User:Ghostwheel/Summoner (5e Class)
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- 1 Summoner
- 2 Class Features
- 3 Summoning Specialization
- 4 Eidolons
- 4.1 Evolution Points
- 4.2 Base Statistics
- 4.3 Darkvision
- 4.4 Extraplanar Origin
- 4.5 Link
- 4.6 Devotion
- 4.7 Ability Score Improvement
- 4.8 Base Forms
- 4.9 Extraplanar Origin
- 4.9.1 Celestial
- 4.9.2 Elemental
- 4.9.3 Fey
- 4.9.4 Fiend
- 4.10 Evolutions
- 4.10.1 1-Point Evolutions
- 4.10.2 2-Point Evolutions
- 4.10.3 3-Point Evolutions
- 4.10.4 4-Point Evolutions
- 4.11 Legal Disclaimer
A small gnome takes large strides to keep up with the hulking form of his demonic companion, a diabolical smile on his face as he glances at the monster that he has bound to his will for many years.
Shouting in shared pain, the half-elf looks on in horror as her angelic companion falls to one knee before catching another sword wound and disappearing into the aether with a cry and a promise to be back when they can.
Watching through the eyes of their fiery companion, a fire genasi's dour face turns into a smile as he watches his elemental burn away the darkness and undead the have infested the crypt, well away and safe from harm.
Each of these is a summoner, a wielder of arcane magics who has bound their very soul to a summoned companion who has been beside them from the very start. Binders of demons, summoners of elemental forces, and those who have made pacts with celestials all count as summoners, and each one counts on their companion to aid them in their endeavors.
Summoners are a type of spellcaster who choose to focus their studies on summoning and commanding extraplanar creatures. They form a special bond with a particular being known as an eidolon. An eidolon is less of a discrete being a more of an extension of a Summoner’s will. eidolons vary widely in appearance and adopt a form based on the summoner’s desires.
Summoners excel at calling monsters from across the planes to fight for them. Some of these mages only call good creatures to their side, while others will happily conjure demons and devils if it means vanquishing an enemy. Summoners tend to work well with Wizards, Sorcerers and especially with Warlocks. They tend to cause friction with good aligned Clerics and Paladins who suspect them of consorting with demons.
While not every character who summons creatures is a summoner, summoners each carry a mark that they brand upon their eidolon to maintain their connection. Eidolons can vary in appearance and demeanor, but each is a steadfast companion of the summoner they accompany, fighting alongside them through thick and thin and maintaining the sacred bond they share in order to carry out the summoner's will.
Creating a Summoner
When creating your summoner, ponder how precisely the pact was formed between the summoner and their eidolon. Did you find a ritual that bound you to your eidolon? Did your eidolon contact you in your dreams and create the pact, with new knowledge appearing in your mind? Did others instruct you in the proper rites necessary, or did your individual heritage supply the instinctive words and gestures necessary to summon your eidolon?
In addition, what is your relationship your eidolon, both when it was first summoned, and now? Is your relationship a pleasant one, where trust has been built? Or do you control your eidolon through tight mental control, subsuming their individual will with your own? When you summoned your eidolon, were you impressed, surprised, or disappointed, and how did that first impression change as time went by? The only truth shared between summoners is that without their eidolon at their side, they are vulnerable and death will swiftly come for them.
You can make a summoner quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the hermit background. Third, choose
As a Summoner, you gain the following class features.
Hit Dice: 1d6 per Summoner level
Hit Points at 1st Level: d6 + your Constitution modifier
Hit Points at Higher Levels: 1dd6 + your Constitution modifier
You start with the following equipment, in addition to the equipment granted by your background:
- a simple weapon of your choice
- a light crossbow and 20 bolts
- (a) a component pouch or (b) an arcane focus
- (a) a scholar's pack or (b) an explorer's back
|1st||+2||Eidolon, Life Link, Spellcasting|
|2nd||+2||Bond Senses, Shield Ally (Barkskin)|
|4th||+2||Ability Score Improvement|
|8th||+3||Ability Score Improvement|
|10th||+4||Shield Ally (Evasion)|
|12th||+4||Ability Score Improvement|
|16th||+5||Ability Score Improvement|
|18th||+6||Shield Ally (Mind Blank)|
|19th||+6||Ability Score Improvement|
At 1st level, you have the ability to summon to your side a powerful outsider called an eidolon. The eidolon forms a link with the summoner, who forever after summons an aspect of the same creature. Each eidolon has a type, chosen when the eidolon is first summoned, that determines its origin and many of its abilities. An eidolon must be within one alignment step of your alignment (so if you are neutral good, can call an unaligned, lawful good, or chaotic good eidolon) and can speak all of your languages. An eidolon is treated as a summoned creature, and is sent back to its home plane if it is killed. In addition, due to its tie to its summoner, an eidolon can attack creatures warded by protection from evil and good or circle of protection and similar effects that grant protection or bar the entry of summoned creatures.
A summoner can summon his eidolon in a ritual that takes 1 minute to perform. When summoned in this way, the eidolon’s hit points are unchanged from the last time it was summoned. The only exception to this is if the eidolon was not dismissed voluntarily, in which case it returns with half its normal hit points. The eidolon cannot spend hit dice to heal, but heals fully at the end of a long rest if it was dismissed voluntarily. The eidolon remains until dismissed by the summoner as an action. If the eidolon is sent back to its home plane without being dismissed voluntarily, it cannot be summoned again until the following day. The eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as dispel evil and good function normally. If you or your eidolon become unconscious or is damaged while unconscious, it must immediately make a Charisma save (DC 15) and again at the end of each of its turns or it is immediately banished. If you are killed, your eidolon is immediately banished.
The eidolon takes a form shaped by your desires. The eidolon’s Hit Dice, saving throws, skills, feats, and abilities are tied to your level and increase as you gains levels. In addition, each eidolon gains a pool of evolution points based on your level that can be used to give the eidolon different abilities and powers. Whenever the you gains a level, you must decide how these points are spent, and they are set until you gain another level.
The eidolon’s physical appearance is up to you, but it always appears as some sort of fantastical creature appropriate to its subtype. This control is not fine enough to make the eidolon appear like a specific creature. The eidolon also bears a glowing rune that is identical to a rune that appears on your as long as the eidolon is summoned. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as it lasts).
Unfortunately, the connection between you and your eidolon does have some negative effect upon your uses of magic; while you have your eidolon summoned, any spells you cast that summon creatures (such as planar binding, conjure animals, or summon greater demon) simply fail due to your eidolon's presence.
Starting at 1st level, you form a close bond with your eidolon. Whenever the eidolon takes enough damage to send it back to its home plane, as a reaction to the damage, you can sacrifice any number of hit points you have without using an action. Each hit point sacrificed in this way prevents 1 point of damage dealt to the eidolon. This can prevent the eidolon from being sent back to its home plane.
In addition, you and your eidolon must remain within 100 feet of one another for the eidolon to remain at full strength. If the eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If the eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%. If the eidolon is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when the eidolon gets closer to its summoner, but its maximum hit point total does climb to the normal amount and eventually returns to normal.
Your special connection to the eidolon grants you the ability to wield arcane might, drawing off power from it just as it does from you in a symbiotic bond. See chapter 10 for the general rules of spellcasting and the end of this section for the summoner spell list.
At 1st level, you know two cantrips of your choice from the summoner spell list. You learn an additional summoner cantrip of your choice at 10th level and another at 14th level.
Preparing and Casting Spells
The Summoner Spellcasting table below shows how many spell slots you have to cast your summoner 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.
You prepare the list of summoner spells that are available for you to cast, choosing from the summoner spell list. When you do so, choose a number of summoner spells equal to your Charisma modifier + half your summoner level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level summoner, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell mage armor, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of summoner spells requires time spent communing with your eidolon: at least 1 minute per spell level for each spell on your list.
Charisma is your spellcasting ability for your summoner spells, since the power of your magic relies on how much of your eidolon's power your soul can withstand. 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
You can use an arcane focus as a spellcasting focus for your summoner spells.
You can cast a summoner spell as a ritual if that spell has the ritual tag and you have the spell prepared.
|Spell Slots per Spell Level|
Summoner Spell List
The following is a list of spells you consult when you learn a summoner spell. The list is organized by spell level, not character level.
Cantrips: Acid Splash, Blade Ward, Create Bonfire, Dancing Lights, Fire Bolt, Friends, Frostbite, Gust, Infestation, Light, Mage Hand, Mending, Message, Mold Earth, Poison Spray, Prestidigitation, Produce Flame, Ray of Frost, Resistance, Shocking Grasp
1st Level: Bless, Charm Person, Cure Wounds, Dissonant Whispers, Faerie Fire, False Life, Grease, Guiding Bolt, Healing Word, Heroism, Mage Armor, Protection from Evil and Good, Ray of Sickness, Shield of Faith, Summon Monster, Tasha's Hideous Laughter
2nd Level: Aid, Barkskin, Blindness/Deafness, Crown of Madness, Darkness, Dragon's Breath, Earthbind, Enhance Ability, Enthrall, Fortune's Favor, Heat Metal, Hold Person, Invisibility, Lesser Restoration, Levitate, Magic Weapon, Phantasmal Force, Ray of Enfeeblement, See Invisibility, Silence
3rd Level: Bestow Curse, Conjure Animals, Counterspell, Dispel Magic, Elemental Weapon, Enemies Abound, Fast Friends, Fear, Fly, Hypnotic Pattern, Magic Circle, Mass Healing Word, Motivational Speech, Nondetection, Protection from Energy, Remove Curse, Slow, Stinking Cloud, Wall of Sand, Wall of Water, Water Breathing
4th Level: Banishment, Black Tentacles, Charm Monster, Compulsion, Confusion, Conjure Minor Elemental, Conjure Woodland Beings, Deathward, Dimension Door, Dominate Beast, Faithful Hound, Freedom of Movement, Greater Invisibility, Phantasmal Killer, Polymorph, Stoneskin, Summon Greater Demon, Wall of Fire, Watery Sphere
5th Level: Cloudkill, Conjure Elemental, Contact Other Plane, Contagion, Dominate Person, Geas, Greater Restoration, Hold Monster, Holy Weapon, Infernal Calling, Mass Cure Wounds, Planar Binding, Skill Empowerment, Wall of Force, Wall of Light, Wall of Stone
Starting at 2nd level, as an action you can see through your eidolon's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the eidolon has. During this time, you are deaf and blind with regard to your own senses. There is no range to this effect, but you and the eidolon must be on the same plane.
Beginning at 2nd level, you gain the benefits of barkskin while you are within 5 feet of your eidolon.
This ability improves at 10th level, allowing you to take no damage if you succeed on a saving throw when subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, and only half damage if you fail the saving throw, while within 5 feet of your eidolon.
The ability improves again at 18th level, allowing you to gain the benefits of mind blank while within 5 feet of your eidolon.
At 3rd level, you choose an archetype that defines your connection to your eidolon from the list of available archetypes. Your choice grants features at 3rd level, and again at 7th, and 15th level.
Ability Score Improvement
When you reach 4th 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.
At 6th level, you can call your eidolon to your side as an action. This functions as dimension door. When used, your eidolon appears within 5 feet of you (or as close as possible if all adjacent spaces are occupied). If your eidolon is out of range, the ability is wasted. You can use this ability three times, regaining expended uses on a long rest.
Starting at 11th level, you can use your maker’s call ability to swap locations with your eidolon. If it is larger than you, you can appear in any square occupied by your eidolon. The eidolon must occupy the square that you occupied if able, or as close as possible if it is not able.
Beginning at 14th level, you can cause your eidolon to shift and contort under your will, changing its form violently. As an action, you can change up to a number of evolutions with a total evolution point cost of no more than your proficiency bonus that your eidolon possesses. The lost evolutions cannot be prerequisites for other evolutions that your eidolon possesses. You regain the use of this ability at the end of a long rest.
Starting at 20th level, your life becomes linked to your eidolon’s. As long as the eidolon has 1 or more hit points, you are protected from harm. Damage in excess of that which would reduce you to fewer than 0 hit points is instead transferred to your eidolon. This damage is transferred 1 point at a time, and if your eidolon reaches 0 hit points, all excess damage remains with you. Effects that cause death but not damage are unaffected by this ability. This ability does not affect spells that do not cause actual damage.
While all summoners use their eidolon as a veritable shield to help weather the blows of their enemies, various summoners specialize in various ways to fuel their eidolon's power. The summoning specialization you choose dictates precisely how you support your eidolon in combat.
Those who specialize in Evolution tend to have stronger eidolons than other summoners, and even gain some of their evolutionary powers as their own.
At 3rd level, you are adept at forming your eidolon to be better, faster, and tougher than other eidolons. Your eidolon gains 1 additional evolution points. They gain an additional evolution point at 7th and 15th level.
Beginning at 7th level, you can take on some of the evolutions available to your eidolon. You may gain a combination of evolutions that your eidolon could take adding up to 2 evolution points, though you must fulfill any prerequisites that the evolutions require. The combination may add up to 4 evolution points at 15th level, and you may change the evolutions chosen at the end of a long rest.
Starting at 15th level, your mastery of evolution grants your eidolon the ability to break the limitations of most mortals. Your eidolon's Strength and Constitution increase by 2, up to a maximum of 22.
Spellsiphon summoners back their eidolon with the power of their arcane spellcasting, changing the very energy inherent in their spells to bolster their eidolon and make them hit harder than other eidolons.
At 3rd level, you learn to channel your spells to protect your eidolon. As a reaction when your eidolon takes damage, you may expend a spell slot as a reaction to reduce the damage your eidolon takes by 5 times the expended spell slot's level. At 15th level this ability improves, reducing the damage by 10 times the spell slot's level.
Beginning at 7th level, you can channel your arcane power into the strikes of your eidolon. When your eidolon hits with a melee attack, you may expend a spell slot to increase the damage done by your eidolon. The damage is increased by 1d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8.
Starting at 15th level, you can infuse your eidolon with the energy you wield to empower its form. Expend a spell slot as an action; your eidolon gains from the benefit of the foresight spell for a number of rounds equal to the level of the spell slot, up to a maximum of 5 rounds.
While other summoners use their eidolon as a barrier between them and danger, summoners who specialize in Synthesis take this a step further, entering their eidolon and venturing into battle from within their hardened form.
While most summoners manipulate their summons from a distance, you have learned how to fuse with your eidolon, urging it into battle from within. Starting at 3rd level, as an action you may touch your eidolon to enters its space, and henceforth you are considered to be one creature.
While this is in effect, the following rules apply:
- You use the eidolon's Strength, Dexterity, and Constitution scores, armor class, attacks and evolutions, but retain your alignment, personality, Intelligence, Wisdom, and Charisma scores, feats, alignment, and proficiencies.
- The eidolon's current remaining hit points become temporary hit points for you, and if you lose these temporary hit points, the eidolon is immediately banished back to its home plane.
- You are able to cast spells and act normally while fused in this way as long as the eidolon is capable of fulfilling the requirements for your actions (including any verbal or somatic components required), directing all of your eidolon's actions.
- You retain the benefit of any features from your class, race, or other source and can use them if the eidolon's form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
- You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment changes size (but not shape) to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form still grants its benefits, though any item that requires any sort of action to use cannot be activated.
Beginning at 7th level, you learn to affect your eidolon with some of your spells. You can make any spell you cast that targets only you instead target your eidolon, replacing all instances of you in the spell with your eidolon instead.
In addition, add the following spells to your summoner spell list:
Cantrips: Primal Savagery
1st Level: Divine Favor, False Life, Zephyr Strike
2nd Level: Blur, Flame Blade, Mirror Image
3rd Level: Blink, Vampiric Touch
4th Level: Fire Shield
At 15th level, you are so in tune with your eidolon that you can spend an action to assume its the shape, copying all of its evolutions, form, and abilities. You can stay in this form for up to ten minutes, at the end of which you revert to your normal form. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
While you are transformed, the following rules apply:
- Your game statistics are replaced by the base statistics of your eidolon, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of your eidolon.
- When you transform, you assume your eidolon's maximum hit points. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
- You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your eidolon's form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell that you've already cast.
- You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
- You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment changes size (but not shape) to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
You regain the use of this ability at the end of a long rest.
An eidolon's abilities are determined by the summoner's level and by the choices made using its evolution pool. The Eidolon table determines many of the base statistics of the eidolon. Each eidolon possesses a base form that modifies these base statistics. Eidolons are count as celestials, elementals, fey, or fiends for the purpose of determining which spells affect them according to the summoner's choice.
|1st||+2||Darkvision, Link, Extraplanar Origin||0|
|4th||+2||Ability Score Improvement||2|
|8th||+3||Ability Score Improvement||4|
|12th||+4||Ability Score Improvement||6|
|16th||+5||Ability Score Improvement||8|
|19th||+6||Ability Score Improvement||9|
The value given in this column is the total number of points in the eidolon's evolution pool. Points from this pool can be spent on a wide variety of modifications and upgrades that add new abilities, attacks, and powers to the eidolon. Whenever the summoner gains a level, the number in this pool increases and the summoner can spend these points to change the abilities of the eidolon. These choices are not set. The summoner can change them whenever he gains a level.
Hit Dice: 1d8
Hit Points at 1st Level: 8 + the eidolon's Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + the eidolon's Constitution modifier per Eidolon level after 1st
Saving Throws: One of Dexterity, Constitution or Wisdom, and Charisma
Skills: The eidolon chooses two from Acrobatics, Athletics, Deception, Insight, Intimidation, Perception, Persuasion, and Stealth.
Due to a combination of their supernatural origin and tough skin, eidolons have an AC equal to 12 + their Dexterity modifier. The eidolon can use their natural armor to determine their AC if the armor they wear would leave them with a lower AC. A shield's benefits apply as normal while they use their natural armor.
As an outsider from a distant plane, the eidolon has superior vision in dark and dim conditions. The eidolon can see in dim light within 60 feet of it as if it were bright light, and in darkness as if it were dim light. It can't discern color in darkness, only shades of gray.
Eidolons are beings of extraplanar nature in origin, and this nature grants them certain advantages. At 1st level, the summoner chooses one of the origins listed below. This grants the eidolon a feature at first level, and again at 3rd, 7th, 11th, 17th, and 20th level.
Beginning at 1st level, a summoner and his eidolon share a mental link allows for communication across any distance (as long as they are on the same plane). This communication does not require an action, allowing the summoner to give orders to his eidolon at any time. In addition, magic items interfere with the summoner's connection to his eidolon. As a result, the summoner and his eidolon share attunement slots. For example, if the summoner attuned to two items, his eidolon can attune to no more than one item. In case of a conflict, the items worn by the summoner remain active, and those used by the eidolon become dormant. The eidolon must possess the appropriate appendages to utilize a magic item.
At 2nd level, an eidolon has advantage on saving throws against being charmed.
Ability Score Improvement
When the eidolon reaches 4th level, it can increase one ability score of the summoner's choice by 2, or it can increase two ability scores of the summoner's choice by 1. As normal, the eidolon can't increase an ability score above 20 using this feature.
Unlike most characters, even if the feat variant rules are used in a given campaign, the eidolon is unable to take feats.
Each eidolon has one of three base forms that determines its starting size, speed, AC, attacks, and ability scores. Alternatively, any one of these base forms can be used to make a Small eidolon. If this choice is made, the eidolon can be made Medium whenever the summoner can change the eidolon’s evolution pool. Likewise, a Medium eidolon can be made Small whenever the summoner can change the eidolon’s evolution pool.
Starting Statistics: Speed: 30 feet; Ability Scores: Str 15, Dex 13, Con 14, Int 8, Wis 10, Cha 12; Bonus evolutions: arms, weapon proficiency
Starting Statistics: Speed: 40 feet; Ability Scores: Str 15, Dex 14, Con 13, Int 8, Wis 10, Cha 12; Bonus evolutions: bite
Starting Statistics: Speed: 20 feet; Ability Scores: Str 13, Dex 15, Con 14, Int 8, Wis 10, Cha 12; Bonus evolutions: bite, climb, tail, tail slap
Each eidolon has a different form and origin, each as different from another yet always taking on various forms and benefits from their summoner and plane of origin.
Celestial eidolons tend to be angelic in appearance, often with golden skin and glowing eyes and shine with righteous will.
Alignment: Any good
Available forms: Biped
At 1st level, a celestial eidolon gains resistance to radiant damage and gains an additional evolution point.
Starting at 3rd level, whenever a celestial eidolon hits a fiend or undead, they deal an additional 1d6 radiant damage.
At 7th level, a celestial eidolon can cast the daylight spell. The celestial eidolon regains the use of this ability at the end of a long rest.
Starting at 11th level, while concentrating on the daylight spell, a celestial eidolon can force a creature within the spell's area to make a Constitution saving throw as a bonus action (DC 8 + the eidolon's proficiency bonus + the eidolon's Charisma modifier). On a failed save, the target is blinded until the end of the eidolon's next turn. The celestial eidolon regains the use of this ability at the end of a long rest.
Bastion Against Evil
Beginning at 17th level, a celestial eidolon is constantly under the effect of a protection from evil and good spell without requiring concentration.
At 20th level, a celestial eidolon gains feathery wings, granting them a fly speed of 60 feet.
Eidolons of elemental origin take the form of the four classic elements, with bodies made entirely of the element summoned to the summoner's side.
Available forms: Biped, quadruped, serpentine
At first level the eidolon gains an additional evolution point. In addition, your elemental's nature is decided; choose one of the elemental types in the Elemental Affinity table. The eidolon becomes resistant to damage of the type according to the table, and is vulnerable to damage of its opposition.
*Fire. In addition, an eidolon of the fire type sheds bright light in a 30-foot radius and dim light in an additional 30 ft., and for every 5 ft. the fire eidolon moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.
At 3rd level, the eidolon gains an additional evolution point.
Beginning at 7th level, the eidolon gains a special attack based on its type according to the following list:
Whirlwind. Each creature adjacent to the eidolon must make a Strength saving throw (DC 8 + the eidolon's Strength modifier + the eidolon's proficiency bonus). On a failure, a target takes 4d6 bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes a creature or an object, such as a wall or floor, both the target and the creature or object struck takes 1d6 bludgeoning damage for every 10 feet it was thrown.
If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.
The damage from this ability increases to 6d6 at 11th level, and 8d6 at 17th level. The eidolon regains the use of this ability at the end of a short or long rest.
Siege Monster. The eidolon deals double damage to objects and structures.
Burn. The eidolon deals 1d6 fire damage to its target whenever it hits with a natural attack. This increases to 2d6 at 17th level.
Whelm. Each creature adjacent to the eidolon must make a Strength saving throw (DC 8 + the eidolon's Strength modifier + the eidolon's proficiency bonus). On a failure, a target takes 2d6 bludgeoning damage. If it is a creature of its size or smaller, it is also grappled. Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target takes no damage and is not grappled.
The elemental can grapple one creature of its size or up to two smaller creatures at one time using this feature. At the start of each of the eidolon's turns, each target grappled by it takes 2d6 bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make an opposed Athletics (Strength) check and succeeding.
The damage from this ability increases to 3d6 at 11th level, and 4d6 at 17th level. The eidolon regains the use of this ability at the end of a short or long rest.
At 11th level, the eidolon's exterior comes closer to its nature. It is now immune to damage of the type it was resistant to from the elemental affinity feature.
Starting at 17th level, the eidolon has mastered the movement of their elemental type. They gain the following types of movement, according to the Elemental Movement chart.
*Earth Glide. The eidolon can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through.
Having become one with the material of their home plane, at 20th level the eidolon gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
Eidolons who originate from the Feywild tend to have multicolored, butterfly wings, smooth features that are otherworldly in their beauty, and a mischievous demeanor that belies the viciousness capable of such creatures.
Alignment: Any chaotic
Available forms: Biped
As one of the fey, magic can't put a fey eidolon to sleep at 1st level.
In addition, they fey eidolon gains an evolution point and proficiency in one of the following skills that it was not proficient in: Acrobatics, Animal Handling, Deception, Intimidation, Nature, Perception, Performance, Persuasion, Sleight of Hand, or Stealth.
At 3rd level, the fey eidolon can cast animal friendship. Once the fey eidolon uses this feature, they can't use it again until they finish a long rest.
In addition, the fey eidolon gains one additional evolution point.
Beginning at 7th level, the fey eidolon can cast sleep at a spell level equal to their proficiency bonus. Once the fey eidolon uses this feature, they can't use it again until they finish a long rest.
In addition, the fey eidolon gains one additional evolution point.
Starting at 11th level, as an action they fey eidolon can force one creature within 30 feet to make a Wisdom saving throw (DC 8 + the eidolon's Charisma bonus + the eidolon's proficiency bonus). If the target fails their saving throws, they are charmed by the eidolon for one minute. At the end of each of their turns, the target may attempt to repeat the saving throw to end this effect.
Once the fey eidolon uses this feature, they can't use it again until they finish a long rest.
Starting at 17th level, the fey eidolon can cast far step. Once the fey eidolon uses this feature, they can't use it again until they finish a long rest.
At 20th level the fey eidolon manifests butterfly wings, granting them a fly speed of 60 feet.
The smell of brimstone and sulphur tends to cloak the eidolons of fiendish origin. Such beings tend to have skin that appears red and scorched, with a malevolent personality that takes joy in the pain they mete out.
Alignment: Any evil
Available forms: Biped, quadraped
Starting at 1st level, the fiend eidolon is resistant to fire and poison damage and advantage on saving throws against being poisoned.
At 3rd level, the fiend eidolon can communicate telepathically with any creature it can see within 10 feet. It doesn't need to share a language with the creature for it to understand its telepathic utterances, but the creature must be able to understand at least one language.
Beginning at 7th level, the fiend eidolon can cast hellish rebuke at a spell level equal to their proficiency bonus. Once the fiend eidolon uses this feature, they can't use it again until they finish a long rest.
In addition, the fiend eidolon gains one additional evolution point.
At 17th level, the fiend eidolon is resistant to acid and cold damage.
Starting at 11th level, the fiend eidolon is immune to fire and poison damage and the poisoned condition.
Wings of the Wicked
Beginning at 20th level the fiend eidolon manifests bat wings, granting them a fly speed of 60 feet.
Each eidolon gains a number of evolution points that can be spent to give the eidolon new abilities, powers, and other upgrades. These abilities, called evolutions, can be changed whenever the summoner gains a new level, but they are otherwise set. Some evolutions require that the eidolon have a specific base form, the eidolon have other evolutions already selected, or the summoner be of a specific level before they can be chosen.
Evolutions are grouped by their cost in evolution points. Evolution points cannot be saved. All of the points must be spent whenever the summoner gains a level. Unless otherwise noted, each evolution can be selected only once.
The eidolon gains proficiency with light armor. This evolution can be taken up to three times, and each time after the first costs two evolution points. The second time it is taken, the eidolon gains proficiency with medium armor and shields, and on the third time it gains proficiency with heavy armor.
The eidolon gains a pair of arms with hands at each end with which it can wield weapons or a shield. This evolution can be taken multiple times, but only two arms can be used at a time. Once without spending an action on their turn, the eidolon can change which two arms are active.
The eidolon's fanged maw is a natural weapon, which it can use to make unarmed strikes. If it hits with it, it deals piercing damage equal to 1d8 + the eidolon's Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
The eidolon's sharp claws or vicious nails are is a natural weapon, which it can use to make unarmed strikes. If it hits with them, it deals slashing damage equal to 1d6 + the eidolon's Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Requirements: Arms evolution
The eidolon gains a climb speed of 10 feet. This evolution can be taken up to three times, each time increasing its climb speed by an additional 10 feet.
The eidolon has gills and can breathe underwater indefinitely.
The eidolon's head ends with one or more sharp horns, which it can use to make unarmed strikes. If it hits with them, it deals piercing damage equal to 1d8 + the eidolon's Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
The eidolon's natural armor increases by one. This evolution can be taken up to three times.
The eidolon's unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Requirements: 6th level summoner
The eidolon's tail ends in a barbed stinger which is a natural weapon, which it can use to make unarmed strikes. If it hits with it, it deals piercing damage equal to 1d8 + the eidolon's Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
The eidolon gains a swim speed of 10 feet. This evolution can be taken up to three times, each time increasing its swim speed by an additional 10 feet.
The eidolon gains a tail which helps it when balancing on small structures. The eidolon had advantage on Acrobatics (Dexterity) checks to maintain its balance and against effects that would cause it to fall prone.
The eidolon's thick tail is a natural weapon, which it can use to make unarmed strikes. If it hits with it, it deals bludgeoning damage equal to 1d4 + the eidolon's Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
A thick mass of tentacles emerging from the eidolon is a natural weapon, which it can use to make unarmed strikes. If it hits with it, it deals bludgeoning damage equal to 1d6 + the eidolon's Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
The eidolon becomes proficient with simple weapons. This evolution can be taken up to two times; the second time it is taken, the eidolon gains proficiency with martial weapons.
The eidolon grows larger muscles, gains faster reflexes, achieves greater intelligence, or acquires another increase to one of its abilities. Increase one of the eidolon’s ability scores by 2, up to a maximum of 20. This evolution can be selected more than once, but only once for every 5 levels the summoner possesses.
Requirements: 5th level summoner
The eidolon’s biology lacks discernible weak points. It is does not take additional damage from critical hits.
Requirements: Elemental type; 9th level summoner
The eidolon gains powerful muscles that allow it to crush those it grapples. Whenever the eidolon successfully grapples a foe using the grasping appendage evolution, it deals additional damage equal to the amount of damage dealt by the attack the grasping appendage evolution is tied to.
Requirements: Serpentine base form, grasping appendages evolution.
The eidolon develops gnashing pincers or a thick mass of tentacles that can easily grasp prey. If the eidolon hits with its claw or tentacles, it can attempt to grapple the target as a bonus action.
Requirements: Claws or tentacles evolution
The eidolon can attune to one item without it reserving the summoner's attunement slots. This evolution can be taken up to three times.
Through acute hearing, the eidolon gains blindsight with a radius of 5 feet. This evolution can be taken up to three times, each time increasing the radius of the blindsight by an additional 15 feet.
Requirements: 17th level summoner
The eidolon learns to exhale energy, gaining a breath weapon. The eidolon can cast dragon's breath on itself at a spell level equal to its proficiency bonus. This is a non-magical effect, and it regains the use of this ability at the end of a long rest.
Requirements: 11th level summoner
The eidolon grows in size, becoming Large. Increase the damage it deals with appropriately sized weapons and its natural attacks by one die, and its reach increases by 5 feet. This evolution can be taken twice when the summoner reaches 17th level, allowing the eidolon to become Huge.
Requirements: 11th level summoner
Choose one of the following damage types: acid, cold, fire, lightning, thunder. The eidolon gains resistance to damage of the selected type. This evolution can be chosen multiple times, each time choosing a different damage type.
The eidolon becomes attuned to vibrations in the ground, gaining tremorsense with a radius of 10 feet. This evolution can be taken up to three times, each time increasing the radius of the tremorsense by an additional 10 feet.
Requirements: 11th level summoner
The eidolon gains a pair of spinnerets, giving it the ability to spin webs. The spider ignores movement restrictions caused by webbing, and can use an action to cast web twice (DC 8 + the eidolon's Constitution bonus + the eidolon's proficiency modifier). This is not considered a magical effect. It regains the use of this feature at the end of a long rest.
Requirements: 11th level summoner
The eidolon's fangs or stinger excretes a toxic substance which it can use to render foes almost helpless. Upon hitting with a bite or sting, the eidolon may spend a bonus action to force the target to make a Constitution saving throw (DC 8 + the eidolon's Constitution modifier + the eidolon's proficiency bonus) or take 1d6 poison damage for every point of proficiency bonus the eidolon possesses and become poisoned for one minute. On a successful saving throw, the target takes half the damage and is not poisoned. If it fails the saving throw, it can reattempt it at the end of each of its turns to end the condition.
This ability can be used three times for each bite and sting the eidolon possesses, and it regains expended uses at the end of a long rest.
Requirements: 11th level summoner, Bite or sting evolutions
The eidolon's hide makes it virtually immune to magic, granting it resistance to saving throws against spells.
The eidolon's distended belly can hold creatures that it has in its clutches. If the eidolon hits a smaller opponent it has grappled with its bite attack, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the eidolon, and it takes 4d6 acid damage at the start of each of the eidolon's turns. Only one creature may be swallowed at a time.
If the eidolon takes damage equal to or more than a quarter of its maximum health on a single turn from a creature inside it, the eidolon must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 5 feet of the eidolon.
Requirements: Bite evolution
The eidolon's teeth can easily knock a foe off its feet. If the eidolon hits with its bite, it can try to trip the target as a bonus action. The target must succeed on a Strength saving throw (DC 8 + the eidolon's Strength modifier + the eidolon's proficiency bonus) or fall prone.
Requirements: 13th level summoner