The Summoner

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. Each summoner has developed a particularly strong magical connection to one of the planes of existence. From the energies of this plane, the summoner creates a creature, known as an eidolon, which serves its summoner and gains power as the summoner's skills grow. Over time, eidolon and summoner become linked, eventually even sharing a shard of the same soul.
Summoners typically spend their time exploring their arcane power alongside their eidolons. While summoners attain mastery of their magic, they rely heavily on their eidolon companions in dangerous situations. Though a summoner and their eidolon function as individuals, their true power lies in what they can accomplish together as they become an inseparable and deadly team.
Those who form a close bond with an extraplanar being rarely lead a quiet, simple life. Summoners frequently seek increased knowledge about their bonded plane and their companion's nature. This often leads them to embark on dangerous adventures to ancient ruins and foreign lands where they must use their magical power and the strength of their eidolon to pull through.
LevelProficiency BonusFeaturesEvolution PointsCantrips KnownSpells Known1st2nd3rd4th5th
1st +2 Planar Bond, Eidolon, Spellcasting 2 2 2 2 - - - -
2nd +2 Summon Creature, Bond Senses 3 2 3 2 - - - -
3rd +2 Maker's Call 4 3 4 3 - - - -
4th +2 Ability Score Improvement 5 3 5 3 - - - -
5th +3 7 4 6 4 2 - - -
6th +3 Planar Bond Feature 8 4 7 4 2 - - -
7th +3 Life Bond 9 4 8 4 3 - - -
8th +3 Ability Score Improvement 10 4 9 4 3 - - -
9th +4 11 4 10 4 3 2 - -
10th +4 Aspect 12 4 11 4 3 2 - -
11th +4 Transposition 14 4 12 4 3 3 - -
12th +4 Ability Score Improvement 15 4 12 4 3 3 - -
13th +5 16 4 13 4 3 3 1 -
14th +5 Planar Bond Feature 17 4 13 4 3 3 1 -
15th +5 Greater Aspect 18 4 14 4 3 3 2 -
16th +5 Ability Score Improvement 19 4 14 4 3 3 2 -
17th +6 Merge Forms, Plane Shift 21 4 15 4 3 3 3 1
18th +6 Planar Bond Feature 22 4 15 4 3 3 3 1
19th +6 Ability Score Improvement 23 4 15 4 3 3 3 2
20th +6 Grand Eidolon 28 4 15 4 3 3 3 2

Class Features

As a Summoner, you gain the following class features:  

Hit Points

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

Proficiencies

Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Animal Handling, Arcana, Deception, Insight, Intimidation, Persuasion, and Religion  

Equipment

You start with the following equipment, in addition to the equipment granted by your background:
  • (a) a quarterstaff or (b) a dagger
  • (a) a component pouch or (b) an arcane focus
  • (a) a dungeoneer's pack or (b) an explorer's pack
 

Planar Bond

At 1st level, you have developed a close connection with a particular plane of existence and the magical energies that can be drawn from it. The plane you choose grants you features at levels 1, 6, 14, and 18. Your chosen plane affects the creature type of your eidolon (described in the following section). In addition, you gain spells according to your chosen plane at the appropriate summoner levels. Each of these spells counts as a summoner spell for you, but do not count against the number of summoner spells you know.  

Eidolon

Small creature type depends on planar bond,
Armor Class: 10 + Dex Modifier + PB (Natural Armor)
Hit Points: 2 + five times your summoner level (the eidolon has a number of hit dice [d6s] equal to your summoner level)
Speed: 20 ft

STR

10 +0

DEX

10 +0

CON

12 +1

INT

8 -1

WIS

10 +0

CHA

14 +2

Saving Throws: CON +1 + PB, CHA +2 + PB
Skills: Skills Athletics: +2/+0 +PB  

Features

Evolutions: Your eidolon's features and statistics depend largely on the evolutions you choose. At each summoner level, you gain at least one evolution point (as shown in the Summoner table) to spend on eidolon evolutions (see the "Evolutions" section).
Ability Score Improvement: At levels 4, 8, 12, 16, and 19, you can increase one of your eidolon's ability scores by 2, or you can increase two ability scores by 1. Increases to ability scores affect the relevant saving throws, skills, attacks, hit points, AC, etc. as if the eidolon were a player character (e.g. if the eidolon's constitution modifier increases by 1, it gains a number of hit points equal to your summoner level and one more hit point at each new summoner level).
Senses: Senses: Passive Perception 10
Languages: Understands the languages its summoner speaks, but can only speak telepathically to its summoner while on the same plane.
Proficiency Bonus: Equals your bonus

Some evolutions and features give your eidolon the ability to cast spells. Regardless of its form, your eidolon is able to perform the somatic and verbal components of spells it knows and can ignore material components that do not have a gold cost.

Actions

Multiattack: The eidolon makes a number of attacks depending on your summoner level (1 attack at levels 1-4, up to 2 attacks at levels 5-16, and up to 3 attacks at levels 17-20). Multiattack cannot include spells. The attacks available to your eidolon depend on its base form and evolutions. Each attack evolution you take applies to only one body part and may only be used once during an attack action. In addition, each of your eidolon's heads, arms, pairs of legs, and sets of wings may only perform one attack during an attack action.   Each attack counts as magical and uses your PB plus either the eidolon's strength or dexterity modifier to hit. On a hit, an attack deals an amount of damage according to its evolution description plus either the eidolon's strength or dexterity modifier. Unless otherwise stated, the range of each attack is 5 ft.

Attributes: At 1st level, choose whether your eidolon has 14 STR and 10 DEX or 10 STR and 14 DEX.
 

Eidolon

Beginning at 1st level, your attunement to another plane has allowed you to form an eidolon, a creature molded from the magical energies of its home plane. It is friendly to you and your companions, and it obeys your commands. You and your eidolon share a mental link that allows for telepathic communication across any distance on the same plane.   You can summon your eidolon in a ritual that takes 1 minute to perform. When summoned in this way, your eidolon's hit points are unchanged from the last time it was dismissed or banished. Your eidolon remains until you dismiss it as an action. If your eidolon is killed, it is banished to its home plane and it cannot be summoned again until you complete a long rest, which allows your eidolon to reform in its home plane and also gain the benefits of a long rest. Note that your eidolon benefits from rests and makes death saving throws like a player character. If you are killed, your eidolon is immediately banished to its home plane. See your eidolon's base statistics in the eidolon stat block, which uses your proficiency bonus (PB) in several places. When applicable, your eidolon's proficiency bonus equals your own. When an ability is gained at a certain level, it is referring to your summoner level.   In combat, the eidolon shares your initiative count and takes its turn simultaneously with yours. It can move and use its actions and reaction on its own, requiring no action from the summoner. That action can be one in its stat block or some other action.  

Eidolon Evolutions and Base Form

At 1st level, you choose a base form for your eidolon (see the "Eidolon Base Forms" section). A base forms provides some free evolutions for your eidolon that do not count against your pool of evolution points. Evolutions are improvements to your eidolon that grant it additional capabilities. You have a number of evolution points (EP) according to evolution points column of the Summoner Table. These can be spent on evolutions for your eidolon. See the "Evolutions" section for a list of available evolutions and their EP costs. Whenever you gain a summoner level, you may spend available EP on new evolutions. When you do so, you may remove one of your eidolon's current evolutions (except for the free evolutions granted by their base form). Any EP that had been spent on the removed evolution are available to be spent on new evolutions. Unless otherwise stated, an evolution can be selected multiple times.   Evolutions  

Spellcasting

Beginning at 1st level, you cast spells by drawing upon the power of the plane of existence you have bonded with. See the summoner spell list for the spells you can learn.  

Cantrips

At 1st level, you know two 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 summoner spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.  

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 from this feature. Each of these spells must be of a level for which you have spell slots on the summoner table. Additionally, when you gain a level in this class, you can choose one of the summoner spells you know from this feature and replace it with another spell from the summoner spell list. The new spell must also be of a level for which you have spell slots on the Summoner table.  

Spellcasting Ability

Charisma is your spellcasting ability for your summoner spells. You use your charisma whenever a spell refers to your spellcasting ability. In addition, you use your charisma modifier when setting the saving throw DC for a summoner spell you cast and when making an attack roll with one.  
Spell Save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier

Ritual Casting

You can cast a summoner spell as a ritual if that spell has the ritual tag and you know the spell.  

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your summoner spells.  

Summon Creature

At 2nd level, you diversify your summoning abilities to handle situations your eidolon is not suited for. Once per long rest, instead of summoning your eidolon, you may use the same ritual to summon a creature from your bonded plane with a CR up to 1/3 of your summoner level for up to one hour, after which it returns to its home plane.   Maintaining the creature on the same plane as you requires your concentration, which if broken, causes the creature to immediately be dismissed. Like the eidolon, you summon this creature in a ritual that takes 1 minute to perform. The creature must be of the same type as your eidolon (determined by your planar bond). Your DM will have creature options for you and the stats for those creatures. The summoned creature is friendly to you and your companions, shares your initiative count, and takes its turn immediately after yours. It can move and use its action and reaction on its own. You can have either your eidolon or one creature summoned through this feature at a time. If you summon your eidolon or a creature from this feature, other summons from this or the eidolon feature are immediately dismissed to their home plane.  

Bond Senses

Beginning at 2nd level, you develop a close link with your eidolon allowing you to see the world from its perspective. Once per short rest, as an action, you can experience what your eidolon senses (including sight, hearing, feeling, etc.) for up to one minute, gaining the benefits of any special senses it has. During this time, you do not experience your own senses and do not have control of your own body. Your body does not move from the position you left it until the effect ends unless something else moves it.  

Maker's Call

Beginning at 3rd level, you and your eidolon are magically connected regardless of distance. Whenever your eidolon is on the same plane as you, you can use your bonus action to teleport it to an open space within 5 ft. of you. If there are no open spaces, the teleportation fails.   In addition, while you can see your eidolon, spells you cast with a range of self can instead target your eidolon. If a self-targeting spell uses your reaction, it can be triggered through your eidolon (for example, when your eidolon is hit by an attack, you can use your reaction to cast shield on it).  

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. As noted in the eidolon stat block, your eidolon's ability scores increase the same way. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.  

Life Bond

At 7th level, your life becomes intertwined with that of your eidolon. Whenever your eidolon takes damage, you may use your reaction and sacrifice a number of hit points from your current total. When you do so, you reduce the damage of the triggering attack by an amount equal to the number of hit points you sacrificed. You may not reduce yourself to 0 hit points with this feature.  

Aspect

At 10th level, your deepening relationship with your eidolon has bestowed you some of its power. You choose a number of evolutions your eidolon has that cost up to 2 EP total. You gain the benefits of the chosen evolution(s). Each evolution may only be selected once for the aspect or greater aspect features.  

Transposition

At 11th level, as a bonus action you can switch locations with your eidolon through teleportation. You must be able to see your eidolon to perform the transposition. In addition, if your eidolon is larger than you they must still occupy the space you were previously on (or vice versa). If there is   not sufficient room to do so, the transposition fails.  

Greater Aspect

At 15th level, you increasingly resemble your eidolon as the plower of your bonded plane flows through you. You choose a number of evolutions your eidolon has that cost up to 4 EP total. You gain the benefits of the chosen evolution(s). Each evolution may only be selected once for the aspect or greater aspect features.  

Merge Forms

At 17th level, your eidolon becomes an extension of your own being. You learn to merge you and your eidolon's forms into one creature.  

Merging

As a bonus action, you may touch your eidolon to merge you and its physical forms into one body. When you do so, you and your eidolon become one creature. Your merged form continues to be affected by any ongoing spells or magical effects that were affecting either of you, including those from worn magical equipment. You become the size of your eidolon if it was larger than yourself, but otherwise you remain the same size. After the merge, you may occupy the space either you or your eidolon were in, but you must be able to fit in the chosen space with your new size.  

Merged Statistics

In your merged form, your creature type is the same as your eidolon. You have access to both your own and your eidolon's senses and movement speeds. Each one of your merged form's ability scores equals either your or your eidolon's corresponding ability score, whichever is higher. In addition, you use your eidolon's hit point pool and its armor class, but you may still use the life bond feature to draw from your own hit point pool and reduce damage taken. Lastly, your merged form has all proficiencies that you or your eidolon had.  

Merged Form Actions

  While merged, you and your eidolon continue to take your separate turns as normal but are now controlling the same body in tandem. Your minds and thoughts are so coordinated that you encounter no issues piloting the same form. You may use any of your normal actions including casting spells while in your merged form, but you may alternatively perform one of your eidolon's attacks or another one of its actions instead. Your eidolon acts as normal. Note that if one of your eidolon's abilities has a limited number of uses, you and your eidolon share the available uses. In addition, either you or your eidolon (not both) may choose to move using one of your merged form's speeds. Lastly, your merged form has two reactions per round; one from you and one from your eidolon, but only one can be used at a time.  

Splitting

You may willingly split forms, using your bonus action, causing you and your eidolon to occupy separate spaces directly on or within 5 feet of the space(s) your merged form had occupied; if there is not enough space to split, you remain merged.   Also, if your merged form is reduced to 0 hit points, your form splits if there is space available to do so, and your eidolon begins making death saving throws. If there is not enough space available to split, you and your eidolon remain merged and you make one death saving throw each round as your merged form. If your merged form dies, you die, your form splits, and your eidolon is banished.  

Plane Shift

Beginning at 17th level, you learn to travel to your bonded plane. Once per long rest, as a ritual that takes 10 minutes, you can transport yourself and up to 8 willing creatures you can see to a general location on your bonded plane (see the plane shift spell). Alternatively, while on your bonded plane, you can use this ritual to return yourself and up to 8 willing creatures to a familiar location on your home plane.  

Grand Eidolon

At 20th level, your eidolon becomes a creature of legend and immense power. You gain four additional EP (for a total of 28 as shown in the Summoner Table).      

Eidolon Base Forms

An eidolon's base form acts as the starting point for your eidolon's evolution. Each base form has free evolutions that do not count against your pool of evolution points (EP). Unlike other evolutions, these free evolutions cannot be removed when you gain a summoner level.   You may decide that your eidolon has body parts it does not have the corresponding evolution for. However, this only affects your eidolon's appearance and does not impart any gameplay benefit. For example, this is often applied to eidolons that have legs but not the "legs" evolution, because they do not use their legs for attacking.  

Aquatic

Aquatic eidolons begin with the head, gills, swim, and tail evolutions. In addition, choose one of the following evolutions for your starting attack: bite, headbutt, horns, or tail slap. This grants them a head, the ability to breathe underwater indefinitely, a swim speed of 30 feet, a tail, proficiency in acrobatics, and the attack you chose.  

Biped

Biped eidolons begin with the head, arms, and speed (base) evolutions. In addition, choose one of the following evolutions for your eidolon's starting attack: bite, claws, headbutt, horns, pincers, slam, or stinger. This grants them a head, a pair of arms, a speed of 30 ft., and the attack you chose. Here, the speed evolution represents a pair of legs that is unavailable for attacking or receiving attack evolutions.  

Quadruped

Quadruped eidolons begin with the head, legs, pounce, and speed (base) evolutions. In addition, choose one of the following evolutions for your eidolon's starting attack: bite, claws, headbutt, hooves, or horns. This grants them a head, a pair of legs, a speed of 40 ft., doubled distance on their long jumps, and the attack you chose. Here, the speed evolution represents a second pair of legs that is unavailable for attacking or receiving attack evolutions.  

Serpentine

Serpentine eidolons begin with the head, climb, reach, and tail evolutions. In addition, choose one of the following evolutions for your eidolon's starting attack: bite, headbutt, horns, stinger, or tail slap. This grants them a head, a climb speed of 20 ft., a tail, proficiency in acrobatics, and the attack you chose (which gains a range of 10 feet).  

Winged

Winged eidolons begin with the head, skilled (acrobatics), and wings evolutions. In addition, choose one of the following evolutions for your eidolon's starting attack: bite, headbutt, horns, or wing buffet. This grants them a head, proficiency in acrobatics, a flight speed of 30 ft., and the attack you chose.  
Summoner's Spell List
Generic article | Jan 17, 2024

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