Summoner Class

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. But this power comes with a price: the summoner's spells and abilities are limited due to their time spent enhancing the power and exploring the nature of their eidolon.

###  Quick Build

You can make a summoner quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Charisma. Second, choose the Sage background.

## **CLASS FEATURES**

As a summoner, you gain the following class features.

####  Hit Points

***Hit Dice:***   1d10 per summoner level

***Hit Points at 1st Level:***   10 + your Constitution modifier

***Hit Points at Higher Levels:***    1d10 (or 6) + your Constitution modifier per summoner level after 1st

####  Proficiencies

***Armor:*** Light armor, shields

***Weapons:*** Simple weapons

***Tools:***  None

***Saving Throws:***  Constitution, Charisma

***Skills:***  Choose two from Animal Handling, Arcana, Religion, Insight, Intimidation, Investigation, Perception, Persuasion, or Nature.

####  Equipment

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

* (a) one simple weapon or (b) a shortbow and 20 arrows
* (a) leather armor or (b) hide armor
* (a) a component pouch or (b) an arcane focus
* (a) an explorer’s pack or (b) a diplomat's pack

###  Eidolon

When you take your first level in this class, you gain the ability to summon to your side a powerful outsider called an eidolon. The first time you do so, the eidolon forms a link with its summoner, and you forever after summon an aspect of the same creature. The eidolon takes a form shaped by the summoner's desires, meaning that its physical appearance is up to you, but it always appears as some sort of fantastical creature. The eidolon also bears a glowing rune. When you first summon your eidolon, an identical rune appears on your body somewhere. While these runes can be hidden through mundane means, they 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).

***Summoning your Eidolon.*** While bound to you, your eidolon is never far from you. You can summon your eidolon with an action, causing it to appear in an unoccupied space within 10 feet of you. You can dismiss it with a bonus action. While dismissed, the eidolon resides in a shallow layer of the ethereal plane, and can be detected by Truesight.

If your eidolon is ever Banished, or otherwise magically transported to a plane other than the one you are on, you become **Separated**, and you cannot access the abilities that rely on your eidolon’s power. Until you re-summon your eidolon with ritual performed over the course of a Short Rest, you remain Separated and your eidolon cannot return to you or communicate with you by any means. While you are Separated, you suffer 3 points of Exhaustion, which can only be removed when you summon your eidolon back again.

***Hit Points and Abilities.*** Your eidolon has its own statistics separate from yours. When you first take a level in summoner, you design your eidolon’s form and abilities using the rules for Evolutions, described later in the chapter.

You have bound your life force to your eidolon inextricably in exchange for the eidolon’s abilities. Your eidolon uses your hit point pool; any damage the eidolon suffers is marked off of your hit point total. However, due to its nature, it is immune to Charm, Poison, and Exhaustion. If you are reduced to 0 hit points, your eidolon is automatically dismissed.

Your eidolon shares any special senses (such as darkvision) that you have, and uses your proficiency bonus. It also has the same alignment as you do, and can speak all of your languages. Additionally, you and your eidolon can communicate telepathically as long as you are within 5 miles of each other. Your eidolon can speak telepathically to any willing creature within 30 feet if they share a language.

Your eidolon cannot wear armor, but may wear rings, amulets, belts, circlets, or other equipment if its physical form would permit it to do so. It needs no food, sleep, or air to survive, being nourished by your magical energy.

***Combat Actions.*** In combat, you and your eidolon share the same turn. Your eidolon has its own movement, but does not have its own actions or reactions as if it was a separate creature. On your turn, you may choose to take an action as yourself or as your eidolon, but not both. Effectively, you are in two places at once. The same rule applies to bonus actions and reactions as well.  Additionally, any ability that would grant you or your eidolon extra actions (such as the haste spell) applies to this shared action pool instead of to either you or your eidolon.

***Evolutions.*** While the form of your eidolon is of your choosing, you must select physical characteristics from the list of Evolutions later in the class notes. Your eidolon has a pool of evolution points based on your level as shown in the Summoner table. Whenever you gain a level in this class, you must decide how these points are spent, and you may not change Evolutions until you gain the next level in this class.

Some Evolutions have prerequisites based on your Bond Specialization. You may access them only if you have reached 3rd level or higher in this class, and if you have the matching Bond Specialization.

###  Spellcasting

The same magical abilities that allowed you to summon your eidolon also allow you to cast other spells. For more information, refer to the rules of spellcasting and the summoner spell list.

***Spell Slots.*** The Summoner table shows how many spell slots you have to cast your spells. To cast one of your summoner spells of 1st level or higher, 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 charm person and have a 1st-level and a 2nd-level slot available, you can cast charm person 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 5th 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.*** Constitution is your spellcasting ability for your summoner spells, since they draw on your bond and your life force to create their magical effects. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution 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 Constitution Modifier
* **Spell Attack Modifier** = your proficiency bonus + your Constitution Modifier

***Delivered Spell.***  When you cast a spell with a range of Touch, your eidolon can deliver the spell as if it had cast the spell. Your eidolon must be within 100 feet of you to use this ability. The spell uses your Spell Save DC or Spell Attack Modifier, if the spell requires a saving throw or attack roll.

### Bond Dice

Also at 2nd level, you have learned to use the mental link between you and your eidolon to your advantage. You have a number of d6s equal to your Constitution modifier (minimum of 1), called your Bond Dice pool. When you (or your eidolon) make an ability check or saving throw, you can use your reaction to add one Bond Die to the check, expending it, as you call upon the senses, resolve, or energy of your bonded partner to aid you. You must choose to do this before you roll. You cannot use this feature if you and your eidolon are Separated.

Expended dice recharge on a Long Rest. When you reach 9th level in this class, your Bond Die becomes a d8 instead of a d6. When you reach 17th level, it becomes a d10.

### Share Senses

Starting at 2nd level, you can use an action to share the senses of your eidolon, hearing, seeing, smelling, tasting, and touching everything the eidolon does. While doing this, you are almost entirely blind to your own senses, and can only perceive powerful stimuli to your own body. For example, a person talking into your ear might be heard as a faint murmur, and being burned by flame would feel uncomfortably warm. You can end this effect as a bonus action.

The range for this ability is 100 feet. At 6th level, the range increases to 1000 feet, and at 11th, it increases to 1 mile.

### Bond Specialization

At 3rd level, the bond you took with your eidolon begins to take its true form, based on the most powerful subconscious or conscious desires you had when you formed the bond. Your Bond choice will grant you and your eidolon unique special abilities as detailed later in the class notes at 3rd, 7th, 11th, and 15th levels.

### Ability Score Increase

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.

### Planar Attunement

Beginning at 13th level, your senses begin to change based on the influence of your eidolon through the bond. You can cast Detect Magic at will, without material components or expending a spell slot. While you are concentrating on this ability, you can use an action to see the influence of other planes instead of the regular auras that the spell shows. Any summoned or conjured object glows faintly, and any portal or rift to another plane or demiplane glows in the same manner.

You can also use this ability while you are sharing senses with your eidolon.

### Share Strength

When you reach 15th level, your bond with your eidolon refreshes and revitalizes you when you draw upon it. Whenever you expend one of your Bond Dice, you gain temporary hit points equal to the number rolled on the die. These temporary hit points last until you take a short or long rest.

When you use this feature, you may instead choose to remove a condition from yourself or your eidolon. The condition can be Blinded, Deafened, Poisoned, or Charmed.

### Shared Concentration

At level 18, you and your eidolon have become almost one mind with the power of two. When you cast a spell that requires concentration, you may choose whether you or your eidolon will concentrate on it. The rules for concentration checks apply as if that member of your duo was the caster. Through use of this feature, you and your eidolon can simultaneously concentrate on two spells at a time.

### Timeless Bond

When you reach 20th level, your bond has grown so strong and the eidolon’s influence is so deep that it affects you on a fundamental level. Your body stops aging, and you become immune to sickness, disease, poison, and exhaustion. You still suffer exhaustion as normal if your eidolon is Separated from you.

## **SUBCLASSES**

* Companionship
* Protection
* Torment
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Summoner Class/Companionship

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 Summoner Class/Protection

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 Summoner Class/Torment

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