Summoner 5th Edition

                       Summoner, Variant (5e Class) - D&D Wiki 

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 his summoning. Over time, the two become linked, eventually even sharing a shard of the same soul.

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 his eidolon function as individuals, their true power lies in what they can accomplish together.

 
 
Summoner
Hit die: D8

Proficiencies: Arcana, Stealth Investigation Nature Deception Sleight of hand(Pick any 2)

Levels Cantript           Spells known            Spell level                   Ability
1         3                    3                      1                         Eidolon
2         3                    4                      1                    Bonded connections
3         3                    5                      2                                 x
4         3                    6                      2                         Shield Ally
5         4                    7                      3                                 x
6         4                    8                      3                                 x
7         4                    9                      4                                 x
8         4                    10                     4                        Transposition 
9         4                    11                     5                                 x
10        5                    12                     5                                 x
11        5                    13                     6                                 x
12        5                    14                     6                    Greater Shield Ally  
13        5                    15                     7                                 x
14        5                    16                     7                                 x
15        5                    17                     8                          Life Bond
16        5                    18                     8                                 x
17        5                    18                     9                                 x
18        5                    19                     9                                 x
19        5                    20                     9                                 x
20        5                    20                     9                        Twin Eidolon
 


Bonded Connections: When the Eidolon takes damage you can choose to absorb the damage instead. If the eidolon is within 30 feet of you and takes damage you can absorb 2d10 of it instead.

Shield Ally: At 4th level, whenever a summoner is within his eidolon’s reach, the summoner receives a +2 armor class allies within range receive a +1 armor class.

Transposition: At 8th level, a summoner can use his maker’s call ability to swap locations with his eidolon. If it is larger than him, he 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. 

Greater Shield Ally: At 12th level, whenever an ally is within an eidolon’s reach, the ally receives a +2 shield bonus to its Armor Class and a +2 on its saving throws. If this ally is the summoner, these bonuses increase to +4. 

Life Bond: At 15th level, a summoner’s life becomes linked to his eidolon’s. As long as the eidolon has 1 or more hit points, the summoner is protected from harm. As long as the Eidolon is within 30 feet The eidolon can choose to absorb any damage to the summoner.

Twin Eidolon: At 20th level, the summoner’s eidolon becomes an absolute monstrosity Multiplying itself and gaining half the stats of the Summoner (rounded up). This ability is can be used once per long rest, however you can spend a 9th level spell slot to regain this ability.











Summoner Subclass: 
Defender
1)Level 3 :Unwavering defender: Starting at 3rd level the Eidolon can equip heavy armor and a shield. When a ally within 5 feet of it is targeted for a attack the eidolon  can impose disadvantage on the attack using your reaction.

2)Level 8:Unstoppable attack: By forgoing the attack option the eidolon can give advantage to a ally within 20 feet of it. And attacks deal a addition attack die and on critial hit the damage die can be rolled 3 additional times. This ability can only be used up to your proficiency modifier per day.

3)Level 14:Misty assault: The eidolon  can teleport to the summoner of it in order to allow the attack to hit it instead of the summoner. This ability can only be used up to your proficiency modifier per day.

4)Level 17:Self destruct button: The eidolon can use its action to self destruct and doing its remaining health times 5 to every creature within 5 feet of it and times 2 up to 30 feet.

Bonus Spells: 
1st level Shield, Shield of faith
2nd Aid, Pass without a trace
3rd Crusader’s Mantle, Counterspell
4th Banishment, Aura of life
5th Conjure elemental(earth), Destructive wave


Multi-summoner:
1)Level 3:Wave of defenders: Transforms your eidolon to a couple of summons including at least one raven. The number of summoned creatures is equal to your proficiency modifier +1.

2)Level 8:Forceful presence: When you use the wave of defenders ability all creatures that can see must make a wisdom saving throw or be frightened or charmed. The creature can make a save at the end of there turn or when they take damage.

3)Level 14:Swarm of eidolon: Your Wave of defenders now turn into mini-eidolon. Each one has a armor class of 10 with health equal to your level.

4)Level 17:True summoner. Your ability to summon a wave of creatures has reached its final form. All defenders can use the flyby ability.

Bonus spells:
1st Bless, cause fear
2nd Blur, Hold person
3rd Blink, Haste 
4th Giant Insect, Greater Invisibility
5th Conjure Elemental(Air), Contagion


Blood eidolon:

1)Level 3 Sacrifice: By sacrificing your hp (1d10)you can give your eidolon the ability to splash blood on your enemies, Each creature with blood on them gives you advantage when hit with your cantrips. You can use this ability proficiency modifier per day.

2)Level 8:Engage in blood ritual: You can forgo a movement action to allow your eidolon to increase the range and amount of enemies that are hit with the blood of the sacrifice ability. This increases the amount to your proficiency modifier +1.

3)Level 14:Engaging in the dark arts: When a attacks you that is covered in blood they must succeed on a wisdom saving throw or forgo a attack. This ability can be used proficiency modifier per day.

4)level 17Wave of Blood: By sacrificing Health (4d10) You can mark all creatures with blood and all spell saving throws they make while covered in blood is at disadvantage.

Bonus spells:
1st mage armor, create or destroy water
2nd Blindness/deafness, enthrall
3rd animate dead, Fireball
4th Blight, Evard's Black tentacles
5th Negative energy Flood,synaptic Static



Soothing touch eidolon:

1)level 3:Soothing Touch: You can forgo a movement action to heal a ally who is distress. Directly after an ally takes damage you can heal them as a reaction (1d8+int)

2)Level 8:Embrace of love: The eidolon can use the help action as a bonus action to pick up a ally and must move 30 feet towards you forgoing any attacks of opportunity. This ability can be used proficiency +1 per day.

3)Level 14:Stroke of luck: An ally failing a saving throw within 20 feet of the eidolon  can reroll it. They must take the second roll. This ability can be used proficiency per day.

4)Level 17:Perfect touch: Once per day you can heal up to 3 allies within 30 feet of your eidolon  for half there hp removing all conditions and curses on them. You can recharge this ability but giving up your 9th level spell slot. 

Bonus spells
1st Healing word,Ceremony
2nd Healing Spirit, Lesser restoration
3rd Beacon of hope, life Transference
4th Death ward, Summon elemental(Air)
5th Summon Celestial, Greater Restoration


Eidolon
Armor Class 12 + the level of the spell (natural armor) 
Hit Points  (2d6+int x level)
Speed 30 (15 swim)
STR 10 plus int +level spell used
Dex 8 + int
Con 14 + int max 18
Int 0 + int + level used
Wis 12 + int max 16
Cha 8 + int

Damage Resistances: Psychic
Damage immunity: poison
Condition Immunities: poisoned
Senses darkvision 60 feet
Proficiency Bonus Equal to your own
Multiattack: (unlocks at level 5)
Melee attack: To hit is Int + proficiency modifier 
damage (1d8+int) Gains (1d8+int at level 8 and aditional 1d8+int at level 14)
Hurl Stones: The enemy must make a dexterity saving throw to avoid or take half damage. Targets who fail the save must make a strength check to avoid being knocked prone. Damage 3d8 increasing at level 5(4d8) Level 9(5d8) level 14(6d8) and at level 20 to (12d8) Recharge on a a 5-6 rolled.

 

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