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5e_Summoner_Class

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The Summoner

Descending into the heat of battle, the beautiful, angelic Evolutionary


warrior readies her twin longswords in defense as her Summoners are artisans and scholars that analyze and
grizzled, goliath master strides forth with a ball of fire in one replicate the magic that is a part of everything in the world.
hand and a shortsword in the other toward the group of This ability to command magic is not drawn from the power
marauders. A thrown hand-axe catches the human in the of inner spirit or gifted from some otherworldly power.
side, knocking her from the cliffside, but in a moment the Instead they examine the fantastic and mundane alike to look
creature apparates at ground-level, catching the falling for the patterns left on reality by the magic that suffuses
human as it prepares to unleash another cold breath. those things. The more a summoner understands these
Raising both hands, a dragonborn wizard prepares a final patterns the greater their ability to command the arcane. This
lightning bolt at the enemy stone giant. From across the understanding cannot come from practiced tradition, but
darkened cave, a halfling holds up his glowing hand and instead must come from practical observation and
focuses on the enemy. From the darkened ceiling, the spined experimentation.
devil dives down from its perch and gazes into the giant's
eyes, paralyzing it before it is struck by the wizard's lighting.
While many who dabble in the arcane become adept at Artificial Life
beckoning monsters from the farthest reaches of the planes, Summoners live and die by their eidolons. Everything else is
none are more skilled at it than the summoner. This secondary. Over time they learn how to bring about
practitioner of the arcane arts forms a close bond with one evolutionary changes in their eidolon as they experiment and
particular monster, known as your eidolon, who gains power grow in expertise. Some summoners focus on training their
as the summoner becomes more proficient at his eidolon to fight while other train it to infiltrate or steal.
summoning. Over time, the two become linked, both The exact nature of eidolons is a subject rife with
spiritually and literally, with some even being able to share misconceptions and old wives' tales, but at its simplest form,
parts of the same soul or even the same body. But this power eidolons are fantastical creatures given purchase by a piece
comes with a price: the summoner's spells and abilities are of the spellcaster's arcane might. Your eidolon is imbued with
off balanced due to his time spent enhancing the power and a consciousness that approaches sentience, though it is still
exploring the nature of its eidolon. bound to the will of its creator.

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Art by artofjosevega Summoner 2.2 Stormbreaker
The Summoner
Proficiency Evolution Cantrips Spells
Level Bonus Points Features Known Known 1st 2nd 3rd 4th 5th
1st +2 ─ Spellcasting, Eidolon's Avatar, Summon Eidolon 2 2 1 ─ ─ ─ ─
2nd +2 2 Evolutions, Shared Senses 2 3 2 ─ ─ ─ ─
3rd +2 3 Summoner's Bond 2 4 3 ─ ─ ─ ─
4th +2 4 Ability Score Improvement 3 5 4 ─ ─ ─ ─
5th +3 5 Extra Attack, Major Evolution 3 6 4 1 ─ ─ ─
6th +3 6 Maker's Call 3 7 4 2 ─ ─ ─
7th +3 7 Summoner's Bond feature 3 8 4 3 ─ ─ ─
8th +3 8 Ability Score Improvement 3 9 4 3 1 ─ ─
9th +4 9 Bestow 3 10 4 3 2 ─ ─
10th +4 10 Major Evolution 4 10 4 3 2 ─ ─
11th +4 11 Life Link 4 11 4 3 3 ─ ─
12th +4 12 Ability Score Improvement 4 11 4 3 3 1 ─
13th +5 13 Summoner's Bond Feature 4 12 4 3 3 2 ─
14th +5 14 Vigil Protector 4 12 4 3 3 2 ─
15th +5 15 Major Evolution 4 13 4 3 3 2 ─
16th +5 16 Ability Score Improvement 4 13 4 3 3 3 1
17th +6 17 Call Forth the Eidolon 4 14 4 3 3 3 1
18th +6 18 Unnatrual Arcanum (6th level) 4 14 4 3 3 3 2
19th +6 19 Ability Score Improvement, Unnatrual Arcanum (7th level) 4 15 4 3 3 3 2
20th +6 20 Summoner's Bond feature, Unnatrual Arcanum (8th level) 4 15 4 3 3 3 2

The large amount of magical energy contained within your


eidolon quickly makes it mutate beyond the form originally Class Features
that was chosen for it. These mutations very rarely harm the As a summoner, you gain the following class features.
creature, though the sight of a multi-eyed, winged
abomination zooming its way through the town square tends Hit Points
to attract undue attention from commoners, and so most Hit Dice: 1d6 per summoner level
summoners will keep their eidolon safely hidden away. Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution
Creating a Summoner modifier per summoner level after 1st
As you create your summoner, spend some time thinking Proficiencies
about how your character acquired the knowledge to Armor: Light armor
summon such a being. Did they research it on their own with Weapons: Simple weapons, shortswords, heavy crossbows
only a few sparse sources to learn from? Was there an Tools: None
ancient tablet that they deciphered to reveal the long-lost
secrets of eidolon summoning? Were they part of a wizarding Saving Throws: Intelligence, Wisdom
school but grew jaded from their rules and restrictions of Skills: Choose two from Animal Handling, Arcana, History,
magic? Insight, Investigation, Medicine, and Nature
What drew you forth from your life of study? Did your Equipment
eidolon cause trouble in your town? Were you branded as a
heretic for your powers? Did you hear of ancient knowledge You start with the following equipment (or 4d4x10 gp), in
in a ruin? addition to the equipment granted by your background:
Quick Build (a) a quarterstaff or (b) three daggers and a shortsword
You can make a summoner by following these suggestions. (a) a light crossbow and 20 bolts or (b) leather armor
First, make Intelligence your highest ability score, followed (a) a scholar's pack or (b) an explorer's pack
by Constitution or Dexterity. Second, choose the sage
background. Third, choose the chill touch and friends
cantrips, along with the 1st-level spells ice knife and mage
armor. Finally, choose a wolf as your eidolon and give it the
Improved Damage, and Improved Natural Armor Evolutions.

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Summoner 2.2 Stormbreaker
Spellcasting Eidolon's Avatar
Your extensive research and penchant for disregarding At 1st level, you have reached across the vast boundaries of
traditional arcane rulings has given you access to a well of the world and to the distant planes of existence to call forth a
untapped magical energies. See chapter 10 for the general being known as an eidolon to aid and fight alongside you
rules of spellcasting and page 17 for the summoner spell list. during your travels. As you are forming this link with the
creature, you must choose what type of eidolon you wish to
Cantrips summon: an aberration, beast, celestial, dragon, elemental,
At 1st level, you know two cantrips of your choice from the fey, fiend, or monstrosity. The creature can be up to a
summoner spell list. You learn additional summoner cantrips challenge rating of 3, and your eidolon will take on its shape
of your choice at higher levels, as shown in the Cantrips and abilities.
Known column of the Summoner table. After forming this bond, you are then able to summon an
aspect of that creature from then on. The maximum
Spell Slots challenge rating of the creature you can summon increases to
The Summoner table shows how many spells slots you have 4 at 12th level. Your eidolon's personal physical appearance is
to cast your spells of 1st level and higher. To cast one of these up to you as the summoner, but it still must keep with the
summoner spells, you must expend a slot of the spell's level general appearance of the creature it is based on. The
or higher. You regain all expended spell slots when you finish eidolon's hit point maximum is equal to its normal maximum
a long rest. or 6 times your summoner's level + its constitution modifier,
For example, if you know the 1st-level spell burning hands whichever is higher and you add half of your proficiency
and have a 1st-level and a 2nd-level spell slot available, you bonus (rounded down) to its AC, attack rolls, and whatever
can cast burning hands using either slot. abilities it possesses that require a saving throw.
Spells Known of 1st level and Higher Summon Eidolon
You know two 1st-level spells of your choice from the You can perform a 1-minute ritual to summon your eidolon's
summoner spell list. avatar. Once summoned your eidolon remains with you until
The Spells Known column of the Summoner Spellcasting dismissed by you as an action. After it has been summoned, a
table shows when you learn more summoner spells of your goldish-red rune appears on your palm and on the eidolon's
choice. Each of these spells must be of a level for which you body, symbolizing your link with the creature.
have spell slots. For instance, when you reach 3rd level in this If your eidolon would be reduced to 0 hit points it is instead
class, you can learn one new spell of 1st or 2nd level. banished to its original plane with 1 hit point and cannot be
Additionally, when you gain a level in this class, you can summoned again for 10 hours unless you expend a
choose one of the summoner spells you know and replace it summoner spell slot. If a spell slot is expended to re-summon
with another spell from the summoner spell list, which also the eidolon, then it comes back at half its original hit points
must be of a level for which you have spell slots. (rounded down). If the summoner is unconscious or killed the
eidolon is immediately banished. Like any creature, it can
Spellcasting ability spend Hit Dice during a short rest to regain hit points.
Intelligence is your spellcasting ability for your summoner Your eidolon obeys your commands as best as it can. It
spells, since the nature of your magic is fueled by your takes its turn on your initiative, though it doesn't take an
knowledge on accurately drawing upon the energies of the action unless you command it to. On your turn, you can use
Eidolon's plane. You use your Intelligence whenever a spell your action to verbally command it to take the Attack, Dash,
refers to your spellcasting ability. In addition, you use your Disengage, Dodge, or Help action. If you don't issue any
Intelligence modifier when setting the saving throw DC for a commands, it defends itself from hostile creatures, but
summoner spell you cast and when making an attack roll otherwise takes no actions. If your eidolon possesses the
with one. multiattack feature before you are at 5th level, they can only
Spell save DC = 8 + your proficiency bonus + your make one attack when taking the Attack action.
Intelligence modifier You may target your eidolon instead of yourself when
casting a summoner spell with a target of "self". Treat it as a
Spell attack modifier = your proficiency bonus + your range of touch. Spells cast in this way must come from the
Intelligence modifier summoner spell list. If your eidolon is beyond 150 feet it
gains three levels of exhaustion until it is within 150 feet. If it
moves beyond 1,000 feet it is banished.
Ritual Casting Your eidolon is treated as a summoned creature. Due to its
You can cast a summoner spell as a ritual if that spell has the tie to its summoner, your eidolon can touch and attack
ritual tag and you have the spell prepared. creatures warded against effects that prevent contact with
summoned creatures. Your eidolon cannot be sent back to its
Spellcasting Focus home plane by means of dispel magic or anti-magic field, but
You can use an arcane focus (found in chapter 5, spells such as banishment function normally.
"Equipment") as a spellcasting focus for your summoner
spells. Additionally should your eidolon naturally possess an
arcane focus you can instead use that as a medium for a
summoner spell that requires an arcane focus.

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Summoner 2.2 Stormbreaker
Evolutions Major Evolution
Unlike other conjured beings, eidolons are fluid and ever- Also starting at 5th level, you can select one major evolution
changing. Starting at 2nd level, you find yourself being able to from the Major Evolutions list at the end of the class
alter and change your eidolon's appearance and abilities. Your description. You can select one additional major evolution at
ability to implement these changes is represented by a 10th, and 15th level. Major Evolutions can't be selected more
number of evolution points. Your summoner level determines than once with the exception of the Resistance and
the number of points you have, as shown in the Evolution Elemental Attack evolutions, and you cannot switch out
Points table. Major Evolutions once they have been chosen.
You can spend these points to buy various Evolutions that
will grant your eidolon new abilities, powers, and features Maker's Call
that can be used to aid it in and out of battle. The evolutions When you reach 6th level, as an action, a summoner can call
are grouped together by their cost in Evolution Points. Some its eidolon to their side similar to the dimension door spell.
evolutions have requirements that must be met before they When this ability is used, your eidolon appears adjacent to
can be chosen and unless otherwise noted, each evolution the summoner and you can't use this feature again until you
can only be selected once. finish a long rest. The range of this ability is 500 feet and if
Additionally, when you gain a level in this class, you can the eidolon is outside that range or all adjacent squares are
choose one of the evolutions you know and replace it with occupied, the ability is spent.
another evolution that has the same number of points. This You can use this feature twice between long rests starting
option does not apply to the Natural Attack or Improve at 12th level, and three times between long rests starting at
Damage evolutions. If your eidolon should already possess 18th level.
one of these evolutions naturally, then you cannot spend
evolution points to take that evolution nor can you try to Bestow
switch it with another evolution.
The evolution options are detailed at the end of the class At 9th level, you are now able to gift your eidolon with items
description. or weapons in your possession by performing a special ritual.
You perform the ritual over the course of 1 hour, with the
Shared Senses object in question at the center, which can be done during a
short rest. The item or weapon must be something that the
Also at 2nd level, as an action, you can share the senses of eidolon has proficiency in or is physically capable of wearing.
your eidolon. You can hear, see, smell, taste and touch Your eidolon can only attune itself to a single magical item
everything that your eidolon and you can direct the eidolon and you as the summoner must choose which object to
using mental commands. You can end this effect at any time attune to if your eidolon has multiple magical items.
and while observing through your eidolon's senses you are
blinded and deafened to your surroundings. Life Link
Summoner's Bond Beginning at 11th level, a summoner's life becomes linked to
their eidolon's via their glowing rune. As a reaction to either
When you reach 3rd level, you have established a bond of you taking damage you can instead choose to transfer all
between you and your eidolon to further enhance both of your the damage to one of them or split the damage between the
abilities. You choose between the Bond of the Broodmaster, donor and the recipient if the amount is greater than the
the Bond of the Synthesist, or the Bond of the Apex Predator, recipient's current hit points. After using this feature you can't
all detailed at the end of the class description. Your Bond use it again until you have completed a short or long rest.
grants you features at 3rd level and again at 7th, 13th, and
20th level.
Ability Score Improvement
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 Attack
Beginning at 5th level, your avatar grows another head, an
additional pair of arms, or simply becomes swifter. If your
Eidolon only has one attack, they can now attack twice
whenever they take the attack action on your turn. Also, if the
Eidolon originally had the multiattack feature, that ability is
now returned to them instead.
You as the summoner do not gain the benefit of this
feature. See Bond of the Synthesist and Bond of the
Symbiote for further details.

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Art by thedarkestseason Summoner 2.2 Stormbreaker
Vigil Protector Your second eidolon must have a challenge rating of at
least half that of your original eidolon (rounded down). If
At 14th level, when you are within 5 feet of your eidolon you the first eidolon had a challenge rating of 1/2 or lower you
gain +2 AC. Additionally, when you take damage from a can instead choose a challenge rating of up to 1/2.
creature that is within 5 feet of you, you can use your reaction You can only choose one of your eidolons to make a full
to have your eidolon make an attack against that creature. attack action once per turn. Additionally, if your second
eidolon is within 5 feet of an enemy they can make a
Call Forth the Eidolon single attack as a bonus action.
At 17th level, your bond with your eidolon has crossed a The total number of evolution points that can be used for
greater threshold. When you perform your summoning ritual, your eidolons is halved between them. You can now only
instead of an avatar, you summon the eidolon itself. Its spend up to a total of 10 evolution points for one eidolon.
abilities stay the same but if a spell slot is expended to re- If one of your eidolons should be banished or defeated, the
summon the eidolon, it instead comes back at two-thirds of other must be within 150 feet of you or be banished as
its original hit points (rounded down) and all attacks get a +2 well.
to attack and damage rolls for the next hour. When you use the shared senses feature you must
designate which eidolon is the one you wish to share it
with.
Unnatural Arcanum When you gain the extra attack feature, both eidolons
At 18th level, your knowledge of the magical energies of the benefit from this.
eidolon has granted you dangerous magical secrets, called When you have gained a major evolution feature to spend,
arcanum. Choose one 6th-level spell from the summoner you can choose which of the two eidolons receives it.
spell list as this arcanum. You can cast your arcanum spell
once without expending a spell slot. You must finish a long Simultaneous Rush
rest before you can do so again. At higher levels, you gain At 7th level, you and your eidolons have developed a
more summoner spells of your choice that can be cast in this coordinated attack. On your turn, you can have either yourself
way: one 7th-level spell at 19th level, and one 8th-level spell at or one of your eidolons take an additional attack action on top
20th level. You regain all uses of your Unnatural Arcanum of the first attack action that you have declared. You cannot
when you finish a long rest. have the same creature attack twice in a row.
Once you use this feature, you must finish a short or long
rest before you can use it again. Starting at 17th level, you
Summoner's Bond can use it twice before a rest, but only once on the same turn.
Summoners have many different motivations for devoting
themselves to understanding the unique nature that is the Life Chain
eidolon and the strange connection that binds them. For At 13th level, a summoner's life becomes intertwined with
some, their eidolon is like a beloved pet, for others they view both of their eidolons' via their glowing runes, evolving the
their creation as a part of themselves and long to reconnect, normal Life Link feature. As a reaction to any of you taking
and then there are those that see them only as a tool for their damage you can instead choose to transfer all the damage to
own goals. Whatever the reason, a summoner quickly one of them or split the damage amongst the three of you if
establishes a bond that distinguishes what the role between the amount is greater than the recipient's current hit points.
them is. After using this feature you can't use it again until you have
completed a short or long rest.
Bond of the Brood Master Runic Surge
The Bond of the Broodmaster is forged by creating multiple At 20th level, the three of you have developed a connection so
connections with eidolons. Somehow the summoner has powerful that it allows you to bring it out from your runes as
found a way to rework their original bond and craft a a powerful attack. When all three of you are standing at least
secondary bond with another, less powerful eidolon. But the 5 feet from each other your runes expand above you and the
cost of such a connection halves the possibilities one might magical energies explode forth in a fiery blast. All enemies
give their original eidolon. By creating this bond, you have with a 40 foot cone must make a dexterity saving throw or
created your own specialized assault force to aide you in suffer 14d8 fire damage and be stunned for 1 round. On a
battle. successful saving throw the targets only take half damage.
After using this feature you must complete a long rest before
Dual Summoning you can use it again.
Beginning at 3rd level, you have gained the ability to summon
a second, less powerful eidolon to fight alongside the first.
When you perform the summoning ritual for the first eidolon
you can also call for the second at the same time if you so
choose.
For your second eidolon the same rules apply for the
Eidolon's Avatar and Summon Eidolon feature, except for the
following:

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Summoner 2.2 Stormbreaker
While you are fused, the following rules apply:
You as the player can described the appearance of your
fused formed, customizing it within reason. Discuss with
your Dungeon Master on what the fusion can or can't look
like.
Your game statistics are replaced by the statistics of your
eidolon, but you retain your alignment personality,
Intelligence, Wisdom, and Charisma scores.
When you fuse, you assume your eidolon's hit points, Hit
Dice, and size category. When you divide, you return to the
number of hit points you had before you transformed and
your size returns to normal.
You can't cast spells that your eidolon cannot innately
cast, and your ability to take any action that requires
hands is limited to the capabilities of your eidolon.
Transforming doesn't break your concentration on a spell
you've already cast, however, or prevent you from taking
actions that are part of a spell, such as expeditious retreat,
that you've already cast.
You retain the benefit of any features from your class,
race, or other source and can use them if your eidolon is
physically capable of doing so. However, you can't use any
of your special senses, such as darkvision, unless your
eidolon also has that sense.
You choose whether your equipment falls to the ground in
your space, fuses into your new form, or is worn by your
eidolon. Worn equipment functions as normal, but the DM
decides whether it is practical for the new form to wear a
piece of equipment, based on your eidolon's shape and
size. Your equipment doesn't change size or shape to
Bond of the Synthesist match your eidolon, and any equipment that the new form
can't wear must either fall to the ground or fuse with it.
The Bond of the Synthesist is built upon the foundation of Equipment that fuses with the form has no effect until you
two creatures becoming one true being. The summoners who leave the form.
forge these bonds seek to combine the essence of their You can use the multiattack feature and evolution now to
powerful eidolon with their own soul. Through this they attack multiple times whenever you take the Attack action
develop a deeper clarity of the alien nature that is the eidolon on your turn.
and gain the ability to become a new being. By creating this
bond, you have set out on a journey of new self-discovery, in Maker's Leap
quite the literal sense. At 7th level, whenever you are fused with your eidolon, you
can use the Maker's Call ability to teleport similar to the
Fused Form dimension door spell, transporting your fused form anywhere
Starting when you choose this bond at 3rd level you can use within 500 feet of you.
your bonus action to touch your eidolon and fuse yourself
with it, becoming a combination of your two forms. You can Synchronized Spells
use this feature twice. You regain expended uses when you Starting at 13th level, you can cast any of your summoner
finish a short or long rest. You can stay fused for a number of spells while fused with your eidolon. You can perform the
hours equal to half your summoner level (rounded down). You somatic and verbal components of a summoner spell while
then divide unless you spend another use of this feature. You fused, but you aren't able to provide material components.
can end the fusion earlier by using a bonus action on your
turn. A True Fusion
The fusion automatically ends if you fall unconscious, drop At 20th level, your mastery of your fusion with your eidolon
to 0 hit points, or die. If the fusion ends as a result of allows you to select three additional evolutions, regardless of
dropping to 0 hit points, any excess damage carries over to cost. While fused with your eidolon it temporarily gains these
your normal form. When the fusion ends the summoner evolutions. In addition the number of times you can use your
emerges prone in a square within 5 feet of its eidolon. If your Fused Form ability increases to four.
eidolon is banished while the summoner is fused, the
summoner is immediately ejected, and stunned for 1 round.

6
Art by Summoner 2.2 Stormbreaker
GaudiFanYAY
Bond of the Apex Predator
Those summoners that choose the Bond of the Apex
Predator are those seeking to push their eidolon to the limits
in order to make the perfect weapon. You impose more of
your own magic through our bond, forcing your eidolon to
evolve further than what others would deem acceptable
means. Some might even disregard their eidolon entirely and
start viewing it as a mere tool. By forging this bond, you have
started on the path of self-entitled perfection.
Unforeseen Growth Spurt
When you choose this bond at 3rd level, constantly feeding
your bond with your magic has created an unexpected side-
effect. Your eidolon has grown in size, becoming one size
larger. Additionally, choose one natural attack your eidolon
has and that attack's reach will now be 10 feet. Additionally
the damage for that attack deals an extra 1d4 damage. The
attack now counts as magical for the purpose of overcoming
resitance and immunity to nonmagical attacks and damage.
Advanced Evolution
At 7th level, your eidolon has gained a new evolution outside
of what would normally be available for a summoner. You can
now choose one additional major evolution from the Major
Evolutions table and your eidolon will permanently have
access to it.
An Unnatural Body
Starting at 13th level, your eidolon's body has become
sturdier, able to withstand harsher battles and deal out far
more damage than before. Your eidolon's maximum
increases by 1 for every level you have as a summoner.
Additionally, choose one natural attack your eidolon has and
increase the number of damage die that attack has by one.
Apex Rising
At 20th level, your eidolon has reached the pinnacle of its
forced evolution, becoming a true predator to all. You gain
another major evolution and two additional evolutions from
the evolutions table, regardless of cost. Additionally, should
your eidolon receive an attack that should bring it to 0 hit
points, instead of being banished immediately you can have it
make one retaliation attack in as a reaction. This attack is
considered a critical hit if it hits.

Summoner Multiclassing
Should you wish to multiclass into a summoner, the
prerequisites and proficiencies gained are listed below.
Summoner Multiclassing Prerequisites
Ability Score Minimum
Intelligence 13
Summoner Multiclassing Proficiencies
Proficiencies Gained
Light armor, simple weapons, shortswords, heavy
crossbows

7
Art by Liyart Summoner 2.2 Stormbreaker
Claws. Your eidolon grows a pair of vicious claws at the
Evolutions end of its limbs, giving it a claw attack. The claws deal 1d6
+ its Strength or Dexterity modifier points of slashing
One-Point Evolutions damage. The eidolon must have either natural limbs or
The following evolutions cost 1 point from the eidolon's the Limbs evolution to take this evolution.
evolution pool. Gore. Your eidolon grows a number of horns on its head,
giving it a gore attack. The gore deals 1d6 + its Strength
Agile Movement: modifier points of piercing damage.
Your eidolon can take the dash or dodge action as a bonus Hooves/Stomp. Your eidolon has a pair of sharp hooves
action during your turn. at the end of its limbs, giving it a stomp attack. The hooves
deal 1d6 + its Strength modifier points of bludgeoning
Burrow: damage. The eidolon must have either natural limbs or
Your eidolon's hands, claws, feet, or body grow powerful the Limbs evolution to take this evolution.
enough to force their way through tough soil, giving it a Slam. Your eidolon can deliver a devastating slam attack.
burrow speed of half its movement speed. Creatures at least The slam deals 1d6 + its Strength modifier points of
one size smaller than your eidolon may move through the bludgeoning damage.
tunnel unimpeded. Sting. Your eidolon possesses a long, barbed stinger,
granting it a sting attack. The sting deals 1d6 + its
Devil's Sight: Strength or Dexterity modifier points of piercing damage.
Your eidolon can see normally in darkness, both magical and The eidolon must have either a natural tail or the Tail Slap
non-magical, to a distance of 120 ft. evolution to take this evolution.
Tail Slap. Your eidolon's tail increases in size or grows a
Improved Damage: long tail to bash nearby foes, granting it a tail slap attack.
One of the eidolon's natural attacks is particularly deadly. The tail slap deals 1d6 + its Strength modifier points of
Select one natural attack and increase the damage die type bludgeoning damage
by one step, ending at 2d6. Each time an eidolon selects this Tentacle. Your eidolon possesses a long, sinuous tentacle,
evolution, it applies to a different natural attack. You can granting it a tentacle attack. The tentacle attack deals 1d6
select this evolution multiple times. Should one of the + its Strength or Dexterity modifier points of bludgeoning
eidolon's natural attacks possess a damage die of 2d4, the damage and has a reach of 10 feet.
damage increase will become a 1d8 instead. Tusk. Your eidolon grows a large pairs of tusks, granting it
a tusk attack. The tusk attack deals 1d6 + its Strength
Improved Natural Armor: modifier points of slashing damage.
Your eidolon's hide grows thick fur, rigid scales, or bony Wing Attack. Your eidolon learns to use its wings to
plates increasing its natural armor by + 2. batter foes, granting it a wing attack. The wing attack deal
1d6 + its Strength or Dexterity modifier points of
Keen Senses: bludgeoning damage. The eidolon must have either
Choose one of the following: natural wings or the Fly evolution, with wings, to take this
Keen Hearing. Your eidolon's ears are more adept at evolution.
picking up nearby sounds. It has advantage on Wisdom
(Perception) checks that rely on hearing. Nimble Escape:
Keen Sight. Your eidolon's eyes have adapted to pinpoint Your eidolon can take the disengage or hide action as a bonus
accuracy. It has advantage on Wisdom (Perception) checks action during your turn.
that rely on sight.
Keen Smell. Your eidolon's olfactory organs have grown Skilled:
more efficient, letting it detect hidden enemies or track Choose two skills from Athletics, Acrobatics, Stealth, Insight,
quarry through thick underbrush. It has advantage on Perception, Survival, and Intimidation. Your eidolon is now
Wisdom (Perception) checks that rely on smell. proficient in ability checks involved with those skills.
You can select this evolution multiple times.
Stinger Projectile:
Mimicry: Prerequisite: Tail, Stinger
The eidolon can mimic simple sounds that it has heard, such Your eidolon's stinger can be projected as a ranged weapon
as a person whispering, a baby crying, or an animal attack. Your eidolon can store a number of stingers equal to
chittering. A creature that hears the sound can tell if they are your summoner level. Your eidolon regrows stingers on a long
imitations with a successful wisdom (insight) check. rest. Ranged Weapon Attack, range 100/200 ft., one target.
Hit: stinger damage + its Dexterity modifier piercing damage.
Natural Attack:
Your eidolon gains one of the following natural attacks if they Sure-footed:
could reasonably possess it. Each natural weapon lists which The eidolon has advantage on Strength and Dexterity saving
ability score modifier is used for attack rolls. You can select throws made against effects that would knock it prone.
this evolution multiple times.
Swift:
Bite. Your eidolon's maw is full of razor-sharp teeth, giving Your eidolon gains quicker reflexes, increasing its movement
it a bite attack. The bite deals 1d6 + its Strength modifier speed by 10 feet.
points of piercing damage.

8
Summoner 2.2 Stormbreaker
Two-Point Evolutions Poison:
The following evolutions cost 2 points from the avatar's Prerequisite: 5th level, Bite or Stinger
evolution pool. Your eidolon grows a gland capable of secreting a
venomous substance. This evolution can be selected up to
two times. Choose one bite or stinger attack. When your
Amphibious: eidolon hits a creature with that attack, the target takes 1d6
The eidolon can breathe air and water. extra poison damage. Each time this evolution is selected the
damage increases by 1d6. The attack is now considered
Chameleon skin: magical for the purpose of overcoming resistance and
The eidolon has advantage on Dexterity (stealth) checks immunity to nonmagical attacks and damage.
made to hide.
Pounce:
Charge: Prerequisite: Claws, Bite
Prerequisite: 5th level, Gore Your eidolon has learned how to strike like a large
If your eidolon moves at least 20 feet straight toward a predator. If your eidolon moves at least 20 feet in a straight
creature the first attack that hits with a gore attack on the line toward a creature and then hits it with a claw attack on
same turn deals an extra 4 (1d8) piercing damage. If the the same turn, that target must succeed on a Strength check
target is a creature it must succeed on a Strength saving (DC 8 + your eidolon's proficiency bonus + its Strength or
throw (DC 8 + your eidolon's proficiency bonus + its Strength Dexterity modifier) or be knocked prone. If the target is
modifier) or be knocked prone. prone, your eidolon can make a Bite attack.
Constrict: Reach:
Prerequisite: 5th level, Tail, Grapple Prerequisite: 5th level, Natural Attack
When your eidolon grapples a creature it can instead One of your eidolon's natural attacks is capable of striking
constrict it. Until this grapple ends, the creature is restrained, at foes at a distance. Your eidolon's reach with that attack is
and your eidolon can't constrict another target. 10 feet.
Fling: Trampling Charge:
Prerequisite: 12th level, Tentacles, Grapple Prerequisite: 5th level, Hooves/Stomp
As an Attack action an object held or creature grappled by If your eidolon charges a target and knocks it prone, your
your eidolon that is the same size or smaller than your eidolon can make an extra hooves or stomp attack.
eidolon is thrown up to 30 feet and knocked prone. If a
thrown target strikes a solid surface, the target takes 4 (1d8) Tremorsense:
bludgeoning damage for every 10 feet it was thrown. If the Prerequisite: 8th level
target is thrown at another creature, that creature must Your eidolon's feet, cilia, or antennae have grown more
succeed on a Dexterity saving throw (DC 8 + your eidolon's sensitive to the subtle movement of the earth beneath it. It
proficiency bonus + its Strength modifier) or take the same gains tremorsense to a range of 60 feet.
damage and be knocked prone.
Standing Leap:
Grapple: Your eidolon's leg muscle have developed considerable
Prerequisite: Bite, Claws, Slam, Tail, or Tentacles muscle, allowing it to cover more distance. The eidolon's long
Once per turn when your eidolon makes a bite, claws, jump is up to 20 feet and its high jump is up to 10 feet, with
slam, tail, or tentacles attack and hits it can make a grapple or without a running start.
attempt against the creature (no action required).
Swallow:
Illumination: Prerequisite: 8th level, Constrict or Grapple, Large or bigger
As a bonus action, your eidolon can shed bright light in a 10 If the eidolon makes a bite, claw, tail, or tentacle attack on a
foot radius and dim light for additional 10 feet. creature one size smaller than itself that has been grappled
by the eidolon, that creature is swallowed, and the grapple
Limbs: ends. While swallowed, the creature is blinded and
Your eidolon grows an additional pair of limbs which can take restrained, it has total cover against attacks and other effects
several forms. This evolution can be selected up to two times. outside the eidolon, and it takes 10 (3d6) acid damage at the
Legs. They can be made into legs, complete with feet, or start of each of the eidolon turns. The eidolon can have only
tentacles. Each pair of legs or tentacles increases your one target swallowed at a time. If the eidolon takes damage
eidolon's base speed by 5 feet. equal to its Constitution score from a single attack it must
Arms. They can be made into arms, complete with hands. succeed a Constitution saving throw of half the amount of
Arms that have hands can be used to wield weapons, if your damage it has taken at the end of its turn, or regurgitate the
eidolon is proficient. creature, which falls prone, in an adjacent unoccupied
square.
Weapon Training (Simple):
Prerequisite: 3rd level, Limbs (Arms)
Your eidolon becomes proficient with all simple weapons.

9
Summoner 2.2 Stormbreaker
Three-Point Evolutions Fly:
The following evolutions cost 3 points from the avatar's Prerequisite: 8th Level
evolution pool. Your eidolon gains feathers, leathery flaps, chitinous wings,
creates a small whirlwind, or manifests clouds that allow it to
soar through the air. It gains a flying speed of 60 feet.
Angelic/Fiendish Weapons:
Prerequisite: 5th level, Celestial or Fiend Incorporeal movement:
Your eidolon gains the ability to imbue their weapons with Your eidolon can move through other creatures and objects
their holy or cursed powers. as if they were difficult terrain. It takes 5 (1d10) force damage
Choose one weapon attack. That weapon is considered if it ends its turn inside an object.
magical and when your eidolon hits with this attack, the
weapon deals an extra 1d6 radiant damage if it a celestial or Magic Resistance:
1d6 necrotic damage if it is a fiend. This evolution can be Prerequisite: 12th level
selected up to two times. Each time the damage increases by Your eidolon has advantage on saving throws against spells
1d6. and other magical effects.
If your eidolon is a celestial and this evolution is used on a
fiend or undead, it deals an additional 1d6 radiant damage. If Multiattack:
your eidolon is a fiend and this evolution is used on a Prerequisite: 12th level
celestial, it deals an additional 1d6 necrotic damage. Your avatar grows another head, an additional pair of arms,
or simply becomes swifter. Your avatar gains an additional
Ascending: attack to its attack action, bringing the total maximum of
Prerequisite: 4th Level attacks to 3. If your eidolon already has three attacks, then
Your eidolon gains 2 ability points it can spend to increase they cannot take this evolution.
one ability score of your choice by 2, or you can increase two
ability scores of your choice by 1. This evolution cannot Rampage:
increase an ability score above 20. This evolution can be Prerequisite: 12th Level
selected up to four times. Recalculate the eidolon's abilities When your eidolon reduces a creature to 0 hit points with a
and saving throws accordingly after selecting this evolution. melee attack on its turn it can take a bonus action to move up
to half its speed and make a melee attack.
Bloodlust:
Prerequisite: 4th Level Roar:
Your eidolon has advantage on melee attack rolls against Prerequisite: 12th level
any creature that is below half its hit points. If it is within 60 Your eidolon emits a magical roar as an action. Each
feet of a creature below half its hit points that it can see then creature that is within 30 feet of it and aware of it must
any attack it makes against a target not below half its hit succeed on a Wisdom saving throw or become frightened for
points is made with disadvantage. 1 minute. A frightened creature can repeat the saving throw
at the end of each of its turns, ending the effect on itself on a
Deadly Poison: success. Once your eidolon uses this feature, it must finish a
Prerequisite: 8th Level, Poison short or long rest before it can use it again. The saving throw
Your eidolon's venom glands have grown more powerful DC for the roar equals 8 + your eidolon's proficiency bonus +
and now produce a more lethal substance. This evolution can its Charisma modifier.
be selected up to two times. When a creature is struck by the
attack that has the poison evolution added to it, that creature Spider Climb:
must make a Constitution saving throw or become poisoned. Your eidolon becomes a skilled climber, gaining a climb
While poisoned in this way the target takes 2d6 poison speed equal to its base speed. It can climb difficult surfaces,
damage at the start of each of its turns. The poisoned target including upside down on ceilings, without needing to make
can repeat the saving throw at the end of each of its turns, an ability check.
ending the effect on a success. The saving throw DC for the
poison equals 8 + your eidolon's proficiency bonus + its Uncanny Dodge:
Constitution modifier. Prerequisite: 12th level
When an attacker that your eidolon can see hits it with an
Dive Attack: attack, you can use your reaction to halve the attack's damage
Prerequisite: 8th level, Fly against it.
Your eidolon doesn't provoke an opportunity attack when it
flies out of an enemy's reach. In addition if your eidolon is Weapon Training (Martial):
flying and dives at least 30 feet straight toward a target and Prerequisite: 5th level, Weapon Training (Simple)
then hits it with a melee weapon attack, the attack deals an Your eidolon becomes proficient with all martial weapons.
extra 4 (1d8) damage to the target.

10
Summoner 2.2 Stormbreaker
Web:
(Recharge 5-6) Your eidolon gains a gland in its mouth, near Breath Weapon:
its wrist, or near its rectal cavity that can produce sticky (Recharge 5-6). Your eidolon has grown an organ in its neck
thread. Your eidolon can store a number of threads equal to that enables it to exhale an elemental breath attack. When
its proficiency bonus. Your eidolon regrows webs on a long you choose this major evolution choose one of the following
rest. breath attacks. You can use your action to exhale destructive
Web. Ranged Weapon Attack, range 30/60 ft., one target. energy in a line or cone. Your choice determines the size,
Hit: The target is restrained by webbing. As an action, the shape, and damage type of the exhalation. When your eidolon
restrained target can make a Strength check, bursting the uses its breath weapon, each creature in the area of the
webbing on a success. The DC is equal to 8 + your eidolon's exhalation must make a saving throw, the type of which is
proficiency bonus + it's Constitution modifier. The webbing determined by your breath weapon type. A creature takes 3d6
can also be attacked and destroyed (AC 10; hp 10; damage on a failed save, and half as much damage on a
vulnerability to fire damage; immunity to bludgeoning, successful one. The saving throw DC for the breath weapon
poison, and psychic damage). equals 8 + your eidolon's proficiency bonus + its Constitution
Webbing:
modifier. The damage increases to 4d6 at 7th level, 5d6 at
Prerequisite: Web 13th level, and 6d6 at 18th level.
Your eidolon's gland can produce a sticky mass. Your Breath Weapon
eidolon can shoot out a web as per the Web spell. Once it Damage Type Breath Weapon
uses this feature, it must finish a short or long rest before it Acid 5 by 30 ft. line (Dex.Save)
can use it again. Your eidolon ignores movement restrictions
caused by its own webbing. Cold 5 by 30 ft. cone (Con.Save)
Fire 5 by 30 ft. cone (Dex.Save)
Lightning 5 by 30 ft. line (Dex.Save)
Major Evolutions Poison 5 by 30 ft. cone (Con.Save)
The following evolutions can only be selected at levels 5, 10, Cunning:
and 15, or when an archetype allows. You are allowed to have Your eidolon's mind has grown sharper, allowing it to become
only one major evolution that has a Recharge 5-6 restriction a deadlier opponent. The eidolon gains a +2 bonus to
in it. Intelligence, and a +2 bonus to Charisma, to a maximum of
Amorphous:
22. Recalculate the eidolon's abilities and saving throws
Your eidolon is able to compress itself down, squeezing accordingly after selecting this evolution.
through the narrowest of spaces. The space that it can move Elemental Attack:
through without squeezing is dependant on its size category. Your avatar gains blazing claws or icy fangs. Choose one
The space the eidolon can move through is 1 inches wide for weapon attack. That weapon is considered magical and when
a tiny sized creature, 25 inches wide for a small sized your eidolon hits with this attack, the weapon deals an extra
creature, 45 inches wide for a medium sized creature, and 75 1d8 elemental damage of the type that you have chosen.
inches wide for a large sized creature. This evolution cannot Choose one of the following types, acid, fire, cold, thunder, or
be used on a huge or gargantuan sized eidolon. Depending lightning. This evolution can be selected up to two times.
on your specific eidolon, the DM can choose to alter this Each time the damage increases by 1d8. The attack is now
evolution as they see fit. considered magical for the purpose of overcoming resistance
and immunity to nonmagical attacks and damage.

11
Art by_Codybuddy Summoner 2.2 Stormbreaker
Eye Rays: Mind Blast:
(Recharge 5-6). Your eidolon grows out several eyestalks (Recharge 5-6). Your eidolon magically emits psychic energy
from its head, grows multiple eyes, or its eyes begin to glow in a 60-foot cone. Each creature within the cone must
with an otherworldly light. As an action, the eidolon can succeed on an Intelligence saving throw or take 4d8 psychic
shoot up to two of the following magical eye-rays at one or damage and be stunned for 1 minute. A target can repeat the
two targets that it can see within 90 feet. it can only use each saving throw at the end of each of its turns, ending the effect
eye-ray once per turn. The saving throw DC for the eye rays on itself on a success. The saving throw DC for the mind
equals 8 + your eidolon's proficiency bonus + its Intelligence blast equals 8 + your eidolon's proficiency bonus + its
modifier. Intelligence modifier.
confusion ray. The target must succeed on a Wisdom
saving throw, or it can't take reactions until the end of its next Resilient:
turn. On its turn, the target can't move, and it uses its action Your eidolon's form takes on a resistance to one particular
to make a melee or ranged attack against a randomly energy type, which is usually reflected in its physical body
determined creature within range. if the target can't attack, it (ashen hide for fire, icy breath for cold, and so on). Pick one
does nothing on its turn. energy type (acid, cold, fire, lightning, poison, or thunder).
paralyzing ray. The target must succeed on a Constitution Your eidolon gains damage resistance for that energy type.
saving throw or be paralyzed for 1 minute. The target can This evolution can be selected more than once. Each time
repeat the saving throw at the end of each of its turns, ending your eidolon selects this evolution, it applies to a different
the effect on itself on a success. energy type. This evolution does not stack.
fear ray. The target must succeed on a Wisdom saving
throw or be frightened for 1 minute. The target can repeat Teleport:
the saving throw at the end of each of its turns, with (Recharge 5-6). Your eidolon has developed the ability to
disadvantage if the spectator is visible to the target, ending transport itself at will. As an action your eidolon magically
the effect on itself on a success. teleports, along with any equipment it is wearing or carrying,
wounding ray. The target must make a Constitution saving up to 50 feet to an unoccupied space it can see. Before or
throw, taking 4d10 necrotic damage on a failed save, or half after teleporting, the eidolon can make one attack.
as much damage on a successful one.
Thundering Howl:
Fire Burst: (Recharge 5-6). Your eidolon unleashes an extraordinary
(Recharge 5- 6). Your eidolon has grown an organ in its neck howl that painfully reverberates on those it wants to feel it. As
that enables it hurls a gout of flame at a point it can see an action your avatar lets loose this howl and all enemies
within 60 feet of it. Each creature in a 10-foot-radius sphere within 40 feet of the eidolon must make a Constitution saving
centered on that point must make a Dexterity saving throw, throw, or take 4d6 thunder damage and be stunned for 1
taking 5d6 fire damage on a failed save, or half as much round on a failure, or take half damage on a success. The
damage on a successful one. The fire spreads around saving throw DC for the howl equals 8 + your eidolon's
corners, and it ignites flammable objects in that area that proficiency bonus + its Charisma modifier.
aren't being worn or carried. The saving throw DC for the fire
burst equals 8 + your eidolon's proficiency bonus + its Wise:
Constitution modifier. Your eidolon's wisdom is as fast as its feet, allowing it to take
in everything it perceives. The eidolon gains a +2 bonus to
Growth: Dexterity, and a +2 bonus to Wisdom, to a maximum of 22.
Your eidolon grows in size, becoming one size larger. The Recalculate the eidolon's abilities and saving throws
eidolon gains a +2 bonus to Strength, and a +2 bonus to accordingly after selecting this evolution.
Constitution, to a maximum of 22, and its Hit Die size
increases by one step. Recalculate the eidolon's health,
abilities, and saving throws accordingly after selecting this
evolution.
Invisibility:
As a bonus action, the avatar can magically turn invisible for
1 hour or until it makes an attack. Any equipment that the
avatar is wearing or carrying is invisible with it. The
summoner must complete a short rest before the avatar can
use this ability again.

12
Summoner 2.2 Stormbreaker
New Monsters
Agathion
An agathion is a lesser angel, far weaker than the angels
formed from shards of the divine. Instead created from the
souls of benevolent humanoids, agathions are given their
angelic form as a reward for the good deeds they performed
in life. Embodying the concepts of peace and goodness,
agathions bring order and justice to those they encounter.
When a mortal soul becomes an Agathion, it gains a bestial
aspect that takes the form of a creature that exemplifies their
personality. Many agathion choose to stay in this beastial
form for most of their time, silently watching over mortals
and only taking on their true form when there is judgement to
be done.
Others however, choose to instead make use of their
humanoid form to serve as either a messenger, healer, or
warrior towards the higher angels and deitys. These
agathions often find their services being called towards the
followers of these higher beings and take great pride with the
success of their given task.

Agathion Change Shape. The agathion can use its action to


polymorph into its beast form, or back to its true form.
Medium celestial, neutral good
An agathion has one beast form, which can be a CR of 1
Armor Class 15 (Natural Armor) or lower. Its statistics become the same as the beast it
Hit Points 32 (5d8 + 10) tranforms into, and any equipment it is carrying is
Speed 30 ft., fly 60 ft. transformed with it. It reverts back into its true form if it
is reduced to 0 hit points.
Innate Spellcasting. The agathion's spellcasting ability is
STR DEX CON INT WIS CHA Charisma (spell save DC 14). The agathion can innately
12 (+1) 16 (+3) 15 (+2) 14 (+2) 16 (+3) 18 (+4) cast the following spells, requiring only verbal
components:
Saving Throws Wis +5, Cha +6 At will: detect good and evil
Skills Insight +4, Perception +5
Damage Resistances radiant, bludgeoning, piercing, and 1/day each: cure wounds, commune, prayer of healing
slashing from nonmagical attacks Magic Resistance. The agathion has advantage on saving
Condition Immunities charmed, exhaustion, frightened throws against spells and other magical effects.
Senses darkvision 60ft., passive Perception 15
Languages all, telepathy 120 ft.
Challenge 3 ( 700 XP)
Actions
Multiattack. the agathion can make one longsword attack
Angelic Weapons. The agathion's weapon attacks are and one shortsword attack.
magical. When the agathion hits with any weapon, the Longsword. Melee Weapon Attack: +3 to hit, reach 5ft.,
weapon deals an extra 1d8 radiant damage (included in one target. Hit 5 (1d8 + 1) slashing damage.
the attack).
Shortsword. Melee Weapon Attack: +5 to hit, reach 5ft.,
one target. Hit 6 (1d6 + 3) slashing damage.
Healing Touch (2/Day). The agathion touches another
creature. The target magically regains 11 (2d8 + 2) hit
points and is freed from any curse, disease, poison,
blindness, or deafness.

13
Summoner 2.2 Stormbreaker
Baelor
A Baelor, similiar to an agathion, is a lesser angel who is very
rarely seen even within the outer planes. Also known as the
Baelor
Medium celestial, neutral good
Lorekeepers, The Baelors are charged with the
documentation and safekeeping of the annexes of history Armor Class 12 (Natural Armor)
within the realms. Some may even be found as stewards to Hit Points 26 (4d8 + 8)
deity of knowledge, such as Aureon, Ioun, Odin, or Thoth, Speed 30 ft., fly 60 ft.
helping such gods within their hallowed halls.
Even rarier still is when a Baelor would bestow their grace
upon a mortal who embodyies the concepts of knowledge and STR DEX CON INT WIS CHA
wisdom, granting them insight or inspiration to help them 10 (+0) 12 (+1) 14 (+2) 16 (+3) 14 (+2) 19 (+4)
overcome a mental block or finish the next step of their
research. Some have claimed to have felt a soothing warmth Saving Throws Wis +4, Cha +6
relaxing their heavy minds and hear nothing but gentle Skills Arcana +5, Insight +5, Perception +4
whispers in their ears, giving them new vigor to continue. Damage Resistances radiant, bludgeoning, piercing, and
They ask not for anything in return, but are overjoyed and slashing from nonmagical attacks
swelled with pride upon seeing their blessed ones completing Condition Immunities charmed, exhaustion, frightened
Senses darkvision 60ft., passive Perception 14
their endeviors, taking great care to add such events into the Languages all, telepathy 120 ft.
halls of knowledge Challenge 2 (450 XP)
All Baelors carry with them a tome of knowledge that acts
as a conduit for their divine magics, helping to amplify their Innate Spellcasting. The baelor's spellcasting ability is
powers and acting as their own arcane focus. None but a Charisma (spell save DC 14). The baelor can innately
Baelor knows what is within their tome and they guard it at cast the following spells, requiring only verbal
all costs. components:
At will: detect good and evil
3/day each: detect magic, guiding bolt, magic missile,
spiritual weapon
1/day each: cure wounds, commune, prayer of healing,
scorching ray
Magic Resistance. The baelor has advantage on saving
throws against spells and other magical effects.

Actions
Healing Touch (2/Day). The baelor touches another
creature. The target magically regains 11 (2d8 + 2) hit
points and is freed from any curse, disease, poison,
blindness, or deafness.

14
Summoner 2.2 Stormbreaker
Chicken
Few creatures have proven themselves to be more annoying
and fiesty as the dreaded chicken. One of the many beasts
that farmers and villagers can use as a source of income and
food, the chicken can be considered a valuable resource to
the desolate vagabond. Beware coming across a rooster or
hen unprepared, or their parental nature for their eggs will
leave a few marks on your skin in the morning.

Chicken Flight vs True Flight


The chicken can never be a true flier through normal
means, but with it as your eidolon, the possibility just
might happen. If you decide to grant your chicken
eidolon the Fly evolution, then the Clumsy Flier ability it
has is removed so long as it has the evolution.

Chicken
Tiny beast, unaligned

Armor Class 11 (Natural Armor)


Hit Points 3 (1d4 + 1)
Speed 30 ft.

STR DEX CON INT WIS CHA


3 (-4) 13 (+1) 12 (+1) 2 (-4) 12 (+1) 4 (-3)

Skills Perception +3
Senses passive Perception 13
Languages -
Challenge 0 (10 XP)

Clumsy Flier. The chicken's wings can only allow it a


little bit of flight, up to 5 feet high. It must land at the
end of its turn.
Flailing Sprint. The chicken can dash or disengage as a
bonus action. If it does, it has advantage on all ability
checks and saving throws to resist being grappled or
restrained until its next turn.

Actions
Beak. Melee Weapon Attack: +3 to hit, reach 5ft., one
target. Hit 1 piercing damage.

15
Summoner 2.2 Stormbreaker
Timid Enchantresses. Not necessarily reclusive, a nymph
Nymph could be considered more easily frightened then other feys,
Fey gifted with the essence of beauty, nymphs are often often hiding as a means of observation and protection. In
capricious and free spirited. Preferring to live in places of fact, the first and last resort for a Nymph to avoid strangers or
natural beauty, such as pristine lakes, ancient forests or potential threats is to dive into their ponds, safetly waiting out
sparkling beaches, nymphs will often shower their affection the danger within the border between the Feywild and the
on members of other races that they find appealing. However, Material Plane. However, should a traverler be particularly
to insult a nymph or display ugliness of appearance or charming or witty, the nymph may reveal herself if she
behavior in its presence can cause a nymph to lash out. believes she will not be harmed. From there, the nymph
Waterbound. Similiar to their Dryad cousins, a Nymph is a slowly becomes more open to the stranger, showing her true
lesser fey spirit bound to a lake, or pond. They can emerge beauty through her subtle gestures, alluring expressions, and
from the water and explore the area around them, but they joyful laugh. It leaves these people mistified as they wonder if
can never travel far from their watery home. As long as the it a part of their fey nature, or if it just their natural charm
water is clean and pure, they can retain their youthful being shown without restraint.
features and stay beautiful. If the waters become diluted or
tainted, the Nymph grows sickly and weak. If the lake is
destoryed or ruined, then they either fall into madness or die.
Mirrored Waters. Unknown to most, the nymphs' home is
actually a small portal into the illusive Feywild, remaining one
of the few fixed points within the Material Plane that can be
used to traverse between the two. While the Nymphs can
freely travel bewteen the two planes, it is a Nymph's choice in
whether they willing bring a person with them or not. Some
myths talk about how the Nymphs will only bring their
dearest lovers with them as a gesture of how deep their
affections runs.

Nymph Water Stride. Once on her turn, the nymph can use her
movement to dive into her pond to magically transport
Medium fey, neutral
herself into the feywild's mirrored version of the pond.
Armor Class 12 (16 with barkskin) Should a hostile creature try to force themselves to join
Hit Points 27 (5d8+5) her, they must succeed on a DC 14 Strength saving
Speed 30 ft., swim 30 ft. throw or be thrown out of the pond, taking 2d10
bludgeoning damage on a failure. On a success, the
creature joins the nymph in the feywild. A friendly
STR DEX CON INT WIS CHA creature can join the nymph without having to make a
saving throw if she voluntarily brings them in herself.
10 (+0) 14 (+2) 12 (+1) 14 (+2) 14 (+2) 18 (+4)

Skills Perception +4, Persuasion +4, Stealth +5 Actions


Damage Resistances acid Quarterstaff. Melee Weapon Attack: +4 to hit (+6 to hit
Senses darkvision 60ft., passive Perception 14 with shillelagh), reach 5ft., one target. Hit 5 (1d6 + 2)
Languages Elvish, Sylvan bludgeoning damage, or 8 (1d8 + 4) bludgeoning
Challenge 2 ( 450 XP) damage with shillelagh.

Innate Spellcasting. The nymph's spellcasting ability is Fey Charm. The nymph targets one humanoid or beast
Charisma (spell save DC 14). The nymph can innately that she can see within 30 feet of her. If the target can
cast the following spells, requiring only verbal see the nymph, it must succeed on a DC 14 Wisdom
components: saving throw or be magically charmed. The charmed
creature regards the nymph as a trusted friend to be
At will: druidcraft, shape water heeded and protected. Although the target isn't under
the nymph's control, it takes the nymph's requests or
3/day each: healing word , ice knife, pass without a trace, actions in the most favorable way it can.
water walk
Each time the nymph or its allies do anything harmful to
1/day each: barkskin, shillelagh, tidal wave
the target, it can repeat the saving throw, ending the
Amphibious. The nymph can breathe air and water. effect on itself on a success. Otherwise, the effect lasts
24 hours or until the nymph dies, is on a different plane
Magic Resistance. The nymph has advantage on saving
of existence from the target, or ends the effect as a
throws against spells and other magical effects.
bonus action. If a target's saving throw is successful, the
Speak with Beasts and Plants. The nymph can target is immune to the nymph's Fey Charm for the next
communicate with beasts and plants as if they shared a 24 hours.
language.
The nymph can have no more than one humanoid and up
to three beasts charmed at a time.

16
Summoner 2.2 Stormbreaker
Summoner Spells Magic Missile Haste 5th Level
Protection from Evil and Leomund's Tiny Hut Antilife Shell
Cantrips (0 Level) Good Magic Circle Bigby's Hand
Acid Splash Ray of Sickness Meld into Stone Cone of Cold
Blade Ward Shield Nondetection Conjure Elemental
Chill Touch Tenser's Floating Disk Remove Curse Contact Other Plane
Create Bonfire Thunderwave Slow Hold Monster
Dancing Lights Unseen Servant Sending Insect Plague
Firebolt Stinking Cloud Immolation
Friends 2nd Level Summon Lesser Demon Planar Binding
Frostbite Alter Self Tidal Wave Teleportation Circle
Mage Hand Barkskin Thunder Step Wall of Force
Message Blur Tongues Wall of Stone
Mold Earth Cloud of Daggers Wall of Sand
Poison Spray Darkvision Wall of Water 6th Level
Prestidigitation Dust Devil Water Breathing Arcane Gate
Resistance Earthbind Bones of the Earth
Shape Water Enhance Ability 4th Level Conjure Fey
Shocking Grasp Enlarge/Reduce Banishment Drawmij's Instant Summons
Sword Burst Find Steed Conjure Minor Elementals Planar Ally
Thaumaturgy Invisibility Conjure Woodland Beings Wall of Ice
Thunderclap Levitate Death Ward
Maximilian's Earthern Grasp Dimension Door 7th Level
1st Level Misty Step Dominate Beast Conjure Celestial
Absorb Elements Protection from Poison Elemental Bane Etherealness
Alarm See Invisibility Evard's Black Tentacles Finger of Death
Arms of Hadar Skywrite Fire Shield Plane Shift
Burning Hands Spider Climb Freedom of Movement Prismatic Spray
Charm Person Warding Bond Greater Invisibility Simulacrum
Detect Magic Web Leomund's Secret Chest Teleport
Expeditious Retreat Mordenkainen's Faithful
Feather Fall 3rd Level Hound 8th Level
Grease Blink Mordenkainen's Private Antipathy/Sympathy
Heroism Conjure Animals Sanctum Clone
Ice Knife Counterspell Polymorph Dominate Monster
Identify Dispel Magic Stoneskin Feeblemind
Jump Fly Summon Greater Demon Incendiary Cloud
Longstrider Gaseous Form Wall of Fire Maze
Mage Armor Glyph of Warding

17
Summoner 2.2 Stormbreaker

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