The eidolon must have a Charisma score of at least 13 to take this evolution. 5th Edition Hi guys, the idea of a character that could summon blades to attack always interested me (Something like Archer in Fate Stay Night), and the Wizard's School of Conjuration looks great for this. ... For this we're going broodmaster summoner which grants us 2 Eidolons starting off, ... DnD 5E. You learn how to infuse elemental energy on your arcane vault. 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). The DC of this save is 8+ the eidolon's Strength modifier+ the eidolon's proficiency bonus. There are various conjure spells which take the place of the old Monster Summoning. The summoner must be at least 13th level before selecting this option. 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 will, so they are never unarmed. Pick one attack. When you reach the 6th level, when you must make a Dexterity saving throw, you can use your reaction to add your Intelligence modifier to the roll. Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Summoner level after 1st, Armor: Light armor The target have advantage on subsequent saving throws against this feature after being targeted by it once, for the next 24 hours. He walks with caution towards the human knight in front of him, a powerful foe cladded in iron and wielding a greatsword rushes towards its direction. Want to change into elementals at will? While separated, Blink aegis allows the summoner to teleport 10 feet and perform a single melee or ranged attack but drains 10 health, +3 AC til the start of your next turn. 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. When you make an attack on your turn, you can choose to conjure any weapon stored on your Arcane Vault on an empty hand. Gain the ability to use this again if both you and your eidolon are active and the summoner drops to 10 HP or below. 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. 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. Selecting this evolution again causes creatures to be paralyzed instead. The eidolon receives these additional attacks each time it succeeds on a grapple check against the target. The eidolon must have a Charisma score of at least 12 to take this evolution. Starting at 10th level, when you are not wielding a weapon, you aren't seen as a threat by your opponents. -*Pull: An eidolon gains the ability to pull creatures closer with a successful attack. If the eidolon has the biped base form, it also gains 10-foot reach. When these hit points reach 0, the eidolon is sent back to its home plane. Weapon summoners are specialists in a specific type of conjuration, using this magic and combining it with weapons to control and enhance them. The eidolon gains a +4 bonus to Strength, a +4 bonus to Constitution, to a maximum of 24, and a +2 bonus to its natural armor,and disadvantage on Stealth skill checks. To qualify for multiclassing into the weapon summoner class, you must meet these prerequisites: Strength or Dexterity 13, Intelligence 13. Saving Throws: Dexterity, Intelligence Selecting this evolution again increases the eidolon's health by your summoner level. -*Ultimate Magic: An eidolon can cast one of the following spells as a 6th-level spell without a spell slot, using Charisma as its spell casting ability. When this evolution is chosen again, it applies to a new spell. You gain discipline feature's at 3rd level, and again at 7th, 10th, 15th and 18th levels. Make Constitution your third highest to increase your survivability in combat. 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 and all eidolons recover 1 HP for every time another eidolon hits a creature. -*Ability Increase: An eidolon grows larger muscles, gains faster reflexes, achieves greater intelligence, or acquires another increase to one of its abilities. While your floating weapon is within 100 feet of you, you can use your action to sense the world through its senses, gaining the benefits of the senses possessed by the weapon. 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. 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. On a success, the creaure is immune to ths effect for 24 hours. At level 20, increases to 15. Sep 24, 2017 - Explore Jack Bush's board "summoner" on Pinterest. weren't included in 5e. The "Evolution Points" column of the summoner table shows how many you have at each level. Level 8 changed to twice per turn, +4 hit/damage, 25 feet, 10 health. Regained amount increases by 1 at level 8 and 16. Select either acid, cold, force, lightning, poison, necrotic, radiant or fire. At 16th level, the Summoner gains proficiency with shields. When the floating weapon drops to 0 hit points, it is broken, being hindered useless on the ground. Infiltrate an enemy stronghold easily? At 9th level, you can change your weapon in quick succession, making fast and successive attacks against your opponents. This number increase by 1 when you reach 8th, 12th, 16th and 20th level. Cost resets after a long rest. When a summoner is 11th level, the spell is cast at the 3rd level. 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. 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 summoner must be at least 9th level before selecting this evolution. (You can also choose to control your eidolon, if the DM allows you) An eidolon cannot wear armor and weapons unless it has hands and has the appropriate evolution. Its effects do not stack. 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. 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. This works like the overrun combat maneuver, but the eidolon does not need to make a check, it merely has to move over opponents in its path. -*Spell Resistance: An eidolon is protected against magic, gaining spell resistance. Gain advantage on saving throws against magical effects. Swallowed creatures take damage equal to the eidolon's bite damage each round plus 1d6 points of bludgeoning damage. (Cloudkill, Cone of Cold, Destructive Wave, Flame Strike, Greater Restoration, Hold Monster, Immolation, Insect Plague, Maelstrom, Mass Cure Wounds, Chain Lightning, Globe of Invulnerability,Create undead). The eidolon heals 1 point of damage each round, just like natural healing. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. At 18th level, you can swap your weapon mid-strike, taken your opponent by surprise. -*Exotic Resistance: An eidolon's form takes on a resiliency to one of the less common energy types. Fast healing functions as long as the eidolon is alive. You can summon your blade defensively, parrying incoming strikes. Creatures pushed in this way do not provoke attacks of opportunity. When doing either, you may move an additional 10 feet. The slam deals 1d8+str points of bludgeoning damage (2d6 if Large, 2d8 if Huge). Your eidolons have advantage on saving throws against being banished. If they do, they prevent damage equal to the number of hit points lost this way. The "Spells Known" column of the summoner table shows how many spells you learn at each level. Once in each of your turns, when you deal damage with a summoned weapon that deals bludgeoning damage, the creature must make a Strength saving throw against your gambit save DC or is knocked prone. -*Head: Your eidolon grows a head with up to 2 eyes, 1 nose, 1 mouth, and 2 ears. There's a lot of choices, and some feats are very circumstantial. Thank you for watching my video. At 12th level, this increases to four. A summoner must be at least level 10 to select this evolution. The save DC for this spell is 8 + the eidolon's proficiency bonus + the eidolon's Charisma modifier. 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. This evolution can be selected more than once, but the eidolon must possess an equal number of the tail evolution. The gore deals 1d6+ str mod points of piercing damage (1d8 if Large, 2d6 if Huge). You gain resistance to slashing, piercing and bludgeoning damage. Shared power allows the eidolon to sacrifice 1/4 health to heal a creature other than the summoner as an action. At 10th level, you learn how to animate a sword to fight by your side. -*Breath Weapon: An eidolon learns to exhale a cone or line of magical energy, gaining a breath weapon. Your eidolon has a base speed of 20 feet. At the 2nd level, upon taking this Bond, you summon two eidolons with different abilities. 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. The eidolon Hit Point Maximum is increased by 3 for each summoner level you have. This evolution is only available to eidolons of the serpentine base form. Weapon Summoner . Druids are one of the best classes in Dungeons and Dragons 5e. While fused with your eidolon, you use the eidolon's physical ability scores (Strength, Dexterity, and Constitution), but retains your own mental ability scores (Intelligence, Wisdom, and Charisma). It will remain for 1 minute and until it or its summoner will die, or else it summoner will be dismiss it like an action. -*Energy Attacks: An eidolon's attacks become charged with energy. As a Weapon Summoner you gain the following class features. -*Scent: An eidolon's sense of smell becomes quite acute. At 18th level, you may select evolutions totaling no more than 6 Evolution Points, and the total Evolution Points for the summoner is now four times their HD. (One time only). A Grimoire Summoner is a pseudo magic based class that uses the powers bestowed upon them by their Grimoire to fight. . It can only be applied to any attribute once. If used on the summoner as per the aspect class feature they can instead use the feat variant rule instead of the Ability increase, and can be used for the eidolon. Creatures pulled in this way do not provoke attacks of opportunity. Any reach evolutions the eidolon possesses are added to this total. Your class grants proficiency in certain weapons, reflecting both the class’s focus and the tools you are most likely to use. Summoners are proficient with all simple weapons and light armor. Weapon Proficiency. Weapons: Simple weapons, martial weapons This spell resistance does not apply to spells cast by the summoner. 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. This becomes an immunity at level 11. 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. -*Advanced Magic: An eidolon can cast one of the following spells as a 4th-level spell without a spell slot, using Charisma as its spell casting ability. This evolution can be selected more than once. 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 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. Traits Invisibility: The stalker monster is invisible. At 13th level you can make two additional attacks, and at 17th level you can make three additional attacks. 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