September 25, 2019

Summoner | Class Under Construction

Base Class
Hello there Mage Hand Press fans!

My name is Benjamin Huffman, creator of 5e favorites like the Pugilist, Magus, and Scholar classes. You might know me from the DM’s Guild or my blog, the Sterling Vermin Adventuring Co. I’m here today to show off a new class I’ve got in the works, the Summoner!
     The summoner class is, first and foremost, born from my obsession with pet classes. I love them! I love them so much that I’m willing to trudge through the absolute minefield that is creating a pet class for 5e. And it is an absolute m i n e f i e l d. How do you balance the action economy? How do you make it feel like you’re controlling your character and your summon in equal parts? What else should a summoner be able to do, and how do you let them do other things without completely breaking the game?
     I’m not sure I’ve nailed down the right answers to those questions but I am pretty sure I’ve come up with some interesting ones. While I think I’m getting closer to the summoner class I want, I’m interested to hear how close I am to the summoner class you want. Let me know what you think of the direction the class is taking and how it’s implemented, especially if you get the chance to try the class in action!

Summoner

Summoners forge pacts with creatures from distant corners of the multiverse then channel fragments of their power into loyal spirits called eidolons. An eidolon is more than a servant to a summoner, it is a valued companion and source of magical power. By binding an eidolon to service, the summoner learns a fraction of its mystical abilities. Likewise, an eidolon grows in power the mightier the summoner who calls it to the material plane.

This Is Playtest Material
Presented here are the first 10 levels of the Summoner class for the 5th edition of D&D by Benjamin Huffman of the Sterling Vermin Adventuring Co. This class has been through multiple prior rounds of public feedback. This draft represents numerous changes to the way core summoner class features work. At this point it is highly unlikely the class is well balanced and it is possible elements of it may change significantly prior to the final version. I appreciate all constructive feedback with a particular interest in hearing from those able to test this class in their own D&D campaign.

The Summoner
LevelProficiency
Bonus 
FeaturesEidolons
Known
Spells
Known
1st2nd3rd4th5th
1st+2Planar Resonance, Summon Eidolon2
2nd+2Spellcasting, Invigorate Eidolon222
3rd+2Anima Flare233
4th+2Ability Score Improvement343
5th+3Extra Eidolon Attack3542
6th+3Planar Resonance feature3642
7th+3Coordinated Cantrip4643
8th+3Ability Score Improvement4743
9th+448432
10th+4Planar Resonance feature58432

Class Features
As a summoner, you gain the following class features.

Hit Points
Hit Dice: 1d6 per summoner level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per summoner level after 1st

Proficiencies
Armor: Light armor
Weapons: Club, Dagger, Quarterstaff, Whip
Tools: None

Saving Throws: Intelligence, Constitution
Skills: Choose two from Arcana, History, Insight, Investigation, Nature, Persuasion, and Religion.

Equipment
You start with the following equipment in addition to the equipment gained by your background.
  • (a) a club or (b) a quarterstaff
  • (a) 2 daggers or (b) a whip
  • leather armor, an explorer’s pack, and an arcane focus

Planar Resonance
You have an intuitive grasp on the arcane laws of a plane of your choice that facilitates your summoning magic: the Elemental Chaos or the Infernal Planes, each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

Summon Eidolon
At 1st level, you learn a 1 hour ritual that allows you to summon an eidolon. Performing the ritual counts as light activity for you. At the end of the ritual, choose an eidolon you know and it appears in an unoccupied space of your choice within 30 feet of you. You can only have one eidolon summoned at a time. When you summon an eidolon, any eidolon you had previously summoned returns to its native plane no longer under your control.
  You are your eidolon’s anchor to the material plane. It will obey your commands to the best of its ability but suffers in your absence. Every minute you and the eidolon are 300 feet or more apart, it loses 1d8 hit points.
  Each eidolon has its own statistics which are described at the end of the class description. You and your eidolon understand each others speech and gestures even if you do not share a language.
  In combat, the eidolon takes its turn on your initiative. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you command it otherwise. You can take a bonus action on your turn to command it to take the Dash, Disengage, or Help action. You can use an action on your turn to command it to take one of its attack actions. Your eidolon’s adds your proficiency bonus + your Intelligence modifier to its attack rolls.
     Your eidolon regains all lost hit points when it completes a short or long rest. If your eidolon is reduced to 0 hit points, it is immediately banished to the plane it came from, no longer under you control.
  While you are within 100 feet of your eidolon and you cast a summoner spell, you can command your eidolon to use its reaction to deliver the spell as if it had cast the spell. If the spell requires an attack roll or saving throw, you use your attack modifier or saving throw DC for the roll. If the spell requires concentration to continue, you must maintain concentration on the spell for it to continue.
  You know two eidolons and learn to summon additional eidolons as you gain levels in this class, as shown in the Eidolons Known column of the Summoner table.

Spellcasting
Starting at 2nd level, your role as a medium between the material plane and the multiverse grants you the ability to  cast summoner spells. See chapter 10 of the Player’s Handbook for the general rules of spellcasting and this document for the summoner spell list.

Cantrips
At 2nd level, you know two cantrips of your choice from the summoner spell list. You learn an additional summoner cantrip at 11th level.

Spell Slots
The Summoner table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these summoner spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a short or long rest.
     For example, if you know the 1st-level spell protection from evil and good and have a 1st-level and a 2nd-level spell slot available, you can cast protection from evil and good using either slot.

Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the summoner spell list.
     The Spells Known column of the Summoner table shows when you learn more summoner spells of your choice of 1st level and higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you learn a one new spell of 1st, 2nd, or 3rd level.
     Additionally, when you gain a level in this class, you can choose one of the summoner spells you know and replace it with another spell from the summoner spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability
Intelligence is your spellcasting ability for summoner spells. Like your ability to control the entities of the multiverse, your ability to cast spells comes from memorization and a logical understanding of the metaphysical underpinnings of reality. You use your Intelligence whenever a summoner spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a summoner spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Spellcasting Focus
You can use an arcane focus (see chapter 5, “Equipment”, of the Player’s Handbook) as a spellcasting focus for your summoner spells.

Invigorate Eidolon
Starting at 2nd level, while you have an eidolon summoned and you cast a spell from its spells known table, the eidolon regains hit points equal to 1d8 per level of spell slot expended casting the spell.

Anima Flare
Starting at 3rd level, while your eidolon is within 100 feet of you, you can use an action and expend a spell slot to trigger its anima flare. When you do, it gains temporary hit points equal to 1d8 per level of the spell slot expended.
     If your eidolon’s anima flare requires a saving throw, its DC is equal to your summoner spell save DC.

Ability Score Increase
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. As normal, you can’t increase an ability score above 20 using this feature.

Extra Eidolon Attack
Starting at 5th level, when you use your action to command your eidolon to take one of its attack actions, it takes two attack actions, instead of one.

Coordinated Cantrip
Starting at 7th level, when you use your action to cast a cantrip, you can use a bonus action to command your eidolon to make one attack.

Planar Resonance

Summoners study the arcane laws of the multiverse to learn to tug at the threads that bind all worlds together but find that the mechanics of some planes come more naturally to them then others. This resonance grants a summoner boons and allows a summoner to draw the magic of that realm in the material plane to work spells other summoners cannot.

Elemental Chaos
Your soul resonates with the Elemental Chaos, where the elemental planes converge into a constant primordial storm.

Expanded Spell List
Your connection to the Elemental Chaos allows you to 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.

Elemental Chaos Expanded Spells
Spell Level  Spells
1stchromatic orb, witch bolt
2ndscorching ray, snilloc’s snowball swarm XGE
3rderupting earth XGE, tidal wave XGE
4thelemental bane XGE, wall of fire
5thcone of cold, wall of stone

Elemental Conduit
Starting at 1st level, when you summon an elemental eidolon its strength is enhanced by your connection to the elemental chaos. The eidolon’s maximum hit points increases by an amount equal to twice your summoner level. 
     Additionally, the eidolon has a +1 bonus to AC, attack rolls, and saving throws. At 10th level, this bonus increases to +2.

Elemental Chaos Ambassador
Also at 1st level, you learn to speak, read, and write Primordial.
     Additionally, whenever you make a Charisma check when interacting with elementals, or an Intelligence check to recall information about them, your proficiency bonus is doubled if it applies to the check.

Elemental Snap
At 6th level, you can use an action and expend a spell slot to summon an elemental eidolon in an unoccupied space of your choice within 60 feet and immediately trigger its anima flare. If you have an eidolon already summoned, it returns to its native plane no longer under your control.
     Once you use this feature, you can’t use it again until you finish a long rest.

Elemental Inuring
At 10th level, when you take cold, fire, lightning, or thunder damage you can use your reaction to gain resistance to that damage type for the next minute. This effect applies the resistance to the triggering damage. You can use this feature again when you finish a short or long rest.

Infernal Planes
Your soul resonates with the Infernal Planes, home to demons, devils, and other malevolent fiends.

Expanded Spell List
Your connection to the Infernal Planes allows you to 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.
Infernal Planes Expanded Spells

Infernal Planes Expanded Spells
Spell Level  Spells
1stcause fear XGE, hex
2nddarkness, web
3rdbestow curse, fear
4thblight, evard’s black tentacles
5thcloudkill, enervation XGE

Fiendish Conduit
Starting at 1st level, when you summon a fiend eidolon its strength is enhanced by your connection to the infernal planes. The eidolon’s maximum hit points increases by an amount equal to twice your summoner level.
     Additionally, the eidolon has a +1 bonus to AC, attack rolls, and saving throws. At 10th level, this bonus increases to +2.

Infernal Planes Ambassador
Also at 1st level, you learn to speak, read, and write Infernal.
     Additionally, whenever you make a Charisma check when interacting with fiends, or an Intelligence check to recall information about them, your proficiency bonus is doubled if it applies to the check.

Infernal Snap
At 6th level, you can use an action and expend a spell slot to summon a fiend eidolon in an unoccupied space of your choice within 60 feet and immediately trigger its anima flare. If you have an eidolon already summoned, it returns to its native plane no longer under your control.
     Once you use this feature, you can’t use it again until you finish a long rest.

Infernal Inuring
At 10th level, when you fail a saving throw against an effect that would cause you to be frightened you can use your reaction to succeed on the saving throw instead. You can use this feature again when you complete a short or long rest.

Eidolons

Each entry in this section details a unique eidolon, including a description of the eidolon’s appearance and demeanor, its statistics, and spells you know while you have the eidolon summoned.

Balfour
Balfour manifests as an oiled and grotesquely muscular minotaur with bat wings hanging limp off its back. A monstrous and angry being from the infernal planes, Balfour grants its summoner a talent for terror and overwhelming force.

Balfour
Medium fiend, unaligned 
Armor Class 12 + your Intelligence modifier
Hit Points 6 x your summoner level
Speed 30 ft. 
STR 17 (+3)     DEX 11 (+0)     CON 13 (+1)
INT 10 (+0)     WIS 10 (+0)     CHA 15 (+2) 
Saving Throws Strength +5
Skills Intimidation +4
Damage Resistances necrotic
Condition Immunities frightened
Senses darkvision 60 ft., passive Perception 10
Languages Infernal 
Anima Flare. When Balfour’s anima flare is triggered, choose a number of creatures up to the level of spell slot expended within 10 feet of the eidolon. Each chosen creature must succeed on a Wisdom saving throw or be frightened for 1 minute. When a creature frightened by this effect takes damage it can repeat this saving throw, ending the condition on a success. 
Might of the Master. When you reach 5th level, Balfour gains a +1 bonus to Strength saving throws and Charisma (Intimidation) ability checks. This bonus increases when you reach 9th level (+2), and again at 13th (+3) and 17th (+4). 
Actions
Bone Chilling Howl. Ranged spell attack: Range 60 ft., one creature who is not deafened. Hit: 1d4 + your Intelligence modifier cold damage and the creature has disadvantage on saving throws against being frightened until the end of your next turn. 
Horns. Melee weapon attack: Reach 5 ft., one creature. Hit: 1d10 + your Intelligence modifier piercing damage.

Spells Known
While you have Balfour summoned, you know the primal savagery XGE cantrip and the following spells at the summoner level listed.

Balfour Spells
Summoner Level  Spell
2ndhellish rebuke
5thdarkness
9thhunger of hadar
13thshadow of moil XGE
17thinfernal calling XGE

Belphegor
Belphegor appears engorged octopus with a human head that’s constantly drooling viscous golden liquid from it’s open mouth. A conniving and greedy eidolon from the infernal planes, Belphegor lends its summoner insight into hoarding of wealth and turning objects into minions.

Belphegor
Medium fiend, unaligned 
Armor Class 12 + your Intelligence modifier
Hit Points 6 x your summoner level
Speed 30 ft. 
STR 16 (+3)     DEX 12 (+1)     CON 13 (+1)
INT 17 (+3)     WIS 10 (+0)     CHA 8 (-1) 
Saving Throws Intelligence +5
Skills Sleight of Hand +3
Senses passive Perception 10
Languages Infernal 
Anima Flare. When Belphegor’s anima flare is triggered, each creature within 10 feet of the eidolon must succeed on a Constitution saving throw or take 2d8 force damage per level of spell slot expended. If this damage reduces a creature to 0 hit points, the creature immediately dies and its corpse retches up a number of gold coins equal to its CR (or level if it has no CR). 
Might of the Master. When you reach 5th level, Belphegor gains a +1 bonus to Intelligence saving throws and Dexterity (Sleight of Hand) ability checks. This bonus increases when you reach 9th level (+2), and again at 13th (+3) and 17th (+4). 
Actions
Clumsy Clutch. Melee weapon attack: Reach 10 ft., one creature. Hit: 1d4 + your Intelligence modifier bludgeoning damage and the creature must succeed on a Strength saving throw or drop an object its holding. 
Greed. Ranged spell attack: Range 30 ft., one creature. Hit: 1d8 + your Intelligence modifier force damage. If this damage reduces a creature to 0 hit points the creature immediatley dies and its corpse retches up a number of gold coins equal to its CR (or level if it has no CR).

Spells Known
While you have Belphegor summoned, you know the mage hand cantrip and the following spells at the summoner level listed.

Belphegor Spells
Summoner Level  Spell
2ndtenser’s floating disc
5thlocate object
9thtiny servant
13thleomund’s secret chest
17thanimate objects

Bixler
Bixler appears as a rotund and infant humanoid with the wings and head of a fly. A buzzing and foul-smelling eidolon from the infernal planes, Bixler lends its summoner an ability to spread madness and pestilence.

Bixler
Small fiend, unaligned 
Armor Class 12 + your Intelligence modifier
Hit Points 5 x your summoner level
Speed 25 ft., fly 25 ft. 
STR 8 (-1)     DEX 17 (+3)     CON 11 (+0)
INT 10 (+0)     WIS 9 (-1)     CHA 17 (+3) 
Saving Throws Constitution +2
Damage Resistances poison, psychic
Condition Immunities frightened
Senses passive Perception 9
Languages Infernal 
Anima Flare. When Bixler’s anima flare is triggered, each creature within 10 feet of the eidolon must make a Constitution saving throw and Wisdom saving throw. Creatures who fail the Constitution saving throw take 1d6 poison damage per level of spell slot expended. Creatures who fail the Wisdom saving throw take 1d6 psychic damage per level of spell slot expended. 
Fiendish Resilience. Bixler is immune to disease. 
Might of the Master. When you reach 5th level, Bixler gains a +1 bonus to Constitution saving throws. This bonus increases when you reach 9th level (+2), and again at 13th (+3) and 17th (+4). 
Actions
Pestilent Cloud. Melee spell attack: Reach 5 ft., all creatures in reach. Hit: 1d4 + your Intelligence modifier poison damage. 
Maddening Babble. Ranged spell attack: Range 30 ft., one creature. Hit: 1d6 + your Intelligence modifier psychic damage.

Spells Known
While you have Bixler summoned, you know the infestation XGE cantrip and the following spells at the summoner level listed.

Bixler Spells
Summoner Level  Spell
2ndtasha’s hideous laughter
5thcrown of madness
9thenemies abound XGE
13thsickening radiance XGE
17thmislead

Garuda
Garuda appears as a pale humanoid female with feathers for hair and seven sets of wings emerging from her back. An aloof and flighty esper from the plane of air, Garuda grants the summoner dominion over the element of air.

Garuda
Small elemental, unaligned 
Armor Class 12 + your Intelligence modifier
Hit Points 4 x your summoner level
Speed 5 ft., fly 60 ft. 
STR 11 (+0)     DEX 19 (+4)     CON 9 (-1)
INT 12 (+1)     WIS 13 (+1)     CHA 12 (+1) 
Saving Throws Dexterity +6
Skills Acrobatics +6, Perception +3
Senses passive Perception 13
Languages Auran 
Anima Flare. When Garuda’s anima flare is triggered, each creature within 10 feet of the eidolon must succeed on a Strength saving throw or the summoner can move the creature up to 10 feet per level of spell slot expended and chooses whether or not the creature is knocked prone. 
Might of the Master. When you reach 5th level, Garuda gains a +1 bonus to Dexterity saving throws and Dexterity (Acrobatics) and Wisdom (Perception) ability checks. This bonus increases when you reach 9th level (+2), and again at 13th (+3) and 17th (+4). 
Actions
Howling Wind Tunnel. Ranged spell attack: Range 30 ft., one creature. Hit: 1d6 + your Intelligence modifier bludgeoning damage and you push the creature 10 feet. 
Whirlwind. Melee spell attack: Reach 5 ft., each creature in reach. Hit: 1d4 + your Intelligence modifier bludgeoning damage and you push the creature 5 feet.

Spells Known
While you have Garuda summoned, you know the gust cantrip and the following spells at the summoner level listed.

Garuda Spells
Summoner Level  Spell
2ndfeather fall
5thwarding wind XGE
9thfly
13thfreedom of movement
17thcontrol winds XGE

Ifrit
Ifrit appears as a bearded humanoid male with red scales instead of skin and the horns and legs of a goat. An impatient and impulsive eidolon from the plane of fire, Ifrit grants his summoner a degree of control over the element of fire.

Ifrit
Medium elemental, unaligned 
Armor Class 12 + your Intelligence modifier
Hit Points 7 x your summoner level
Speed 30 ft. 
STR 14 (+2)     DEX 12 (+1)     CON 15 (+2)
INT 11 (+0)     WIS 11 (+0)     CHA 13 (+1) 
Saving Throws Strength +4, Dexterity +3
Damage Resistance fire
Senses passive Perception 13
Languages Ignan 
Anima Flare. When Ifrit’s anima flare is triggered, each creature within 10 feet must succeed on a Dexterity saving throw or take 2d8 fire damage per level of spell slot expended. Creatures who pass the saving throw take half damage. 
Might of the Master. When you reach 5th level, Ifrit gains a +1 bonus to Strength and Dexterity saving throws. This bonus increases when you reach 9th level (+2), and again at 13th (+3) and 17th (+4). 
Actions
Flaming Slam. Melee weapon attack: Reach 5 ft., one creature. Hit: 1d4 + your Intelligence modifier bludgeoning damage and 1d8 fire damage. 
Gout of Flame. Ranged weapon attack: Range 30/90 ft., one creature. Hit: 1d6 + your Intelligence modifier fire damage.

Spells Known
While you have Ifrit summoned, you know the firebolt cantrip and the following spells at the summoner level listed.

Ifrit Spells
Summoner Level  Spell
2ndburning hands
5thcontinual flame
9thfireball
13thfire shield
17thimmolation XGE

Jewel
Jewel appears as a white horse with a pearlescent horn on its brow. A chaste and gentle eidolon from the celestial planes, Jewel grants a summoner some measure of ability to heal and restore.

Jewel
Large celestial, unaligned 
Armor Class 12 + your Intelligence modifier
Hit Points 7 x your summoner level
Speed 60 ft. 
STR 15 (+2)     DEX 10 (+0)     CON 14 (+2)
INT 11 (+0)     WIS 15 (+2)     CHA 14 (+2) 
Saving Throws Constitution +4, Wisdom +4
Damage Resistance radiant
Senses passive Perception 12
Languages Celestial 
Anima Flare. When Jewel’s anima flare is triggered, choose any number of creatures within 10 feet of her. Each chosen creature regains 2d6 hit points per level of spell slot expended. If a chosen creature is undead, it is not healed but instead must succeed on a Constitution saving throw or take 2d6 radiant damage per level of spell slot expended. 
Might of the Master. When you reach 5th level, Jewel gains a +1 bonus to Constitution and Wisdom saving throws. This bonus increases when you reach 9th level (+2), and again at 13th (+3) and 17th (+4). 
Mount. Jewel has the form of an equine and can serve as a mount. 
Actions
Celestial Horn. Melee spell attack: Reach 5 ft., one creature. Hit: 1 piercing damage and 1d4 + your Intelligence modifier radiant damage. 
Rainbow Beam. Ranged spell attack: Range 100 ft., one creature. Hit: 1d6 + your Intelligence modifier radiant damage.

Spells Known
While you have Jewel summoned, you know the spare the dying cantrip and the following spells at the summoner level listed.

Jewel Spells
Summoner Level  Spell
2ndcure wounds
5thlesser restoration
9threvivify
13thdeath ward
17thgreater restoration

Morganna
Morganna appears differently to everyone, with each individual perceiving her as a beguiling figure of romantic temptation and unmet desire. A deceptive and alluring eidolon from the feywild, Morganna grants its summoner a talent for manipulating and coercion.

Morganna
Medium fey, unaligned 
Armor Class 12 + your Intelligence modifier
Hit Points 5 x your summoner level
Speed 30 ft., fly 30 ft. 
STR 10 (+0)     DEX 16 (+3)     CON 11 (+0)
INT 11 (+0)     WIS 12 (+1)     CHA 19 (+4) 
Skills Insight +3, Persuasion +6
Damage Resistance radiant
Condition Immunity charmed
Senses passive Perception 11
Languages Sylvan 
Anima Flare. When Morganna’s anima flare is triggered, choose a number of creatures within 10 feet of the eidolon equal to the level of the spell slot expended. Each chosen creature must succeed on a Wisdom saving throw or be charmed by the summoner for 1 minute. Creatures who succeed on the saving throw take 1d4 psychic damage per level of spell slot expended. 
Might of the Master. When you reach 5th level, Morganna gains a +1 bonus to Wisdom (Insight) and Charisma (Persuasion) ability checks. This bonus increases when you reach 9th level (+2), and again at 13th (+3) and 17th (+4). 
Actions
Allure. Ranged spell attack: Range 60 ft., one creature. Hit: 1d8 + your Intelligence modifier psychic damage and you pull the creature 5 feet towards Morganna. 
Beguile. Melee spell attack: Reach 10 ft., one creature. Hit: 1d4 + your Intelligence modifier psychic damage and the creature has disadvantage on the first attack it makes against Morganna before the end of its next turn.

Spells Known 
While you have Morganna summoned, you know the friends cantrip and the following spells at the summoner level listed.

Morganna Spells
Summoner Level  Spell
2ndcharm person
5thsuggestion
9thmajor image
13thconfusion
17thdream

Mot
Mot is a skeletal figure clothed in a funeral shroud bearing a scythe and a bouquet of dried flowers. A serious and reserved eidolon from the Shadowfell, Mot lends dominion over the liminal space between life and death to its summoner.

Mot
Medium undead, unaligned 
Armor Class 12 + your Intelligence modifier
Hit Points 5 x your summoner level
Speed 30 ft. 
STR 13 (+1)     DEX 13 (+1)     CON 13 (+1)
INT 13 (+1)     WIS 13 (+1)     CHA 13 (+1) 
Skills water vehicles +4
Damage Resistance necrotic
Senses passive Perception 11
Languages Common 
Anima Flare. When Mot’s anima flare is triggered, each creature within 10 feet of the eidolon must succeed on a Constitution saving throw or take 1d8 necromantic damage per level of spell slot beyond 1st level and is doomed for the next minute. A doomed creature cannot regain hit points. A doomed creature can use its action to plead with death for a reprieve, allowing them to make another saving throw with a successful result ending the doomed condition. 
Might of the Master. When you reach 5th level, Mot gains a +1 bonus to ability checks that add his water vehicles proficiency. This bonus increases when you reach 9th level (+2), and again at 13th (+3) and 17th (+4). 
Actions
Scythe. Melee weapon attack: Reach 5 ft., one creature. Hit: 1d10 + your Intelligence modifier slashing damage. If the creature is doomed, this attack deals an additional 1d6 necrotic damage. 
Skeletal Scratch. Ranged spell attack: Range 100 ft., one creature. Hit: 1d8 + your Intelligence modifier necrotic damage or 2d8 + your Intelligence modifier necrotic damage if the creature has any number of temporary hit points.
Spells Known 
While you have Mot summoned, you know the toll the dead XGE cantrip and the following spells at the summoner level listed.

Mot Spells
Summoner Level  Spell
2ndinflict wounds
5thgentle repose
9thfeign death
13thdeath ward
17thraise dead

Pooka
Pooka is a small fey with the face and tail of a cat, the ears of a rabbit, and the eyes and legs of a goat. A mischievous and deceitful eidolon from the feywild, Pooka grants its summoner a penchant for trickery and pranks.

Pooka
Small fey, unaligned 
Armor Class 12 + your Intelligence modifier
Hit Points 5 x your summoner level
Speed 35 ft. 
STR 10 (+0)     DEX 16 (+3)     CON 11 (+0)
INT 13 (+1)     WIS 9 (-1)     CHA 15 (+2) 
Saving Throws Dexterity +5
Skills Deception +4, Perception +1, Performance +4
Senses passive Perception 11
Languages Sylvan 
Anima Flare. When Pooka’s anima flare is triggered, choose a number of creatures within 10 feet of the eidolon equal to the level of the spell slot expended. Each chosen creature must succeed on a Wisdom saving throw or be have disadvantage on Intelligence, Wisdom, and Charisma saving throws for 1 minute. 
Disguise Self. Pooka can cast disguise self on itself at will. No matter what guise Pooka takes, he always has some bestial trait (rabbit ears, cat tail, etc.). If this trait is visible, any Intelligence (Investigation) ability checks made to discern if Pooka is disguised have advantage. 
Might of the Master. When you reach 5th level, Pooka gains a +1 bonus to Dexterity saving throws and Charisma (Deception), Wisdom (Perception), and Charisma (Performance ability checks. This bonus increases when you reach 9th level (+2), and again at 13th (+3) and 17th (+4). 
Actions
Dazzling Light. Ranged spell attack: Range 60 ft., one creature. Hit: 1d6 + your Intelligence modifier radiant damage and Pooka is invisible to the creature until the end of its next turn. 
Prank. Melee spell attack: Reach 5 ft., one creature. Hit: 1d6 + your Intelligence modifier bludgeoning damage and the creature has disadvantage on the next ability check or attack roll it makes before the end of its next turn.

Spells Known 
While you have Pooka summoned, you know the minor illusion cantrip and the following spells at the summoner level listed.

Pooka Spells
Summoner Level  Spell
2ndspeak with animals
5thinvisibility
9thnondetection
13thhallucinatory terrain
17thseeming


Titan
Titan manifests as a giant humanoid shape formed from dusty yellow rock. A silent and unshakeable eidolon from the plane of earth, Titan bestows a measure of command over the element of earth to its summoner.

Titan
Large elemental, unaligned 
Armor Class 12 + your Intelligence modifier
Hit Points 7 x your summoner level
Speed 25 ft., burrow 15 ft. 
STR 20 (+5)     DEX 8 (-1)     CON 15 (+2)
INT 9 (-1)     WIS 11 (+0)     CHA 10 (+0) 
Saving Throws Strength +7
Skills Athletics +7
Damage Resistance bludgeoning, piercing, and slashing from nonmagical attacks
Senses passive Perception 10
Languages Terran 
Anima Flare. When Titan’s anima flare is triggered, each creature within 5 feet of the eidolon must succeed on a Dexterity saving throw or be knocked prone and take 1d10 bludgeoning damage plus an additional 2d10 bludgeoning damage per level of spell slot beyond 1st level. 
Might of the Master. When you reach 5th level, Titan gains a +1 bonus to Strength saving throws and Strength (Athletics) ability checks. This bonus increases when you reach 9th level (+2), and again at 13th (+3) and 17th (+4). 
Actions
Slam. Melee weapon attack: Reach 5 ft., one creature. Hit: 2d6 + your Intelligence modifier bludgeoning damage. 
Rock Toss. Ranged weapon attack: Range 80/320 ft., one creature. Hit: 1d8 + your Intelligence modifier bludgeoning damage.

Spells Known
While you have Titan summoned, you know the magic stone XGE cantrip and the following spells at the summoner level listed.

Titan Spells
Summoner Level  Spell
2ndearth tremor XGE
5thearthbind XGE
9therupting earth XGE
13thstoneskin
17thwall of stone

Summoner Spells

Cantrip
Blade Ward
Light
Planar Rift SV
Prestidigitation
Thaumaturgy

1st-Level
Comprehend Languages
Detect Evil and Good
Detect Magic
Find Familiar
Identify
Protection from Evil and Good
Unseen Servant

2nd-Level
Arcane Lock
Dust Devil XGE
Find Steed
Knock
Locate Animals or Plants
Locate Object
Misty Step
See Invisibility

3rd-Level
Conjure Animals
Leomund’s Tiny Hut
Magic Circle
Protection from Energy
Sending
Summon Lesser Demons XGE
Tongues

4th-Level
Banishment
Conjure Minor Elementals
Conjure Woodland Beings
Dimension Door
Leomund’s Secret Chest
Locate Creature
Mordenkainen’s Faithful Hound
Mordenkainen’s Private Sanctum
Summon Greater Demon XGE

5th-Level
Conjure Elemental
Contact Other Plane
Infernal Calling XGE
Planar Binding
Teleportation Circle

New Spell

Planar Rift
Conjuration cantrip

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (an inaccurate map of the planes)
Duration: Instantaneous

You tear open a rift between worlds in an unoccupied space in range. Each creature within 5 feet of the rift must succeed on a Constitution saving throw or take 1d4 damage. The damage type varies as the planar rift is unstable and emits energy from a random plane. Roll on the chart below to determine the damage type each time you cast this spell.

d8Damage
1acid
2cold
3fire
4lightning
5necrotic
6psychic
7radiant
8thunder

This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).


15 comments:

  1. Alright, where do I start on this?

    The concept is great. I really like the different flavors of eidolons and the different Anima Flare effects. I'd also love to see a few more subclasses- at least a divine one.
    The class, overall, seems very solid and balanced, fun to play, and with a distinct flavor, but it needs some polishing.

    The name "Eidolon" is problematic- it's the name of a specific D&D creature from MToF.

    Knowing 5 eidolons is a LOT- any character is likely to just pick 2-3 favorite eidolons, so knowing 5 seems like it should come later than 10th lvl (maybe your should know a number equal to the Prof. bonus).

    Both subclasses getting the same 1st lvl feature seems ridiculous (I suppose it might serve as a placeholder)- it should either be a class feature, or changed or removed. Perhaps the Elemental should get only the HP, while the field gets attack & damage bonus, differentiating the subclasses with focus on offense or defense.
    Also, eidolon HP is based entirely on summoner level, so adding to that with another ability is silly and redundant.

    Same with Infernal/Elemental Snap- Sure, it's different eidolons, but the same effect, making the subclasses really similar and not allowing for much difference in build choices.

    Being frightened is almost no issue for a summoning spellcaster, so I'd give the fiendish one complete immunity to fear to balance it with the elemental resistance thing.

    Giving both bonus subclass spells and eidolon spells results in a completely absurd number of extra spells, which can change mid-day, making the class overcomplicated and hard to keep track of. Removing eidolon bonus spells seems like a good idea.

    An Ifrit is an Efreet- it should be changed to another sort of fire spirit (Agni? Vulkan?)

    Necrotic damage, not necromantic (Mot). Maybe the Doomed condition can be stated to be a curse, and thus removable with Remove Curse.

    Last but not least, giving access to Summon Elemental (and other summonings), while seeming like a no-brainer, would kinda break in the same way summoner usually do- getting too many creatures and actions. However, since the class is balanced and the summoner won't do much on his own turn, I might be wrong about this- it can wait for a playtest.

    Overall, great potential and very good execution- the kind of class I'd love to play once all the kinks are worked out!

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    Replies
    1. I agree with almost everything stated here. The subclasses as they stand now do seem very similar, and the sheer number of spells to keep track of is a bit much. I wouldn't get rid of that feature entirely, but maybe instead lower the number of eidolon spells? I like the idea of the eidolon granting you a bit of its power in the form of magic, but one of every level seems a bit much, maybe lower it to two?? Love the idea of the cantrips though, seems very thematically appropriate.

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    2. I'm not usually a fan of new classes, but this one does precisely what I've wanted since 5e launched: give players access to a character focused on summoning. That's an awesome niche to fill, and I'm very much in support of such an effort.

      That being said, I would say that the mechanics of the build are a bit odd. It seems strange to me that they be a half caster with such a low hit die, and presumably a need to wade into melee combat. Characters who operate at mid range are typically D8s and I don't see a particular reason why this class needs that penalty. Compare this to Wizards and Sorcerers who are throwing out massive damage dealing spells each round. A half cast simply won't have the stamina to do that. It just feels like an attempt to make the caster squishy.

      I'd suggest raising the hit die to a d8, and otherwise I'm pretty happy with the build. I would say that I personally would like to see summons added that fit as Monstrosities, Abberations, and Dragons, though that seems like a departure from the planar creatures you have on hand.

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    3. There's no reason for a summoner to fight mid-range; it can easily stand away from a battle while the eidolon fights.
      And unlike wizards and sorcerers, it has a constant medium-damage attack through the eidolon; it shouldn't have access to the same level of spells as a wizard, since that is not its role.
      And, when you weigh in the fact that it brings to the party an additional 6*level hp (and then some), a d6 seems appropriate.

      Aberrations could be a cool thing to summon with a Lovecraftian summoner.

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    4. there is a petclass on gmbinder, that also has nice options, and if it forces you into melee, the subclass gives you more survivability

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  2. This seems fantastic in it's flavor, and like a unique challenge to completely balance. I am VERY much looking forward to how it turns out.

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  3. This looks SO good! Please continue! Also... I'm gonna need some sorta Ice Queen elemental. You guys know what I am talking about. Kudos! Love it! Please MORE!!!

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  4. Any chance we could see a rework of the Osteomancer from the 3.5 Dragon Compendium?

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  5. I love this very much! Is the finished product going to be shown here as well, or will it be somewhere else? If it is going to be somewhere else, will we need to pay? If so, how much? I would happily pay for the finished version, this is amazing!

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  6. Any reason the class lacks ritual casting? Your first feature is an hour long ritual and it seems very thematic even if rituals are mainly for utility full casters. Some abberations could be fun to summon. The new cantrip is top notch.

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  8. the variety of summons is nice, but as far as pet classes go, it doesnt beat my favorite homebrew.
    Maybe subclasses centered around specific summons? Why give chaos boost to a celestial summon?

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  9. Very cool idea and I love a lot about it.
    Some ideas:
    - Organising the summons into type would be helpful, eg. elemental summons.

    - Could the subclasses restrict summon choices to a certain type? That might also give your character some differentiating features- A celestial summoner might get some turn undead features, or its summons might be able to expand his spell slots in order to smite?Perhaps a fiendish summoner gains fangs or claws for physical attacks? At the moment it seems like there wouldn't be much to distinguish one archetype from another.

    - If you are using pacts might this character be a charisma caster? this would open up some neat warlock/ paladin or even sorcerer multiclasses

    - An ability to dismiss a summon to a pocket dimension like conjure familiar would be really useful (i don't think i can find such a feature here) as having a large demon following you into the inn, or indeed waiting outside is problematic

    - Finally, whilst reflavouring would be pretty easy for a player, more Final Fantasy resembling summons would definitely be awesome: Shiva an ice summon; Odin a swordsman and some kind of aspect of Bahamut would rock! lol

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