
  • Skills those choosen
  • Senses Darkvision 60ft passive Perception 10
  • Languages the same as the summoner

Free Evolutions

Slime Eidolon gain the following free evolutions: formless, slam, tentacle.


Actions

Multiattack. The Eidolon uses its Tentacle and Slam. Tentacle. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d4 + 3) bludgeoning damage. Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d8 + 3) bludgeoning damage.

Evolutions

Each eidolon receives a number of evolution points that can be spent to give the eidolon new abilities, powers, and other upgrades. These abilities, called evolutions, can be changed whenever the summoner gains a new level, but they are otherwise set. Some evolutions require that the eidolon have a specific base form or the summoner be of a specific level before they can be chosen. A number of evolutions grant the eidolon additional natural attacks.

Evolutions are grouped by their cost in evolution points. Evolution points cannot be saved. All of the points must be spent whenever the summoner gains a level. Unless otherwise noted, each evolution can only be selected once.

1-Point Evolutions

The following evolution costs 1 point from the eidolon’s evolution pool.

Basic Magic

An eidolon learns to cast a cantrip as a spell-like ability. Select one spell from the following list: acid splash, dancing lights, prestidigitation, thaumaturgy, light, mage hand, ray of frost, spare the dying, or shape water. The caster level for this evolution is equal to the summoner caster level. The save DC for this spell is 10 + the eidolon’s Charisma modifier. The eidolon must have a Charisma score of at least 10 to take this evolution. This evolution can be selected more than once. Each time an eidolon selects this evolution, it applies to a new spell.

Bite

An eidolon’s maw is full of razor-sharp teeth, giving it a bite attack. The bite deals 1d6 points of damage (1d8 if Large, 2d6 if Huge). If the eidolon already has a bite attack, this evolution increases the damage dice by 1 step (d4 become d6, d6 to d8 and so on until it reaches to a d12).

Bleed

An eidolon gains the ability to inflict bleeding wounds. Select one type of attack (bite, claws, etc). Attacks of that type deal 1d6 points of the same type of damage damage. This evolution can be selected more than once. Each time an eidolon selects this evolution, it applies to a different attack. The bleed evolution can’t be selected more than once for a specific type of attack.

Claws

An eidolon has a pair of vicious claws at the end of its limbs, giving it two claw attacks.The claws deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). The eidolon must have the limbs evolution to take this evolution. This evolution can only be applied to the limbs (legs) evolution once This evolution can be selected more than once, but the eidolon must possess an equal number of the limbs evolution.

Climb

An eidolon becomes a skilled climber, gaining a climb speed equal to its base speed. This evolution can be selected more than once. Each additional time it is selected, increase the eidolon’s climb speed by 20 feet.

Gills

An eidolon has gills and can breathe underwater indefinitely.

Guise

An eidolon appears to be an ordinary (not summoned) humanoid, monstrous humanoid, animal, or magical beast (depending on its current form). The eidolon does not have a visible glowing rune on it, though abilities that allow a creature to see invisible objects (such as see invisibility and true seeing) reveal an invisible glowing rune. A creature must succeed intelligence (Incestigation) check (DC equal to the eidolon’s spell-like ability DC + its HD) to reveal the eidolon’s true nature.

Hidden Compartment

An eidolon has a concealed, built-in, watertight compartment in which items can be stored. The weight limit of the compartment is one-quarter of the eidolon’s carry weight, and the volume limit is 1 cubic foot (8 cubic feet for Large eidolons, 64 cubic feet for Huge eidolons). Spotting the compartment requires a Perception check with a DC equal to the eidolon’s spell-like ability DC + its HD . Removing items from the eidolon against its will requires a Sleight of Hand. Removing an item with the eidolon’s cooperation requires an action.

Hooves

An eidolon has a pair of sharp hooves at the end of its limbs, giving it two hoof attacks. The hooves deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). The eidolon must have the limbs evolution to take this evolution. This evolution can only be applied to the limbs (legs) evolution once. Alternatively, the eidolon can replace the claws evolution from its base form with these hoof attacks (this still costs 1 evolution point). This evolution can be selected more than once, but the eidolon must possess an equal number of limbs evolutions.

Hyboreal

An eidolon can moveacross icy surfaces without penalty, as if using the spider climb spell, and it does not need to make Acrobatics checks to run or charge on ice. The eidolon can also see perfectly well in snowy conditions and does not take any penalties on Perception checks while in snow.

Improved Damage

One of the eidolon’s natural attacks is particularly deadly. Select one natural attack form and increase the damage die type by one step. This evolution can be selected more than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different natural attack.

Improved Darkvision

An eidolon gains 60ft. of extra darkvision, this evolution can be taken more than once

Improved Natural Armor

An eidolon’s hide grows thick fur, rigid scales, or bony plates, giving it a +2 bonus to its natural armor. This evolution can be taken again at summoner levels 5th, 10th, 15th, 19th.

Ink Cloud

While underwater, an eidolon can emit a 10-foot-radius sphere of ink once per minute as a free action. The ink provides total concealment in water, and it persists for 1 minute.

Keen Hearing, Smell and Sight

An eidolon’s senses have becomes quite acute, the eidolon has advantage on Wisdom (Perception) checks that rely on hearing, smell or sight.

Luminescence

An eidolon grows a gland similar to a firefly, glowing brightly enough to provide light in a 20-foot radius. The eidolon can turn this light on or off as a swift action. An eidolon that is glowing when it falls unconscious continues to glow for 1d6 minutes after falling unconscious.

Magic Attacks

An eidolon is infused with magic, allowing it to treat all of its natural attacks as if they were magic for the purpose of overcoming resistances.

Metal Skin

An eidolon’s skin is made of metal, such as bronze, copper, iron, or steel. The eidolon AC becomes 16, You can spend additional points, and each one increases the AC by 1 to maximum of 20. A summoner must be at least 9th level to have this evolution. At 12th level, if you spend two additional points, you can make the eidolon’s skin consist of adamantine, which causes the Eidolon to gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks(the summoner must pay for the 9th level upgrade and reach AC 20 before paying for this 12th-level upgrade).

Mimicry

An eidolon can assume the appearance of a creature with the same basic size and shape as the eidolon’s base form, also gaining the ability to sound like the chosen creature. The eidolon does not gain any new abilities, nor lose its old ones, otherwise its indistinguishable from the creature it mimicked This evolution otherwise acts as a Alter Self spell. An eidolon must have the guise evolution to select this evolution.

Mount

An eidolon is properly skilled and formed to serve as a combat-trained mount. The eidolon must be at least one size category larger than its rider. This evolution is only available to eidolons of the quadruped and serpentine base forms.

Pincers

An eidolon grows a large pincers at the end of one pair of its limbs, giving it two pincer attacks. The pincers deal 1d6 points of damage (1d8 if Large, 2d6 if Huge). Eidolons with the grab evolution linked to pincers gain a +2 bonus checks made to grapple. The eidolon must have the limbs (arms) evolution to take this evolution. Alternatively, the eidolon can replace the claws from its base form with pincers (this still costs 1 evolution point). This evolution can be selected more than once, but the eidolon must possess an equal number of the limbs evolution.

Pounce

If the Eidolon moves at least 20 ft. straight toward a creature and then hits it with an 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 one attack against it as a bonus action. This evolution is only available to eidolons of the quadruped base form.

Pull

An eidolon gains the ability to pull creatures closer with a successful attack. Select one type of natural attack. Whenever the eidolon makes a successful attack of the selected type, the target of the attack is pulled 5 feet closer to the eidolon. This ability only works on creatures of a size equal to or smaller than the eidolon. Creatures pulled in this way do not provoke attacks of opportunity. The eidolon must have a reach of 10 feet or more to select this evolution. This evolution can be selected more than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different natural attack.

Push

An eidolon gains the ability to push creatures away with a successful attack. Select one type of natural attack. Whenever the eidolon makes a successful attack of the selected type, the target of the attack is pushed 5 feet directly away from the eidolon. This ability only works on creatures of a size equal to or smaller than the eidolon. Creatures pushed in this way do not provoke attacks of opportunity. This evolution can be selected more than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different natural attack.

Quills

An eidolon has long, sharp natural barbs over most or all of its body. When the eidolon makes a successful grapple check, it can also automatically deal 1d6 points of piercing damage with its quills (1d8 if Large, 2d6 if Huge). The eidolon cannot make an attack with the quills without making a grapple check, but it counts as an attack for the purpose of determining bonus damage from Strength or Dexterity.

Reach

One of an eidolon’s attacks is capable of striking at foes at a distance. Pick one attack. The eidolon’s reach with that attack increases by 5 feet.

Resistance

An eidolon’s form takes on a resiliency to one particular energy type, which is usually reflected in its physical body (ashen hide for fire, icy breath for cold, and so on). Pick one damage type (acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.). The eidolon gains resistance against that damage type. This evolution can be selected more than once at 5th, 10th, 15th, and 19th summoner level. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different damage type.

Scintillate

As a standard action, an eidolon can create bright, flashing colors over the entirety of its body. All creatures within 30 feet must succeed on a Dexterity saving throws (using the spell-like ability DC) or be blinded for 1d4 minutes, this ability can be used (2 + Constitution modifier) times a day . An eidolon must have the luminescence evolution to gain this evolution.

Shared Evolution

Select a 1-point or 2-point evolution the eidolon has. As a standard action, the eidolon can touch the summoner and transfer the selected evolution to him. This functions as the summoner’s aspect ability, and the same limitations apply. The summoner can touch the eidolon as a standard action to return the evolution. The evolution returns to the eidolon automatically if the eidolon is dismissed by the summoner or sent back to its home plane.

Shell

An eidolon has a large shell, similar to a turtle’s, into which it can withdraw its extremities. As an action an eidolon can pull into its shell, increasing its AC by +4, but forgoing all movement (even a 5-foot step) and no longer threaten any spaces. An eidolon can extend itself back out of its shell as a bonus action.

Skilled

An eidolon learns a new skill or becomes especially adept at a specific skill, choose a skill, if Eidolon is not proficient in it they gain proficiency in that skill, if they are proficient they gain expertise in the skill.

Slam

An eidolon can deliver a devastating slam attack. The slam deals 1d8 points of damage (2d6 if Large, 2d8 if Huge). The eidolon must have the limbs (arms) evolution to take this evolution. Alternatively, the eidolon can replace the claws from its base form with this slam attack (this still costs 1 evolution point). This evolution can be selected more than once, but the eidolon must possess an equal number of the limbs evolution.

Slippery

Due to its slimy hide or a slick exoskeleton, the eidolon is especially slippery. The eidolon gains a +4 bonus to checks to escape a grapple or restrain.

Sprint

An eidolon can sprint like a cheetah. Once per hour, it can take a double move and travel ten times its normal ground movement rate.

Sticky

The eidolon is especially sticky, whether from a coating of adhesive slime, partially congealed blood, or tiny barbed spines. The eidolon gains a +4 bonus on both checks to initiate a grapple and the Strength DC to maintain a grapple.

Sting

An eidolon possesses a long, barbed stinger at the end of its tail, granting it a sting attack. The sting deals 1d4 points of damage (1d6 if Large, 1d8 if Huge). The eidolon must possess the tail evolution to take this evolution. This evolution can be selected more than once, but the eidolon must possess an equal number of the tail evolution.

Swim

An eidolon gains webbed hands, feet, or powerful flippers, giving it a swim speed equal to its base speed. This evolution does not give the eidolon the ability to breathe underwater. This evolution can be selected more than once. Each additional time it is selected, increase the eidolon’s swim speed by 20 feet.

Tail

An eidolon grows a long, powerful tail. This grants it a +2 racial bonus on Acrobatics checks made to balance on a surface. This evolution can be selected more than once.

Tail Slap

An eidolon can use its tail to bash nearby foes, granting it a tail slap attack. The tail slap deals 1d6 points of damage (1d8 if Large, 2d6 if Huge). The eidolon must possess the tail evolution to take this evolution. This evolution can be selected more than once, but the eidolon must possess an equal number of the tail evolution.

Tentacle

An eidolon possesses a long, sinuous tentacle, granting it a tentacle attack.The tentacle attack deals 1d4 points of damage (1d6 if Large, 1d8 if Huge). This evolution can be selected more than once.

Unnatural Aura

An eidolon is obviously of unnatural origin. Normal animals do not willingly approach the eidolon unless the animal’s master makes a DC 25 Handle Animal, Ride, or wild empathy check.

Wing Buffet

An eidolon learns to use its wings to batter foes, granting it two wing buffet attacks. The wing buffets deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). The eidolon must possess the flight evolution, with wings, to select this evolution.

2-Point Evolutions

The following evolutions cost 2 points from the eidolon’s evolution pool.

Ability Increase

An eidolon grows larger muscles, gains faster reflexes, achieves greater intelligence, or acquires another increase to one of its abilities. Increase one of the eidolon’s ability scores by +2 .This cannot increase an ability score above 20. This evolution can be selected more than once. It can only be applied once to an individual ability score, plus 1 additional time at 6th, 12th, and 18th summoner levels.

Bloody Spray

An eidolon can fire a stream of heated blood from its own eye sockets. As a standard action, the eidolon selects one target within 60 feet, forcing that target to make a Dexterity saving throw (spell-like ability DC) or be blinded by a stream of steaming blood for 1d4+1 rounds. Each time the eidolon uses this ability, it deals 1 point of damage to itself. This damage cannot be avoided by the eidolon.

Camouflage

An eidolon’s hide, plus any hair or fur, change coloration to match its surroundings. This evolution grants the eidolon a +10 bonus to Stealth checks, and it allows it to make such checks even when observed or in bright or normal light. If the eidolon takes more than 5 feet of movement, the bonus is halved. If the eidolon moves at more than half its movement, the bonus applies only to creatures that are 30 or more feet away from the eidolon.

Constrict

An eidolon gains powerful muscles that allow it to crush those it grapples. Whenever the eidolon successfully grapples a foe using the grab evolution, it deals additional damage equal to the amount of damage dealt by the attack used by the grab evolution. This evolution is only available to eidolons of the serpentine base form.

Corrode Metal

An eidolon can cause any metal object it touches (using any melee attack) to swiftly rust and corrode. The object touched takes a permanent and cumulative −1 penalty to damage rolls or loses 1 to its AC bonus. If its penalty drops to −5, the weapon is destroyed if the AC bonus becomes 0 the armor or shield is destroyed. Non magical ammunition made of metal that hits the rust monster is destroyed after dealing damage. Against creatures made of metal, the eidolon’s ability deals 3d6 points of damage. An attended object, any magic object, or a metal creature can attempt a Dexterity saving throw (Physical ability save DC) to nerift this effect. The eidolon can use this ability 3+ its Constitution modifier times per day. The eidolon can use this ability 1 additional time per day by spending 1 additional evolution point. The summoner must be at least 5th level before selecting this evolution.

Death Roll

An eidolon can spin its head or whole body repeatedly as a bonus action after grappling a foe of its size or smaller with a bite attack. The eidolon makes an attack roll, if it hits it inflicts its bite damage and knock the target prone or maintains its grapple. An eidolon must have the bite evolution to select this evolution.

Deafening Roar

An eidolon can release an amazingly loud roar as a standard action. Creatures within a 60-foot cone must attempt a Constitution saving throw (Physical ability DC) or be deafened. The eidolon can use this ability once per day. The eidolon can use this ability 1 additional time per day by spending 1 additional evolution point (maximum 3/day). The summoner must be at least 3rd level before selecting this evolution.

Drench

An eidolon can produce large quantities of water as a standard action. This allows it to put out nonmagical flames of Large size or smaller, or dispel magical fire it touches as dispel magic (caster level equals the summoners level). Water created in this way evaporates after 1 minute, and it cannot be used to slake thirst. The eidolon can use this ability once per minute.

Elemental Attacks

An eidolon’s attacks become charged with an element. Pick one damage type: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. All of the eidolon’s natural attacks deal 1d6 points of elemental damage of the chosen type on a successful hit. The summoner must be at least 5th level before selecting this evolution.

Extra Feat

The eidolon gains an extra feat. It must meet the prerequisites of the feat.

Flight

An eidolon grows large wings, like those of a bat, bird, insect, or dragon, gaining the ability to fly. The eidolon gains a fly speed equal to its base speed. The eidolon’s fly speed can be increased by spending additional evolution points, gaining a 20-foot increase to fly speed for each additional point spent. The summoner must be at least 5th level before selecting this evolution.

Formless

An eidolon has no set form, instead existing primarily as a pile of fleshlike slime. It can grow claws, tentacles, or tails (as dictated by its evolutions), but these are as malleable as the rest of its shapeless, amorphous body. It can grow basic features not requiring evolutions (eyes, ears, mouths) anywhere it wishes, and as a result it cannot be flanked. Additionally, it does not take damage from damage rolls from squeezing, and it can squeeze into spaces as if it was one size category smaller than its true size. An eidolon cannot have legs and this evolution.

Gore

An eidolon grows a number of horns on its head, giving it a gore attack. The gore deals 1d10 points of damage (1d12 if Large, 2d8 if Huge).

Grab

An eidolon becomes adept at grappling foes, gaining the grab ability. Pick bite, claw, pincers, slam, tail slap, or tentacle attacks. Whenever the eidolon makes a successful attack of the selected type, it can attempt a grapple check. If successful, the eidolon grapples the target. This ability only works on creatures of a size one category smaller than the eidolon or smaller. Eidolons with this evolution receive a +4 bonus on checks made to grapple.

Head

An eidolon grows an additional head. The eidolon does not gain any additional natural attacks for the additional head, but the additional head does allow the eidolon to take other evolutions that add an additional attack to a head (such as a bite, gore, or breath weapon). This evolution can be selected more than once.

Hiss

An eidolon can make a loud and disconcerting hiss or similar noise as a bonus action, forcing air through its teeth, using specialty breathing pores, or using a natural rattle as some snakes have. This sound forces any creature within 20 feet of the eidolon to make a Wisdom saving throw (physical ability save DC) or be frighten until the end of the eidolon next turn.

Howdah

An eidolon has a built-in cabin appropriate for holding one creature a size category smaller than it, two creatures two sizes smaller, or up to four creatures three sizes smaller. Creatures in an eidolon’s howdah are considered to have partial cover. An eidolon must have the mount evolution to select this evolution.

Immunity

An eidolon’s body becomes extremely resilient to one damage type, gaining immunity to that type. Pick one damage type: acid, bludgeoning, cold, fire, force, lightning, necrotic, piercing, poison, psychic, radiant, slashing, or thunder. The eidolon gains immunity to that energy type. This evolution can be selected more than once at 14th and 19th level. Each time it applies to a different energy type. The summoner must be at least 7th level before selecting this evolution.

Limbs

An eidolon grows an additional pair of limbs. These limbs can take one of two forms. They can be made into legs, complete with feet. Each pair of legs increases the eidolon’s base speed by 10 feet. Alternatively, they can be made into arms, complete with hands. The eidolon does not gain any additional natural attacks for an additional pair of arms, but it can take other evolutions that add additional attacks (such as claws or a slam). Arms that have hands can be used to wield weapons, if the eidolon is proficient. This evolution can be selected more than once.

Magic Item Slot

the eidolon gains an attunement slot. This evolution can be selected more than once until the eidolon has 3 attunement slots.

Metamorph

An eidolon can change its base form as an action. It changes all its starting statistics to match the new form, loses any free evolutions from its previous base form, and gains the free evolutions of its new base form. If it has any evolutions that are not allowed by its new base form, they cease functioning until the eidolon changes form again. If it gains a free evolution that it has bought already, the free evolution is lost until it changes form again. (A player should prepare in advance statistics for any form she wishes her eidolon to take—changing base scores, saving throws, and evolutions take awhile.)

Minor Magic

An eidolon learns to cast a minor spell as a spell-like ability. Select one spell from the following list: burning hands, comprehend languages, cure wounds, detect magic, magic missile, fog cloud, silent image, Hunter's Mark, or Guiding Bolt. This spell can be cast once per day as a spell-like ability. At 7th level, this spell can be cast three times per day by spending 2 additional evolution points. The spell is casted at half the summoners caster level highest level spell slot(rounded up). The save DC for this spell is spell-like ability DC. The eidolon must have a Charisma score of at least 11 and must possess the basic magic evolution to take this evolution.

The summoner must be at least 4th level before selecting this evolution. This evolution can be selected more than once. Each time an eidolon selects this evolution, it applies to a new spell from the above list.

Mucus Cloud

While underwater, an eidolon can exude a cloud of transparent slime as a standard action. All creatures adjacent to the eidolon must succeed on a Constitution saving throw (Physical ability save DC) or lose the ability to breathe air (but gain the ability to breathe water) for 1 hour. Renewed contact with the eidolon’s mucus cloud and failing another saving throw extends the effect for another hour.

Oursider's Smite

Once per day when you hit a creature with an attack weapon, the Eidolon deal an extra 1d8 force damage to the target, plus extra d8s equal to half the summoners caster level highest level spell slot(rounded up), and you can knock the target prone if it is Huge or smaller.

Poison

An eidolon secretes toxic venom, gaining a poison attack. Pick one bite or sting attack. Whenever the selected attack hits, the target must succeeded a constitution saving throw(Physical ability save DC) or become poisoned until the end of the eidolon next turn.

For 2 additional evolution points, this poison deals Constitution damage as well. This poison can be used no more than once per round. The summoner must be at least 7th level before selecting this evolution.

Puff Up

An eidolon can fill itself with gas like a puffer fish, taking on a greater size. As a move action the eidolon can become one size category larger. Its weight, reach, carrying capacity, and ability scores do not change, since only its central body grows in size (becoming rounder) and its extra volume is all air. However, the eidolon is considered one size larger for purposes of the space it takes up and interactions that take into account a creature's size. An eidolon can maintain this increased size for 1 minute per point of Constitution score, then it deflates. It also deflates if stunned, knocked unconscious, or killed. Once deflated, an eidolon cannot puff up again until a number of minutes have passed equal to the time it spent inflated.

Rake

An eidolon grows dangerous claws on its feet, allowing it to make 2 rake attacks on foes it is grappling. The eidolon receives these additional attacks each time it succeeds on a grapple check against the target. These rake attacks deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). This evolution is only available to eidolons of the quadruped base form. This evolution counts as one natural attack toward the eidolon’s maximum. The summoner must be at least 4th level before selecting this evolution.

Rend

An eidolon learns to rip and tear the flesh of those it attacks with its claws, gaining the rend ability. Whenever the eidolon makes two successful claw attacks against the same target in 1 round, its claws latch onto the flesh and deal extra damage. This damage is equal to the damage dealt by one claw attack + twice the eidolon’s Strength or Dexterity modifier. The eidolon must possess the claws evolution to select this evolution. The summoner must be at least 6th level before selecting this evolution.

Rider Bond

You and your eidolon share an empathic connection while you ride it. You gain a bonus on Animal handeling checks equal to one-half your summoner level and you also gain Mounted Combatant as a bonus feat when mounted on your eidolon. The eidolon must possess the mount evolution to take this evolution.

Shadow Blend

In any condition of illumination other than bright light, the eidolon disappears into the shadows, giving it half cover. If it has the shadow form evolution, it instead gains three-quarters. The eidolon can suspend or resume this ability as a free action.

Shadow Form

The eidolon’s body becomes shadowy and more indistinct. This shadow form grants the eidolon constant half cover, and its melee attacks affect incorporeal creatures. The eidolon’s melee attacks deal only half damage to corporeal creatures.

Suction

An eidolon can create powerful suction against any surface as it climbs, allowing it to cling to inverted surfaces with ease. An eidolon can establish or release suction as a bonus action, and as long as it is using suction, it moves at half speed. Because of the suction, the eidolon gets a +10 bonus to checks and saving throws from any attacks, effects and spells that attempt to physically move it from its location. Only eidolons with the aquatic, snake, or slime base forms can select this evolution.

Trampling Charge

If the eidolon moves at least 20 feet straight toward a creature and then hits it with an attack on the same turn, that target must succeed on a Strength saving throw (Physical ability save DC) or take 2d8 bludgeoning damage and be knocked prone. If the target is prone, the Eidolon can make another attack against it as a bonus action. this evolution is only available to eidolons of the biped or quadruped base forms.

Tremorsense

An eidolon becomes attuned to vibrations in the ground, gaining tremorsense out to a range of 30 feet. This works like the blindsense evolution, but only if both the eidolon and the creature to be pinpointed are in contact with the ground. The summoner must be at least 7th level before selecting this evolution.

Trip

An eidolon becomes adept at knocking foes to the ground with its bite, granting it a trip attack. Whenever the eidolon makes a successful bite attack of the selected type, it can attempt a Strength check to knock the target prone. If successful, the target takes 4d6 bludgeoning damage and is knocked prone. If the check fails, the eidolon takes 2d6 bludgeoning damage is knocked prone in return. This ability only works on creatures of a size equal to or smaller than the eidolon. The eidolon must possess the bite evolution to select this evolution.

Undead Appearance

An eidolon appears as an undead creature, and mimics some of an undead creature’s abilities and weaknesses. Necrotic damage now heals the eidolon, and any healing(except healing that comes from evolutions' abilities or features) harms it. Spells and effects that target undead or have specific effects against undead (such as turn undead) affect the eidolon as if it were undead. The eidolon gains resistance to the paralysis, poison, sleep, and stunning conditions and has advantage against any saving throws that inflict these conditions, it also gains inmunity against disease and cant take levels in exhaustion. At 12th level, the advantages against thes conditions are increased to immunity against these conditions by spending 2 additional evolution points. Although the eidolon appears undead, it is still an outsider.

Weapon Training

An eidolon learns to use a weapon, gaining Simple Weapon Proficiency as a bonus feat. If 2 additional evolution points are spent, it gains proficiency with all martial weapons as well.

3-Point Evolutions

The following evolutions cost 3 points from the eidolon’s evolution pool.

Adhesive Lash

this evolution can be used as part of the multiattack action but it replaces one attack, an eidolon can fire out a long, sticky pseudopod similar to a frog’s tongue. The adhesive lash has reach of 60ft/120ft. . The eidolon makes a Strength check to grapple one target within reach. A grappled target is immediately drawn adjacent to the eidolon. The eidolon does not have the grappled condition while using its adhesive lash. This attack does not provoke an attack of opportunity. An eidolon with the offensive digestion or swallow whole evolution can make one attack with those powers as a bonus action immediately after a successful grapple check.

Blindsense

An eidolon’s senses become incredibly acute, giving it blindsense out to a range of 30 feet. This ability allows the eidolon to pinpoint the location of creatures that it cannot within range. The summoner must be at least 9th level before selecting this evolution.

Burrow

An eidolon grows thick and gnarled claws, allowing it to move through the earth. The eidolon gains a burrow speed equal to its base speed. It can use this speed to move through dirt, clay, sand, and earth. It does not leave a hole behind, nor is its passage marked on the surface. The summoner must be at least 9th level before selecting this evolution.

Celestial Appearance

The eidolon appears as a celestial creature and manifests some of the abilities of a celestial. Spells and effects that target creatures with the celestial subtype or have specific effects against such creatures affect the eidolon as if it were a celestial. The eidolon gains advantage on saves against disease, petrification, poison spells and effects that inflict these conditions. It also gains resistance to necrotic, radiant and poison damage.

At 7th level, by spending 2 additional evolution points, advantage against these conditions turn into immunities.

At 12th level, by spending 2 additional evolution points, the resistances are increased to immunity against damage types (the summoner must pay for the 7th-level upgrade before paying for this upgrade).

Damage resistance

the Eidolon to gain resistance to all damage from nonmagical sources. The summoner must be at least 12th level before selecting this evolution.

Darts

An eidolon has a group of needlesharp quills or spines, usually located around the head or on a tail. It can fire a cluster of these as darts at a single target as an action. The eidolon makes one ranged attack with a range of 60 feet, dealing 1d8 points of damage on a successful roll (2d6 Large, 2d8 Huge). An opponent hit by the darts have disadvantage on attack rolls, saving throws, and checks until the thorns are removed, it take a full round to attempt to remove the thorns (DC 16 Sleight of Hand check). An eidolon can use this attack six times in a day, since it needs time to regrow its darts. A summoner of 9th level can spend an additional point to allow the eidolon to make two attack rolls against a single target as part of the multiattack action with this evolution. A summoner of 18th level can spend yet another additional point to make a total of three attacks at a single target as part of the multiattack action.

Dolorous Wounds

An eidolon’s natural attacks leave horrific, jagged wounds that continue to bleed. Pick one bite, claw, pincer, or sting attack. Whenever the selected attack hits, the target takes an extra 1d6 of slashing damage and take 1d6 of damage at the start of their turn (this can be treated with lesser restoration or any healing spell). If the target is struck multiple times, the amount of damage dices increases by 1 each time it is hit. The summoner must be at least 12th level before selecting this evolution.

Fiendish Appearance

The eidolon appears as a fiendish creature and manifests some of the abilities of a fiend. Spells and effects that target creatures with the fiend subtype or have specific effects against such creatures affect the eidolon as if it were a fiend. The eidolon gains an advantage to saves against spells and effects that inflict diseases and the poison condition. It also gains resistance to cold, fire, poison and lighting damage.

At 7th level, by spending 2 additional evolution points, the eidolon resistances to cold, fire, poison and lighting turn into immunities.

At 12th level, by spending 2 additional evolution points, the eidolon resistances to cold, fire, poison and lighting turn into immunities.

Frightful Presence

An eidolon becomes unsettling to its foes, gaining the frightful presence ability. The eidolon can activate this ability as part of an offensive action, such as a charge or attack. Opponents within 30 feet of the eidolon must make a Wisdom save(spell-like ability DC) or become frightened for 3d6 rounds.

Major Magic

An eidolon learns to cast a major spell as a spell-like ability. Select one spell from the following list: darkness, Dragon's Breath, invisibility (self only), lesser restoration, levitate,Melf's acid arrow, scorching ray, see invisibility, or spider climb. This spell can be cast once per day as a spell-like ability.

At 10th level, this spell can be cast three times per day by spending 2 additional evolution points. The spell is casted at half the summoners caster level highest level spell slot (rounded up). The eidolon must have a Charisma score of at least 12 and must possess the minor magic evolution to take this evolution. The summoner must be at least 7th level before selecting this evolution. This evolution can be selected more than once. Each time an eidolon selects this evolution, it applies to a new spell from the above list.

Offensive Digestion

An eidolon can disgorge its stomach, using it as an natural weapon, as do some forms of sea cucumber. It deals 1d6 points of bludgeoning damage (1d8 Large, 2d6 Huge) and the same amount of acid damage. A struck target must also make a dexterity saving throw (Physical ability save DC) or take 2d6 of acid damage at the start of each of its turns for 2d4 rounds. A target taking ongoing acid damage can take a standard action to rinse itself off if it has access to a gallon or more of fluid. Offensive digestion can be chosen as the focus of the grab evolution. A summoner must be at least 9th level before selecting this evolution.

Sacrifice

An eidolon can sacrifice its own health to heal another creature. As an action, the eidolon can sacrifice up to 4 hit points per Hit Die and then touch the target creature, thereby healing the creature for half the amount sacrificed.

See in Darkness

An eidolon can see perfectly in darkness of any kind, including that created by the darkness spell. The summoner must be at least 9th level before selecting this evolution.

Self-Destruct

An eidolon can explode, killing itself, and it automatically explodes when other creatures kill it. Choose from acid, cold, electricity, or fire. When the eidolon explodes, it deals 1d6 points of damage of the selected type per HD it possesses in a 20-foot radius. Those caught in the explosion can attempt a dexterity saving throw (spell-like ability save DC) for half damage.

Suffocating Slime

An eidolon can create a thick, sticky slime that makes it difficult for foes to breathe, similar to the defense of a hagfish. Whenever the eidolon successfully makes a grapple check, it can coat the target of the grapple in the slime as a bonus action. If a creature makes a successful grapple check against the eidolon, the eidolon can coat it in slime as a reaction. A target coated in slime must make a dexterity saving throw (Physical ability save DC) or be Restrained. An affected creature can take a full-round action to make another dexteirty saving throw to remove the slime. Otherwise the slime dries and cracks off after 24 hour. The eidolon can use this ability once per minute.

Swallow Whole

An eidolon gains the swallow whole ability, giving it the ability to consume its foes. If the eidolon begins its turn with a creature grappled using its bite attack (see the grab evolution), it can attempt to swallow the creature, the creature needs to make a Strength saving throw (Physical ability save DC. The creature can be up to one size category smaller than the eidolon. Swallowed creatures take damage equal to the eidolon’s bite damage each plus 2d6 points of acid damage at the start of their turn. A swallowed creature keeps the grappled condition, but can make another Strength saving throw at the end of each of its rounds. Success indicates that it has returned to the eidolon’s mouth, where it can attempt to escape or be swallowed again. The eidolon must possess the grab evolution, tied to a bite attack, to take this evolution. The summoner must be at least 9th level before selecting this evolution.

Web

An eidolon gains a pair of spinnerets, giving it the ability to spin webs. The eidolon can use these webs to support itself plus up to one creature of the same size. It can throw webbing as a ranged attack up to 8 times per day, entangling a creature up to one size larger than the eidolon. The webbing has a range of 60 feet. Creatures entangled by the web can escape with an Strength or Dexterity check (physical ability save DC). The webs have a number of hits points equal to the eidolon’s total Hit Dice. The eidolon can climb its own webs at its climb speed and can pinpoint any creature touching its webs. The eidolon must possess the climb evolution to take this evolution. The summoner must be at least 7th level before selecting this evolution.

4-Point Evolutions

The following evolutions cost 4 points from the eidolon’s evolution pool.

Breath Weapon

An eidolon learns to exhale a cone or line of magical energy, gaining a breath weapon. Select either acid, cold, fire, lightning, necrotic, poison, radiant, and thunder. The eidolon can breathe a 30-foot cone (or 60-foot line) that deals 1d6 points of damage of the selected type per HD it possesses. Those caught in the breath weapon can attempt a dexterity save for half damage (Physical ability save DC). The eidolon can use this ability once per day. The eidolon can use this ability 1 additional time per day by spending an additional 1 evolution point (maximum 3/day). The summoner must be at least 9th level before selecting this evolution.

Dimension Door

An eidolon learns to cast dimension door as a spell-like ability once per day. The caster level for this evolution is equal to half the summoners caster level highest level spell slot (rounded up). The save DC for this spell (spell-like ability DC). The eidolon must have a Charisma score of at least 14 to take this evolution. The summoner must be at least 13th level before selecting this evolution.

Fast Healing

An eidolon’s body gains the ability to heal wounds very quickly. The eidolon heals 1 point of damage each round. Fast healing does not allow the eidolon to regrow lost body parts (or to reattach severed parts). Fast healing functions as long as the eidolon is alive. This fast healing does not function when the eidolon is not on the same plane as its summoner. This healing can be increased by 1 per round for every 2 additional evolution points spent (maximum 5). The summoner must be at least 11th level before selecting this evolution.

Gaze Attack

An eidolon gains a gaze attack. Only one creature can be affected by the eidolon’s gaze attack each round. An affected target must make a constitution saving throw (physical ability save DC). On a failed saving throw, the target is petrified.

Incorporeal Form

Once per day, an eidolon can become incorporeal for 1 round per summoner level. It only takes half damage from corporeal sources as long as they are magic (it takes no damage from nonmagical weapons and objects). Likewise, its spells or spell-like abilities deal only half damage to corporeal creatures. Spells and other effects that do not deal damage function normally. The summoner must be at least 15th level before selecting this evolution.

Large

An eidolon grows in size, becoming Large. The eidolon gains a +2 bonus to Strength, a +2 bonus to Constitution, and a +2 bonus to its natural armor. It takes a –2 penalty to its Dexterity. If the eidolon has the biped base form, it also gains 10-foot reach. Any reach evolutions the eidolon possesses are added to this total. The eidolon must be Medium to take this evolution. The summoner must be at least 8th level before selecting this evolution.

If 6 additional evolution points are spent, the eidolon instead becomes Huge. The eidolon gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +5 bonus to its natural armor. It takes a –4 penalty to its Dexterity. If the eidolon has the biped base form, its reach increases to 15 feet (10 feet for all other base forms). Any reach evolutions the eidolon possesses are added to this total. These bonuses and penalties replace, and do not stack with, those gained from becoming Large. The summoner must be at least 13th level before selecting this option.

The ability increase evolution costs twice as much (4 evolution points) when adding to the Strength or Constitution scores of a Large or Huge eidolon.

Lava Puddle

An eidolon can, once per day as a full-round action, create a puddle of lava that fills its space to a depth of 2–3 inches and counts as difficult terrain. Any creature that moves through this puddle of lava takes 12d6 points of fire damage. The lava puddle solidifies and is safe to touch after a number of rounds equal to the eidolon’s Hit Dice. At the GM’s discretion, this puddle of lava could start secondary fires. The eidolon can use this ability one additional time per day by spending 1 evolution point (maximum 3/ day). The summoner must be at least 12th level before selecting this evolution.

No Breath

An eidolon no longer needs to breathe. The eidolon does not breathe, and is immune to effects that require breathing (such as inhaled poison). This does not give immunity to cloud or gas attacks that do not require breathing. The summoner must be at least 11th level before selecting this evolution.

Spell Resistance

An eidolon has advantage on saving throws against spells and other magical effects. The summoner must be at least 9th level before selecting this evolution.

Spores

As a standard action once per minute, an eidolon can release a cloud of invisible spores in a 20-foot radius. Each creature within the area must succeed on a Constitution saving throw (Phisical ability save DC) or be affected by powerful hallucinations as long as it remains in the cloud. The hallucination effect lasts for 2d4 rounds after leaving the area. A creature must make a new saving throw each round it remains within the affected area. A hallucination cloud persists for 5 rounds before dispersing; a strong wind causes it to disperse immediately. The eidolon can use this ability once per day. The eidolon can use this ability one additional time per day by spending 1 evolution point (maximum 3/day). The summoner must be at least 9th level before selecting this evolution. To determine what hallucination is suffered each round, roll 1d6 and consult the following table.

d6 Hallucination
1 You’re sinking in quicksand! Fall prone and spend 1 round flailing your arms and legs as if trying to swim.
2 You’re attacked by a swarm of spiders! Spend a full round action to attack the floor near you with your weapon.
3 An item you hold has turned into a viper! Drop it and flee from the item at top speed for 1 round.
4 You’re suffocating! Stand in place, hold your breath, and clutch at your throat for 1 round.
5 You’ve shrunk to 1/10th your normal size! Take no actions for 1 round, and monsters won’t see you.
6 You’re melting! Grasp hold of yourself in an attempt to hold yourself together, and take no actions for 1 round.

Truesight

An eidolon’s senses sharpen even further, granting it truesight out to a range of 120 feet. The eidolon can maneuver and attack as normal, ignoring darkness, invisibility, and most forms of concealment as long as it has line of effect to the target. The eidolon must possess the blindsense evolution to take this evolution. The summoner must be at least 12th level before selecting this evolution.

Ultimate Magic

An eidolon learns to cast a powerful spell as a spell-like ability. Select one spell from the following list: call lightning, create food and water, daylight, fireball, fly, gaseous form, Haste, lightning bolt, major image, Mass Healing Word, stinking cloud, tongues, or water breathing. This spell can be cast once per day as a spell-like ability. The caster level for this evolution is equal to half the summoners caster level highest level spell slot (rounded up). The save DC for this spell is (spell-like ability DC). The eidolon must have a Charisma score of at least 13 and must possess the major magic evolution to take this evolution.

The summoner must be at least 11th level before selecting this evolution. This evolution can be selected more than once. Each time an eidolon selects this evolution, it applies to a new spell from the above list.

Summon Monster

Both the most basic and most important ability summoners posses, all of those who walk the path of the summoner learn this ability and have become so attuned to the other planes that they can easily summon monsters from all the universe without using their spell slots a few times a day. As a summoners grow so those the power of the creatures they can call forth to serve them, this ability grows further as showed on the summoner table.

Beginner Summon monster

Conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 minute per summoner level

this spell-like ability summons an extraplanar creature to your command. It appears where you designate and acts immediately on your turn. It attacks your opponents or performs other actions following your commands or the summoner can choose to let them act freely to the best of their abilities. The spell conjures one of the creatures from the following list (Your DM might allow other creatures to be summoned of the same or lower CR rating). You choose which kind of creature to summon, and you can choose a different one each time you cast the spell.

Creature
Black Bear
Cackler
Crocodile
Darkling
Dust Mephit
Gas Spore
Gray Ooze
Ice Piercer
Myconid Adult
Nupperibo
Shadow
Skeletal Alchemist
Skulk
Swarm of Wasps
Tri-flower Frond

Novice Summon Monster

Conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 minute per summoner level

This spell functions like Beginner Summon monster, except that you can summon one creature from the following list (Your DM might allow other creatures to be summoned of the same or lower CR rating) or 1d3 creatures of the same kind from the Beginner Summon monster list.

Creature
Alseid
Aquatic Ghoul
Copper Dragon Wyrmling
Core Spawn Crawler
Death Dog
Dire Wolf
Dread Warrior
Fire Snake
Harpy
Ice Spider
Maw Demon
Quickling
Moorbounder
Quaggoth Spore Servant
Specter

Apprentice Summon Monster

Conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 minute per summoner level

This spell functions like Beginner Summon monster, except that you can summon one creature from the following list (Your DM might allow other creatures to be summoned of the same or lower CR rating) or 1d3 creatures of the same kind from the Novice Summon Monster list, or 1d4+1 creatures of the same kind from the Beginner Summon monster list or lower tier lists.

Creature
Ankylosaurus
Assassin Bug
Blue Dragon Wyrmling
Crab Folk
Displacer Beast
Flail Snail
Forlarren
Girallon Zombie
Green Hag
Hell Hound
Hook Horror Spore Servant
Manticore
Nergaliid
Redcap
Slithering Tracker

Adept Summon Monster

Conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 minute per summoner level

This spell functions like Beginner Summon monster, except that you can summon one creature from the following list (Your DM might allow other creatures to be summoned of the same or lower CR rating) or 1d3 creatures of the same kind from the Apprentice Summon Monster list, or 1d4+1 creatures of the same kind from the Novice Summon Monster list or lower tier lists.

Creature
Adult Oblex
Allip
Battleforce Angel
Bulette
Earth Elemental
Giant Crocodile
Greater Zombie
Hellwasp
Hill Giant
Otyugh
Shambling Mound
Tanarukk
Troll
Unicorn
Water Elemental

Intermediate Summon Monster

Conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 minute per summoner level

This spell functions like Beginner Summon monster, except that you can summon one creature from the following list (Your DM might allow other creatures to be summoned of the same or lower CR rating) or 1d3 creatures of the same kind from the Adept Summon Monster list, or 1d4+1 creatures of the same kind from the Apprentice Summon Monster list or lower tier lists.

Creature
Blue Slaad
Fluxcharger
Giant Ape
Giant Skeleton
Korred
Maurezhi
Mind Flayer
Oni
Stone Giant
Swavain Basilisk
The Lost
Tree Blight
Venom Troll
Woe Strider
Young Black Dragon

Greater Summon Monster

Conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 minute per summoner level

This spell functions like Beginner Summon monster, except that you can summon one creature from the following list (Your DM might allow other creatures to be summoned of the same or lower CR rating) or 1d3 creatures of the same kind from the Intermediate Summon Monster list, or 1d4+1 creatures of the same kind from the Adept Summon Monster list or lower tier lists.

Creature
Abhorrent Overlord
Animated Tree
Cloud Giant
Drowned Master
Fire Giant
Frost Salamander
Glabrezu
Hashalaq Quori
Nycaloth
Phylaskia
Shadow Horror
The Lonely
Ulitharid
Undead Tree
Young Silver Dragon

Advanced Summon Monster

Conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 minute per summoner level

This spell functions like Beginner Summon monster, except that you can summon one creature from the following list (Your DM might allow other creatures to be summoned of the same or lower CR rating) or 1d3 creatures of the same kind from the Greater Summon Monster list, or 1d4+1 creatures of the same kind from the Intermediate Summon Monster list or lower tier lists.

Creature
Alkilith
Balhannoth
Behir
Dao
Doomwake Giant
Gynosphinx
Horned Devil
Morkoth
Necrotic Centipede
Nightmare Shepherd
Radiant Idol
Remorhaz
Roc
The Hungry
Yagnoloth

Expert Summon Monster

Conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 minute per summoner level

This spell functions like Beginner Summon monster, except that you can summon one creature from the following list (Your DM might allow other creatures to be summoned of the same or lower CR rating) or 1d3 creatures of the same kind from the Advanced Summon Monster list, or 1d4+1 creatures of the same kind from the Greater Summon Monster list or lower tier lists.

Creature
Adult Brass Dragon
Atropal
Core Spawn Seer
Devourer
Dire Troll
Narzugon
Neothelid
Rakshasa
Skyswimmer
Storm Giant
The Angry
Ultroloth
Vampire
Wastrilith
Young Red Shadow Dragon

Master Summon monster

Conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 minute per summoner level

This spell functions like Beginner Summon monster, except that you can summon one creature from the following list (Your DM might allow other creatures to be summoned of the same or lower CR rating) or 1d3 creatures of the same kind from the Expert Summon Monster list, or 1d4+1 creatures of the same kind from the Advanced Summon Monster or lower tier lists.

Creature
Adult Bronze Dragon
Ancient Deep Crow
Core Spawn Worm
Deathpact Angel
Death Tyrant
Green Abishai
Hundred-Handed One
Death Tyrant
Mordakhesh
Mummy Lord
Nabassu
Purple Worm
Skittering Horror
Skull Lord
Typhon
Cantrips (0 Level)
  • Acid Splash
  • Blade Ward
  • Control Flames
  • Create Bonfire
  • Dancing Lights
  • Guidance
  • Infestation
  • Light
  • Mage Hand
  • Magic Stone
  • Mending
  • Message
  • Mind Sliver
  • Mold Earth
  • Prestidigitation
  • Primal Savagery
  • Produce Flame
  • Shape Water
  • Spare the Dying
  • Thaumaturgy
  • Thorn Whip
  • Resistance
1st Level
  • Absorb Elements
  • Alarm
  • Arms of Hadar
  • Bless
  • Cause Fear
  • Charm Person
  • Create or Destroy Water
  • Cure Wounds
  • Detect Magic
  • Disguise Self
  • Expeditious Retreat
  • Faerie Fire
  • Feather Fall
  • Find Familiar
  • Fog Cloud
  • Grease
  • Heroism
  • Ice Knife
  • Identify
  • Jump
  • Longstrider
  • Mage Armor
  • Protection from Evil and Good
  • Ray of Sickness
  • Shield
  • Sleep
  • Tasha's Hideous Laughter
  • Tenser's Floating Disk
  • Unseen Servant
2nd Level
  • Aid
  • Alter Self
  • Barkskin
  • Blindness/Deafness
  • Blur
  • Crown of Madness
  • Darkness
  • Darkvision
  • Detect Thoughts
  • Dragon's Breath
  • Earthbind
  • Enhance Ability
  • Enlarge/Reduce
  • Enthrall
  • Flock of Familiars
  • Heat Metal
  • Hold Person
  • Invisibility
  • Lesser Restoration
  • Levitate
  • Magic Weapon
  • Maximilian's Earthen Grasp
  • Misty Step
  • Protection from Poison
  • Ray of Enfeeblement
  • See Invisibility
  • Snilloc's Snowball Swarm
  • Spider Climb
  • Suggestion
  • Summon Beast
  • Warding Wind
  • Web
  • Wristpocket
  • Zone of Truth
3rd Level
  • Animate Dead
  • Bestow Curse
  • Blink
  • Call Lightning
  • Conjure Animals
  • Conjure Barrage
  • Counterspell
  • Dispel Magic
  • Elemental Weapon
  • Enemies Abound
  • Erupting Earth
  • Fast Friends
  • Fear
  • Flame Arrows
  • Fly
  • Gaseous Form
  • Glyph of Warding
  • Haste
  • Hunger of Hadar
  • Hypnotic Pattern
  • Leomund's Tiny Hut
  • Magic Circle
  • Meld into Stone
  • Phantom Steed
  • Sending
  • Sleet Storm
  • Slow
  • Stinking Cloud
  • Summon Fey
  • Summon Lesser Demons
  • Summon Shadowspawn
  • Summon Undead
  • Thunder Step
  • Tidal Wave
  • Tiny Servant
  • Tongues
  • Water Breathing
4th Level
  • Banishment
  • Charm Monster
  • Compulsion
  • Confusion
  • Conjure Minor Elementals
  • Conjure Woodland Beings
  • Control Water
  • Dimension Door
  • Dominate Beast
  • Elemental Bane
  • Evard's Black Tentacles
  • Find Greater Steed
  • Giant Insect
  • Grasping Vine
  • Greater Invisibility
  • Guardian of Nature
  • Leomund's Secret Chest
  • Locate Creature
  • Mordenkainen's Faithful Hound
  • Polymorph
  • Stone Shape
  • Stoneskin
  • Summon Aberration
  • Summon Elemental
  • Summon Greater Demon
  • Wall of Fire
5th Level
  • Animate Objects
  • Bigby's Hand
  • Cloudkill
  • Conjure Elemental
  • Conjure Volley
  • Contact Other Plane
  • Creation
  • Danse Macabre
  • Dispel Evil and Good
  • Dominate Person
  • Far Step
  • Geas
  • Hold Monster
  • Infernal Calling
  • Insect Plague
  • Planar Binding
  • Raise Dead
  • Skill Empowerment
  • Summon Celestial
  • Telekinesis
  • Teleportation Circle
  • Transmute Rock
  • Wall of Stone
6th Level
  • Arcane Gate
  • Conjure Fey
  • Create Homunculus
  • Create Undead
  • Drawmij's Instant Summons
  • Flesh to Stone
  • Investiture of Flame
  • Investiture of Ice
  • Investiture of Stone
  • Investiture of Wind
  • Magic Jar
  • Mass Suggestion
  • Mental Prison
  • Move Earth
  • Otto's Irresistible Dance
  • Planar Ally
  • Soul Cage
  • Summon Fiend
  • Tasha's Otherworldly Guise
  • Tenser's Transformation
  • True Seeing
  • Wall of Ice
7th Level
  • Conjure Celestial
  • Create Magen
  • Etherealness
  • Finger of Death
  • Forcecage
  • Mordenkainen's Magnificent Mansion
  • Plane Shift
  • Simulacrum
  • Teleport
8th Level
  • Animal Shapes
  • Antimagic Field
  • Clone
  • Demiplane
  • Dominate Monster
  • Feeblemind
  • Maze
  • Mighty Fortress
  • Power Word Stun
  • Reality Break
  • Telepathy
  • Tsunami
9th Level

Astral Projection Blade of Disaster Foresight Gate Imprisonment Invulnerability Mass Polymorph Power Word Kill Prismatic Wall Psychic Scream Shapechange Time Stop True Polymorph Weird Wish

 

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