0% found this document useful (0 votes)
890 views26 pages

D&D 5E - The Summoner's Codex

Livro RPG pdf
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
890 views26 pages

D&D 5E - The Summoner's Codex

Livro RPG pdf
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 26

typ

The Summoner's Codex


The Summoner's Codex
D&D 5e Conversion and homebrew based on Pathfinder's Summoner class, by Eldritch King.

2
About Me
Using Pathfinder's Summoner class as a base, combined Table Of Contents
with the effort of several playtesters, i present to you, the Table Of Contents
Summoner Class for D&D 5e which combines the prowess of 1 About Me
a mage with the power of extra planar entities. 1.1 Artwork Credit
1.2 Copyright Disclaimers
Artwork Credit 1.3 Special Thanks
2 The Summoner
2.1 Creating a Summoner
The cover art piece used belongs to Graey Erb, at 2.2 Class Features
https://www.artstation.com/graeyerb 2.3 Extraplanar Bonds
The Art piece on page 4 belongs to Ekaputeh at 2.3.1 Damned Bond
2.3.1 Eldritch Bond
https://www.deviantart.com/ekoputeh 2.3.1 Hallowed Bond
2.3.1 Seelie Bond
The Art Piece on Page 5 is a montage of two pieces, 3 Eidolon
belonging to to Aleksi Briclot, at 3.1 Eidolon Base Forms
https://www.artstation.com/aleksi and Akizero1510 at 3.2 Creating your backstory
https://www.deviantart.com/akizero1510 4 Eidolon Evolutions
4.1 1 Point Evolutions
The Art piece on page 7 is the official Pathfinder Art,by Paizo 4.2 2 Point Evolutions
Publishing for the summoner class from 2nd Edition 4.3 3 Point Evolutions
Pathfinder Advanced Player Guide. 4.4 4 Point Evolutions
5 Appendix A - Spell List
The Art piece on page 9 belongs to Kang Shifu at 6 Appendix B - Summons
https://www.artstation.com/tenhaveeightnine
The Art Piece on Page 12 belongs to Zoppy, at Special Thanks
https://www.deviantart.com/zoppy
The homebrew formatting was created using the amazing
The Art Piece on Page 13 belongs to Anastasia Bulgakova, at tool: GM Binder
https://www.artstation.com/sintorisky
The Art Piece on page 21 belongs to KateMaxpaint at
https://www.deviantart.com/katemaxpaint
Copyright Disclaimers
"This Conversion/Homebrew uses trademarks and/or
copyrights owned by Paizo Inc., which are used under Paizo's
Community Use Policy. We are expressly prohibited from
charging you to use or access this content.The
Conversion/Homebrewn is not published, endorsed, or
specifically approved by Paizo Inc. For more information
about Paizo's Community Use Policy, please visit
paizo.com/communityuse. For more information about Paizo
Inc. and Paizo products, please visit paizo.com."
"The Summoner Conversion/Homebrew is unofficial Fan
Content permitted under the Fan Content Policy. Not
approved/endorsed by Wizards. Portions of the materials
used are property of Wizards of the Coast. ©Wizards of the
Coast LLC."

3
I
The Summoner

4
The Summoner

A
human clad in simple robes walks across a
forest path. A gang of Orcs emerge from the
bushes, arrows trained on him, their smiles
wide at their good fortune of finding such easy
prey. Their smiles turn to shrieks of terror as
one by one they're slained by a large behemoth
that appeared out of thin air. The man observes
in amusement.
A somber looking Dwarf stands at the top of a hill,
overlooking a nearby fortress. As he looks on, a swarm of
Gargoyles start flying from atop the walls. They bear news
that the deed is done. He shifts his gaze back as a portal
appears in front of him. This is only the beginning
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. These
practitioners of the arcane arts have, intentionally or by
chance, discovered secrets to long forgotten contracts with
otherworldly beings. Through such bonds, these beings find
their way onto the material plane and form alliances with the Quick Build
summoners Follow these guidelines when creating a summoner. First,
Over time, the two become linked, eventually even sharing Charisma should be your highest ability score, followed by
a shard of the same soul. But this power comes with a price: Dexterity or Constitution. Second, take the Sage background.
the summoner’s spells and abilities are limited due to his Third, choose the Minor Illusion and Vicious Mockery
time spent enhancing the power and exploring the nature of cantrips, along with the 1st-leveI spells Rejuvenate Eidolon
his eidolon. and Shield
Creating a Summoner
As you make your summoner character, think about why is it
they chose to delve in the study of the extra planar realms. You must have a Charisma score of 13 or higher in
Was it a sense of wonder, a desire to understand, or simply order to multiclass in or out of this class.
the usefulness of an eternal companion? Asking questions Multiclassing grants the armor and weapon
like these are key when first forming an idea for your proficiencies, but no other proficiencies
summoner.
After deciding what it is that lead your summoner down
this path, work with your DM to determine how big a part
your bond plays in your character's career. Explore the
relationship between summoner and eidolon. Is your eidolon
a friend, a servant or even a personal god
Think about who or what provided your summoner with
the knowledge to bring forth these planar allies? Have they
they gone through intense study and practice to be able to
manipulate the barriers between the planes. Have they
learned from another summoner, or did it come natural to
them

THE SUMMONER
5
The Summoner
Proficiency Cantrips Spells Spell Slot Soul
Level Bonus Features Known Known Slots Level Shards
Extraplanar Bond, Eidolon,
1st +2 2 2 1 1st —
Spellcasting
2nd +2 Scholar of the Planes, Soul Shards 2 3 2 1st 2
3rd +2 Outsider's Advantage 2 4 2 2nd 3
4th +2 Ability Score Improvement 3 5 2 2nd 4
5th +3 Lifelink 3 6 2 3rd 5
6th +3 Bond Feature 3 7 2 3rd 6
7th +3 ─ 3 8 2 4th 7
8th +3 Ability Score Improvement 3 9 2 4th 8
9th +4 ─ 3 10 2 5th 9
10th +4 Bond Feature 4 10 2 5th 10
11th +4 Efficient Summoning 4 11 3 5th 11
12th +4 Ability Score Improvement 4 11 3 5th 12
13th +5 Rigorous Conjurer 4 12 3 5th 13
14th +5 Bond Feature 4 12 3 5th 14
15th +5 ─ 4 13 3 5th 15
16th +5 Ability Score Improvement 4 13 3 5th 16
17th +6 ─ 4 14 4 5th 17
18th +6 ─ 4 14 4 5th 18
19th +6 Ability Score Improvement 4 15 4 5th 19
20th +6 Planar Mastery 4 15 4 5th 20

Equipment
Class Features You start with the following equipment, in addition to the
As a Summoner, you gain the following class features. equipment granted by your background:
Hit Points (a) a light crossbow and 20 bolts or (b) any simple weapon
Hit Dice: 1d8 per summoner level (a) a component pouch or (b) an arcane focus
Hit Points at 1st Level: 8 + your Constitution modifier (a) a scholar's pack or (b) an explorer's pack
Hit Points at Higher Levels: 1d8 (or 5) + your Leather armor, any simple weapon, and two daggers
Constitution modifier per summoner level after 1st Extraplanar Bond
Proficiencies At 1st level, you have formed a bond with a powerful
Armor: Light armor extraplanar being. When you first summon your eidolon you
Weapons: Simple weapons must choose it's creature type: Aberration, Celestial, Fey or
Tools: None Fiend.
Saving Throws: Wisdom, Charisma Your choice grants you features at 1st level and again at
Skills: Choose two from Animal Handling, Arcana, History, 6th, 10th, and 14th level.
Insight, Persuasion, and Intimidation

THE SUMMONER
6
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Eidolon Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spells of your choice from
You possess the ability to summon to your side a powerful the summoner spell list.
extraplanar being called an eidolon. You can do so once per The Spells Known column of the summoner table shows
long rest through a ritual that takes 10 minutes, and it when you learn more summoner spells of your choice of 1st
remains until dismissed through an action, or if you are level or higher. A spell you choose must be of a level no higher
unconscious, asleep, or killed. The eidolon cannot be sent than what's shown in the table's Slot Level column for your
back to its home plane by means of dispel magic, but spells level. When you reach 6th level, for example, you learn a new
such as banishment work normally. summoner spell, which can be 1st, 2nd, or 3rd level.
• The eidolon does not heal naturally, however it's hit points
Additionally, when you gain a level in this class, you can
refresh with each summon. choose one of the summoner spells you know and replace it
• It has the same alignment as you and can speak all of your
with another spell from the summoner spell list, which also
languages. must be of a level for which you have spell slots.
• The Eidolon obeys your commands as best as it can. It Spellcasting Ability
takes its turn on your initiative. On your turn, you can Charisma is your spellcasting ability for your summoner
command the it where to move (no action required by you). spells, so you use your Charisma whenever a spell refers to
You can use your action to command the Eidolon to take one your spellcasting ability. In addition, you use your Charisma
of its actions, Attack, Dash, Disengage, or Help action. If you modifier when setting the saving throw DC for a summoner
don’t issue a command, the Eidolon takes the Dodge action. spell you cast and when making an attack roll with one.
•Additionally, as an action, you can see through their eyes
and hear what it hears until the start of your next turn, Spell save DC = 8 + your proficiency bonus + your
gaining the benefits of any special senses that your summon Charisma modifier
has. During this time, you are deaf and blind with regard to Spell attack modifier = your proficiency bonus + your
your own senses. Charisma modifier
• The eidolon also bears a glowing rune that is identical to a Spellcasting Focus
rune that appears on your forehead as long as the eidolon is You can use an arcane focus as a spellcasting focus for your
summoned. While this rune can be hidden through mundane summoner spells.
means, it cannot be concealed through magic that changes
appearance, such as alter self or polymorph (although
invisibility does conceal it as long as the spell lasts).
Spellcasting
By 1st level you become a conduit of extraplanar powers, and
are bestowed with the ability to reshape the weave.
Cantrips
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.
The table also shows what the level of those slots is; all of
your spell slots are the same level. To cast one of your
summoner spells of 1st level or higher, you must expend a
spell slot. You regain all expended spell slots when you finish
a short or long rest.
For example, when you are 5th level, you have two 3rd-level
spell slots. To cast the 1st-level spell Barbed Chains, you
must spend one of those slots, and you cast it as a 3rd-level
spell.

THE SUMMONER
7
Scholar of the Planes Outsider's Advantage
Starting at 2nd level you begin honing your understanding of At 3rd Level, your understanding of of the planes deepens.
the creatures and planes they work with: You gain one of the following features of your choice.
You have advantage on Intelligence checks to recall
information relating to the planes, extraplanar creatures, and Boon of the Arcane
planar travel The bond between you and your eidolon is stronger than the
usual.
Soul Shards Whenever you cast a spell on yourself or your Eidolon with
Starting at 2nd level, you can draw on your powers to harness the ranges of self and touch, the spell affects both you and
the extraplnar energies. Your access to this energy is your eidolon.
represented by a number of soul shards. Your summoner Boon of Collection
level determines the number of shards you have, as shown in You have learned how to create a small portable demiplane.
the Soul Shard column of the summoner table. As an action you can flick your wrist, causing one object or
You can spend these shards to fuel various features. You small container in your hand to vanish.
start knowing two such features: Summons and Maker's Call. The object, which only you can be holding and can weigh
You learn more shard features as you gain leveis in this class, no more than 1 pound, is transported to an extradimensional
When you spend a soul shard, it is unavailable until you space, where it remains until dismissed as an action. You
finish a long rest, at the end of which you draw all of your must have a free hand to summon the object back.
expended soul shards into yourself.
Boon of the Dread Dash
Summons You reach into the far realms and summon a mass of dark
As an action you may expend any number of soul shards to shadows that aids your mobility.
summon a creature of matching CR level for 1 minute. As a bonus action these shadows lift you a few inches off
CR Soul Shard Cost the ground. For the duration your speed increases by 15 ft.
You can dismiss these shadows as a bonus action.
1/8 - 1/4 1
1/2 2
Ability Score Improvement
1 3 When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one of your ability scores of your
2 4 choice by 2, or you can increase two ability scores of your
3 6 choice by 1. As normal, you can't increase an ability score
above 20 using this feature.
4 8 You can forgo the Ability score improvement in favor of a
5 10 feat
The creature manifests in an unoccupied space that you Lifelink
can see within 30 feet. It disappears when it drops to 0 hit By 5th level, the bond between you and your eidolon is
points or when the ability ends. Appendix B has tables for stronger than ever.
recommended summons for each CR level. While you have your eidolon summoned, as a reaction you
The creature is an ally to you and your companions. In can expend soul shards to restore hit points. The eidolon
combat, the creature shares your initiative count, but it takes regains a number of hit points equal to 1d8 per soul shard
its turn immediately after yours. On your turn, you can expended + your Charisma modifier.
verbally command the summon where to move (no action Additionally, when you are reduced to 0 hit points but not
required by you). You can use your action to verbally killed outright, you can immediately banish your eidolon back
command it to take one of it's actions, Dash, Disengage, or to it's home plane, causing you to drop to 1 hit point instead.
Help action. If you don’t issue any, it takes the Dodge action. You can’t use this feature again until you finish a long rest.
Treat this ability as innate spellcasting for effects like
Dispel Magic.
You cannot use this feature while your Eidolon is active.
Maker's Call
As long as your eidolon is within 500 feet, you may expend 1
soul shard as an action to teleport him to an unnocupied
space within 5 feet of you.

THE SUMMONER
8
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Efficient Summoning Extraplanar Bonds
By 11th level you learn how to maximize your summoning Though summoners have the ability to draw forth creatures
efforts. from any plane, they always bind themselves to a single
You may call upon multiple creatures at a time. So long as Creature, that will serve as their eternal companion.
you have the Soul shards necessary, you may summon a These Eidolons come in many shapes or sizes, and equally
number of creatures equal to your Charisma modifier they can belong to any plane. The summoner must attune to a
(minimum of 1). specific plane to be able to bind themselves to their Eidolon
When you summon more than one creature, you may properly, be it in the lower planes of hell or the farthest
control any number of creatures using the same action. reaches of the realms.
Rigorous Conjurer Damned
At 13th level, your conjuration skills have focused your mind You have formed a bond with a being from the lower planes
to be stronger than most. You have advantage on saving of hell. Whether you desired power and dominion over the
throws to concentrate on a conjuration spell. armies of hell, or you're a scholar studying the innerworkings
Master of Planes of fiendish societies, your eidolon's subtype is fiend.
by 20th level your understanding of the planes has greatly Expanded Spell List
increased. You regain 4 expended soul shards whenever you Your attunement to the planes of hell lets you choose from an
finish a short rest. expanded list of spells when you learn a summoner spell. The
Additionally, you can use your action once per day to spend following spells are added to the summoner spell list for you
10 soul shards to cast the Gate spell, without needing
material components. Damned Expanded Spells
Spell Level Spells
1st bane, command
2nd blindness/deafness, heat metal
3rd stinking cloud, summon lesser demons
4th fire shield, summon greater demon
5th infernal calling, hallow

Fiendish Allure
At 1st level, you become a master of hollow promises. You
learn the infernal language and you gain proficiency in
Deception. If you're already proficient in deception, then your
proficiency bonus is doubled for ability checks using that skill.
Unyielding Blaze
Starting at 6th level, as you continue to draw on the energies
of hell you have grown accustomed to it's flames. You can
spend 1 soul shard to gain resistance to fire damage for 1
hour.
Damned Feast
At 10th level, when a creature that isn’t a construct or undead
is reduced to 0 hit points within 30 feet of you, you can use
your reaction to assimilate it's fleeting life force. Choose one
of the following effects. Once you use either effect, you can’t
use this feature again until you finish a long rest.
• You regain an expended summoner spell slot.
• You and your eidolon's attacks have advantage until the
end of your turn.
Consuming Flame
At 14th level, any fire damage that you or any creature you
summon deals ignores resistances, and treats immunity as
resistance.

THE SUMMONER
9
Eldritch Profane Mind
At 14th level, Your mind has become foreign to this world.
In your studies of the planes, you began delving deep into the You become immune to the frightened condition and your
nature of realms and beings utterly foreign and thoughts cannot be read through means of telepathy.
incomprehensible. Additionally whenever you or your eidolon is hit with a
The creature you have summoned comes from the far melee attack, you can spend 4 soul shards as a reaction to
realms, a space beyond the fabrics of reality, and although it deal back half the damage received as psychic damage. You
undoubtly brings you power , your mind becomes entirely must finish a long rest before you are able to use this feature
otherwordly. Your eidolon subtype is aberration. again.
Expanded Spell List Hallowed
Your attunement to the far realms lets you choose from an
expanded list of spells when you learn a summoner spell. The You have attuned yourself to the upper planes of everlasting
following spells are added to the summoner spell list for you bliss. Such planes, like the 7 Mounts of Celestia or Elysium
fill your heart with a longing for paradise.
Eldritch Expanded Spells Perhaps you have a desire to protect innocents, or to bring
Spell Level Spells light to the dark places of your world, regardless, your
1st armor of agathys, dissonant whispers Eidolon's type is Celestial
2nd crown of madness, detect thoughts Expanded Spell List
3rd clairvoyance, sending
Your attunement to the celestial planes lets you choose from
an expanded list of spells when you learn a summoner spell.
4th confusion, summon aberration The following spells are added to the summoner spell list for
5th dream, telekinesis you
Hallowed Expanded Spells
Watcher of the Stars Spell Level Spells
At 1st level, your mind has been scarred by the unblinking
eyes of the night skies. While under the night sky, you 1st bless, cure wounds
instinctively know which way is north and you can't become 2nd spiritual weapon, lesser restoration
lost, magically or otherwise. 3rd daylight, revivify
Additionally you must roll a d100 or choose an indefinite
madness flaw as per pg.260 on the DMG. This indefinite 4th divination, spirit guardians
madness can be cured by nothing short of a Wish spell or 5th greater restoration, summon celestial
magic of comparable power.
Strength of Mind Divine Awareness
By 6th level your reality begins to shatter as you learn ways to At 1st level, Your exposure to the Upper planes has granted
augment your mind and body. you an innate ability to discern ill intent. You gain proficiency
Whenever you finish a long rest you can replace your in Insight. If you're already proficient in Insight, then your
proficiency in wisdom saving throws. To do so choose proficiency bonus is doubled for ability checks using that skill.
Strength, Dexterity, Constituiton or Intelligence. You gain
proficiency in saving throws using that ability, instead of Font of Life
Wisdom. This change lasts until you finish your next long At 6th level, you gain the ability to channel the energies from
rest. the celestial planes.
As a bonus action, you can spend soul shards to heal one
Aspect creature you can see within 60 feet of you. This healing is
At 10th level, Your eidolon's alien nature starts affecting your equal to 1d8 per soul shard spent.
very own physical form. You can divert up to 4 points from The maximum number of shards you can spend at once
your eidolon's evoluton pool to add evolutions to yourself. equals your Charisma modifier (minimum of 1). Roll the dice
You cannot select any evolution that your eidolon could not you spend, add them together, and restore a number of hit
possess, and you must be able to meet the requirements as points equal to the total.
well. You cannot select the ability score increase evolution
through this ability.
Any points spent in this way are taken from the eidolon’s
evolution pool (reducing the total number available to the
eidolon). You can change the evolutions you receives from
these points any time you can change your eidolon’s
evolutions.

THE SUMMONER
10
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Sacred Exorcism Transposition
At 10th level, as a bonus action, you can spend 2 soul shards Starting at 6th level, as an action, you can spend 2 soul
to target one creature you can see within 30 feet of you that is shards to teleport up to 30 feet to an unoccupied space that
charmed, frightened, or possessed to immediately end the you can see.
effect. Alternatively, you can spend 3 soul shards to choose a
You can use this feature a number of times equal to your space within range that is occupied by a willing creature,
charisma modifier (minimum of 1). You regain all expended causing you both to teleport, swapping places.
uses at the end of a long rest
Illusionary Insight
Blinding truth At 10th level, you become so accustomed to the tricks and
At 14th level, you are able to share the visions of the upper pranks of the fey you gain an innate ability to see through
planes with those who have cast the light aside smoke and mirrors. You may expend 2 soul shards as an
As an action, you can spend 2 soul shards to target any action to gain True Sight of 30 feet for 1 hour.
creature that can see you within 30 feet that can see you. The
targets must succeed on a Constitution saving throw equal to Hidden Paths
your spell save or be blinded until the end of their next turn. At 14th level, you have learned how to access hidden, magical
If the creature's saving throw is successful , the creature is pathways that some fey use to traverse space in a blink of an
immune to this feature for the next 24 hours. You can use this eye.
feature a number of times equal to your charisma modifier As an action you can spend 4 soul shard to open one such
(minimum of 1). You regain all expended uses at the end of a pathway. You and up to five willing creatures of your choice
long rest that you can see within 30 feet of the manifestation point can
enter these pathways. You and the chosen creatures are
Seelie teleported to a point of your choice within 100 miles that you
have visited within the past 24 hours.
You have focusd your attention to the land of wonder and Once you use this feature you can’t use it again until you
music, everlasting twilight and trickery. The Feywild is an finish a long rest.
enchanted mirror of the Material Plane.
Perhaps you sought to expand your arcane abilities, or to
study the wondrous tricksters and faeries, regardless your
Eidolon subtype is fey.
Expanded Spell List
Your attunement to the feywild lets you choose from an
expanded list of spells when you learn a summoner spell. The
following spells are added to the summoner spell list for you
Seelie Expanded Spells
Spell Level Spells
1st charm person, sleep
2nd calm emotions, suggestion
3rd hypnotic pattern, summon fey
4th conjure woodland beings, dominate beast
5th dominate person, seeming

Wits and Charm


At 1st level, if you speak to a humanoid alone for at least 1
minute, you can attempt to make it see you in a favorable way.
At the end of the conversation, the target must succeed on
a Wisdom saving throw against your spell save DC or be
charmed by you for 1 hour. For the duration you have
advantage on all charisma checks directed at the creature.
If the target succeeds on its saving throw, the target has no
hint that you tried to charm it.
Once you use this feature, you can’t use it again until you
finish a short rest or long rest.

THE SUMMONER
11
II
The Eidolon

12
Hit Points
Eidolon Hit Dice: 1d10 per summoner level
An eidolon’s abilities are determined by your summoner level Hit Points at 1st Level: 10 + it's Constitution modifier
and by the choices made using its evolution pool. Each Hit Points at Higher Levels: 1d10 (or 6) + it's Constitution
eidolon possesses a base form that modifies its base modifier per summoner level after 1st
statistics. Proficiencies
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Athletics,
Eidolon Intimidation, Perception, Survival, and Stealth
Proficiency Evolution Evolution Pool
Level Bonus Features pool
The value given in this column is the total number of points
1st +2 Link 3 in the eidolon’s evolution pool. Points from this pool can be
2nd +2 ─ 4 spent on a wide variety of modifications and upgrades that
add new abilities, attacks, and powers to the eidolon.
3rd +2 ─ 5 Whenever the summoner gains a level, the number in this
Ability Score pool increases and the summoner can spend these points to
4th +2
Improvement
7 change the abilities of the eidolon. These choices are not set.
5th +3 Extra Attack 8
The summoner can change them whenever he gains a level
6th +3 ─ 9
7th +3 ─ 10
8th +3 ─ 11
9th +4 ─ 13
10th +4 ─ 14
11th +4 ─ 15
Ability Score
12th +4 16
Improvement
13th +5 ─ 17
14th +5 ─ 19
15th +5 ─ 20
16th +5 ─ 21
17th +6 ─ 22
Ability Score
18th +6 23
Improvement
19th +6 ─ 25
20th +6 ─ 26

THE EIDOLON
13
Eidolon Base Forms
Each eidolon has a base form that determines its starting Avian
size, speed, AC, attacks, and ability scores. Your eidolon's hit Small (unless it spends 2 points from its evolution
bonus for any attack is equal to the eidolon's strength pool, at which point it's Medium.)
modifier plus it's proficiency bonus.
Armor Class 13
Speed 20ft., Fly 40ft.

Aberrant STR DEX CON INT WIS CHA


Medium 12 (+1) 16 (+3) 13 (+1) 7 (-2) 10 (+0) 11 (+0)

Armor Class 11 Senses passive Perception 11


Speed 20ft., Swim 20ft.
Free Evolutions. Claws, flight(x2), Limbs(legs).

STR DEX CON INT WIS CHA Actions


12 (+1) 13 (+1) 16 (+3) 7 (-2) 10 (+0) 11 (+0) Claws. Melee Weapon Attack: reach 5ft., one target.
Hit 3 (1d4 + 1)slashing damage.
Senses passive Perception 11

Free Evolutions. Bite, tentacle, reach (tentacle), swim.

Actions Biped
Bite. Melee Weapon Attack: reach 5ft., one target. Medium
Hit 6 (1d6 + 1)piercing damage.
Tentacle. Melee Weapon Attack: reach 10ft., one Armor Class 11
target. Hit 4 (1d4 + 1)bludgeoning damage. Speed 30ft., climb 30ft.

STR DEX CON INT WIS CHA


16 (+3) 12 (+1) 13 (+1) 7 (-2) 10 (+0) 11 (+0)

Aquatic Senses passive Perception 11


Medium
Free Evolutions. Claws, Climb, Limbs(arms),
Armor Class 11 Limbs(legs).
Speed 20ft., Swim 40ft.
Actions
Claws. Melee Weapon Attack: reach 5ft., one target.
STR DEX CON INT WIS CHA Hit 5 (1d4 + 3)slashing damage.
16 (+3) 12 (+1) 13 (+1) 7 (-2) 10 (+0) 11 (+0)

Senses passive Perception 11

Free Evolutions. Bite, swim(x2).

Actions
Bite. Melee Weapon Attack: reach 5ft., one target.
Hit 6 (1d6 + 3)piercing damage.

THE EIDOLON
14
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Quadruped Tauric
Medium
Medium
Armor Class 12
Armor Class 12 Speed 30ft.
Speed 40ft.

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 13 (+1) 7 (-2) 10 (+0) 11 (+0)
14 (+2) 14 (+2) 13 (+1) 7 (-2) 10 (+0) 11 (+0)
Senses passive Perception 11
Senses passive Perception 11
Free Evolutions. Claws, limbs (arms), limbs (legs)
Free Evolutions. Bite, Limbs(legs)(x2) (x2).
Actions Actions
Bite. Melee Weapon Attack: reach 5ft., one target. Claws. Melee Weapon Attack: reach 5ft., one target.
Hit 5 (1d6 + 2)piercing damage. Hit 4 (1d4 + 2)slashing damage.

Serpentine Link
Medium At 1st level, You and your eidolon share a mental link which
allows for communication across any distance (as long as
Armor Class 11 they are on the same plane). This communication is a free
Speed 20ft., Climb 20ft. 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.
STR DEX CON INT WIS CHA As a result, the summoner and his eidolon share magic
12 (+1) 16 (+3) 13 (+1) 7 (-2) 10 (+0) 11 (+0) item slots. The eidolon must possess the appropriate
appendages to utilize a magic item.
Senses passive Perception 11
Ability Score Improvement
Free Evolutions. Bite, climb, reach (bite), tail, tail slap. When you reach 4th level, and again at 12th and 18th level,
you can increase one of the Eidolon’s ability score of your
Actions choice by 1. As normal, you can't increase an ability score
Bite. Melee Weapon Attack: reach 5ft., one target. above 20 using this feature.
Hit 4 (1d6 + 1)piercing damage.
Extra Attack
Tail Slap. Melee Weapon Attack: reach 10ft., one
target. Hit 4 (1d4 + 1)bludgeoning damage. Beginning at 5th level, the Eidolon can attack twice, instead
of once, whenever you command it to take the attack action.

THE EIDOLON
15
d6 Bond

Roleplaying an Eidolon 1 My loyalty to my master is unwavering.


Eidolons are intelligent extraplanar creatures, I have always served alongside a long line of
2
gifted with the power of speech and often carry summoners.
their own identiy, personality and force of will.
More often than not an eidolon will have it's own The contract with my summoner is simply a means to
3
a goal.
opinions on what goes around them. An Eidolon
can be roleplayed a number of ways, such as being In truth, my master shouldn't be able to summon me. I
a foil to the summoner, a steadfast supporter, an 4
chose them instead.
inquisitve trickster, or even a respectable ally.
Whether the summoner's player or the DM The material plane amuses me. That's the only reason
5
controls the eidolon during roleplay is left why i allow myself to be summoned.
intentionally vague and should be discussed with I have my own problems in my home plane to take
your group. During combat it's expected for the 6
care of.
player to decided the eidolon's actions. As an
additional option the eidolon may be content with
being a passive observer, should roleplaying it
d6 Flaw
prove to be disruptive.
I always voice my disapproval when i see my master
1
doing something i consider wrong.
Whenever i'm in the material plane, my curiosity
2
knows no bounds.
If you want to further define your eidolon's identity, you can 3 I think everyone is beneath me, and i act like it.
roll on the the tables provided on this page 4 Only my master matters, everyone else is expendable.
d8 Personality trait
5 I despise my master for forcing me to do his bidding.
1 No matter the foe i face, i stay dauntless.
6 Violence is the only solution, and i know it.
I don't talk with anyone other than my master. They
2
must earn my trust first.
I worry my master isn't good enough, but i'll make him
Creating your backstory
3
worthy of summoning me. You will notice the summoner is light on lore regarding how
It's amusing to challenge my master, be it wits or the summoner and eidolon formed their bond. This was done
4
strength. intentionally to leave room for your creativity. Maybe your
eidolon is a guardian passed down your family's bloodline,
5
The material plane fascinates me. I always ask my maybe you spent a big portion of your life learning how to call
master to teach me about new things. forth your summon, or perhaps it is simply something innate
6
I prefer to leave the thinking and talking part to my to you since you remember. A fun twist could be that maybe
master. you failed wizarding school, but found out your knack for
I despise being used as a meat-shield and i make it
conjuration magic.
7
known. Regardless of how it happened, you are encouraged to
explore this bond between eidolon and summoner. Using the
8 I'm always alert, especially when my master isn't. tables provided or even traits you come up with yourself.
But don't forget! Just as every eidolon is unique, so is the
summoner! Do not fall in the trap of neglecting your
d6 Ideal character in favor of the eidolon.
Freedom. Chains are meant to be broken, and it's only a
1
matter of time. (Chaotic)
2 Obligation. It is my duty to protect my master. (Good)
Obedience. Whether i like it or not, my master makes
3
the rules. (Lawful)
4 Might. I'm a predator, everyone else is my prey.(Evil)
Respect. All should respect my master's ability, and by
5
extension myself. (Neutral)
Survival. My master needs me as much as i need them.
6
(Any)

THE EIDOLON
16
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Eidolon Evolutions
Alternatively, the eidolon can replace the claws evolution
1 Point Evolutions: from its base form with these hoof attacks. This evolution can
be selected more than once, but the eidolon must possess an
• Aberrant Mind: Prerequisite: 3rd Level Summoner,
equal number of limbs evolutions.
Eldritch Bond • Improved Damage: One of the eidolon’s natural attacks is
Your interaction with an alien mind has empowered your particularly deadly. Select one natural attack form and
own, as well as your eidolon's. You and your eidolon can increase the damage die type by one step: 1d4 > 1d6 > 1d8 >
communicate telepathically with any creature you can see 1d10 > 1d12.
within 60 feet of you This evolution can be selected more than once. Its effects
• Basic Magic: An eidolon learns to cast a basic spell as an
do not stack. Each time an eidolon selects this evolution, it
innate spellcasting ability. Select one spell from the following applies to a different natural attack.
list: acid splash, dancing lights, detect magic, light, mage • Improved Natural Armor: An eidolon’s hide grows thick
hand, minor illusion, ray of frost. This spell can be cast once fur, rigid scales, or bony plates, giving it a +2 bonus to its
per day as an action. natural armor (AC). This evolution can be taken once for
At 4th level, this spell can be cast three times per day by every five levels the summoner possesses after 1st level.
spending 2 additional evolution points. The save DC for this
spell is 10 + the Eidolon’s Charisma modifier. The eidolon • Magic Attack: An eidolon is infused with magic, allowing
must have a Charisma score of at least 10 to take this it to treat all of its natural attacks as if they were magic for
evolution. the purpose of overcoming resistances.
This evolution can be selected more than once. Each time
an eidolon selects this evolution, it applies to a new spell from • Mount: An eidolon is properly skilled and formed to serve
the list above. as a combat-trained mount. The eidolon must be at least one
• Bite: An eidolon’s maw is full of razor-sharp teeth, giving it
size category larger than its rider. This evolution is only
a bite attack. The bite deals 1d6 points of piercing damage available to eidolons of the aquatic, avian, quadruped and
(1d8 if Large, 1d10 if Huge). If the eidolon already has a bite serpentine base forms.
attack, this evolution allows it to double its Strength modifier • Pincers: Prerequisite: Limbs
on damage rolls made with its bite. An eidolon grows a large pincer at the end of one pair of its
• Claws: Prerequisite: Limbs limbs, giving it a pincer attack. The pincers deal 1d6 points of
An eidolon has a pair of vicious claws at the end of its slashing damage (1d8 if Large, 1d10 if Huge). Eidolons with
limbs, giving it a claw attack. The claws deal 1d4 points of the grab evolution linked to pincers gain advantage on checks
slashing damage (1d6 if Large, 1d8 if Huge). The eidolon made to grapple.
must have the limb evolution to take this evolution. Alternatively, the eidolon can replace the claws from its
This evolution can be selected more than once, but the base form with pincers (this still costs 1 evolution point). This
eidolon must possess an equal number of limb evolutions. evolution can be selected more than once, but the eidolon
must possess an equal number of the limbs evolution.
• Climb: An eidolon becomes a skilled climber, gaining a
• Pounce: An eidolon gains quick reflexes, allowing it to
climb speed equal to its base speed. This evolution can be make an attack as part of the dash action. This evolution is
selected more than once. Each additional time it is selected, only available to eidolons of the quadruped base form.
increase the eidolon’s climb speed by 20 feet.
• Reach: One of an eidolon’s attacks is capable of striking at
•Darkvision: The Eidolon has a superior vision in dark and foes at a distance. Pick one attack. The eidolon’s reach with
dim conditions. It can see in dim light within 60 feet as if it that attack increases by 5 feet.
were bright light, and in darkness as if it were dim light. The
Eidolon can't discern color in darkness, only shades of gray. • Scent: An eidolon’s sense of smell becomes quite acute

• Gills: An eidolon has gills and can breathe underwater


gaining advantage on Wisdom (Perception) checks that rely
indefinitely on smell
Scent allows your eidolon to detect a creature's presence
• Hooves: Prerequisite: Limbs (legs) up to 60 feet, but not pinpoint its location, unless the creature
is within 5 feet. The eidolon can use scent to track creatures.
An eidolon has a pair of sharp hooves at the end of its
limbs, giving it a hoof attack. The hooves deal 1d4 points of
bludgeoning damage (1d6 if Large, 1d8 if Huge).

THE EIDOLON
17
An eidolon learns to use its wings to batter foes, granting it
• Skilled: An eidolon becomes especially adept at a specific a wing buffet attack. The wing buffet deals 1d4 points of
skill. The eidolon becomes proficient in any one skill of your bludgeoning damage (1d6 if Large, 1d8 if Huge).
choice. Alternatively you can double the proficiency bonus a
skill it already is proficient in. This evolution can be selected 2 Point Evolutions:
more than once. Its effects do not stack. Each time an eidolon
selects this evolution, it applies to a different skill.
• Ability Score Increase: An eidolon grows larger muscles,
• Slam: Prerequisite: Limbs gains faster reflexes, achieves greater intelligence, or
An eidolon can deliver a devastating slam attack. The slam acquires another increase to one of its abilities.
deals 1d8 points of damage (1d10 if Large, 2d6 if Huge). Increase one of the eidolon’s ability scores by +2. This
This evolution can be selected more than once, but the evolution can be selected more than once, every 6 levels the
eidolon must possess an equal number of the limbs evolution. summoner possesses.
• Slippery: Due to its slimy hide or a slick exoskeleton, the • Constrict: Prerequisite: Grab
eidolon is especially slippery. The eidolon gains advantage on An eidolon gains powerful muscles that allow it to crush
checks made to escape a grapple. those it grapples. Whenever the eidolon successfully grapples
a foe using the grab evolution,at the start of its turn, it deals
•Sparing Touch: Prerequisite: Hallowed Bond additional damage equal to double its strength modifier until
As an action, your eidolon tocuhes a living creature that the grapple ends. This evolution is only available to eidolons
has 0 hit points. The creature becomes stable. This Ability of the serpentine base form.
has no effect on undead or constructs.
• Devil's Shadow: Prerequisite: 5th level, Damned Bond
• Sticky: The eidolon is especially sticky, whether from a As an action, you can command your eidolon to exude an
coating of adhesive slime, partially congealed blood, or tiny aura of magical darkness with a 15-foot radius that moves
barbed spines. The eidolon gains advantage on checks made with and is centered on it. The darkness lasts for 1 minute, or
to maintain a grapple. until you lose your concentration (as if you were
concentrating on a spell). Once you use this ability, you must
• Sting: Prerequisite: Tail finish a short or long rest before using it again.
An eidolon possesses a long, barbed stinger at the end of
its tail, granting it a sting attack. The sting deals 1d4 points of • Devotion: The Eidolon has formed a close bond to you.
piercing damage (1d6 if Large, 1d8 if Huge). The Eidolon gains advantage on saving throws against being
This evolution can be selected more than once, but the charmed.
eidolon must possess an equal number of the tail evolution.
• Elemental Attacks: Prerequisite: 5th Level Summoner
• Swim: An eidolon gains webbed hands, feet, or powerful An eidolon’s attacks become charged with energy. Pick one
flippers, giving it a swim speed equal to its base speed. This elemental type: acid, cold, lightning, or fire.
evolution does not give the eidolon the ability to breathe All of the eidolon’s natural attacks deal 1d6 points of
underwater. This evolution can be selected more than once. elemental damage of the chosen type on a successful hit.
Each additional time it is selected, increase the eidolon’s
swim speed by 20 feet. • Fey Step: Prerequisite: 5th Level Summoner, Seelie Bond
As a free action, your Eidolon can magically teleport up to
• Tail: An eidolon grows a long, powerful tail. This grants it 30 feet to an unoccupied space you can see. Once you use
advantage on Acrobatics checks made to balance on a this ability, you must finish a short or long rest before using it
surface. This evolution can be selected more than once. again.
• Tail Slap: Prerequisite: Tail • Flight: Prerequisite: 5th Level Summoner
An eidolon can use its tail to bash nearby foes, granting it a An eidolon grows large wings, like those of a bat, bird,
tail slap attack. The tail slap deals 1d4 points of bludgeoning insect, or dragon, gaining the ability to fly. You can choose to
damage (1d6 if Large, 1d8 if Huge). make the eidolon flies by means of magic. It loses its wings.
This evolution can be selected more than once, but the Flying via magic makes this an innate ability.
eidolon must possess an equal number of the tail evolution The eidolon gains a fly speed equal to its base speed. The
eidolon’s fly speed can be increased by spending additional
• Tentacle: An eidolon possesses, at your choice a number evolution points, gaining a 20-foot increase to fly speed for
of long, sinuous tentacles, granting it a tentacle attack. The each additional point spent.
tentacle attack deals 1d4 points of bludgeoning damage (1d6
if Large, 1d8 if Huge). • Gore: An eidolon grows a number of horns on its head,
giving it a gore attack. The gore deals 1d6 points of damage
• Wing Buffet: Prerequisite: Flight (wings) (1d8 if Large, 1d10 if Huge).

THE EIDOLON
18
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
• Grab: An eidolon becomes adept at grappling foes, gaining • Rake: Prerequisite: 4th Level Summoner, Quadruped
the grab ability. An eidolon grows dangerous claws on its feet, allowing it to
Pick bite, claw, pincers, slam, tail slap, or tentacle attacks. make a rake attacks on foes it is grappling. The eidolon can
Whenever the eidolon makes a successful attack of the do this attack as a free action each time it succeeds on a
selected type, it can attempt a grapple check as a free action. grapple check against a target.
If successful, the eidolon grapples the target. This ability only These rake attacks deal 1d4 points of damage (1d6 if
works on creatures of a size one category smaller than the Large, 1d8 if Huge).
eidolon or smaller.
• Rend: Prerequisite: 6th Level Summoner, Claws
• Underwater Scent: Prerequisite: Gills, Scent An eidolon learns to rip and tear the flesh of those it
An eidolon’s sense of smell becomes even more acute. The attacks with its claws, gaining the rend ability. Whenever the
eidolon can notice other creatures by scent in a 180-foot eidolon makes two successful claw attacks against the same
radius underwater and can detect blood in the water at target in 1 round, its claws latch onto the flesh and deal extra
ranges of up to a mile. damage. This damage is equal to the damage dealt by one
additional claw attack.
• Limbs: An eidolon grows an additional pair of limbs.
These limbs can take one of two forms. They can be made • Shadow Blend: The eidolon has advantage on stealth
into legs, complete with feet. Each pair of legs increases the checks in conditions of dim light.
eidolon’s base speed by 10 feet. If it has the shadow form evolution, when in conditions of
Alternatively, they can be made into arms, complete with darkness, The Eidolon can use an action to become invisible.
hands. The eidolon does not gain any additional natural It remains invisible until it makes an attack, casts a spell, or is
attacks for an additional pair of arms, but it can take other in an area of bright light.
evolutions that add additional attacks (such as claws or a
slam). Arms that have hands can be used to wield weapons, if • Shadow Form: The eidolon’s body becomes shadowy and
the eidolon is proficient. This evolution can be selected more more indistinct. As it’s harder to see the Eidolon, attacks
than once. against it have disadvantage, and its melee attacks affect
incorporeal creatures. The eidolon’s melee attacks deal only
• Minor Magic: Prerequisite: 4th Level Summoner half damage to corporeal creatures.
An eidolon learns to cast a minor spell as an innate spell.
Select one spell from the following list: burning hands, • TremorSense: Prerequisite: 7th Level Summoner
comprehend languages, cure wounds, magic missile, An eidolon becomes attuned to vibrations in the ground,
darkness, puppet, silent image. gaining tremorsense out to a range of 30 feet. This works like
This spell can be cast once per day. At 7th level, this spell the blindsense evolution, but only if both the eidolon and the
can be cast three times per day by spending 2 additional creature to be pinpointed are in contact with the ground.
evolution points. The save DC for this spell is 10 + Half your
summoner level + the eidolon’s Charisma modifier. The • Weapon Training: Prerequisite: Limbs (arms)
eidolon must have a Charisma score of at least 11 and must An eidolon learns to use a weapon, gaining proficiency in
possess the basic magic evolution to take this evolution. simple weapons. If 2 additional evolution points are spent, it
This evolution can be selected more than once. Each time gains proficiency with all martial weapons as well.
an eidolon selects this evolution, it applies to a new spell from
the list above. 3 Point Evolutions:
• Poison: Prerequisite: Bite or Sting
An eidolon secretes toxic venom, gaining a poison attack. • Burrow: Prerequisite: 9th Level Summoner
Pick one bite or sting attack. Whenever the selected attack An eidolon grows thick and gnarled claws, allowing it to
hits, the target must succeed on a constituition saving throw move through the earth. The eidolon gains a burrow speed
or becomes poisoned and suffers 1d4 damage at the equal to half its base speed. It can use this speed to move
beginning of its turns. At the end of each of turns, the target through dirt, clay, sand, and earth. It does not leave a hole
can make another Constituition saving throw. On a success, behind, nor is its passage marked on the surface.
the effect ends on the target.
The save DC is equal to 10 + Half your Summoner level +
the Eidolon’s Constitution modifier.

THE EIDOLON
19
• Frightful Presence: An eidolon becomes unsettling to its • Swallow Whole: Prerequisite: 9th Level Summoner, Grab
foes, gaining the frightful presence ability. (bite)
The eidolon can activate this ability as part of an attack. An eidolon gains the ability to consume its foes. If the
Each creature of the your choice that is within 30 feet of the eidolon begins its turn with a creature grappled using its bite
eidolon and aware of it must succeed on a Wisdom saving attack (see the grab evolution), it can attempt to swallow the
throw or become Frightened for 1 minute. The DC of this creature. The creature can be up to one size category smaller
save is equal to 10 + Half Your Summoner Level + the than the eidolon.
eidolon’s Charisma modifier. The swallowed creature takes damage equal to the
A creature can repeat the saving throw at the end of each eidolon’s bite damage plus 1d6 points of bludgeoning damage
of its turns, ending the effect on itself on a success. If a each round. While swallowed, the creature is blinded and
creature's saving throw is successful or the effect ends for it, restrained, it has total cover against attacks and other effects
the creature is immune to the Eidolon’s Frightful Presence outside the eidolon, but can attempt to cut it's way out with a
for the next 24 hours. slashing or piercing weapon.
If the Eidolon takes damage equal to half its Hit Points or
• Resistance: Prerequisite: 7th Level Summoner more on a single turn from a creature inside it, the Eidolon
An eidolon’s body becomes extremely resilient to one must succeed on a DC 20 Constitution saving throw at the
elemental type, becoming resistant to that type. Pick one end of that turn or regurgitate the swallowed creature.
damage type: acid, cold, lightning, fire, or psychic. The eidolon
gains resistance to that damage type. • Web: Prerequisite: 7th Level Summoner, Climb
This evolution can be selected more than once. Its effects An eidolon gains a pair of spinnerets, giving it the ability to
do not stack. Each time it applies to a different elemental spin webs.
type. The eidolon can use these webs to support itself plus up to
one creature of the same size. It can throw webbing as a
• Major Magic: Prerequisite: 7th Level Summoner, Eidolon ranged touch attack up to 8 times per day, entangling a
Charisma 12, Minor Magic creature up to one size larger than the eidolon. The webbing
An eidolon learns to cast a major spell as an innate spell. has a range of 50 feet. Creatures entangled by the web can
Select one spell from the following list: acid arrow, darkness, escape with an athletics check. The DC of these checks is
invisibility (self only), lesser restoration, levitate, mirror equal to 10 + Half your Summoner Level + the eidolon’s Con
image, scorching ray, see invisibility, or spider climb. This modifier. The webs have a number of hits points equal to your
spell can be cast once per day. level. The eidolon can climb its own webs at its climb speed
At 10th level, this spell can be cast three times per day by and can pinpoint any creature touching its webs.
spending 2 additional evolution points. The save DC for this
spell is 10 + Half your Summoner Level + the eidolon’s
Charisma modifier.
4 Point Evolutions:
This evolution can be selected more than once. Each time
an eidolon selects this evolution, it applies to a new spell from • Blindsight: Prerequisite: 11th Level Summoner
the list above. An eidolon’s senses sharpen even further, granting it
blindsight out to a range of 30 feet.
• All-out Attack: Prerequisite: 7th Level Summoner The eidolon can maneuver and attack as normal, ignoring
As an action, you can issue your eidolon to perform a darkness, invisibility, and most forms of concealment as long
reckless all-out attack instead of the normal Attack action. as it has line of effect to the target.
When attacking this way, your eidolon can attack once with
each of the natural weapons it possesses, but all attack rolls • Breath Weapon: Prerequisite: 9th Level Summoner
have disadvantage until your next turn. An eidolon learns to exhale a cone or line of magical
These attacks do not trigger the extra attack feature, energy, gaining a breath weapon.
however you can attack multiple times with the same natural Select either acid, cold, lightning, or fire. The eidolon can
weapon as long as you have multiples of the same evolution breathe a 30-foot cone (or 60-foot line) that deals 1d6 points
of damage of the selected type per Summoner level on a
•See in Darkness: Prerequisite: 9th Level Summoner failed save or half as much on a successful save.
The Eidolon can see normally in darkness, both magical The DC is equal to 10 + Half your Summoner Level + the
and nonmagical, to a distance of 120 feet. eidolon’s Constitution modifier. The eidolon can use this
ability once per day. The eidolon can use this ability 1
additional time per day by spending an additional 1 evolution
point (maximum 3/day).

THE EIDOLON
20
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
• Regeneration: Prerequisite: 11th Level Summoner • Ultimate Magic: Prerequisite: 11th Level Summoner,
An eidolon’s body gains the ability to heal wounds at an Eidolon Charisma 13, Minor Magic
unnatural rate. An eidolon learns to cast a major spell as an innate spell.
As long as the eidolon is not unconscious, it regain hit Select one spell from the following list: detect magic,
points equal to 1 + its Constitution modifier (minimum of 1) if create food and water, daylight, fireball, fly, gaseous form,
it has at least 1 hit point and no more than half of its hit lightning bolt, major image, stinking cloud, tongues, or water
points left. This ability does not restore hit points lost due to breathing. This spell can be cast once per day
starvation, thirst, or suffocation, nor does it allow the eidolon At 10th level, this spell can be cast three times per day by
to regrow lost body parts (or to reattach severed parts). spending 2 additional evolution points. The save DC for this
This healing can be increased by 1 per round for every 2 spell is 10 + Half your Summoner Level + the eidolon’s
additional evolution points spent (maximum 5). Charisma modifier.
This evolution can be selected more than once. Each time
• Immunity: Prerequisite: 11th Level Summoner an eidolon selects this evolution, it applies to a new spell from
An eidolon’s body becomes invulnerable to one elemental the list above.
type, becoming immune to that type. Pick one damage type:
acid, cold, lightning, fire, or psychic. The eidolon gains
immunity to that damage type.
This evolution can be selected more than once. Its effects
do not stack. Each time it applies to a different
• Incorporeal Form: Prerequisite: 15th Level Summoner
Once per day, an eidolon can become incorporeal for 1
round per summoner level. While in this form, the eidolon
gains the effects of the etherealness spell.
• Large: Prerequisite: 8th Level Summoner, Medium Size
An eidolon grows in size, becoming Large The eidolon
gains a +2 bonus to Strength, a +2 bonus to Constitution, and
a +2 bonus to its natural armor. It takes a –2 penalty to its
Dexterity and disadvantage to stealth checks. If the eidolon
has the biped base form, it also gains an extra 5-foot reach.
Any reach evolutions the Eidolon possesses are added to this
total. The eidolon must be Medium to take this evolution.
If 6 additional evolution points are spent, the eidolon
instead becomes Huge. The eidolon gains an additional +2
bonus to Strength, a +2 bonus to Constitution, and a +2
bonus to its natural armor. It takes a –2 penalty to its
Dexterity and disadvantage to stealth checks The Eidolon
also gains an extra 5-foot reach in any form. Any reach
evolutions the Eidolon possesses are added to this total.
The ability increase evolution costs twice as much (4
evolution points) when adding to the Strength or Constitution
scores of a Large or Huge eidolon.
• No Breath: Prerequisite: 11th Level Summoner
An eidolon no longer needs to breathe. The eidolon does
not breathe, and is immune to effects that re quire breathing
(such as inhaled poison). This does not give immunity to
cloud or gas attacks that do not require breathing.

THE EIDOLON
21
Appendix A
Summoner Spell List
2nd Level Greater Invisibility
Cantrips (0 Level) 3rd Level Leomund's Secret Chest
Blur
Control Flames Dust Devil Animate Dead Mordenkainen's Faithful
Create Bonfire Blink Hound
Find Steed
Dancing Lights Conjure Animals Polymorph
Gust of Wind
Friends Dispel Magic Stoneskin
Hold Person
Light Fly Wall of Fire
Invisibility
Mage Hand Galder's Tower
Levitate
Message Gaseous Form 5th Level
Lesser Eidolon Restoration
Minor Illusion Misty step Haste Animate Objects
Prestidigitation Leomund's Tiny Hut Contact Other Plane
Protection from Poison
Vicious Mockery Magic Circle Far Step
Rope trick
Phantom Steed Hold Monster
1st Level See Invisibility
Silence Protection from Energy Passwall
Barbed Chains Restore Eidolon Planar Binding
Spider Climb
Detect Evil and Good Slow Teleportation Circle
Summon Beast
Detect Magic Summon Shadowspawn Wall of Force
Disguise self Tiny Servant
Find Familiar Tongues
Fog Cloud Wall of Sand
Healing Word Wall of Water
Longstrider Water Breathing
Protection from Evil and
Good 4th Level
Shield Arcane Eye
Speak with Animals Banishment
Rejuvenate Eidolon Charm Monster
Tenser's Floating Disk Dimension Door
Unseen Servant Find Greater Steed

SPELL LIST
22
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Barbed Chains Rejuvenate Eidolon
1st-level conjuration 1st-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: Touch
Components: V, S, M (a length of chain doused with fresh Components: V, S, M ( a drop of your blood)
blood) Duration: Instantaneous
Duration: Instantaneous Spell Lists: Summoner
Spell Lists: Summoner
By laying your hand upon an eidolon, you cause its wounds to
You summon a chain from another realm, causing it to burst close and its form to solidify. This spell cures 1d10 points of
out from the ground and strike a target within the spell’s damage + your spellcasting ability modifier
range and deal 2d6 slashing damage. On a successful hit the At Higher Levels: When you cast this spell using a spell
target must attempt a Constituition saving throw against your slot of 2nd level or higher, the healing increases by 1d10 for
spell DC or be restrained until the end of it's next turn. each slot level above 1st.
At Higher Levels: When you cast this spell using a spell
slot of 2nd level or higher, you summon an extra chain and Summon Eidolon
target an additional creature. If you instead choose to target
the same creature, you apply the extra damage, but only force
the target to make one saving throw regardless of how many 2nd-level conjuration
chains hit. Casting Time: 1 action
Range: 30 feet
Eidolon Restoration Components: V, S, M (a silver coin)
Duration: Concentration, up to 1 minute
Spell Lists: Summoner
3rd-level abjuration
Casting Time: 1 action You open a rift between dimensions that summons your
Range: Touch eidolon.
Components: V, S, M (diamond dust worth at least 100 gp, Treat this as if you had summoned your eidolon normally,
which the spell consumes) except that it only remains with you for the duration of this
Duration: Instantaneous spell. While summoned in this way, your eidolon cannot touch
Spell Lists: Summoner any creature warded by protection from evil or a similar effect
and your eidolon can be sent back to its home plane by dispel
Through your touch, you imbue the Eidolon with positive magic.
energy to undo a debilitating effect. You can reduce its If you cast this spell while your eidolon is already on your
exhaustion level by one, or end one of the following effects on plane, this spell has no effect. This spell allows you to
the target: summon your eidolon even if it has been returned to its home
• One effect that charmed or petrified the target plane due to damage. Summoning the eidolon in this way still
• One curse, including the target’s attunement to a cursed interferes with the summon monsters ability like it would
magic item normally.
• Any reduction to one of the target’s ability scores At Higher Levels: When you cast this spell using a spell
• One effect reducing the target’s hit point maximum slot of 3rd level the duration of the spell increases to up to 10
minutes
Lesser Eidolon
Restoration
2nd-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Spell Lists: Summoner
You touch your eidolon and can end either cure one disease
or one condition afflicting it. The condition can be blinded,
deafened, paralyzed, or poisoned.

SPELL LIST
23
Appendix B
Examples of Summons Summon CR 2
Creature Type Rules Page
The following tables contain hand picked examples of the
possible creatures you can summon with soul shards through Ankheg Monstrosity MM p.21
your summoning feature. Black Dragon Wyrmling Dragon MM p.88
Remember that ultimately your DM has the final say. Talk
with your DM about what you can or can't use. Maybe you're Ettercap Monstrosity MM p.131
not allowed to summon a creature from this list, or perhaps Gargoyle Elemental MM p.140
the DM lets you summon a creautre not listed.
Grick Monstrosity MM p.173
Shadow Mastiff Monstrosity VGtM p.190
Summon CR 1/8 - 1/4
Creature Type Rules Page Spined Devil Fiend MM p.78

Blink Dog Fey MM p.318 Will-o-Wisp Undead MM p.301

Blood Hawk Beast MM p.319


Flying Snake Beast MM p.322
Flying Sword Construct MM p.20
Summon CR 3
Pseudo Dragon Dragon MM p.254 Creature Type Rules Page
Steam Mephit Elemental MM p.217 Hell Hound Fiend MM p.182
Stirge Beast MM p.284 Killer Whale Beast MM p.331
The Wretched Mosntrosity MToF p.233 Manticore Monstrosity MM p.213
Wolf Beast MM p.341 Water Weird Elemental MM p.299
Winter Wolf Monstrosity MM p.340

Summon CR 1/2
Creature Type Rules Page
Summon CR 4
Ape Beast MM p.317 Creature Type Rules Page
Black Bear Beast MM p.318 Chuul Aberration MM p.40
Magmin Elemental MM p.212 Elephant Beast MM p.322
Ice Mephit Elemental MM p.215 Incubus/Succubus Fiend MM p.285
Smoke Mephit Elemental MM p.217 Red dragon Wymling Dragon MM p.98
Worg Beast MM p.341 Shadow Demon Fiend MM p.64

Summon CR 1 Summon CR 5
Creature Type Rules Page Creature Type Rules Page
Death Dog Monstrosity MM p.321 Barlgura Fiend MM p.56
Dire Wolf Beast MM p.321 Fire Elemental Elemental MM p.125
Imp Fiend MM p.76 Otyugh Aberration MM p.248
Quasit Fiend MM p.63 Roper Monstrosity MM p.261
Specter Undead MM p.279 Young Rhemoraz Monstrosity MM p.258

SUMMONS
24
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
The
Summoner's
Codex
I have always maintained that D&D 5e doesn't
have any good summoning potential. When this
project started it was mostly a port from
Pathfinder 2E's summoner class, but now it has
evolved into something more.

Over the course of a year, and with the help of


community feedback, i bring you the
Summoner's Codex, a living project, centered
around summoning and the study of the planes.

Cover Art: Graey Erb

WWW.GMBINDER.COM
This document was lovingly created
using GM Binder.

If you would like to support the GM Binder developers,


WWW.GMBINDER.COM consider joining our Patreon community.

You might also like