Simple Summoner (5e Class)
--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
Level | Proficiency Bonus | Features | eidolon evolution bonus | —Spell Slots per Spell Level— | |||
---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | ||||
1st | +2 | Cure Wounds, Companion | 1 | — | — | — | — |
2nd | +2 | Starter Element | 2 | — | — | — | — |
3rd | +2 | Empowering Will, pet crafting | 3 | 2 | — | — | — |
4th | +2 | Ability Score Improvement, Summoner archetype | 5 | 3 | — | — | — |
5th | +3 | 1st Growth | 6 | 3 | — | — | — |
6th | +3 | Starter Element Improvement | 7 | 3 | — | — | — |
7th | +3 | Heal as bonus action , soul relay | 8 | 4 | 2 | — | — |
8th | +3 | Ability Score Improvement | 10 | 4 | 2 | — | — |
9th | +4 | Companion Resting | 11 | 4 | 2 | — | — |
10th | +4 | 2nd Growth | 12 | 4 | 3 | — | — |
11th | +4 | Extra Bonus Action | 13 | 4 | 3 | — | — |
12th | +4 | Ability Score Improvement | 15 | 4 | 3 | — | — |
13th | +5 | Channel Power, Crafted Heal improvement | 16 | 4 | 3 | 2 | — |
14th | +5 | 3nd Growth | 17 | 4 | 3 | 2 | — |
15th | +5 | — | 18 | 4 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 20 | 4 | 3 | 3 | — |
17th | +6 | Pretend Friend, Crafted Heal improvement | 21 | 4 | 3 | 3 | — |
18th | +6 | Starter Element Improvement | 22 | 4 | 3 | 3 | — |
19th | +6 | Ability Score Improvement, Final Growth | 23 | 4 | 3 | 3 | 1 |
20th | +6 | Companion Teamwork Extra Bonus Action | 25 | 4 | 3 | 3 | 1 |
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.->
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Auxiliatrix
<!-Being an Auxiliatrix means being there when your companion falls to pick them back up. You use mostly healing and buff magic->
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Soulmate
<!-As your friends Soulmate they will protect you to the ends of the earth and you guarantee then the same protection. ->
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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.->
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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.->
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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
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- 2nd Level
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- 3rd Level
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- 4th Level
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