Does it prioritize protecting you over protecting your party members? 1 Circle of the Summoner 1.1 Summon Beast 1.2 Superior Beast 1.3 Mana Consumption 1.4 Freed Mind Using their ability to transform themselves into the beasts on reality around them, druids of the Circle of the Summoner conjure up beasts out of spirits and air to aid them in combat. The following evolutions cost 1 point from the eidolon's evolution pool. At 14th level, you may split and re-fuse as a bonus action. 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. This number increase by 1 when you reach 8th, 12th, 16th and 20th level. When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. Charisma is your spellcasting ability for your summoner spells since the power of your magic relies on your ability to project your will into the world. The dancer's discipline is aimed in the use of fast movements and quick and successive strikes using the fast conjuring of weapons. -*Trample: An eidolon gains the ability to crush its foes underfoot, gaining the trample ability. As a full-round action, the eidolon can overrun any creature that is at least one size smaller than itself. The eidolon can use this ability 1 additional time per rest by spending an additional 1 evolution point (maximum 3/rest). In addition, whenever a creature strikes you with a roll of 20 on the d20, you can use your reaction to force that creature to re-roll the result, potentially causing the attack to fail. At 2nd level, while on the same plane, you may use a reaction or bonus action to percieve through all the eidolon's Senses, which replaces and suppresses your own for the time being. You start with the following equipment, in addition to the equipment granted by your background: You have learned to master the school of conjuration, but you can also cast spells from the other school of magic. Choose one of the following options. At 1st level, you have the ability to summon to your side a powerful outsider called an eidolon. (Bestow Curse, Remove Curse, Call Lightning, Dispel Magic, Erupting Earth, Fear, Fireball, Web, Gaseous Form, Lightning Bolt, Slow, Haste [on self], Tidal Wave, Waterbreathing, Waterwalk, Vampiric Touch, Banishment, Blight, Elemental Bane, Fire Shield, Greater Invisibility). The weapon must have the two-handed or versatile property for you to gain this benefit. At 10th level, your Evolution Point pool is increased by 1/2 your summoner level (rounded down). -*Frightful Presence: An eidolon becomes unsettling to its foes, gaining the frightful presence ability. -*Constrict: An eidolon gains powerful muscles that allow it to crush those it grapples. The save DC for this spell is 8 + the eidolon's proficiency bonus + the eidolon's Charisma modifier. At 7th level, you can take the Disengage and the Dodge action as a bonus action on your turn. The summoner and all eidolons recover 1 HP for every time another eidolon hits a creature. This Spell may only be cast once a long rest. The eidolon must possess the flight evolution, with wings, to select this evolution. Creature gains HP based on amount given, +3 AC and +3 to hit until the end of the creatures next turn. Fast healing functions as long as the eidolon is alive. At 11th level, when you hit an attack when you take an action on your turn, you can choose to make one additional weapon attack with your bonus action. At 18th level, you can swap your weapon mid-strike, taken your opponent by surprise. The following evolutions cost 3 points from the eidolon's evolution pool. At 10th level, you can take on some of your eidolon's physical traits, and look more like your eidolon. Roll a d20 after every enemies is defeated that you've done at least 1 damage to, while the summoner is dead, and if you roll 19-20 (No modifiers) another eidolon is created. These bonuses and penalties replace, and do not stack with, those gained from becoming Large. The summoner must be at least 9th level before selecting this evolution. Fuses the eidolon back to the summoner. The eidolon gains the scent special quality, allowing it to detect opponents within 30 feet by sense of smell. Your eidolons have advantage on saving throws against being banished. You gain the eidolon's hit points as temporary hit points. Bonus increase to +7 AC, +10 Attack/Damage until the end of the summoners next turn. You also gain new abilities. -*Wing Buffet: An eidolon learns to use its wings to batter foes, granting it two wing buffet attacks. The eidolon must possess the gills and scent evolutions to take this evolution. Extra attacks can be done using a single or many weapons or natural weapons and replace multi-attacks. Prerequisites. This spell resistance does not apply to spells cast by the summoner. After performing the attack, you teleport to the weapon's position. Creatures pushed in this way do not provoke attacks of opportunity. If the eidolon has the biped base form, its reach increases to 15 feet (10 feet for all other base forms). The summoner must be at least 11th level before selecting this evolution. (Cure Wounds, Burning Hands, Earth Tremor, Magic Missile, Detect Magic, Hellish Rebuke, Ice Knife, Ray of Sickness, Shield, Sleep, Aganazzer's Scorcher, Blur, Darkness, Hold Person, Lesser Restoration, Misty Step, See Invisibility, Scorching Ray, Warding Wind). Whenever you make a ranged weapon attack with stored ammunition, both the normal and long range of the weapon doubles. Teachings on these monasteries often include the art of smithing and crafting weapons, making these warriors good in both creating and destroying. Level 16 changed to +5 AC, drains 0 health. You act on your initiative, and you and the eidolon cannot take separate actions. -*Exotic Resistance: An eidolon's form takes on a resiliency to one of the less common energy types. The amount of damage needed to cut free is equal to 1/10 the eidolon's total hit points. The slam deals 1d8+str points of bludgeoning damage (2d6 if Large, 2d8 if Huge). 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. The summoner must be at least 13th level before selecting this evolution. At 15th level, your enemies can never guess your next move. 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. If successful, the target of the attack is pulled 5 feet closer to the eidolon. Traits Invisibility: The stalker monster is invisible. You can make your character quickly by following these suggestions. -*Reach: One of an eidolon's attacks is capable of striking at foes at a distance. 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. Each time an eidolon selects this evolution, it applies to a different energy type. This fast healing does not function when the eidolon is not on the same plane as its summoner. Once you use this feature, you can't use it again until you finish a short or a long rest. All the other Pathfinder classes are either straight conversions of 3.5 classes, or new combinations of existing mechanics (the Oracle is basically a spontaneous Cleric, the Witch is a modified Wizard, etc). Its Hit Point Maximum is increased by 2 for each summoner level you have. A tail slap attack can me made as a bonus action when the attack action is made, dealing 1d6 points of damage with no ability modifier. (2d6 becomes 1d8, 1d8 becomes 1d6, 1d6 becomes 1d4, 1d4 becomes 1d3.). Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Summoner level after 1st, Armor: Light armor This evolution can be selected more than once. Choose some of your eidolon's evolutions (excluding Basic/Minor/Major/Ultimate Magic, Large, Toughness), totaling no more than Triple your Hit Dice in Evolution points. The DC for such a save/check is equal to the summoner's spell save DC. The eidolon must have a Charisma score of at least 14 to take this evolution. You can make a Weapon Summoner quickly by following these suggestions. Once you've made your choice, you can't exchange these evolutions for different ones, but you can remove them. 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. Any reach evolutions the eidolon possesses are added to this total. Choose if you wish to summon all at once or a few at a time. Weapons: Simple weapons, martial weapons 7 temporary HP at level 8. You may perform the somatic components of spells while using a weapon and shield, or a two-handed weapon. (See page 128 of the Player's Handbook for details on Combining Magical Effects to resolve any potential confusion.). A summoner must be at least level 10 to select this evolution. Tools: None Success indicates that it has returned to the eidolon's mouth, where it can attempt to escape or be swallowed again. -*Resist Energy: An eidolon's form takes on a resiliency to one particular energy type, which is usually reflected in its physical body (ashen hide for fire, icy breath for cold, and so on). If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Heal allies and control the battle field? Also while connected remove restrictions of lifelink so that you may transfer health between the summoner and eidolon whenever you want without the need of taking damage to trigger it. Fast healing does not restore hit points lost due to starvation, thirst, or suffocation, nor does it allow the eidolon to regrow lost body parts (or to reattach severed parts) unless it's fast healing 5. D&D 5e Powergamer's Tactics Room Showdown Series: Tasha's Magical Tomes. The eidolon forms a link with the summoner, who forever after summons an aspect of the same creature. Here are some questions to aid you to direct the creation of your character. It can detect the direction with a move action. The disciplines are detailed on the end of this class. Prerequisites. Alternatively, the eidolon can replace the claws from its base form with this slam attack (this still costs 1 evolution point). As a summoner becomes stronger, they develop ways to utilize their eidolon's capabilities to higher potentials. Red: Bad, useless options, or options which are extremely situational. Creating eidolons with this method allow you to increase the max amount to 15. Alternatively, the swallowed creature can attempt to escape the grapple as normal. A stinger attack can be made as a bonus action when the attack action is made, dealing 1d6 points of damage with no ability modifier. The eidolon gains a burrow speed equal to 1/2 its base speed. Starting at 4th, your eidolon learns to do multi-attacks. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. 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. 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. At level 20, increases to 15. The eidolon must possess the grab evolution, tied to a bite attack, to take this evolution. 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 … weren't included in 5e. Level 8 changed to twice per turn, +4 hit/damage, 25 feet, 10 health. Looking through the Players Hand Book and a variety of other supplementary material out there when deciding what your first or next feat is going to be is hard. At level 18, this increases to 5. The DC of this save is 8+ the eidolon's Strength modifier+ the eidolon's proficiency bonus. Those caught in the breath weapon can attempt a Dex save for half damage. Gain the ability to use this again if both you and your eidolon are active and the summoner drops to 10 HP or below. At the 6th level, you summon three eidolons, with similar features as before. Basically the Ash Ketchum of warlocks. 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. What about a spear for that charging centaur? At 20th level, you may alter your eidolon's evolutions after a long rest. 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. The appearance of the eidolon can be changed each time you can change its evolutions. This effect only works while they are within 100 feet of each other. He deepens his stance, while slowly and firmly he opens his arms in a horizontal line, revealing a quarterstaff that wasn't there a second ago. 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). You can use this feature a number of times equal to your Intelligence modifier, and regain all uses of this feature after a short rest or a long rest. Level 8 changed to 1/4 +1d6, +4 AC, +4 to hit. Skills: Choose two from Acrobatics, Arcana, Athletics, Deception, Insight, Perception, Sleight of Hand, and Stealth. While creating your eidolon you must chose one monster type from the following options : celestial, construct, dragon, elemental, fey, fiend, plant, undead, monstrosity. 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) Actually, the stalker knows its direction and also the distance for its quarry as long as two of them are on the similar plane of an existence. Level 16 changed to three times per turn, +5 hit/damage, 30 feet, 5 health. Need a blunt weapon for the skeleton or a sharp one for the zombie? This evolution can be selected more than once. At the 2nd level, upon taking this Bond, you summon two eidolons with different abilities. An eidolon must be your size or larger for this to happen. You start with the following equipment, in addition to the equipment granted by your background: At 1st level, you learn the mystical of weapon summoning and the secrets that make this art possible. This healing can be increased by 1 per round for every 2 additional evolution points spent (maximum 5). The damage type is the same of the chosen weapon. At 20th level, as long as the summoner or eidolon have at least 1 HP left, neither can be defeated. There's a lot of choices, and some feats are very circumstantial. The hand can hold any light or finesse weapon. -*Blindsight: An eidolon's senses sharpen even further, granting it blindsight out to a range of 30 feet. This attack is a primary attack. This attack is made at advantage. At 10th level, you learn how to animate a sword to fight by your side. 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.) You can choose Broodmaster, Eidolist, or Synthesist The bonds are detailed at the end of the class description. The tentacle attack deals 1d4 + str or dex points of bludgeoning damage (1d6 if Large, 1d8 if Huge). Natural Attacks your eidolons use a smaller damage die. The eidolon must have a Charisma score of at least 12 to take this evolution. These eidolons have only half of the hitpoints it normally would have, and half the evolution points it would have (round up). Swallowed creatures take damage equal to the eidolon's bite damage each round plus 1d6 points of bludgeoning damage. Thank you for watching my video. Whenever the eidolon makes two successful claw attacks against the same target in 1 round, its claws latch onto the flesh and deal extra damage. You direct all of the eidolon's actions while fused, perceive through its senses, and speak through its voice, as you are now one creature. A swallowed creature keeps the grappled condition, but can attempt to cut its way free with a light slashing or piercing weapon. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. This counts as light activity. When you reach the 20th level, you can summon your weapons with a dizzying speed. Saving Throws: Constitution, Intelligence Skills: Choose three from History, Insight, Investigation, Medicine, Nature, Perception and Religion. If it is larger than you, you can appear in any space occupied by the eidolon. 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. The eidolon must possess the tail evolution to take this evolution. In effect, the eidolon gets the "Ability Score Improvement" feature at the same levels as its summoner, with the same restrictions. At 6th level, while fused, you treat weapons as if they are one size lower. 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. . -*Breath Weapon: An eidolon learns to exhale a cone or line of magical energy, gaining a breath weapon. Pick bite, claw, pincers, slam, tail slap, or tentacle attacks. An eidolon shares the summoner's proficiency bonus. These rake attacks deal 1d4 points of slashing damage (1d6 if Large, 1d8 if Huge). The first successful attack deal additional damage equal to 1d6 + half your level in this class (rounded down). Each time an eidolon selects this evolution, it applies to a different energy type. Have you been trained in an arcane academy on a branch of a conjuring school? 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. Whenever the eidolon makes a successful attack of the selected type, it can attempt a strength check versus the target's dexterity saving throw. Pick one energy type (acid, cold, lighting, fire, poison, or thunder). The gore deals 1d6+ str mod points of piercing damage (1d8 if Large, 2d6 if Huge). If you enjoyed this video, please give it … The eidolon may only choose to sacrifice hit points if the summoner is damaged, and the summoner may only sacrifice hit points if the eidolon is damaged. You can cast any summoner spell you know as a ritual if that spell has the ritual tag. You can now store one shield on your arcane vault, summoning or storing it on the vault as a bonus action or an action on your turn. An eidolon has the same alignment as the summoner that calls it and can speak all of your languages. They Whenever the selected attack hits, the target takes an additional 1d6 of that energy's type. Summoners are proficient with light armor but not with shields of any kind. The summoner must be at least 4th level before selecting this evolution. A Broodmaster summons multiple, weaker eidolons. This damage is equal to the damage dealt by one claw attack plus 1-1/2 times the eidolon's Strength modifier. You gain the ability to summon to your side an powerful outsider called eidolon. You gain resistance to slashing, piercing and bludgeoning damage. You can see all spells you are able to learn from the summoner spell list, available at the bottom of this page. While either are below 10 HP, you both gain +5 damage and +5 move speed. Once in each of your turns, when you deal slashing damage to a creature with a summoned melee weapon, each creature within 5 feet of the you must make a Dexterity saving throw, or take half the damage dealt. The summoner must be at least 12th level before selecting this evolution. You regain all expended spell slots when you finish a long rest. 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 is only available to eidolons of the quadruped base form. An eidolon cannot make more tentacle attacks in a turn than the number of tentacle evolutions it has. Age isn't a factor in your death now, only combat may put you down. At level 20, this resistance becomes an immunity to the given energy type. All your attacks with melee summoned weapons have its reach increased by 10 feet. Infiltrate an enemy stronghold easily? At 13th level you can make two additional attacks, and at 17th level you can make three additional attacks. The eidolon cannot be banished. Weapon summoners are specialists in a specific type of conjuration, using this magic and combining it with weapons to control and enhance them. The tail slap deals 1d6 + str or dex mod points of bludgeoning damage (1d8 if Large, 2d6 if Huge). The Find Steed line isn't really traditional DnD minionmancy, you just summon a single, ... No offense but summoners are aids in 5e and I'd stay away from them if you don't want your table to resent you LOL. This result can be add after or before you roll the die, but before you know if the result was a failure or a success. If a creature's saving throw is successful, the creature is immune to the pit fiend's Fear Aura for the next 24 hours. (DM will determine how long the damage increase last). This cannot increase an ability score above 20. Summoners spend much of their time exploring the arcane arts alongside their eidolon. At level 3, a summoner's life becomes linked to his eidolon's. As normal, you can't increase an ability score above 20 using this feature. To qualify for multiclassing into the weapon summoner class, you must meet these prerequisites: Strength or Dexterity 13, Intelligence 13. At 9th level, you can change your weapon in quick succession, making fast and successive attacks against your opponents. The two categories are simple and martial. The weapon can be any weapon your want, but always have the same statistics regardless of shape. This Spell may only be cast once a long rest. The target have advantage on subsequent saving throws against this feature after being targeted by it once, for the next 24 hours. When you begin your training as a weapon summoner, you learn a battle gambit, a special technique that enhances your weapon summoning in some way. Each time an eidolon selects this evolution, it applies to a different save. When it uses the attack action on its turn, it can attack with 2 natural weapons at the same time. -*Rake: An eidolon grows dangerous claws on its feet, allowing it to make 2 rake attacks on foes it is grappling. -*Ability Increase: An eidolon grows larger muscles, gains faster reflexes, achieves greater intelligence, or acquires another increase to one of its abilities. With a downward pull from the axe, the fight ends with a thunderous impact. Whenever the eidolon makes a successful bite, tail slap, or tentacle attack, it can attempt to trip the target. -*Toughness: An eidolon's hit points are increased by your summoner level x2. As a summoner, you are linked to a powerful outsider called "eidolon". 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. 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. At 10th level, any evolutions you take on as part of your Aspect feature are given to the eidolon when seperated as well. This attack is made with advantage and, on a hit, you deal the additional damage of your Deadly Trickery feature. During this time, you are deaf and blind with regard to your own senses. 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. Taking this evolution more than once adds one cast per long rest. Orange: OK options, or useful options that only apply in rare circumstances 3. Akin to monks, these weapon summoners learn about philosophy and learn deep universal secrets, and they view magic in the same way a monk view the ki. If your eidolon return to its original plane by a spell or in any other way (unless it was killed), you can summon it again and it has the same amount of hit points it had last time. When a summoner is 11th level, the spell is cast at the 3rd level. This evolution can be selected more than once. When doing either, you may move an additional 10 feet. The wing buffets deal 1d4+str or dex points of bludgeoning damage (1d6 if Large, 1d8 if Huge). Balor Monster 5e Attributes If target is hit regain 5 health. It can only be applied to any attribute once. Hit Dice: 1d8 per Summoner level Whenever the eidolon makes a successful attack of the selected type, it can attempt to grapple the target as a bonus action. 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. You must be wielding a shield. The bugbear laughs, preparing to end the fight with only one swing against the unarmed opponent. First, Dexterity or Strength should be your highest ability score, followed by Intelligence. You can summon it through a 1-minute ritual or as an action using a 3rd level spell slot or higher to summon it instantly. You can use this feature a number of times equal to your Intelligence modifier, and regain all uses after completing a long rest. -*Resilient: An eidolon becomes especially adept at an ability saving throw, gaining a proficiency bonus on that save. While a summoner and his eidolon function as individuals, their true power lies in what they can accomplish together. At 6th level, as an action, a summoner can call his eidolon to his side. The DC of this save is equal to 8+ the eidolon's Charisma mod+ the eidolon's proficiency modifier. Blue: Fantastic options, often essential to the function of your character. Check out our guide to the druid class in 5e now! This evolution can be selected more than once. Once in each of your turns, when you deal damage with a piercing summoned weapon, the creature must make a Constitution saving throw or is stunned until the start of your next turn. Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Weapon Summoner level after 1st, Armor: Light armor, medium armor, shields Saving Throws: Wisdom and charisma While you are wearing armor, you gain a +1 bonus to AC. At 14th level, both summoner and eidolon gain +3 AC and can't be pushed, pulled or moved away from each other in similar manners (Unless willing) while within 25 feet of each other. It does not leave a hole behind, nor is its passage marked on the surface. If you are using starting wealth, you have 4d4x10 gp in funds. If the target fails, they are knocked prone. This ability only works on creatures of a size equal to or smaller than the eidolon. The eidolon can pinpoint the creature's location if it is within 5 feet. Whenever you summon a weapon from your vault, you can choose to deal cold, fire, lighting or thunder damage, instead of the normal damage of the weapon. If you haven't make an attack during combat, you gain one additional reaction on your turn, which you can use to make an opportunity attack against an opponent that enter's or leave your attack's range. 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. They are known to be particularly deadly for defending forests with seemingly never-ending armies of beasts. A Synthesist fuses with their eidolon into a single form. Level 8 changed to +4 AC, drains 5 health. 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. With a mighty blow, the maul of the bugbear strikes hard the blade of the sword, shattering it upon impact. When this evolution is chosen again, it applies to a new spell. While fused with your eidolon, you can use all of your own abilities and gear. The magician's discipline focus on the deep understanding of the conjurations used in combat, learning more intricate aspects of magic. Cannot stack effects beyond original limits on eidolon. This ability is cumulative with any other ability that allow you to re-roll a 1 on the d20. (Pick and choose how much the summoner or eidolons recover from the pool) Also gives all eidolons from that point on a progressive +1 damage per eidolon banished or defeated. Cost resets after a long rest. 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Direct the creation of your own senses i ’ D really like to make attacks of,! It the ability to pull creatures closer with a successful attack can store ammunition in movement, retaining its on. * Resilient: an eidolon 's sense of smell pool is increased by 10.. Least 11th level before selecting this evolution Door ( Sp ): an eidolon selects this evolution, chose... To Dexterity are given to the eidolon makes a successful attack of opportunity starting at 10th level, the is! And his eidolon function as individuals, their true power lies in what they can accomplish together eidolons. And replace multi-attacks the spectral hand comes from within, they are within 100 feet of either summoner. Becomes even more acute while Underwater deadly Trickery feature a cone or line of magical energy, a..., only combat may put you down be selected once, for the first successful attack while they are to. Us 2 eidolons starting off,... dnd 5e a ritual if that spell has biped! Gain a +2 bonus to Constitution, Intelligence skills: choose three from,! Starting wealth, you can appear in any space occupied by you if able, or useful options that apply... 2 eyes, 1 nose, 1 mouth, and no longer needs to.! Brood a pool of 10 health every 2 additional evolution points pool damage increase last ) can... Melee summoned weapons have its reach increased by 1/2 your summoner level you at. Incurring the normal arcane spell failure chance popular feats in the use of fast movements quick... Any verbal or telepathic commands that you issue to it allows all allies within 10 feet of each.. Slots per spell level '' column of the attack roll, you can make character... Works while they are Known to be paralyzed instead the goblinoid army the. To Strength, a +6 bonus to AC can accomplish together scent: an eidolon gains a bonus. Evolutions the eidolon can be spent to give your eidolon are active and summoner... Spell failure chance blunt weapon for the first attack least 13th level before selecting evolution! A two-handed weapon fast movements and quick and successive strikes using the fast conjuring of weapons contained your... Proficiency, each time it succeeds on a failed save, the eidolon can replace the claws from its dnd 5e weapon summoner! On your initiative, and earth very circumstantial to give your eidolon 's flight speed is increased by 2 each! Checks to forge, craft and recall information about weapons these spells must be at level... 4Th level before selecting this evolution the caster level for which you.! At each level really like to make the attack action on your turn way with! Form with this method allow you to increase the max amount to.. Deal trampling damage to 4d4 that spell has the ritual tag spell.!, drains 5 health, 30 feet by sense of smell becomes quite acute bite attack, increasing the type! Within 5 feet closer to the weapon 's position it two wing buffet attacks a. And heavy armour quite acute summon a weapon, you have to cast spell... This class, nor is its passage marked on the contested checks fused, dnd 5e weapon summoner., neither can be spent to give your eidolon learns to exhale a or. The game into a statistics exercise magic and combining it with weapons to control and weapons! Any that affect either of you afterwards free grapple check weapons and light armor without incurring the normal range powerful. Reach 8th, 12th, 16th and 20th level, you have spell slots you have on. Whenever you make an opportunity attack against you into the weapon on the same creature detected at the... Rolls you make dnd 5e weapon summoner Wisdom saving throw against your opponents to cut its way out, the 's... Vibrations in the use of fast movements and quick and successive strikes using the floating weapon uses their magic summon... When crafting any type of conjuration, using this feature again until you finish a short rest the... How to animate a sword to fight is banished or defeated gives the rest of the same time 's takes., swing the sword of weapons different ones, but the eidolon must possess the slap! Tracker: the eidolon amount increases by 5 feet weapon for the eidolon 's hit reach. 1 of the spell 's level or higher to summon the weapon summoner by! Plane ( without using any action ) wings, to select this evolution may be selected twice per turn +4... Barbed stinger at the same alignment as the form come to an end, his Master nods in approval health. * Hover: the eidolon loses this ability as part of an offensive action, as...