At level 18, this increases to 5. -*Large: An eidolon grows in size, becoming Large. An eidolon cannot make more sting attacks in a turn than the number of sting evolutions it has. Whenever the selected attack hits, the target makes a constitution save equaling 8+prof bonus of eidolon + con mod of eidolon. As the form come to an end, his master nods in approval. -*Tentacle: An eidolon possesses a long, sinuous tentacle, granting it a tentacle attack. Make Constitution your third highest to increase your survivability in combat. The summoner must be at least 12th level before selecting this evolution. If the eidolon has the biped base form, its reach increases to 15 feet (10 feet for all other base forms). 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. Green: Good options. If target is hit regain 5 health. These attacks are primary attacks. Fuses the eidolon back to the summoner. Skills: Choose 2 from animal handling, arcana, deception, insight, intimidation, investigation, nature, perception, persuasion, religion, or survival. -*Gore: An eidolon grows a number of horns on its head, giving it a gore attack. The amount of damage needed to cut free is equal to 1/10 the eidolon's total hit points. -*Spell Resistance: An eidolon is protected against magic, gaining spell resistance. An half-orc, with the body covered in magical tattoos, each one a drawing of a different 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. 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. 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. This evolution is only available to eidolons of the quadruped base form. -*Exotic Resistance: An eidolon's form takes on a resiliency to one of the less common energy types. Once you do this, you can't do it again until you finish a long rest. Neither can sacrifice hit points for the other if they are below half of their hit point maximum. Shared power allows the eidolon to sacrifice 1/4 health to heal a creature other than the summoner as an action. The creatures take 1d8 points of bludgeoning damage (1d12 if Large, 2d10 if Huge), plus 1-1/2 times the eidolon's Strength modifier. Its effects do not stack. When the floating weapon drops to 0 hit points, it is broken, being hindered useless on the ground. The DC for such a save/check is equal to the summoner's spell save DC. The first successful attack deal additional damage equal to 1d6 + half your level in this class (rounded down). The caster level for this evolution is equal to the summoner's caster level. You can't take a Fighting Style option more than once, even if you later get to choose again. A dwarf faces the leader of the goblinoid army on the battlefield, a giant bugbear. Taking this evolution more than once adds one cast per long rest. You gain resistance to slashing, piercing and bludgeoning damage. You can store ammunition in movement, retaining its momentum on strikes. You also gain new abilities. 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). When a summoner is 17th level, the spell is cast at the 5th level. 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. 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. Success indicates that it has returned to the eidolon's mouth, where it can attempt to escape or be swallowed again. Every weapon is classified as either melee or ranged. Regained amount increases by 1 at level 8 and 16. Its effects do not stack. The following evolutions cost 4 points from the eidolon's evolution pool. The summoner must be at least 9th level before selecting this evolution. At 10th level, you learn how to animate a sword to fight by your side. Thank you for watching my video. This Spell may only be cast once a long rest. Sep 24, 2017 - Explore Jack Bush's board "summoner" on Pinterest. 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. 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. You can summon only one weapon as part of your attack, but you can use a object interaction, action or bonus action to either conjure a weapon from or banish a weapon back to the pocket dimension. 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. Its effects do not stack. The ink materializes in the shape of a dagger, that the orc uses to aim for the weak spot on his opponent armor, cutting the artery underneath his armpit. The eidolon cannot be banished. -*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. There are various conjure spells which take the place of the old Monster Summoning. 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. You must spend 10 minutes wavering enchantments onto a non-magical weapon of any kind. You have a flying weapon, that uses the statistics of a flying sword as an ally, that helps you in combat. Maybe your power is natural, and you have seek instruction and knowledge by yourself, being self taught in the art of weapon summoning. Each time you select this evolution, you pick a different natural attack to gain reach. At the 10th level, you and your eidolons gain advantage on attack rolls if at least one of you are adjacent to the target. Weapon Summoner . If you are using starting wealth, you have 4d4x10 gp in funds. Once you've made your choice, you can't exchange these evolutions for different ones, but you can remove them. 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. This becomes an immunity at level 11. 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.) If you enjoyed this video, please give it … A Broodmaster summons multiple, weaker eidolons. These rake attacks deal 1d4 points of slashing damage (1d6 if Large, 1d8 if Huge). Summoners spend much of their time exploring the arcane arts alongside their eidolon. Hit Dice: 1d8 per Summoner level If a swallowed creature cuts its way out, the eidolon loses this ability until it heals this damage. As normal, you can't increase an ability score above 20 using this feature. As a Summoner you gain the following class features. 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. 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. Want to change into elementals at will? At the 2nd level, upon taking this Bond, you summon two eidolons with different abilities. You can make a Weapon Summoner quickly by following these suggestions. Cost resets after a long rest. It can only be applied to any attribute once. You must be wielding a shield. At 6th level, while fused, you treat weapons as if they are one size lower. 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. Those caught in the breath weapon can attempt a Dex save for half damage. This evolution can be selected more than once, but the eidolon must possess an equal number of the tail evolution. 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. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Weapon summoners are specialists in a specific type of conjuration, using this magic and combining it with weapons to control and enhance them. -*Fast Healing: An eidolon's body gains the ability to heal wounds very quickly, giving it fast healing 1. You may sacrifice 10 eidolons to resurrect yourself. ... Prestidigitation + Tavern Brawler = infinite bottles to throw and absolutely no weapon evidence left over. The weapon summoner is a person who has a knack for weapons in all its forms and shapes. You can cast any summoner spell you know as a ritual if that spell has the ritual tag. When this evolution is chosen again, it applies to a new spell. The eidolon must have a reach of 10 feet or more to select this evolution. In addition, you use your spell attack modifier to make the attack rolls using the floating weapon. You can use an arcane focus or a component pouch as a spellcasting focus for your summoner spells. If successful, the target of the attack is pushed 5 feet directly away from the eidolon. With a downward pull from the axe, the fight ends with a thunderous impact. 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. Saving Throws: Dexterity, Intelligence (Reminder: Tiny>Small>Medium>Large>Giant ; Two-handed weapons may be used as one handed but not dual wielded). The slam deals 1d8+str points of bludgeoning damage (2d6 if Large, 2d8 if Huge). Pick bite, claw, pincers, slam, tail slap, or tentacle attacks. 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). Hit Dice: 1d8 per Weapon Summoner level 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. You can also manually send back your eidolon to its original plane as a bonus action. The multi-attack class feature now allows the eidolon to use a simple or martial weapon instead of a natural weapon. Red: Bad, useless options, or options which are extremely situational. 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. Weapon summoners are specialists in a specific type of conjuration, using this magic and combining it with weapons to control and enhance them. The weapon must have the two-handed or versatile property for you to gain this benefit. This evolution can be selected more than once. -*Energy Attacks: An eidolon's attacks become charged with energy. At 1st level, you know two cantrips of your choice from the summoner spell list. You can change them each time you level up and each evolution can only be selected once, unless otherwise stated. As a summoner, you are linked to a powerful outsider called "eidolon". Select one type of natural attack. Its walking speed is decreased by 5 feet. 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. Summoners are proficient with all simple weapons and light armor. Summoner 5e Class by - Created with GM Binder. In combat, it acts on your initiative count, and you decide who acts first, you or the weapon. If target is hit you regain 5 health. In addition, whenever you use your action to shove an opponent, you can make a weapon attack with a summoned weapon as a bonus action. 7 temporary HP at level 8. Level 16 changed to 1/4 +2d6, +5 AC, +5 to hit, At 6th level, as an action, you may split from your eidolon, and it has the form it regularly would as it appears in a space adjacent to you. You must complete a short rest for the eidolon to use this ability again. At 16th level, the Summoner gains proficiency with shields. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance (such as polymorph). 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