Simple Summoner (5e Class)

This page was proposed for deletion on 16:47, 5 March 2021 (MST) because: Abandoned for over a year. (discuss).

If the above issues are not in the process of being addressed within 14 days, this page will be deleted. See also the deletion policy.

If it is obvious that this page should not be deleted or if this page has been fixed since this template was added, please remove this template. However please do not remove this template from pages you have created yourself. Instead, please discuss whether changes made to this page are sufficient to warrant removal of this template. Need a page deleted immediately? Use {{needsadmin}} instead! Why is my article up for deletion?
Administrators remember to check if anything links here and the page history (last edit) before deleting

Edit this Page | Articles which may get deleted

This page is incomplete and/or lacking flavor. Reason: Almost no class page is in a finished state when it is first posted. For guidance, see the 5e Class Design Guide.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

This page was marked as abandoned on 21:06, 1 March 2020 (MST) because: Basically just a copy of the other summoner classes with no real work put into making it any different (discuss)

If you think you can improve this page please bring the page up to the level of other pages of its type, then remove this template. If this page is completely unusable as is and can't be improved upon based on the information given so far then replace this template with a {{delete}} template. If this page is not brought to playability within one year it will be proposed for deletion.

Edit this Page | All abandoned pages

--A summoning class without the over complexity of other spellcasters. you are a versatile spire of potential with a new friend. The reason why you met them could vary, they could be a gift from above or a guard for your service and maybe even a friendly beast you met in the meadows. Whatever the reason your eidolon is an extension of your soul and will serve you till the day it dies. But that's where you come in you may revive and heal having an immortal symbiosis between you and a dear friend. -->



Quick Build

You can make a Summoner quickly by following these suggestions. Firstly, Charisma should be your highest ability score, followed by Constitution or Intelligence. Second, choose a folk hero background.


Class Features

As a Summoner you gain the following class features.

Hit Points

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

Proficiencies

Armor: light
Weapons: simple and light
Tools: none
Saving Throws: Intelligence and charisma
Skills: Choose 3 from Animal Handling, History, Insight, Nature and Perception

Equipment

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

  • (a) whip or (b) dagger or (c) sickle
  • (a) explorer's pack or (b) dungeoneer's pack

Table: The Summoner

LevelProficiency
Bonus
Featureseidolon evolution bonus—Spell Slots per Spell Level—
1st2nd3rd4th
1st+2Cure Wounds, Companion1
2nd+2Starter Element2
3rd+2Empowering Will, pet crafting32
4th+2Ability Score Improvement, Summoner archetype53
5th+31st Growth63
6th+3Starter Element Improvement73
7th+3Heal as bonus action , soul relay842
8th+3Ability Score Improvement1042
9th+4Companion Resting1142
10th+42nd Growth1243
11th+4Extra Bonus Action1343
12th+4Ability Score Improvement1543
13th+5Channel Power, Crafted Heal improvement16432
14th+53nd Growth17432
15th+518432
16th+5Ability Score Improvement20433
17th+6Pretend Friend, Crafted Heal improvement21433
18th+6Starter Element Improvement22433
19th+6Ability Score Improvement, Final Growth234331
20th+6Companion Teamwork Extra Bonus Action254331



Summoner's Bond

Due to the nature of the bond between Summoner and Eidolon, Eidolons are resistant to any attempts to control them. They gain advantage against compulsion, charm, and fear effects. In addition, any effect that could be shrugged off by self-harm can likewise be shrugged off if the Eidolon would harm its Summoner.

Spellcasting

The magical bond created when a Summoner first conjures his Eidolon temporarily interferes with a his ability to cast spells more powerful than cantrips. At 2nd level, the Summoner regains the use of his magic he lost due to the bond with his Eidolon. A Summoner simply knows his spells, and does not need to prepare them ahead of time.

Cantrips

You begin play knowing two cantrips from the Summoner spell list. The Summoner table shows when you learn more. These may be replaced any time you can replace a normal spell, but only with another cantrip.

Spell slots

The Summoner table shows how many spell slots you have, as well as what level they are. To cast a Summoner spell of 1st level or higher, you must expend a spell slot. You regain all spell slots when you finish a short or long rest. Spells you cast automatically use the highest level effect they can.

Spells known of 1st level and higher

At 2nd level, you gain two 1st level Summoner spells. The "spells known" column on the Summoner table shows when you learn more spells and when you may learn higher level spells. In addition, whenever you gain a level as a Summoner, you may replace a Summoner spell you know with another on the Summoner spell list as long as it is of no higher a level than you can cast for your level.

Spellcasting Ability

Charisma is your spellcasting ability for your Summoner spells, so use your Charisma whenever a spell refers to your spellcasting ability. In addition, 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
Spellcasting Focus

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

Archetype

At 2nd level, your bond with your Eidolon has deepened to a point where Summoners' abilities diverge. Choose between Broodmaster, Divisionist, Eidolost, and Synergist. Your choice determines what class features you get at 2nd, 6th, 11th, and 17th level.

Bond Senses

At 3rd level as an action, the Summoner may combine his senses with his Eidolon, seeing, hearing, and feeling what the Eidolon does. This ability extends up to a range of 120 feet, and the Summoner and Eidolon must be on the same plane for it to work. The Summoner may end this ability as a bonus action. While his senses are bonded, the Summoner cannot see or hear from his own body. Attacks and opposed skill checks against him automatically succeed. Any damage taken by the Summoner immediately ends this effect.

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. If your DM allows it, you may alternatively take any feat for which you qualify.

Maker's Call

At 5th level, you gain the ability to call your Eidolon to your side as an action as if they were using the Dimension Door spell. You may use this ability once per long rest. You may not use this ability if there is no space adjacent to you capable of fitting your Eidolon. You may use this ability one more time per long rest at 9th level, and one more time again at 13th level.

Aspect

At 10th level, you may choose to divert up to 2 points from your Eidolon's evolution point pool. If you do, you remove these from the total points your Eidolon has access to and add them to yourself. You may then select an evolution you would qualify for. The total points and evolutions can be changed at any time you could change your Eidolon's evolutions, but is otherwise permanent. you can divert the evolution points to another person, but you must spend a week in darkness doing a ritual. The ritual requires the other person to eat a part of your flesh, and it costs 2500 gold in gems and 500 in ritual chalk.

Shield Ally

Starting at 15th level, whenever a friendly creature is adjacent to the Eidolon, it gains half cover if it is the same size category as the Eidolon or smaller. This does not apply if the Eidolon is grappled, incapacitated, paralyzed, prone, restrained or stunned.

Maker's Plea

At 18th level, you regain all uses of Maker's Call after finishing a short rest.

Life Bond

At 18th level, the bond you share with your Eidolon affects runs into your very lifeforce. As a reaction, whenever one of you takes damage, the other may sacrifice hit points up to the amount of damage taken, but not in excess of your current hit points minus 1. If you do so, you prevent damage equal to how many hit points were sacrificed in this way. The Summoner and Eidolon may only sacrifice hit points for each other in this way, not for themselves, nor allied creatures.

Twin Eidolon

At 20th level, your bond with your Eidolon becomes absolute. As an action, you may assume the form of your Eidolon. Any gear you're carrying is harmlessly absorbed into your new form. Magical items continue to function when absorbed in this way. Your Strength, Dexterity, and Constitution scores all change to match your Eidolon's. You lose access to your natural attacks and racial abilities in favor of those granted by the Eidolon's evolutions. You retain your class features while transformed. You may end this effect as a bonus action. You may remain in this form for up to 10 minutes per day. These minutes do not need to be consecutive, but must be spent in 1 minute intervals. This ability recharges after a long rest.

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.

Class Feature

Class feature game rule information

Lather, rinse... repeat as necessary.

Jockey

<-The jockey is a class archetype with the ability to ride their friend and use them as transportation.->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Auxiliatrix

<!-Being an Auxiliatrix means being there when your companion falls to pick them back up. You use mostly healing and buff magic->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Soulmate

<!-As your friends Soulmate they will protect you to the ends of the earth and you guarantee then the same protection. ->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Shepard

<!-you would never settle for 1 friend you would have a festival of friends following your stead and fending off the looming threat of loneliness.->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Eidolonist

<!-You always felt a certain mood and thought a certain way and no one knew this better than your truest friend. Above all else they changed with you and you to them.->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Eidolon evolution List

Spell List

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

<!-1st level spell list->

2nd Level

<!-2nd level spell list->

3rd Level

<!-3rd level spell list->

4th Level

<!-4rd level spell list->




Back to Main Page 5e Homebrew Classes

This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.