Tentative Summoner 5E

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Lulubell
Niv 1 - Pisteur de gobelins
Niv 1 - Pisteur de gobelins
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Enregistré le : 03 févr. 2018, 14:06
Localisation : Montpellier, France

Tentative Summoner 5E

Message par Lulubell »

Salut à tous, j'essaye de convertir le Summoner de Pathfinder pour 5E et j'aimerais quelques avis.

Je me suis basé sur le Beastmaster V2 et sur une conversion déjà existante sur un Wiki (AlternateSummoner 5E me semble).
En différences notables avec les autres tentatives de conversion, le Summoner ne peut pas attaquer ou lancer de sort si l'Eidolon a attaqué à son tour, il peut être ré invoqué après un report court à 50% de sa vie max et j'ai supprimé les formes de base imposées je trouvais pas ça fun.
Je m'excuse à l'avance pour les fautes d'anglais et la présentation basique.



Summoner

While many who dabble in the arcane arts become adept at conjuring beasts from beyond the veil, none can claim mastery of the art as the Summoner can. Able to conjure a mighty beast, an Eidolon, to their side, and forming a close bond with their extant ally who grows in power as they do. Over time, the two become intrinsically linked, blurring the line between the Summoner and the Summoned. While the Summoner is the supreme conjurer, his other magical abilities are stagnant due to his focus on his Eidolon, generally only having a few Abjuration and Evocation spells to protect themselves with when their Eidolon is not immediately available.

Class Features

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

Proficiencies

Armor: Light and Medium
Weapons: Simple Weapons
Tools: None
Saving Throws: Charisma and Constitution
Skills: Choose 2 from Arcana, Nature, Religion, Animal Handling, Perception, Deception, Intimidation and Persuasion

Table: The Summoner

Je n'arrive pas à bien afficher le tableau désolé, c'est le même que celui d'un warlock, un semi caster donc avec une récupération des slots à chaque repos court et un point d'évolution pour chaque lvl, en tout au lvl 20 ça fera 5 points pour la création de la forme de base non modifiable plus 20 points voir 24 avec la voie d'Eidolonist.


Eidolon

The Summoner begins play with the ability to call a powerful extraplanar creature to his side known as an "Eidolon." The Summoner forms a bond with the Eidolon and foreverafter summons an aspect of the same creature. An Eidolon has the same alignment as its summoner and can speak the same languages. Eidolons are treated as summoned creatures. Due to the link between Summoner and Eidolon, the Eidolon is able to touch and attack anything warded against certain creatures without restriction, such as Protection from Evil and Good.

The Eidolon takes a form according to the desires of the Summoner. While its physical form is up to the Summoner, it always appears as some sort of fantastical creature. Although its details change, it always appears as an aspect of the creature the Summoner first summoned. Rules for Eidolon creation will be covered later.

The Summoner may summon his Eidolon with a ritual that takes 1 minute to perform. The Eidolon is summoned with as many hit points as it had the last time it was returned to its home plane, unless the Summoner has finished a long rest, in which case it is summoned at full hit points. If the Eidolon is reduced to 0 hit points, it is immediately banished to its home plane and cannot be summoned again until the Summoner finishes a short rest with the Eidolon's health halved rounded down. If the Summoner falls asleep or is knocked unconscious, the Eidolon is immediately banished to its home plane, but may be summoned again later at no penalty. You may willingly banish your Eidolon back to its home demiplane as an action.

The Eidolon obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on.

When you gain your Eidolon at 1st level, its proficiency bonus matches yours.
As you gain levels and increase your proficiency bonus, remember that your Eidolon's proficiency bonus improves as well, and is applied to the following areas:
Armor Class, skills, saving throws and attack bonus.

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, your Eidolon 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.

Evolutions

As you grow in power, so, too, does your Eidolon. You have access to a pool of Evolution Points that may be spent on evolutions for your Eidolon. The Summoner table shows the total number of evolution points available at each level. See the Evolutions section for a list of evolutions and their costs.

Summoner's Bond

Due to the nature of the bond between Summoner and Eidolon, Eidolons are resistant to any attempts to control them. They gain advantage against compulsion, charm, and fear effects. In addition, any effect that could be shrugged off by self-harm can likewise be shrugged off if the Eidolon would harm its Summoner.
The bond you share allows the Eidolon and the Summoner to speak telepathically to each other exclusively.

Spellcasting

The powerful bond created when a Summoner conjures his Eidolon temporarily interferes with his abilities because of the high concentration required. As long as the Eidolon is summoned, the Summoner can't attack or cast spells and cantrip if the Eidolon has attacked at its turn (others actions like help or move doesn't count). A Summoner simply knows his spells, and does not need to prepare them ahead of time.

Cantrips

You begin play knowing two cantrips from the Summoner spell list. The Summoner table shows when you learn more. These may be replaced any time you can replace a normal spell, but only with another cantrip.

Spell slots

The Summoner table shows how many spell slots you have, as well as what level they are. To cast a Summoner spell of 1st level or higher, you must expend a spell slot. You regain all spell slots when you finish a short or long rest. Spells you cast automatically use the highest level effect they can.

Spells known of 1st level and higher

At 2nd level, you gain two 1st level Summoner spells. The "spells known" column on the Summoner table shows when you learn more spells and when you may learn higher level spells. In addition, whenever you gain a level as a Summoner, you may replace a Summoner spell you know with another on the Summoner spell list as long as it is of no higher a level than you can cast for your level.

Spellcasting Ability

Charisma is your spellcasting ability for your Summoner spells, so use your Charisma whenever a spell refers to your spellcasting ability. In addition, use your Charisma 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 Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier

Bond Senses

At 2nd level as an action, the Summoner may combine his senses with his Eidolon, seeing, hearing, and feeling what the Eidolon does. This ability has no range, but the Summoner and Eidolon must be on the same plane for it to work. The Summoner may end this ability as a bonus action. While his senses are bonded, the Summoner cannot see or hear from his own body. Attacks and opposed skill checks against him automatically succeed. Any damage taken by the Summoner immediately ends this effect.

Archetype

At 3rd level, your bond with your Eidolon has deepened to a point where Summoners' abilities diverge. Choose between Broodmaster, Divisionist, Eidolost, and Synergist. Your choice determines what class features you get at 3rd, 6th, 11th, and 17th level.

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. If your DM allows it, you may alternatively take any feat for which you qualify.

Maker's Call

At 5th level, you gain the ability to call your Eidolon to your side as an action as if they were using the Dimension Door spell. You may use this ability once per long rest. You may not use this ability if there is no space adjacent to you capable of fitting your Eidolon. You may use this ability one more time per long rest at 9th level, and one more time again at 13th level.

Aspect

At 10th level, you may choose to divert up to 2 points from your Eidolon's evolution point pool. If you do, you remove these from the total points your Eidolon has access to and add them to yourself. You may then select an evolution you would qualify for. The total points and evolutions can be changed at any time you could change your Eidolon's evolutions, but is otherwise permanent.

Shield Ally

Starting at 15th level, whenever a friendly creature is adjacent to the Eidolon, it gains half cover if it is the same size category as the Eidolon or smaller. This does not apply if the Eidolon is grappled, incapacitated, paralyzed, prone, restrained or stunned.

Maker's Plea

At 18th level, you regain all uses of Maker's Call after finishing a short rest.

Life Bond

At 18th level, the bond you share with your Eidolon affects runs into your very lifeforce. As a reaction, whenever one of you takes damage, the other may sacrifice hit points up the amount of damage taken, but not in excess of your current hit points minus 1. If you do so, you prevent damage equal to how many hit points were sacrificed in this way. The Summoner and Eidolon may only sacrifice hit points for each other in this way, not for themselves, nor allied creatures.

Twin Eidolon

At 20th level, your bond with your Eidolon becomes absolute. As an action, you may assume the form of your Eidolon. Any gear you're carrying is harmlessly absorbed into your new form. Magical items continue to function when absorbed in this way. Your Strength, Dexterity, and Constitution scores all change to match your Eidolon's. You lose access to your natural attacks and racial abilities in favor of those granted by the Eidolon's evolutions. You retain your class features while transformed. You may end this effect as a bonus action. You may remain in this form for up to 10 minutes per day. These minutes do not need to be consecutive, but must be spent in 1 minute intervals. This ability recharges after a long rest.



Eidolon Creation

When creating your Eidolon, use whatever method used for creating the Summoner to determine its ability scores (usually, either rolling or point-buy). Your Eidolon has a d6 for its hit die, and so starts with 6 + its Con modifier hit points.

Base Form

The form and exact details of the Eidolon is up to the discretion of the Summoner and what evolutions it has taken. Once the base form, base evolution points and type are chosen, they cannot be changed.
You create your Eidolon with a 20 feet base speed, a medium size and a pool of 5 base evolution.
One Head evolution can be added for free at the creation of your Eidolon without any bonus and you can't take evolutions who costs more than 2 base evolutions points.
The armor class of your Eidolon start at 11 + Dexterity modifier and you can choose 2 saving throws, 2 skills bonus proficiency, +1 bonus for a stat and a type of your choice, choices who can't be changed after the Eidolon's creation.

Type

After selecting its base form, choose a type from the following list. Your Eidolon gains the general appearance of a creature of the chosen type and is treated as a creature of that type for spells and other effects.

Celestial
Dragon
Elemental
Fey
Fiend
Monstrosity
Plant
Undead



Evolutions

The means by which any Eidolon, and some Summoners, increase their overall power. All evolutions cost points from the Eidolon's pool of evolution points. Some evolutions have options to spend more points for more effects. Unless otherwise stated, evolutions can only be taken once. A Summoner may change his Eidolons evolutions at each new level, but may not swap out any starting evolutions at any point.



1-point evolutions

Basic Weapon Training

Your Eidolon is proficient with all simple weapons except ranged weapons. Manufactured weapons cannot be used in conjunction with natural weapons. Must possess the limbs (arms) evolution to take this evolution, and must posses hands.

Claws

The eidolon's hands or feet end in a pair of wicked claws. These claws deal 1d4 + Strength or Dexterity modifier points of slashing damage for a medium Eidolon, as if they possessed the finesse special quality. An Eidolon with claws is still considered to possess hands. This evolution can only be taken once per set of arms or legs the Eidolon possesses.

Climb

The Eidolon is a skilled climber, gaining a climb speed equal to its base land speed. This evolution can be taken multiple times. Climb speed increases by 10 feet each time this evolution is taken.

Energy Resistance

The Eidolon's body is especially resilient to one particular type of energy. Choose one type of energy (fire, cold, acid, lightning, thunder, poison, radiant, necrotic, psychic, or force). It gains resistance to that energy type. By spending 2 more evolution points on this evolution, it becomes immunity to the selected energy type. This evolution can be selected more than once. Its effects do not stack. Each time this evolution is taken, it applies to a new energy type.

Hooves

The Eidolon grows a pair of sharp hooves at the end of its legs. These hooves deal 1d4 + Strength modifier points of slashing damage for a medium Eidolon. After making a successful hoof attack, the Eidolon may choose to make a contested Strength check with the target. If it wins, the target is pushed back 10 feet. This evolution can only be taken once per set of legs the Eidolon possesses.

Improved Damage

One of the Eidolon's attacks is particularly deadly. Select one natural attack the Eidolon has. It deals an extra 1d4 damage with a successful attack. This evolution can be taken more than once. Its effects do not stack. Each time this evolution is taken, it applies to a new natural attack.

Mount

Your Eidolon gains the training needed to act as a mount in combat. It acts as an intelligent, independent mount, retaining its order in initiative and acting on its own turn and volition, though it will listen to its Summoner in accordance with their bond. The Eidolon must be at least one size category larger than its Summoner and possess appropriate anatomy to act as a mount ("appropriate anatomy" as determined by GM discretion).

Natural Camouflage

Your Eidolon looks like it belongs in a certain environment. Choose a natural terrain type (desert, forest, sea, etc). The Eidolon has advantage on Dexterity (Stealth) checks while in that terrain.

Pincers

The Eidolon's arms end in vicious pincers. These pincers deal 1d4 + Strength modifier bludgeoning damage for a medium Eidolon. By spending 1 more evolution point in this evolution, pincers becomes as solid as a shield and your Eidolon gain 2 CA. Eidolons with the grab evolution who use it with pincers gain advantage when attempting to grapple. An Eidolon with pincers is no longer considered to have hands. This evolution can only be taken once per set of arms the Eidolon possesses.

Pounce

Your Eidolon is particularly fleet-footed. It can dash as a bonus action, but only if it makes an attack at the end of its movement. Must have a base speed of at least 40 feet to select this evolution.

Scent

Your Eidolon's nose is exceptionally keen. It gains advantage on perception checks to locate and survival checks to track a creature by its smell. It cannot pinpoint a creature's location with this ability unless it is within 10 feet of the Eidolon.

Stinger

The Eidolon has a large stinger on the end of its tail. This stinger deals 1d4 + Strength or Dexterity modifier piercing damage for a medium Eidolon, as if it possessed the finesse special quality. A stinger attack can be made as a bonus action when making a tail slap attack only, dealing 1d4 points of piercing damage with no modifier. If your Eidolon has the reach evolution with either this or tail slap, it applies to both. This evolution can only be taken once per tail the Eidolon possesses.

Swift

Your Eidolon becomes faster, increasing its base speed by 5. This evolution can be taken multiple times. Its effects stack.

Tail

You Eidolon has a long, powerful tail. It gains advantage on acrobatics checks to maintain its balance or stay standing.

Tail Slap

Your eidolon can deliver a stunning bash with its tail. This slap deals 1d4 + Strength or Dexterity modifier piercing damage for a medium Eidolon, as if it possessed the finesse special quality. A tail slap attack can be made as a bonus action when making a stinger attack only, dealing 1d4 points of bludgeoning damage with no modifier. If your Eidolon has the reach evolution with either this or sting, it applies to both. This evolution can only be taken once per tail the Eidolon possesses.

Tentacle

The Eidolon grows a long, sinewy tentacle. The tentacle can bash an opponent for 1d4 + Strength modifier points of bludgeoning damage for a medium Eidolon. Eidolons with the grab evolution who use it with the tentacle gain advantage when attempting to grapple. An Eidolon with at least 2 tentacles can take the Slam evolution as if it possessed arms and with at least 4 tentacles, your Eidolon can move with it, increasing Eidolon's base speed by 10 feet.

Wing Buffet

The Eidolon learns to use its wings to batter foes, granting it 2 wing buffet attacks. The wings deal 1d4 + Strength modifier bludgeoning damage each for a medium Eidolon. The eidolon must possess the flight evolution with wings in order to take this evolution. This evolution can only be taken once per set of wings the Eidolon possesses.



2-point evolutions

Advanced Weapon Training

Your Eidolon becomes proficient with all martial weapons and shields except ranged weapons. Must possess the basic weapon training evolution and limbs (arms) to gain this evolution, and must have hands.

Aquatic

Your Eidolon is made for living in the water. It gains a swim speed equal to its base speed and is able to breathe indefinitely underwater.

Bite

The Eidolon's maw is filled with razor-sharp teeth. The bite deals 1d6 + Strength modifier points of piercing damage for a medium Eidolon. You can make a bite attack as a bonus action after a gore attack only, dealing 1d6 points of piercing damage with no modifier. If your Eidolon possesses the reach evolution for either this attack or gore, it applies to both. This evolution can only be taken once per head the Eidolon possesses.

Burrow

The Eidolon grows long, gnarled claws that allow it to burrow through earth, sand, dirt, and clay, but not solid rock, at half its base speed. It leaves behind a stable tunnel appropriate for its size. If you spend an extra evolution point on this, it increases to the Eidolon's base speed and it can tunnel through rock. The eidolon must possess the claws evolution with wings in order to take this evolution.

Color Change

Your Eidolon is capable of blending in with its surroundings by changing its external colors. It gains advantage on Dexterity (Stealth) checks.

Constrict

The Eidolon has powerful muscles used to squeeze an opponent it has grappled with the grab evolution. Each turn the Eidolon maintains a grapple started with the grab evolution, it deals automatic damage with whatever natural weapon was used to grab. The Eidolon must possess the grab evolution to take this.

Darkvision

Your Eidolon is accustomed to the darkness, granting it Darkvision out to a range of 60 feet.

Extra Attack

Your Eidolon is adept at making extra attacks with manufactured weapons. It can make an extra attack each turn when fighting with a manufactured weapon with which it is proficient. This evolution can be taken a maximum of 3 times, once at 5th level, once at 11th level, and once at 20th level. Must have the basic or advanced weapon training evolutions to take this evolution.

Flight

Your Eidolon grows large wings, like those of a bird, bat, insect, or dragon, and gains a fly speed equal to its base land speed. For every additional evolution point spent on this evolution, fly speed increases by 10 and the Eidolon may, optionally, grow another pair of wings. An Eidolon with this evolution that is incapacitated, paralyzed, restrained, stunned, magically put to sleep, or is otherwise rendered unable to fly takes appropriate falling damage.

Gore

Your Eidolon grows a pair of twisting, pointed horns on its head, granting it a gore attack. This attack deals 1d8 + Strength points of piercing damage. If your Eidolon possesses the reach evolution for either this attack or bite, it applies to both. This evolution can only be taken once per head the Eidolon possesses.

Grab

Your Eidolon is particularly adept at grappling opponents when using a certain attack. Pick one bite, claws, pincers, tail slap, or tentacle attack it possesses. Once this choice is made, it cannot be changed until you can change your evolutions. When your Eidolon hits with the selected attack, it can attempt a grapple check as a bonus action. This ability only works on opponents equal in size or smaller than the Eidolon.

Head

Your Eidolon grows an extra head. This grants it advantage on perception checks. A third head grants advantage on saving throws against being blinded, charmed, deafened, frightened, and stunned. This evolution can be taken multiple times, but offers no further bonus. Each head allows the Eidolon to take certain evolutions an additional time.

Improved Health

Your Eidolon becomes healthier, he gains an additional 2 hit points for each Summoner level.

Improved Natural Armor

Your eidolon grows thick fur, a tough carapace, rigid scales, bony plates, or other similar defenses. Its armor increases to 13 + Dexterity modifier.

Limbs (Arms)

Your Eidolon grows a pair of muscular arms. This evolution can be taken more than once. Extra arms do not provide more attacks, but each extra set of arms allows you to take more evolutions that require them. Arms come with fully-functioning hands that may hold things and wield manufactured weapons if the Eidolon is proficient.

Limbs (Legs)

Your eidolon grows a pair of muscular legs. This evolution can be taken more than once. Each time this evolution is taken, increase your Eidolon's base speed by 10 feet.

Magic Attacks

Your Eidolon is infused with magical energies. Its natural attacks count as magic for overcoming physical damage resistance and immunity.

Multiattack

Your Eidolon has learned to make multiple attacks with natural weapons in a turn. It can make an extra attack each turn when fighting with a natural weapon. This evolution can be taken a maximum of 3 times, once at 5th level, once at 11th level, and once at 20th level.

Rake

The Eidolon can rake its claws against an enemy it has grappled. It can make 2 free claw attacks against a target, with no ability modifier damage, if it has successfully grappled and any turn in which it maintains its grapple. Must possess claws to take the evolution.

Reach

One of your Eidolon's attacks can strike foes at a distance. Select one natural attack the Eidolon has. Increase its reach by 5 feet. This evolution can be taken multiple times.

Skilled

The Eidolon is surprisingly skilled at something. Select one skill, game set, or artisan's tools. This evolution can be taken multiple times. If applied to a skill, game set, or artisan's tools the Eidolon is already proficient with, it gains double proficiency. This evolution provides no benefit when applied to a skill with which the Eidolon already has double proficiency.

Slam

Your Eidolon is capable of delivering an especially devastating hammerblow. It must possess the limbs (arms) evolution to take this evolution. The slam deals 1d8 + Strength modifier bludgeoning damage for a medium Eidolon. After making a successful slam attack, the Eidolon may choose to make a contested Strength check with the target. If it wins, the target is pushed back 10 feet. An Eidolon who can make a slam attack is still considered to have hands.

Trip

Your Eidolon can use its natural attacks to trip an opponent. Choose a bite, tail slap, or tentacle attack. Once this choice is made, it cannot be changed. When it makes a successful attack, it can attempt to trip the enemy as a bonus action. The target must make a Dexterity saving throw equal to 8 + the Eidolon's Strength or Dexterity modifier (as appropriate to the attack) + the Eidolon's proficiency bonus. If it fails, it is knocked prone.



3-point evolutions

Blindsense

The Eidolon's senses sharpen even further, gaining blindsight out to a range of 30 feet and blindsense 30 feet out from that. It can maneuver and attack as normal, ignoring darkness, invisibility, and concealment as long as it has line of effect to its target.

Energy Attacks

Your Eidolon's body crackles with magical energy. Pick one energy type: acid, cold, lightning, fire, thunder, radiant, or necrotic. This choice cannot be changed. When it makes a successful attack, the target takes 1d8 points of the chosen energy damage. Must possess the magic attacks evolution.

Frightful Presence

The Eidolon is especially menacing, intimidating, or otherwise unsettling to its enemies. This ability can be activated as an action, or as a free action as part of an attack. Opponents within 30 feet of the Eidolon must make a Wisdom saving throw equal to 8 + the Eidolon's Charisma modifier + the Eidolon's proficiency bonus or become frightened for as long as they can see the Eidolon. If the Eidolon possesses 4 or more hit dice than an enemy, they are instead paralyzed for as long as they can see the Eidolon. Opponents with more hit dice than the Eidolon are immune to this effect. If an opponent succeeds on their saving throw, they are immune to this effect for 24 hours.

Healing Touch

Your Eidolon can heal another creature with a touch. It gains a pool of healing points equal to 3 times the Summoner's class level. It can expend any number of points from this pool to heal a creature it touches. By spending an additional 2 evolution points, this pool increases to 6 times the Summoner's class level. This pool refreshes after a long rest. Must possess the magic attacks evolution.

Natural Defense

Your Eidolon develops a defensive mechanism. Its skin begins to ooze a poison or to be covered with spikes. If your Eidolon take a physical hit, it can impale with spikes or cover with poison its attacker as a reaction for 1d8 piercing or poison damage + the Eidolon's Constitution modifier. Count as a natural attack.

Improved Reflex

The system nervous of your Eidolon evolve, when an attacker that it can see hits your Eidolon with an attack, it can use its reaction to halve the attack's damage.

Shrink

Big things come in small packages, as your Eidolon decreases in size. Your Eidolon becomes one size category smaller, to a minimum of diminutive. Each size category smaller than Small it becomes, it deals 1d4 less damage with its natural attacks (minimum 1 damage). This evolution can be taken multiple times. Each time this evolution is taken, increase your Eidolon's Dexterity score by 2, Strength decreases by 2, and the maximum for Dexterity is increased by 2. The first time this evolution is taken, your Eidolon gains advantage on Dexterity saving throws and Dexterity (Stealth) checks. The second this evolution is taken, your Eidolon gains advantage on all Dexterity checks, including saving throws. In addition, as long as your Eidolon is tiny, all attack rolls against it have disadvantage, and it is no longer able to wield manufactured weapons if it was able to do so before. This evolution provides no further bonus beyond ability score increases if taken more than twice.

Swallow Whole

Your Eidolon may attempt to swallow an enemy it has grabbed with its bite attack. Must possess the grab evolution linked to a bite attack. The turn after successfully grabbing an opponent at least one size category smaller than it with a bite attack, your Eidolon may attempt to swallow them by making another grapple check. Failure means nothing happens and the grapple persists. Success means the enemy is swallowed whole. A swallowed creature takes automatic bite damage each turn, plus 1d6 bludgeoning damage. The swallowed creature may attempt to cut itself out with a light slashing or piercing weapon (larger weapons are too big to maneuver) and must deal 1/10 of the Eidolon's total hit points to escape this way, or may attempt another grapple check. Success means they are returned to the mouth and are grappled. Failure indicates they are still swallowed.

Web

Your Eidolon grows a pair of spinnerets with which they can spin webbing strong enough to support themselves and another creature of the same size. The Eidolon can shoot webbing at an opponent as a ranged attack with a range of 30/60 feet with a recharge of 4-6. An opponent struck with the webbing is restrained. A restrained creature can escape with a Strength (Athletics) check or a Dexterity (Acrobatics) check. The DC for either check is equal to 8 + the Eidolon's Constitution modifier + the Eidolon's proficiency bonus. The webbing can also be attacked (AC 10, HP equal to the Eidolon's total hit dice, vulnerable to fire, immune to bludgeoning, poison, and psychic damage). An Eidolon can pinpoint any enemy in contact with a web, and can climb across webbing at its climb speed. Eidolons with this evolutions are immune to web effects. Must possess the climb evolution to take this evolution.

Venom

Your Eidolon can inject enemies with a wicked venom. Select one bite or sting attack. Once chosen, this cannot be changed. When it makes a successful attack, the target must make a Constitution save equal to 8 + the Eidolon's Constitution modifier + the Eidolon's proficiency bonus. On a failed save, the target takes 2d4 points of poison damage and his poisoned for 1 round. This effect can only be used once per turn.



4-Point evolutions

Breath Weapon

The Eidolon can exhale a line or cone of energy from one of its heads. Choose either a 30-foot cone or 60-foot line, and either fire, acid, cold, or lightning damage. Once selected, these choices cannot be changed. As an action, the head can exhale a breath weapon twice per day that deals 1d6 points of damage for every Summoner class levels. This evolution can be selected more than once. Its effects do not stack. Each time this evolution is taken, choose a different head to give a breath weapon to.

Fast Healing

Your Eidolon regenerates hit points at an accelerated rate. It regains 2 hit points every round. You can increase the healing done by 2 per round by spending an extra evolution point, up to a maximum of 10 per round. Your Eidolon is still banished till a short rest if reduced to 0 hit points.

Grow

Big things come in BIG packages, as your Eidolon increases in size. Your Eidolon becomes one size category larger, to a maximum of huge. Each size category larger than Medium it becomes, it deals an extra 1d4 damage with its natural attacks. This evolution can be taken multiple times. Each time this evolution is taken, increase your Eidolon's Strength and Constitution scores by 2, Dexterity decreases by 2, and the maximums for Strength and Constitution are increased by 2. The first time this evolution is taken, your Eidolon gains advantage on Strength (Athletics) checks. The second time this evolution is taken, your Eidolon's natural armor improves by 2 (stacks with Improved Natural Armor). In addition, as long as your Eidolon is huge, attacks it can make increase their range by 5 feet, and it is no longer able to wield manufactured weapons if it was able to do so before. This evolution provides no further bonus beyond ability score changes if taken more than twice.

Magical Flight

Your Eidolon is capable of carrying itself through the air magically. It does not grow wings. It gains a fly speed equal to its base land speed and is unaffected by strong winds. If this effect is dispelled or otherwise negated, it can be resumed as a free action. This ability cannot function in an area of antimagic. For every additional evolution point spent on this evolution, fly speed increases by 10 feet and your Eidolon may, optionally, grow a pair of wings. An Eidolon with this evolution that is incapacitated, paralyzed, restrained, stunned, magically put to sleep, or is otherwise rendered unable to fly (except in an area of antimagic) safely floats to the ground as if under the effects of feather fall.

Physical Resistance

Your Eidolon's skin grows thicker, granting it resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. By spending 3 more evolution points on this evolution, it becomes immunity to bludgeoning, piercing, and slashing damage from nonmagical attacks.

Poison Fog

Your Eidolon can emanate a volatile toxic fog around him. Select one poison Natural Defense evolution. As an action, it can deal 2d8 poison damage + the Eidolon's Constitution modifier to each creature 20 feet around your Eidolon. Count as a natural attack.

Propulsed Spikes

Eidolon's spikes can now be used as projectiles. Select one spike Natural Defense evolution. As an action, it can deal 1d6 piercing damage + the Eidolon's Dexterity modifier with a range of 60 feet. Count as a natural attack.



Archetypes



Broodmaster

Some Summoners believe that the act of summoning, itself, represents the peak of their abilities. Broodmasters are able to conjure more than just their Eidolon because, hey, the more, the merrier.

Summon Monster I

At 3rd level, when you select this archetype, you gain the ability to cast Conjure Animals or Conjure Lesser Demons once per long rest. These spells do not count against the number of spells known by the Broodmaster.

Summon Monster II

At 6th level, you gain the ability to cast Conjure Elemental or Conjure Vrock (requiring no material component or offering; all other conditions of the spell must still be followed) once per long rest. These spells do not count against the number of spells known by the Broodmaster. This ability has a separate daily use from Summon Monster I.

Summon Monster III

At 11th level, you gain the ability to cast Conjure Fey or Conjure Hezrou (requiring no material component or offering; all other conditions of the spell must still be followed) once per long rest. These spells do not count against the number of spells known by the Broodmaster. This ability has a seperate daily use from Summon Monster I and II.

Master Summoner

At 17th level, all spells cast with the use of each level of the Summon Monster class ability are cast if if using a 9th level spell slot, if applicable. In addition, the Broodmaster gains advantage on concentration checks to maintain these spells.

Note: This build uses spells that are currently available in Unearthed Arcana. If your DM doesn't uses these spells, simply remove the Conjure Lesser Demons, Conjure Vrock, and Conjure Hezrou spells from the class features. This should't significantly impact the archetype, as those spells are mostly just there for variety.



Divisionist

Other Summoners are of the belief that one Eidolon simply isn't enough. Divisionists are able to split the power of their Eidolon into multiple forms.

Divided Eidolon

At 3rd level, when you select this archetype, you gain the ability to divide your Eidolon's power amongst multiple bodies. The Divisionist is able to control a number of Divided Eidolons at a time equal to 1 + half his proficiency bonus, rounded down. When creating additional Eidolons, use the same method used to create the first Eidolon, but all of their ability scores suffer a -2 penalty, they start with 4 HP + their Constitution bonus, and gain 3 HP + their Constitution bonus at each new level (these changes apply to the original Eidolon as well). Divided Eidolons provide only half the normal bonus from the Shield Ally class feature, and the bonus does not stack if an ally is adjacent to more than one Eidolon. Each Eidolon may have a different base form and type. The total number of Evolution points available remains the same regardless of the number of Eidolons you possess, but is split between them all. Because of their inherent link, a single Divided Eidolon may not possess more than 4 more evolutions points than another Divided Eidolon. All Eidolons are summoned at the same time. Eidolons are banished individually when defeated, but may be dismissed by the Summoner as a group. Eidolon creation is permanant.

Linked Senses

At 6th level, your Divided Eidolons have learned how to share their senses. As long as all of your Eidolons are within 30 feet of each other, visible attackers can not gain advantage on attacks against them. In addition, they all gain the benefits of any sensory bonuses if at least one of them has (low-light vision, scent, multiple heads, etc). This class feature only applies if you control at least 2 Divided Eidolons.

Spell Efficiency

At 11th level, when you cast a spell on one of your Divided Eidolons, you may choose to have it affect all of them. This only applies to spells you cast on your Eidolons. This class feature only applies if you control at least 2 Divided Eidolons.

Evolutionary Chain

At 17th level, your Divided Eidolons have learned to share their power. If you control 2 Divided Eidolons, choose any 2-point or lower evolution they both qualify to take. If you control 3 or more Divided Eidolons, choose any 1-point evolution they all qualify to take. They receive this evolution for free. This evolution can be changed at any time you may change your Eidolons' other evolutions, but they must all still qualify to receive it, and is otherwise permanent. Extra evolution points may not be spent on this free evolution, except individually, and are removed from the evolution point pool total as normal when spent this way. This class feature only applies if you control at least 2 Divided Eidolons.

Note: When using the Bond Senses or Maker's Call class feature, you select one Eidolon to target. Your Eidolons may not sacrifice hit points for each other using the Life Bond class feature. At 20th level, when using the Twin Eidolon class feature, you split into a single copy of each Eidolon you currently control.



Eidolist

Many Summoners believe their Eidolons are the peak of their magical research, and deserve their full attention. Eidolists focus on directly enhancing their already formidable Eidolon further.

Enduring Eidolon

At 3rd level, when you choose this archetype, your Eidolon becomes hardier. It immediately gains 6 hit points and gains an additional 2 hit points at each new Summoner level. Your Eidolon is treated as having a d8 hit die for the purposes of short rests and other effects.

Improved Bond

At 6th level, the Eidolist may summon his Eidolon as an action. All other restrictions to summoning still apply. Maker's Call may now be activated as a bonus action.

Evolutionist

At 11th level, your Eidolon gains 4 extra evolution points in their pool.

Merge Forms

At 17th level, the Eidolist can touch his Eidolon an merge forms with it as an action. This transformation includes all of the Eidolist's gear. While merged in this way, the Eidolist is protected from all harm and cannot be the target of spells or effects. The Eidolist experiences sensations though his Eidolon's senses as if using the Bond Senses class feature. Any ongoing effects currently affecting the Eidolist are suspending until he emerges from his Eidolon as a bonus action. Effect durations continue to expire while merged. The Eidolist may take control of his Eidolon at any point and cast spells for the duration of the casting. Material components are removed from the Eidolist's inventory, though they are otherwise inaccessible. If the Eidolon is sent back to its home plane while merged, the Eidolist is immediately ejected to the nearest unoccupied space, takes 4d6 points of force damage, and is stunned for 1 minute.

Synergist

Yet other Summoners are of the mind that their Eidolon is an equal to be fought besides, not hidden behind. Synergists seek to enhance themselves alongside their Eidolon.

Combat Training

At 3rd level, when you select this archetype, you gain proficiency with martial weapons and shields. You may still perform the somatic components of spells while using a weapon and shield, or a two-handed weapon and you can attack even if you Eidolon are summoned.

Lesser Aspect

At 6th level, the Synergist may choose to divert 3 point away from your Eidolon's evolution point pool. If you do, you remove it from the total points your Eidolon has access to and add it to yourself. You may then select an evolution you would qualify for. The total points and evolution can be changed at any time you could change your Eidolon's evolutions, but is otherwise permanent. This stacks with the Aspect class feature gained at level 10.

Aspect Efficiency

At 11th level, your Eidolon only loses half a point from its evolution pool (rounded up) for each point you divert to yourself.

Greater Aspect

At 17th level, the Synergist may choose to divert up to 5 points away from your Eidolon's evolution point pool. If you do, you remove these from the total points your Eidolon has access to and add them to yourself. You may then select evolutions you would qualify for. The total points and evolutions can be changed at any time you could change your Eidolon's evolutions, but is otherwise permanent. This stacks with the Lesser Aspect and Aspect class features.

Note: The "Aspect Efficiency" class feature does not double the amount of points you may divert from your Eidolon. It simply reduces the total amount you actually divert by half. IE: A 17th level Eidolist diverts the full 8 points (the max allowed by his class features) away from his Eidolon to use himself, and his Eidolon loses only 4 points.
Summoner Spell List



You know all of the spells on the basic Summoner spell list.

Cantrips

Acid Splash
Booming Blade
Create Bonfire
Dancing Lights
Fire Bolt
Friends
Frostbite
Green-Flame Blade
Light
Lightning Lure
Mage Hand
Mending
Message
Poison Spray
Produce Flame
Ray of Frost
Shocking Grasp
Sword Burst
Thaumaturgy
True Strike

1st Level

Cure Wounds
Chromatic Orb
Detect Magic
Ensnaring Strike
Entangle
Find Familiar
Fog Cloud
Grease
Hail of Thorns
Healing Word
Ice Knife
Jump
Mage Armor
Magic Missile
Tenser's Floating Disk
Unseen Servant
Shield
Infestation

2nd Level

Barkskin
Cloud of Daggers
Darkness
Dust Devil
Enhance Ability
Find Steed
Flame Blade
Flaming Sphere
Gust of Wind
Melf's Acid Arrow
Misty Step
Snilloc's Snowball Swarm
Warding Bond
Web

3rd Level

Call Lightning
Conjure Animals
Conjure Barrage
Conjure Lesser Demon
Counterspell
Create Food and Water
Dispel Magic
Hunger of Hadar
Leomund's Tiny Hut
Melf's Minute Meteors
Sleet Storm
Spirit Guardians
Stinking Cloud
Tidal Wave

4th Level

Conjure Balgura
Conjure Minor Elementals
Conjure Shadow Demon
Conjure Woodland Beings
Dimension Door
Evard's Black Tentacles
Fire Shield
Grasping Vine
Guardian of Faith
Ice Storm
Leomund's Secret Chest
Mordekainen's Faithful Hound
Mordekainen's Private Sanctum
Otiluke's Resilient Sphere
Stoneskin
Watery Sphere

5th Level

Bigby's Hand
Cloudkill
Conjure Elemental
Conjure Volley
Conjure Vrock
Immolation
Insect Plague
Maelstrom
Mass Cure Wounds
Teleportation Circle
Tree Stride
Wall of Force
Wall of Stone

Multiclassing

Prerequisites. To qualify for multiclassing into the Summoner class, you must meet these prerequisites: 13 Charisma.

Proficiencies. When you multiclass into the Summoner class, you gain the following proficiencies: None.
Modifié en dernier par Lulubell le 08 avr. 2018, 20:13, modifié 1 fois.
Esyel
Niv 11 - Exterminateur de géants
Niv 11 - Exterminateur de géants
Messages : 390
Enregistré le : 04 janv. 2017, 00:05
Localisation : Lomme, France

Re: Tentative Summoner 5E

Message par Esyel »

Perso je trouvais la classe surpuissante sur pathfinder. Tu te retrouvais avc un lanceur de sort qui avat une creature aussi forte qu un guerrier en pet
Lulubell
Niv 1 - Pisteur de gobelins
Niv 1 - Pisteur de gobelins
Messages : 2
Enregistré le : 03 févr. 2018, 14:06
Localisation : Montpellier, France

Re: Tentative Summoner 5E

Message par Lulubell »

Ce n'est pas le cas avec ma version du Summoner sur DD5, d'abord parce que c'est un semi caster avec 4 spell slots /short rests et surtout parce qu'il doit faire un choix entre attaquer lui même ou via son Eidolon.
Par contre il faudrait trouver un moyen de régler le problème du double check : tel quel je peux par exemple faire un test de Perception avec mon Eidolon et mon Summoner.
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Agarwaen
Niv 8 - Désintégrateur de trolls
Niv 8 - Désintégrateur de trolls
Messages : 138
Enregistré le : 17 avr. 2018, 16:18

Re: Tentative Summoner 5E

Message par Agarwaen »

Lance cette classe dans aide de jeu-projet collaboratif. Des gens t'aiderons pour la dévelloper et l'équilibrer. De plus, c'est là bas que l'on va chercher les classes bonus.
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