This damage is equal to the damage dealt by one claw attack plus 1-1/2 times the eidolon's Strength modifier. As an action, you can summon one weapon from your vault and keep it hovering around you, protecting you from incoming strikes. At 3rd level, you gain proficiency in two of the following skills: Acrobatics, Performance or Sleight of Hand. The DC of this save is 8+ the eidolon's Strength modifier+ the eidolon's proficiency bonus. The summoner must be at least 12th level before selecting this evolution. What is your eidolon's personality? The eidolon gains the scent special quality, allowing it to detect opponents within 30 feet by sense of smell. A spell or effect that targets you instead targets your eidolon. Basically the Ash Ketchum of warlocks. The eidolon can breathe a 30-foot cone (or 60-foot line) that deals 1d6 points of damage of the selected type for every 2 summoner levels you possess (rounded down). weren't included in 5e. The Summoner is one of the six new base classes released in the Pathfinder Advanced Player's Guide, and it's probably the most unique. Orange: OK options, or useful options that only apply in rare circumstances 3. The eidolon has advantage on rolls against fear and charm effects, and any spell effects that can be affected by self-harming actions will also be affected when the eidolon harms its summoner. Sep 24, 2017 - Explore Jack Bush's board "summoner" on Pinterest. Creating eidolons with this method allow you to increase the max amount to 15. If you already have proficiency in these skills, you add double your proficiency bonus in checks made with them. A summoned demon will appear in the unoccupied space within the 60 feet of its summoner, acts like an ally of its summoner, and also can not summon other demons. If they do, they prevent damage equal to the number of hit points lost this way. You can not use this feature again until you complete a short rest. Have you been trained in an arcane academy on a branch of a conjuring school? ... Prestidigitation + Tavern Brawler = infinite bottles to throw and absolutely no weapon evidence left over. When this evolution is chosen again, it applies to a new spell. This lasts for a number of rounds equal to your Intelligence modifier, and sustaining this effect requires concentration, as of you were concentrating on a spell. A trampling eidolon can only deal trampling damage to a creature once per round. The eidolon must have a reach of 10 feet or more to select this evolution. The eidolon must have a Charisma score of at least 12 to take this evolution. When a summoner is 11th level, the spell is cast at the 3rd level. At 20th level, as long as the summoner or eidolon have at least 1 HP left, neither can be defeated. Each time an eidolon selects this evolution, it applies to a different energy type. At 9th level, you can change your weapon in quick succession, making fast and successive attacks against your opponents. In addition, whenever you take the Disengage action while within 5 feet of an enemy, that enemy has disadvantage on the next attack it makes against you. Instead, there's only a limited selection of summoning spells, such as conjure woodland beings, … Select one type of natural attack. The appearance of the eidolon can be changed each time you can change its evolutions. At 14th level, you may split and re-fuse as a bonus action. You may increase any ability score of an eidolon in the same way whenever you gain the ability score improvement class feature from the summoner class. This evolution can be selected more than once, but the eidolon must possess an equal number of the tail evolution. The opponent must make a Wisdom saving throw against your Gambit save DC. On a failed save, the creature is frightened until the start of its next turn. The eidolon must be Medium to take this evolution. To qualify for multiclassing into the summoner class, you must meet these prerequisites: 13 Charisma, Proficiencies. Via DnD Deutsch I read at Tenkar's Tavern that Gale Force 9, the company that makes the official translations, those spell cards and more, is now suing Wizards of the Coast for breach of contract to the tune of $950,000+. In effect, the eidolon gets the "Ability Score Improvement" feature at the same levels as its summoner, with the same restrictions. If your eidolon would be killed, it instead returns to its original plane and cannot be summoned again until you have completed a long rest. -*Constrict: An eidolon gains powerful muscles that allow it to crush those it grapples. With a longsword in hand she charges towards the enemy, swing the sword with precision. With these powers, they are able to make weapons fly and hover, make them magical and able to make them appear in their hands at … Creatures pulled in this way do not provoke attacks of opportunity. The eidolon must possess the flight evolution, with wings, to select this evolution. Spell attack modifier = your proficiency bonus + your charisma modifier. When the floating weapon drops to 0 hit points, it is broken, being hindered useless on the ground. 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. The eidolon must possess the grab evolution, tied to a bite attack, to take this evolution. Oath of the Forge (5e Paladin Archetype) Dragonshield (5e Fighter Archetype) Oath of the Blind (5e Paladin Archetype) Cult Domain (5e Cleric Archetype) Rebellion Leader (5e Ranger Archetype) Circle of Darkness (5e Druid Archetype) Battlesmith (5e Artificer Archetype) Dungeons and Dragons (D&D) Fifth Edition (5e) Equipment, Gear, & Items. As an action, you summon a weapon in front of the opponent's face, distracting him for a brief moment. The tail slap deals 1d6 + str or dex mod points of bludgeoning damage (1d8 if Large, 2d6 if Huge). The target have advantage on subsequent saving throws against this feature after being targeted by it once, for the next 24 hours. If the summoner is defeated the brood will instantly gain 10 HP each, +2 AC, +5 move speed, +1 to hit/damage and Brood bond increases to 3 HP instead of 2 HP. These attacks are primary attacks. It can detect the direction with a move action. If the damage of the attacker doesn't deplete the temporary HP to 0 then you gain the damage they do to your temporary health back into health plus 1d6 and your regain the temporary health. As the form come to an end, his master nods in approval. Whenever a gambit requires a saving throw, you calculate it as follows: Starting at 2nd level, you adopt a particular style of fighting as your specialty. Each time an eidolon selects this evolution, it applies to a different skill. As a Weapon Summoner you gain the following class features. Unpredictable and dangerous warriors, weapon summoners are fighters whose the interest and practice of magic is devoted to a very specific practice, of changing weapons in amidst of combat according with the demands of the situation, and enhancing the mundane capabilities of these weapons. At 6th level, as an action, a summoner can call his eidolon to his side. Here are some questions to aid you to direct the creation of your character. The eidolon can maneuver and attack as normal, ignoring darkness, invisibility, and most forms of concealment as long as it has line of effect to the target. Can only be used once per turn. On the start of your turn, you can use your action to make a melee weapon attack with a summoned weapon against a creature or object not benefiting from cover that you can see within 60 feet. At 10th level, you can take on some of your eidolon's physical traits, and look more like your eidolon. When you use the Lifelink feature you also gain 5 temporary HP. (Reminder: Tiny>Small>Medium>Large>Giant ; Two-handed weapons may be used as one handed but not dual wielded). Any reach evolutions the eidolon possesses are added to this total. In combat, it acts on your initiative count, and you decide who acts first, you or the weapon. When used, the eidolon appears adjacent to the summoner (or as close as possible if all adjacent spaces are occupied). Can only be done once per turn. Selecting this evolution again causes creatures to be paralyzed instead. The eidolon must have a Charisma score of at least 14 to take this evolution. When you score a 20 on the d20 on an attack roll, you can make one additional attack with another weapon stored on your arcane vault. -*Weapon Training: An eidolon learns to use a weapon, gaining Simple Weapon Proficiency as a bonus feat. A Grimoire Summoner is a pseudo magic based class that uses the powers bestowed upon them by their Grimoire to fight. Its Hit Point Maximum is increased by 2 for each summoner level you have. At 14th level as a free action you may swap locations with your eidolon and both regain 1/4th HP, +5 AC, and +5 Attack/Damage until the end of your next turn. Heal allies and control the battle field? You must spend 10 minutes wavering enchantments onto a non-magical weapon of any kind. Whether you favor a longsword or a longbow, your weapon and your ability to wield it effectively can mean the difference between life and death while adventuring. Age isn't a factor in your death now, only combat may put you down. The two categories are simple and martial. You can also manually send back your eidolon to its original plane as a bonus action. The amount of damage needed to cut free is equal to 1/10 the eidolon's total hit points. The eidolon does not breathe and is immune to effects that require breathing (such as inhaled poison). Weapon summoners are specialists in a specific type of conjuration, using this magic and combining it with weapons to control and enhance them. Whenever you conjure a weapon from your arcane vault, you can choose to summon the weapon on the spectral hand. The eidolon cannot be banished. Select one type of natural attack. -*Rake: An eidolon grows dangerous claws on its feet, allowing it to make 2 rake attacks on foes it is grappling. You can use an arcane focus or a component pouch as a spellcasting focus for your summoner spells. This evolution can be selected more than once. Taking this evolution more than once adds one cast per long rest. Bonus increase to +7 AC, +10 Attack/Damage until the end of the summoners next turn. 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. During this time, you are deaf and blind with regard to your own senses. If you already have proficiency in these skills, you add double your proficiency bonus in checks made with them. As a standard action, the eidolon can sacrifice up to 2 hit points per summoner level and then touch the target creature, thereby healing the creature for half the amount sacrificed. Whenever the eidolon successfully grapples a foe using the grab evolution, it deals additional damage equal to the amount of damage dealt by the attack used by the grab evolution as bludgeoning damage. Each time an eidolon selects this evolution, it applies to a different energy type. There are various conjure spells which take the place of the old Monster Summoning. The summoner and all eidolons recover 1 HP for every time another eidolon hits a creature. If any eidolons have been defeated or banished you may sacrifice health (10 HP, 20 HP, 30 HP, 40 HP, 40 HP, ect.. caps at 40) to bring back the eidolon you wish to summon. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Maybe your power is natural, and you have seek instruction and knowledge by yourself, being self taught in the art of weapon summoning. -*Skilled: An eidolon becomes especially adept at a specific skill, gaining a proficiency bonus on that skill. A summoner must be at least level 10 to select this evolution. Whenever the eidolon makes a successful attack of the selected type, it can attempt a free grapple check. With a grin as an confused expression is formed on the bugbear face, she drops the sword, that keeps floating in the same position, as if it was held by an invisible warrior, while she raises both hands on the air, and an greataxe mystically appear on the empty hands. Does it prioritize protecting you over protecting your party members? You have perfected the ritual to summon your brood to the point that you may now instantly summon any and all eidolons if they haven't been defeated or banished. As an action, you may re-fuse while adjacent to each other. The eidolon also bears a glowing rune that is identical to a rune that appears on the summoner's forehead as long as the eidolon is summoned (you may also chose to always keep the rune, even if your eidolon isn't summoned). You can see all spells you are able to learn from the summoner spell list, available at the bottom of this page. The following evolutions cost 4 points from the eidolon's evolution pool. The multi-attack class feature now allows the eidolon to use a simple or martial weapon instead of a natural weapon. The eidolon can breathe a 30-foot cone (or 60-foot line) that deals 1d6 points of damage of the selected type for every 2 summoner levels you possess (rounded down). This attack is made at advantage. Check out our guide to the druid class in 5e now! Cannot stack effects beyond original limits on eidolon. -*Dimension Door (Sp): An eidolon learns to cast dimension door as a spell-like ability once per long rest. -*Tail Slap: An eidolon can use its tail to bash nearby foes, granting it a tail slap attack. This evolution can be selected more than once, but the eidolon must possess an equal number of the limbs evolution. The eidolon must possess the bite, tail slap, or tentacles evolutions to select this evolution. If you choose a melee weapon, the next successful melee weapon attack against you have its damage reduced by 5, while the attacker takes 5 points of damage, ending the effect. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. The summoner must be at least 7th level before selecting this evolution. Additionally, when you gain a level in this class, you can choose one of the summoner spells you know and replace it with another one from the summoner spell list. 1. When it uses the attack action on its turn, it can attack with 2 natural weapons at the same time. Have you been raised by monks in a isolated monastery? Strength and Constitution have a maximum of 30, Dexterity is a max of 26 and a +5 bonus to its natural armor, 10-foot reach, and disadvantage on Stealth checks. Neither can sacrifice hit points for the other if they are below half of their hit point maximum. A tentacle attack can be made as a bonus action when the attack action is made, dealing 1d4 points of damage with no ability modifier. When doing either, you may move an additional 10 feet. Red: Bad, useless options, or options which are extremely situational. At the 18th level, any eidolon that is banished or defeated gives the rest of the brood a pool of 10 health. This counts as light activity. If the eidolon begins its turn with a creature grappled using its bite attack (see the grab evolution), it can attempt to swallow the creature with a second opposed grapple check. Strong Bond now protects against any kind of teleportation. Whenever the selected attack hits, the target takes an additional 1d6 of that energy's type. Gain advantage on saving throws against magical effects. This evolution can be selected more than once. Whenever you make an attack, you can make it from the hands position. While fused, Blink strike allows the summoner to teleport 20 feet and perform a single melee or ranged attack with a +3 hit/damage but drains a pool of 15 health (Split among the summoner and eidolon) by doing so. This evolution may be selected twice per attack, increasing the damage to 4d4. This evolution can be selected more than once. Selecting this evolution again increases the eidolon's health by your summoner level. The eidolon gains resist resistance to that energy type. Weapons: Simple weapons, simple ranged weapons, and shortswords In addition, you have advantage on Charisma (Persuasion) and (Deception) checks made during combat if you haven't taken an attack yet on your turn. The eidolon must possess the tail evolution to take this evolution. The following evolutions cost 1 point from the eidolon's evolution pool. If successful, the target of the attack is pulled 5 feet closer to the eidolon. -*Ability Increase: An eidolon grows larger muscles, gains faster reflexes, achieves greater intelligence, or acquires another increase to one of its abilities. When you or a friendly creature within 5 feet is hit by an attack, you can use your reaction to summon a weapon and try to parry that attack, potentially causing it to fail. Its effects do not stack. Your race, class, and feats can grant you proficiency with certain weapons or categories of weapons. At 15th level, your enemies can never guess your next move. Its walking speed is decreased by 5 feet. Its effects do not stack. Prerequisites. You can have a number of weapons stored in this vault equal to your proficiency bonus + your Intelligence modifier. An eidolon cannot make more sting attacks in a turn than the number of sting evolutions it has. The weapon must have the two-handed or versatile property for you to gain this benefit. The save DC for this spell is 8 + the eidolon's proficiency bonus + the eidolon's Charisma modifier. This spell resistance does not apply to spells cast by the summoner. This evolution is only available to eidolons of the quadruped base form. The summoner must be at least 9th level before selecting this evolution. The target must attempt a Dexterity saving throw against a DC of 8+ the eidolon's Strength or Dexterity modifier+ the eidolon's proficiency modifier. The eidolon gains a +10 bonus to Strength, a +10 bonus to Constitution, a +6 bonus to Dexterity. A summoner must be at least level 4 to select this evolution. Once you've made your choice, you can't exchange these evolutions for different ones, but you can remove them. A summoner can cast summoner spells while wearing light armor without incurring the normal arcane spell failure chance. You gain discipline feature's at 3rd level, and again at 7th, 10th, 15th and 18th levels. If successful, the target of the attack is pushed 5 feet directly away from the eidolon. Any reach evolutions the eidolon possesses are added to this total. At 1st level, you have the ability to summon to your side a powerful outsider called an eidolon. While fused both the summoner and eidolon regain 1 HP at the start of their turn. Each time you select this evolution, you pick a different natural attack to gain reach. The slam deals 1d8+str points of bludgeoning damage (2d6 if Large, 2d8 if Huge). While unarmed and the beginning of your turn, you can choose to make a deadly trickery, making all attacks made as part of your Attack action against an enemy within 5 feet with advantage. To qualify for multiclassing into the weapon summoner class, you must meet these prerequisites: Strength or Dexterity 13, Intelligence 13. The "Evolution Points" column of the summoner table shows how many you have at each level. (One time only). Starting at 18th level, whenever you use your action to cast a spell, you can use your bonus action to make one attack. You are able to change your eidolon type, saving throw and skill proficiency, each time you can change its evolutions. Your class grants proficiency in certain weapons, reflecting both the class’s focus and the tools you are most likely to use. With a big swing of the sword, the knight aims for the half-orc, who just barely dodges the strike, while touching the drawing of a knife. When you multiclass into the weapon summoner class, you gain the following proficiencies:light armor, medium armor, shields, simple weapons, martial weapons and one of the following tool proficiencies: carpenter's tools, smith's tools or tinker's tools. This evolution is only available to eidolons of the biped or quadruped base forms. If the eidolon is out of range, the ability is wasted. At 2nd level you know two 1st-level spells of your choice from the summoner spell list. This ability only works on creatures of a size equal to or smaller than the eidolon. You gain a +2 bonus to attack rolls you make with ranged weapons. This number increase by 1 when you reach 8th, 12th, 16th and 20th level. -*Pull: An eidolon gains the ability to pull creatures closer with a successful attack. Starting at 7th level, when you cast mage hand, you can use your spectral hand to make attacks. Weapon Summoner . At 18th level, you can swap your weapon mid-strike, taken your opponent by surprise. -*Trample: An eidolon gains the ability to crush its foes underfoot, gaining the trample ability. Scent does not allow the eidolon to precisely locate the creature, only to detect its presence. ... For this we're going broodmaster summoner which grants us 2 Eidolons starting off, ... DnD 5E. The disciplines are detailed on the end of this class. Where did you receive the training in weapon summoning? Traits Fear Aura: Any creature hostile to the pit fiend that starts its turn within 20 feet of the pit fiend must make a DC 21 Wisdom saving throw, unless the pit fiend is incapacitated. If a swallowed creature cuts its way out, the eidolon loses this ability until it heals this damage. At the 10th level, you and your eidolons gain advantage on attack rolls if at least one of you are adjacent to the target. Strong scents can be detected at twice the normal range. Without a second of hesitation, she just lunges forward, and a blade appear on her hand, pulled from thin air, and she swings in a wide arc, carving a wound on the enemy's chest. Summoners are proficient with light armor but not with shields of any kind. Skills: Choose 2 from animal handling, arcana, deception, insight, intimidation, investigation, nature, perception, persuasion, religion, or survival. An eidolon cannot make more tail slap attacks in a turn than the number of tail slap evolutions it has. Pick one energy type: acid, cold, lightning, fire, thunder, radiant, or necrotic. I'm creating tokens for my 3.5 game and I thought it would be neat to have tokens that represent things that are summoned via spells or magic items. If you already can make the attack with your bonus action (fighting with two weapons for example) you can make a second one. -*Poison: An eidolon secretes toxic venom, gaining a poison attack. In addition, you have advantage in all your Dexterity, Wisdom and Intelligence checks to forge, craft and recall information about weapons. On a failed save, the target takes 2d4 points of poison damage. At 7th level, you can take the Disengage and the Dodge action as a bonus action on your turn. Those caught in the breath weapon can attempt a Dex save for half damage. The eidolon forms a link with the summoner, who forever after summons an aspect of the same creature. Banishing effects go against your ability scores, and if your eidolon is banished, it is sent back to its plane, and you take 4d6 force damage. Its effects do not stack. Shared power allows the eidolon to sacrifice 1/4 health to heal a creature other than the summoner as an action. Have you been taught by a solitary master? While you are wearing armor, you gain a +1 bonus to AC. You start with the following equipment, in addition to the equipment granted by your background: An half-orc, with the body covered in magical tattoos, each one a drawing of a different weapon. The summoner must be at least 11th level before selecting this evolution. As he pulls his hands, the spear is no longer there, his hands being filled with a pair of scimitars. The eidolon's physical appearance is up to the summoner, but it always appears as some sort of fantastical creature and must respect his evolutions (legs, tails, tentacles, etc.) Pick one bite or sting attack. 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