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Summoner

A human summoner performs an ancient ritual in his basement with the aid of other spellcasters, summoning a female figure dressed in armored robes and bearing a horned mask and book. The summoner's ritual involves intricate magic circles and runes carved into the floor which are used to bind eldritch beings and force them into corporeal forms called eidolons. Summoners establish a mental connection between themselves and the eldritch monsters they summon and bind. The class of summoner allows wielders to cast spells and bring forth magic through their connection to eldritch powers and knowledge of lost summoning arts.
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100% found this document useful (5 votes)
1K views20 pages

Summoner

A human summoner performs an ancient ritual in his basement with the aid of other spellcasters, summoning a female figure dressed in armored robes and bearing a horned mask and book. The summoner's ritual involves intricate magic circles and runes carved into the floor which are used to bind eldritch beings and force them into corporeal forms called eidolons. Summoners establish a mental connection between themselves and the eldritch monsters they summon and bind. The class of summoner allows wielders to cast spells and bring forth magic through their connection to eldritch powers and knowledge of lost summoning arts.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Summoner

A
human walks the outside of a circle carved into Creating a Summoner
the floor of his basement. Inspecting the
painstakingly made runes. After finishing the When deciding on the Summoner class, think about what led
last go around he smiles, standing in another a your character to practice ancient arts such as Summoning
few feet away connected by a thin line of even and meddle in the affairs of Eldritch Monstrosities. Maybe
more runes. Speaking words of power and Summoning is passed down through your family, or your
burying his will within them as a vivid amethyst character comes from an area emboldened with ancient arts,
glow obscures the room. Four men stand in circles and dark magics far off from large societies. A lust for
coincentric to each other. Lines leading from each to a fifth knowledge unknown to most, and a determination to surpass
circle. As they speak ancient words, the church they stand in any obstacle is fantastic motivation for a character to take the
shakes and trembles. A cloud of mist expands from the center Summoner class. What is your relationship with Magic and
of the fifth circle slamming into the edges. A echoing roar the Eldritch? Is there a measure of mutual respect, unsteady
bears out as a shadowy figure appears. A woman dressed in fear, or even pure scorn? Perhaps your character feels more
the armored robes of a Nomadic tribe, sigils adorning her like a servant to the Eldritch being bound to them than the
belt and fur pauldrons on her shoulders. A horned mask of other way around, or maybe they possess the entitlement to
bronze, covering her eyes, or so it appears a top her head, and dominate and extort these Ancient Monstrosities.
a book resonanting an odd aura in her hands clutched to her How did your character come to be an adventurer? It could
chest. Three men approach her from behind attempting to be that he or she was outcast from their home due to their
attack her unknowignly. As they approach a monstrous three- Eidolon and the nature of Summoning, cast out and forced to
headed snake slithers out from the shadows, engulfing each fend for him or herself. Perhaps your character is seeking
of them whole. power to rule, or revenge against a momentous wrong
The Summoners are an ancient school of lost magic. While
many think they are just practioners of the Conjuration Quick Build
School. But these heretics are naught but fools. Summoners You can make a Summoner quickly by following these
bind Eldritch beings to a Coporeal form. Weakened from suggestions. First, Wisdom should be your highest ability
their true power, and bound to the Summoner until the score, followed by Intelligence. Second, select the Acolyte
Summoners death. These creatures bodies are the Eidolons background. Third, select the Resistance and Eldritch Blast
created by the Summoners, and forced into during a powerful cantrips.
ritual. Bound to the prime Material and forced into servitude
these Eidolons loathe their summoners, but a rare few are Class Features
grateful and work with them to their best.
As a Summoner, you gain the Following class features
Eldritch Servants
Summoners both fear and scoff at the beings under their Hit points
control. For the Eldritch Monstrosities connect straight to Hit Dice 1d8 per Summoner Level
their mind. So if the Summoner is not Strong of Mind and Hit Points at 1st level 8 + your Constitution Modifier
Sturdy of Will, the being can break their mind and take Hit Points at Higher Levels 1d8 (or 5) plus your
control of them. Constitution Modifier for every Summoner Level after 1st
This can allow them to break the bond and release them in Proficiencies
their true form and with a powerful slave. But before ever Armor Light Armor, Medium Armor
performing the Ritual they go through intense training and Weapons Quarterstaffs, Daggers, Shortswords, Hand
instruction. So the scoff at the beings, for the captured and Crossbow
enslaved them, forcing the Eldritch being to kneel and serve, Tools Artisans Tool or Smiths Tools
or to accept as a companion for those so old they just wished
to return to the Prime Material and willingly connect with the Saving Throws Intelligence, Wisdom
summoner. A rare yet, bountiful, agreement. Skills Choose two from Arcana, History, Insight, Medicine,
Investigation, Perception and Religion
Bound to Body, Connected by Mind Equipment
The Ritual for Summoners to bind an Elritch being to the You start with the following equipment, in addition to the
body of an Eidolon is kept very secret. But the few details that equipment granted by your background:
are known include Magic Circles carved in ancient runes. (a) A Hand Crossbow and 20 bolts or (b) A Quarterstaff
Usually enough for multiple other spellcasters to aid the (a) A Rune Book or (b) a Sigil of an Eldritch Monstrosity
Summoner. But soome of the more ambitious ones perform (a) An Explorers Pack or (b) a Component Pouch
the Ritual alone. Binding stronger and more powerful (a) A set of Artisans Tools or (b) a set of Smiths Tools
Eldritch Monstrosities to them. Sealing them in the Eidolon
body, and building a powerful mental connection between the Or Roll 5d4 X 10 for starting Gold to buy Equipment With.
two, Master and Monster.

2 PART 1 | The Summoner V.1


The Summoner
Proficiency Cantrips Spells Spell Slot Eldritch
Level Bonus Features Known Known Slots Level Runes Evolutions
1st +2 Runic Senses, Spellcasting 2 2 1 1st ─ ─
2nd +2 Mind, Body, and Soul Bond 2 3 1 1st ─ ─
3rd +2 Summoning Art 2 4 1 2nd ─ ─
4th +2 Ability Score Improvement, Eidolon Forms, 3 5 2 2nd 1 ─
Runic Magic
5th +3 Empower Eidolon, Summoning Arts 3 6 2 2nd 1 1
Feature
6th +3 ─ 3 7 2 3rd 2 1
7th +3 Minor Summon, Improved Form 3 7 2 3rd 2 1
8th +3 Ability Score Improvement, Empower 4 7 2 3rd 2 2
Eidolon
9th +4 ─ 4 8 2 4th 3 2
10th +4 Empower Eidolon, Summoning Arts 4 8 3 4th 3 3
Feature
11th +4 Enhanced Runic Senses, Improved Form 4 8 3 5th 3 3
12th +4 Ability Score Improvement, Empower 4 9 3 5th 3 4
Eidolon
13th +5 ─ 4 9 3 5th 4 4
14th +5 Infuse Eidolon, Summoning Arts Feature 5 9 4 5th 4 4
15th +5 ─ 5 10 3 5th 4 4
16th +5 Ability Score Improvement, Empower 5 10 4 5th 5 5
Eidolon
17th +6 ─ 5 10 5 5th 5 5
18th +6 Empower Eidolon, Major Summon 5 11 5 5th 5 6
19th +6 Ability Score Improvement, Eidelic Body 6 11 5 5th 6 6
20th +6 Bend to Will, Improved Form 6 12 5 5th 7 7

Wisdom is your spellcasting ability for your Summoner


Spellcasting spells, since your magic comes from knowledge of lost arts
and Eldritch Monstrosities. You use your Wisdom whenever a
Your link with the Eldritch powers and knowledge of the lost spell refers to your spellcasting ability or Modifier. Casting
School allows you to bring forth magic and cast it. Spells requires the use of a Spell Slots, the total number of
which is detailed in the Summoner Table. The spell cast is
Cantrips cast at Max level to the level of the Spell Slot at your current
You know two cantrips of your choice from the Summoner Level.
spell list. You learn additional Summoner cantrips of your Spell save DC = 8 + your proficiency bonus + your
choice at higher levels, as shown in the Cantrips Known Wisdom modifier
column of the Summoner table. Spell attack modifier = your proficiency bonus + your
Wisdom modifier
Casting Spells
The Summoner table shows how many spell slots you have to Spellcasting Focus
cast your spells of 1st level and above. To cast one of these Summoners Magic is quite volatile, and so they either carry a
Summoner spells, you must expend a spell slot of the spell's Book that deatils each spell and rune so as to perform their
level or higher. You regain all expended spell slots when you best. Or a Sigil of an Eldritch Monstrosity to call forth their
finish a short or long rest. essence to keep the Summoner Spells Stable.
Spellcasting Ability

PART 1 | The Summoner V.1


2
Runic Senses Summoning Arts
At first level you understand that Summoners are extremely At 3rd level a Summoner picks one of three Subclasses.
capable mental practioners. Strong of Mind and Will, thus These Subclasses are; The Hunter, The Master, and The
some of their senses have sharpened and enhanced by their Runewrit. These Subclasses gain features at 3rd level, and
Runic Magics. They have the following benefits; again at 5th, 10th, and 14th level.
Darkvision up to 30 feet, see dim light as if it were bright Eidolon Forms
light for 30 feet and then as if it were dim light for another
30 and in complete darkness for 30 feet unhindered. The initial bodies that Summoners craft for their Eidolons
Your Sense of hearing is extremely acute and you gain are merely temporary, just a catalyst for their evolution. At
advantage on Wisdom(Perception) checks that rely on 4th level the Eidolon takes on the beggining of its
sound Empowered Form. Choose one of the options from the
Summoning Art that you choose at 3rd level. The Options are
Mind, Body, and Soul Bond as follows;
At 2nd level your ritual to bind an Eldritch Being to your
Eidolon has become complete. You now have your Eidolon in The Hunter
its base form of a shapeless Humanoid. It has the following The Summoner who brought forth this Eidolon prefers close
statistics; quarters combat, and excell at tracking and hunting down
their prey. The Eldritch Being they summon reveals this and
manifests as such. The Eidolon Forms for this subclass are
Eidolon; Basic as follows:
Medium Eldritch Construct, Chaotic Neutral
Serpentine
Armor Class 13 (Natural Armor) After assuming this form the Eidolon gains the following
Hit Points 54(6d8 + 24) traits;
Speed 30ft.
Dex becomes a 20(+5)
Str becomes an 8(-1)
STR DEX CON INT WIS CHA Cha becomes a 12(+1)
Unarmed Strike changes to Bite; to Hit +7, range 10ft,
16 (+3) 12 (+1) 18 (+4) 16 (+3) 16 (+3) 5 (-3) One Target and deals 8(1d8+5) Piercing Damage
Movement Speeed increases to 35ft
Condition Immunities Charmed Gains 20 feet Climb Speed
Senses passive Perception 13 AC becomes 15 (Natural Armor)
Languages Eldritch, Telepathy 120ft (Can
communicate with its Summoner no matter the
Gains the Reaction Coil: Coils up and lashes out with a
Language)
bite attack
Challenge 2 (1,100 XP) Darkvision 60ft
Loses the Slam attack
Eldritch Mind Any who attempt to read the mind of
Size becomes Large
the Eidolon besides the Summoner brush the Multiattack becomes 2 Bite Attacks
Eldritch Beings true form and must make a DC16 Hit Points become 6d10+24
Wisdom saving throw or be Frightened of the
Eidolon for 24 hours. Avian
After assuming this form the Eidolon gains the following
Transmutable Form The Eidolon's form can be traits;
changed once per the Summoners Subclass.
Dex becomes a 20(+5)
Actions Str and Con become a 10(+0)
Multiattack The Eidolon makes 2 Unarmed Strikes.
Gains a fly speed of 45ft
Movement Speed becomes 20 feet
Unarmed Strike Melee Weapon Attack To Hit +6, Unarmed Strike becomes a Talon; to Hit +7, Range 5ft,
Range 5ft, One Target. Hit 6(1d6+3) Bludgeoning One Target and deals 11(3d4+5) Slashing Damage
damage Gains the Flyby Feature
Slam The Eidolon uses 15 feet of movement to Loses the Slam Attack
rush towards an opponent and Slam into them. The Gains the Dive Attack; to Hit +2, Range 15ft(Requires to
target must make a DC 17 Dexterity Saving throw be in the air), One target,and deals 9(2d6+3) Bludgeoning
or take 7(1d8+3) Bludgeoning damage and be damage.
pushed back 5 feet. On a succesful save they are AC Becomes 17 (Dex+ Size modifier)
not pushed back and take only half damage. Size becomes Small
Multiattack becomes three Talon attacks
Hit points become 6d6

3 PART 1 | Summoner V.1


Lycan AC becomes 11(Mage Armor)
After assuming this form the Eidolon gains the following Loses Multiattack Feature
traits; Hit Points become 6d6+24
Movement Speed becomes 45 feet Golemite
Dex Becomes 16(+4) After assuming this form the Eidolon gains the following
Str becomes 12(+1) traits;
Cha becomes 14(+2) Dex becomes 12(+1)
Gains Proficiency in Intimidation Str becomes 20(+5)
Gains Proficiency in Stealth Con becomes 20(+5)
Loses Slam Int becomes 8(-2)
Gains Claw; To Hit +6, Reach 5ft, One Target and deals Wis becomes 8(-2)
(2d6+4) Slashing Damage Base Movement Speed becomes 20
Unarmed Strike becomes Bite; To Hit +6, Range 5ft, One Gains Proficiency in Athletics
Target and deals (1d8+4) Slashing Damage Gains Unarmored Defense
AC becomes 14(Natural Armor) AC becomes 17
Can perform Dodge as a Reaction Unarmed Strike becomes 11(2d6+5)
Multiattack Becomes two Claw attacks and one Bite Slam becomes 11(1d12+5) and pushes back 10 feet
Attack Gains the Reaction Command-Defense: When the
Hit Points become 6d8+24 Eidolons Summoner gets hit by an attack within 10 feet of
The Master him, the Eidolon can rush over and take the damage
Instead. Whether the Attack Roll beat it's AC or not.
The Summoner who performs this action has devoted his life Multiattack becomes 2 Unarmed Strikes
completley to the Lost School. His skill with summoning has Hit Points become 6d10+30
been refined to an art. They spend meticulous hours
perfecting their summoning circles and creating new ones. The Runewrit
And the Eidolon that accompanies them represents these The Summoner who falls under this Subclass is a master of
values. The Eidolon Forms for this Subclass are as Follows; Runic Magic and a master mage. He has become a
Graceful
Masterwork Artisan from his practice writing the Runes of
After assuming this form the Eidolon gains the following the Lost School and can prepare them swifter than any other.
traits; The Runewrit is a dangerous foe when fought on his own
grounds. The Eidolons they have are nearly purely defensive
Dex becomes 22(+6) and fantastic at guarding their Summoner. These are usually
Str becomes an 8(-2) the rare pairings that work amazing together. The Eidolon
Con becomes a 16(+3) Forms for this Subclass are as follows;
Loses Slam
Can perform Dash or Dodge as a Bonus Action Fey
Gains the Reaction Flowing Water- Flowing Water, as a After assuming this form the Eidolon gains the following
Reaction to an opponents attack The Dancer can move up traits;
to 15 feet and attack once with their Blade Arm Dex beomces 22(+6)
Unarmed Strike becomes Blade Arm; To Hit +8, Reach 5ft, Str becomes 14(+2)
One Target and deals 12(2d6+6) Slashing damage AC becomes 18 (Shield)
Gains Acid Orbs; To Hit +8, Range 30/45, One Target and Unarmed Strike becomes Longbow: To Hit +7, Range
deals 7(2d4+3) Acid damage 150/600, One Target deals 10(1d8+6) Piercing Damage
Multiattack becomes 2 Blade Arm Attacks Loses Slam
Hit Points become 6d8+18 Gains a Longsword Attack: To Hit +4, Range 5ft, One
Magical Target deals 6(1d8+2) Slashing Damage
After assuming this form the Eidolon gains the following Multiattack Becomes either two Longbow Attacks or two
traits; Longsword attacks
Can Dash as a Bonus Action
Dex becomes 8(-2) Gains the Reaction Parry: When an enemy misses an
Str becomes 8(-2) attack on this Eidolon he can make a Longsword Attack
Int becomes 20(+5) with the enemy as its Target
Wis becomes 12(+1) Hit Points become 6d8+24
Loses Slam
Loses Unarmed Strike
Gains the Spellcasting Trait, Intelligence is the
Spellcasting Modifier
Gains the Warcaster Reaction
Gains the Spells
(Cantrips) Chill Touch, Firebolt
(1st Level) Inflict Wounds, Mage Armor, Burning Hands
PART 1 | Summoner V.1 4
Shadowling Rune Tier Tier 2
After assuming this form the Eidolon gains the following Rune Prerequisities 11th Level, Rune of Dark, Wisdom
traits; 16
Dex becomes a 24(+7) This Rune can be Transcribed onto a surface or
Str becomes a 8(-2) nonmagical Object. When this Rune is activated a complete
Cha becomes a 10(+0) Magical Darkness expands 45 feet from the rune at its center
Con becomes a 14(+2) in every direction. This Rune muffles sounds and the sense of
Unarmed Strike becomes a Claw attack: to Hit +9, Range Touch unless you are in complete direct contact with the
5ft, One Target deals 11(1d8+7) Slashing Damage object. This Rune has 2 Charges.
Loses Slam
Multiattack becomes 2 Claw attacks Rune of Awareness
Size becomes Large Rune Size Small
AC becomes 17(Large) Rune Tier Tier 1
Gains proficiency in Stealth Rune Prerequisites 5th Level Summoner, Wis 18
Eidolon can be Mounted and Ridden This Rune can be transcribed onto a Nonmagical Object.
Hit Points become 6d10+12 When this Rune is activated the wearer gains a +2 to
Draconic Initiative Rolls for the Duration. This Rune has 3 Charges.
After assuming this form the Eidolon gains the following Rune of Battle
traits; Rune Size Small
Size Becomes Large Rune Tier Tier 1
Str becomes 20(+5) Rune Prerequisites Wis 16
Con becomes 24(+7) This Rune can be transcribed on any non magical weapon.
Cha becomes 16(+3) When transcribed onto an item, the Activator can deal an
Gains Unarmored Defense extra 1d6 of any damage type they want. This Rune has 3
AC becomes 17 charges.
Loses Slam
Unarmed Strike becomes Claw: To Hit +7, Range 5ft, One Rune of Binding
Target deals 13(2d8+5) Slashing damage Rune Size Small
Gains Bite: To Hit +7, range 5ft, One target deals 9(2d6+5) Rune Tier Tier 1
Piercing damage Rune Prerequisites None
Multiattack becomes two Claw Attacks and one Bite
Attack This Rune can be transcribed on any Non Magical Item or
Can be mounted Surface. A spell binds the user to the rune, fixing their point
Gains a Climb, Swim, or Burrow speed of 15 of contact to the surface. It can either be dispelled or pulled
Hit Points become 6d10+42 apart, though tearing it off will surely cause harm. Ripping it
off deals 1d6+Int Modifier force damage, while Dispel Magic
Ability Score Improvement ends the effect. This Rune has 1 Charge.
When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice Rune of Chains
by 2, or you can increase two ability scores of your choice by Rune Size 10 Feet
1. As normal, you can't increase an ability score above 20 Rune Tier Tier 1
using this feature. Rune Prerequisites None
This Rune can be transcribed on a Surface. Any who come
Runic Magic into contact with this rune is ensnared by adamantine chains.
At 4th level you gain access to your Runic Magics. These The chains themselves are not magical, but will restrain the
Runes are Advanced Magics bound into Symbols and Sigils, person who touched it. This Rune has Charges equal to half
taught by Eldritch Beings. The amount of Runes you have are your Spellcasting Modifier rounded down.
detailed in the Summoner Table. Transcribing a Rune on a
surface takes 1 Action for a small Rune, 3 Actions for a 10 Rune of Cognizance
foot Rune, and then 10 Minutes for anything larger. Activating Rune Size Small
a Rune just requires saying its name or touching it. Rune Tier Tier 2
A Rune that can be Triggered is done so by its surface Rune Prerequisites 7th Level Summoner, Int 16
being touched or a creature, or creatures entering inside it. This Rune can be transcribed onto a surface or non
These Runes last until Despelled or the effect wears away. magical item. When activated, the activator can read all
You can use as many Runes as equal to your Spellcasting writing. This Rune has 1 charge.
Modifier. These Runes recharge on a Long Rest. A list of
Runes follows;
Rune of Absolute Darkness
Rune Size 10 feet
Rune1 Tier
PART | Summoner V.1
5
Rune of Dark Rune Tier Tier 2
Rune Size Small Rune Prerequisites 11th Level Summoner, Int 16, Rune
Rune Tier Tier 1 of Luck
Rune Prerequisites None This Rune can be transcribed onto any Non Magical
This Rune can be transcribed onto a Surface or Object. When this rune is activated, the activator can reroll
Nonmagical object. When this Rune is activated Magical once on any future roll. They must take the second roll. This
darkness takes up a 5 foot cube from the center. This Rune Rune has 2 charges.
has charges equal to your Spellcasting Modifier.
Rune Of Fervor
Rune of Desperation Rune Size Small
Rune Size Small Rune Tier Tier 1
Rune Tier Tier 2 Rune Prerequisites 5th Level Summoner, Int 16
Rune Prerequisites Prerequisites 11th Level Summoner, This Rune can be transcribed on a Nonmagical item. When
Costs 15% of Current Health that can’t be regained until the Rune is activated, the wearer falls under the effects of the
you take a long rest, Con 16 Haste spell, concentrating on it themselves. This Rune
This Rune can be transcribed onto any non magical object contains 1 charge.
or surface. When this rune is activated the creature it touches
first is able to receive any amount of damage and still have 1 Rune of Freezing
hitpoint remain. This Rune has one charge. Rune Size 10 Feet
Rune Tier Tier 2
Eldritch Mark Rune Prerequisites 8th Level Summoner, Wis 16, Con
Rune Size 60 feet 16
Rune Tier Tier 3 This rune can be Transcribed on a Surface of at least 10
Rune Prerequisites 20th Level Summoner, Wis 22, Int feet in diameter from the center. Whenever a creature passes
22, Con 18, Rune of Summoning, Rune of Regrets, Rune over any part of this Rune it is Triggered. That creature and
of Desperation any within 15 feet of the center must make a Constitution
This Rune can be transcribed on a Surface at least 60 feet Saving Throw versus your Spellsave DC. On a Failed save
in Diameter. This Rune can only be activated by the they take 4d6 + your Spellcasting Modifier Cold Damage and
Summoner who created it. When this Rune is activated a are frozen in place until the end of their next turn. On a
Portal opens in the space this Rune was Transcribed. This successful one they take half damage and are not frozen. This
Portal stays open as long as the Summoner stays within 30 Rune has 1 charge.
feet of it Concentrating on the Portal. While the Rune is left
open, a Number of Eldritch Monstrosities and Ancient Rune of Frenzy
Eldritch Beings can escape into the Plane the Summoner Rune Size 30 feet
currently occupies, equal to the Summoners Spellcasting Rune Tier Tier 2 Rune Prerequisites 17th Level
Modifier. This Rune has 1 charge. Summoner, Wis 20, Rune of Torpor, Rune of Battle
This Rune can be Transcribed onto a Surface of at least 30
Exploding Rune feet in Diameter. When this rune is activated, all creatures in
Rune Size Small it must succeed on a Wisdom saving throw versus your
Rune Tier Tier 1 Spellsave DC or attack the nearest living thing until one of
Rune Prerequisites None them dies. This saving throw can be repeated at the end of
This Rune can be Transcribed on a Surface or Non Magical each of the creatures turns if they took damage in the same
Item. When this rune is triggered or activated, it explodes Round. This Rune has 1 charge.
dealing 1d8 Fire Damage. This Rune has 1 Charge.
Rune of Healing
Rune of False Enchantment Rune Size Small
Runse Size Small Rune Tier Tier 1
Rune Tier Tier 2 Rune prerequisites 5th Level Summoner, Wis 14
Rune Prerequisites 9th Level Summoner, Int 16, Wis 16, This Rune can be transcribed onto any non magical object
Artisan's Tools proficiency or surface. When this rune is activated it’s activator receives
This Rune can be transcribed onto any Nonmagical Object. 1d6+spellcasting modifier of health. This Rune has Charges
When Transcribed on a Weapon or Armor it curses it at a -1 equal to half your Spellcasting modifier rounded up.
and adds 1 Random Weak Curse. When cast on an Object it
adds 1 Random Moderate Magical property and 1 Random
Curse Property. This Rune does not use Charges, but Instead
lasts until the Object is Destroyed or a sufficient level
Remove Curse spell is cast.
Rune of Fate
Rune Size Small
Rune Tier PART 1 | Summoner V.1 6
Rune of Imprisonment This Rune can be Transcribed onto a Surface or
Rune Size 15 Feet Nonmagical Object. When this Rune is activated it sheds
Rune Tier Tier 2 Bright Light for 15 feet, and Dim light for 30 feet. This Rune
Rune Prerequisites 9th Level Summoner, Int 18, Rune of has Charges equal to your Spellcasting Modifier.
Chains, Rune of Binding
Rune of Luck
This Rune can be transcribed on any surface 15 feet in Rune Size Small
diameter from the center. This Rune can be activated at any Rune Tier Tier 1
time as an action on the Makers Turn. When it does, any
creatures inside the Rune must make a Strength Saving Rune prerequisites 6th Level Summoner, Wis 14
Throw versus the Makers Spell save DC. On a failure they are This Rune can be transcribed onto any Nonmagical
magically bound in place unable to move or take reactions. Object. When this Rune is activated, the Activator can add
They can repeat this Saving Throw at the end of their Turns your Spellcasting Modifier to any future roll. They must
until they pass or 1 minute passes a sufficient Dispel Magic declare this before hand. This Rune has 1 Charge.
can remove this effect. They can also force themselves out by
passing a Wisdom Saving Throw versus your spell save DC Masterwork Rune
and in doing so take 3d6 Force Damage+Int Modifier. This Rune Size Varies
Rune has 1 charge Rune Tier Tier 3
Rune Prerequisites Level 20th, Wis 20, Int 20
Rune of Impairment
Rune Size Small or 15 feet This Rune can be transcribed onto either a surface or non
Rune Tier Tier 2 magical item. When activated, this rune becomes a duplicate
Rune Prerequisetes 13th Level Summoner, Int 18, Wis of any rune that is already Transcribed. This can be cast
18, Rune of Torpor, Rune of False Enhancement directly after casting a rune. This Rune has 1 charge.
This Rune can be Transcribed onto any Surface or Rune of Mania
Nonmagical Object. When this Rune is transcribed on an Rune Size Small
Object and Activated, the Activator gains Disadvantage on Rune Tier Tier 2
Saving Throws and Skill Checks of and Attribute of your Rune prerequisites 7th Level Summoner, Wis 16
choice. When this Rune is Transcribed on a Surface and
Triggered, a Sphere, 15 feet in Diameter from the center, Any This Rune can be transcribed onto a surface or a non
Targets in this Area, or who travel through it gain a -2 to an magical item. When this rune is activated or triggered, a
Attribute of your Choice while remaining in it. This Rune has random short turn madness effect befalls on a target if they
1 Charge and either effect last for 1 Minute. fail a Wisdom Saving Throw versus your Spellsave DC. This
rune has 3 charges.
Rune of Intellect
Rune Size Small Rune of Mastery
Rune Tier Tier 2 Rune Size Small
Rune Prerequisites 7th Level Summoner, Wis 16, Int 18 Rune Tier Tier 2
This Rune can be Transcribed onto a Nonmagical Object. Rune Prerequisites 13th Level Summoner, Int 18
When this Rune is Activated, the Activator gains a This Rune can be transcribed onto a non magical item.
Intelligence Modifier of 5, and Gains Advantage on. This When activated, the activator has proficiency in one tool or
Effect last for X Minutes equal to your your Spellcasting weapon this is Transcribed on choice for a number of hours
Modifier. This Rune has 2 Charges. equal to their Intelligence modifier.This Rune has 1 charge.
Rune of Lifting Rune of Memories
Rune Size Small Rune Size Small
Rune Tier Tier 1 RUne Tier Tier 1
Rune Prerequisites None Rune Prerequisites none
This Rune can be transcribed on a Surface. Any who touch This Rune can be transcribed on any Non Magical Item.
this rune are immediately thrown to the ceiling, or are sent When This Rune is Activated the Activator gains Advantage
meters into the sky. An invisible force pulls them above, but on History, Arcana, and Survival checks. This Rune has 3
can be dispelled or overpowered. Spells such as Dispel Magic Charges.
or a Wisdom Save versus your Spellsave DC disable this
effect. This rune has 1 Charge.
Rune of Light
Rune Size Small
Rune Tier Tier 1
Rune Prerequisites None

7 PART 1 | Summoner V.1


Rune of Mistakes This Rune can be transcribed onto a surface. When this
Rune Size Small rune is activated while transcribed on a surface, the first
Rune Tier Tier 2 creature that touches it must make a Dexterity saving throw
Rune Prerequisites 11th Level Summoner, Wis 16 versus your Spellsave DC. If it fails then they instantly turn
into a coward. It will then run away from any act of violence it
This Rune can be transcribed onto a surface. When this sees. This lasts for 1 hour, or until they pass the Wisdom
rune is activated, the first creature to touch it makes a Saving Throw after each act of Cowardice. This Rune has 1
Wisdom saving throw versus your spellsave DC. If they fail charge.
they spend their next turn hindering their allies and
themselves to the best of their ability. This Rune has 1 Rune of Reversals
charge. Rune Size Small
Rune Tier Tier 1
Rune of Morph Rune Prerequisites None
Rune Size Small This Rune can be transcribed on a Non Magical item.
Rune Tier Tier 2 When this Rune is Activated, the Activator can make a
Rune Prerequisites 9th Level Summoner, Wis 18, Con Dexterity Saving Throw versus either the Opponent's Attack
14 Roll or Spellsave DC to reverse the Damage. On a success
This Rune can be transcribed onto any surface or non both parties take half the total damage. On a failure the
magical object. When this rune is activated, the activator can Activator takes full damage. This Rune has charges equal to
turn into any creature that has a CR equal to or below half half your Spellcasting Modifier Rounded down.
the casters Summoner level rounded down. This Rune has 1
charge. Rune of Regrets
Rune Size Small
Rune of Mutate Rune Tier Tier 3
Rune Size Small Rune Prerequisites 20th Level Summoner, Wis 22, Int
Rune Tier Tier 2 20, Rune of Mania, Rune of Impairment
**Rune Prerequisites 11th Level Summoner, Wis 18
This Rune can be transcribed onto a Nonmagical object.
This Rune can be transcribed onto any non magical object When anyone puts on the Object this Rune has been
or surface. When this rune is activated, the activator must roll transcribed on they must make a Wisdom Saving Throw
a 1d8. They transform accordingly to the roll and the versus your Spellsave DC. On a failure they are filled with the
corresponding effect takes hold. This Rune has a number of regrets and a deep, soulfull understanding of all the wrongs
charges equal to your summoner level rounded up and lasts they have made in their life. They take 12d8 psychic damage
for minutes equal to your spell casting modifier. and become extremely reclusive and violent to any who
approach. They must make another Wisdom Save versus
Mutate Table your spellsave DC the after wearing or possessing the Object
1d8 Effect for 24 hours and gaining 3 effects of Short Term Madness on
1 Claws- All unarmed attacks add a 1d4 a failure. After a week of wearing or possessing the Object
they must make a Wisdom Saving Throw at disadvantage
2 Horns- If you move 10 feet towards an enemy then
attack you gain proficiency for that attack. You also
against your Spellsave DC Gaining 1 effect of Long Term
gain proficiency for any shove action. Madness on a failure. Passing the first save they take only
half damage and gain Advantage on the next save. Passing
3 Goat legs- you gain plus 10 feet of movement and the second they are affected by only one effect of Short Term
your climbing speed equals your movement speed Madness and the third save is made regularly. And passing
4 Wings- You gain 30 feet of flight the third save releases them from the Rune’s effects. Failing
5 Gills- You can breath underwater and your swim all 3 saves makes the Runes effects permanent unless a
speed equals your movement speed sufficient level Greater Restoration is casted on the Sufferer,
and effects can be ended before the 3rd save is failed by a
6 Quills- Whenever a melee attack is made against you,
or someone touches you they are dealt damage equal
sufficient level Remove Curse being cast on the Transcribed
to 1d4+your constitution modifier Object. This Rune has 1 Charge.
7 Scales- You gain AC equal to your constitution
modifier
8 The effects of the Enlarge Spell are put on you

Rune of Poultry
Rune Size Small
Rune Tier Tier 2
Rune Prerequisites 13th Level Summoner, Wis 18

PART 1 | Summoner V.1 8


Rune of Serpents This Rune can be transcribed on a Surface of at least 10
Rune Size 10 feet feet in diameter from the center. Whenever a creature passes
Rune Tier Tier 2 over any part of this Rune it is Triggered. The creature and
Rune Prerequisites Prerequisite Int 16, 6th Level any others within 15 feet of the runes center must make a
Summoner Dexterity Saving Throw versus your Spellsave DC or take
8d6 + your Spellcasting Modifier Fire damage on a failed
This Rune can be transcribed on any Non Magical item or save, and half damage on a successful one. This Rune has 1
Surface. Dozens of snakes will spontaneously emerge from Charge. This Rune is not triggered for flying creatures.
the rune. Always more than one, but no more than 8. Roll a
1d8. The roll determines what appears. This Rune has 1 Rune of Static
Charge. Rune Size Small
Rune Tier Tier 1
Serpents Rune Prerequisites None
1d8 Effect
This Rune can be Transcribed on a Surface or Nonmagical
1 A swarm of Poisonous snakes emerge Object. When this Rune is Triggered or Activated. Every
2 Giant Constrictor Snake, and Two Regular creature within 5 feet of the Rune takes 2d4 Lightning
Constrictors Damage. This Rune has 1 Charge.
3 Four giant poisonous snakes
Rune of Strength
4 Six Constrictor Snakes Rune Size Small
5 Eight Poisonous Snakes Rune Tier Tier 2
6 Eight Flying Snakes
Rune Prerequisites 7th Level Summoner, Str 12, Wis 16
7 Two Fire Snakes This Rune can be transcribed on any Non Magical Item.
When this Rune is activated the activator gains a strength
8 Two Poisonous, and Two Flying Snakes bonus of 5 and unarmed strikes deal 1d4+5 unless the
damage die is already higher. This Rune has charges Equal to
Rune of Smiles half your Spellcasting Modifier rounded down.
Rune Size Small or 15 Feet
Rune Tier Tier 1 Rune of Storms
Rune prerequisites Proficiency in the Persuasion Skill Rune Size Small or 10 Feet
This Rune can be transcribed on any non magical item or Rune Tier Tier 2
surface.When transcribed on an Item the Activator gains a +2 Rune Prerequisites 13th Level Summoner, Rune of
Bonus to Charisma (Persuasion) checks. And when Static, Rune of Freezing, Con 16
transcribed on a Surface it effects a 15 foot area from the This Rune can be Transcribed on a 10 foot Sphere Surface
center and any rolling against you and your allies have or a Nonmagical Object. When transcribed onto an Object
disadvantage on their Wisdom (Insight) checks while you and this Rune can be activated once activated any enemies within
your allies gets advantage on any Charisma (Persuasion) this circle must make a Constitution Saving Throw versus
checks. This Rune has 2 Charges. your Spellsave DC on a Failed save take 4d10+ Spellcasting
Modifier Lightning damage in a 10 foot circle around it, and
Rune of Smirks befall the Stunned effect or on a Successful save take half
Rune Size Small or 15 Feet damage and not be Stunned. They can repeat this saving
Rune Tier Tier 1 throw at the end of each of their turn until they pass or 1
Rune Prerequisites This Rune has 2 Charges. minute apsses. When Transcribed into a Surface. This Rune
Prerequisite Proficiency in the Deception Skill. occupies a 10 foot sphere and when an enemy walks into it, it
This Rune can be transcribed on any non magical item or must make a Constitution Saving throw, on a Failed Save
surface.When transcribed on an Item the Activator gains a +2 they take 5d10 Lightning Damage and lose half their
Bonus to Charisma (Deception) checks. And when Movement Speed, or Half Damage on a Successful one and
transcribed on a Surface it effects a 15 foot area from the retain their Movement Speed. This Rune has 1 Charge.
center and any rolling against you or your allies have
disadvantage on their Wisdom (Insight) checks while you and Rune of Summoning
your allies gets advantage on any Charisma (Deception) Rune Size Small
checks. This Rune has 2 Charges. Rune Tier Tier 2
Rune Prerequisites 15th Level Summoner, Wis 20, Costs
Rune of Solar Bursts 1 Spell Slot
Rune Size 10 feet This Rune can be transcribed onto any surface. When this
Rune Tier Tier 2 Rune is activated a duplicate of your Eidolon is created and
Rune Prerequisites 8th Level Summoner, Wis 18, Int 16, remains in your command for 1 hour. When the hour is up, or
Exploding Rune he dies he vanishes. This Rune has 1 charge.

9 PART 1 | Summoner V.1


Rune of Swiftness Rune of Toxcity
Rune Size Small Rune Size 30 Feet
Rune Tier Tier 1 *Rune Tier Tier 3
Rune prerequisites None Rune Prerequisites 19th Level Summoner, Wis 20, Con
18, Rune of Mania, Rune of Torpor
When this rune is Transcribed on an item worn or carried,
the holder can move an extra 10 feet after activating the rune. This Rune can be Transcribed onto a Surface of at least 30
If it is emblazoned on the floor any crossing it can move an feet in Diameter. This Rune is activated by you instead of
extra 10 feet. This Rune has Charges equal to your Triggered. When you Activate this Rune the effect last up to 1
Spellcasting Modifier. Minute or a Sufficient Level Dispel Magic is cast on it. You
can not Deactivate this Rune once Activated. While this Rune
Rune of Teleportation is Active, any creature Occupying a space within its
Rune Size 30 feet Boundaries, or ending its turn inside the Rune must pass a
Rune Tier Tier 3 Constitution saving throw or take 10d10 of Acid Damage +
Rune Prerequisites 17th level Summoner, Wis 20, Int, Your Spellcasting Modifier and be Poisoned. On a Successful
18, Rune of Imprisonment, Rune of Intellect save they take half damage and are not Poisoned. While
Poisoned they take 2d6 Poison Damage at the end of their
This Rune can be transcribed onto a Surface at least 30 Turns until they Pass the Constitution Saving Throw, which
feet in diameter from the center. For this Rune to function they repeat at the end of their turn, before taking damage.
properly it needs another Rune of Teleportation to be linked This Rune has 1 Charge.
to it through the use of a Leystone (See Magic Items.)
Multiple Runes of Teleportation can be created and Linked Rune of Tragedy
together, but the same Leystone must be used to Link and Rune Size 30 feet
Travel. When this Rune is Activated anyone within the Rune Tier Tier 2
boundaries of the Rune is Teleported to the Choosen, Linked Rune Prerequisites 11th Level Summoner, Wis 16, Rune
Rune of Teleportation. This Rune lasts either 1 year unless of Mania
refreshed, until is Dispelled by a Sufficient Level Dispel
Magic is Cast, the Leystone is Destroyed or the Summoner This Rune can be transcribed onto a surface of at least 30
who made it Dies. feet in diameter. When this rune is activated, any time a
creature dies in it, all other creatures occupying the same
Rune of Tonic space as the rune must succeed on a Wisdom saving throw
Rune Size Small versus your Spellsave DC or use their next turn to mourn for
Rune Tier Tier 1 the dead. This effect ends if they receive damage. This Rune
Rune Prerequisites 14 Wis, 14 Con has 1 charge.
This Rune can be transcribed onto any non magical object Rune of True Light
or surface. When this rune is activated it’s activator may Rune Size Small
remove one condition from themselves for 1 hour. This Rune Rune TierTier 2
has 1 Charge. Rune Prerequisites 11th Level Summoner, Rune of
Light, Wis 16
Rune of Torpor
Rune Size Small This Rune can be Transcribed onto a Surface or
Rune Tier Tier 2 Nonmagical Object. When this Rune is Activated it sheds
Rune Prerequisites 5th Level Summoner, Constitution Bright Light for 30 feet and dim light for 60 feet. It pushes
14 out any magical Darkness not created by a Darkness Spell of
5th Level or Higher, or the Rune of Absolute Darkness. This
This Rune can be transcribed on any surface. When this Rune has 1 Charge.
Rune is activated the first creature that touches it must
succeed a Constitution save versus your Spellsave DC or roll
a 1d6. The number they roll corresponds to the condition
they receive on this table. This Rune has charges equal to
half your Spellasting Modifier rounded down.
Torpor
1d6 Effect
1 Disadvantage on Ability Checks
1 Speed halved
3 Disadvantage on Attack rolls
4 Disadvantage on Saving throws
5 Speed reduced to 0
6 Receive 4d6 points of necrotic damage.

PART 1 | Summoner V.1 10


Rune of Wakefullness Pull: This Eidolon is naturally adept at moving opponents.
Rune Size Small After landing a succesfull attack they can force a Strength
Rune Tier Tier 1 Saving Throw versus their Strength. On a failed save the
Rune Prerequisities None opponent they are pulled forward 5 feet. On a succesfull
one nothing Happens.
This rune can be transcribed on any non magical item. Swim or Climb: This Eidolon gains either a Swim or
When this Rune is Activated, the wearer and two allies within Climb speed equal to half its total Movement Speed. You
30 feet gain Advantage on Saving Throws versus Sleep, and can pick this Multiple times, increasing even base Climb
other Effects that cause Unconsciousness. This Rune has 3 or Swim Speeds.
Charges. Major Evolutions
Serpentine
Rune of Wavering Twin Heads: The Serpent Eidolon grows an Extra
Rune Size Small Head. Gaining Advantage on Wisdom (Perception)
Rune Tier Tier 1 Checks and a reach of 10 feet on its Bite attack.
Rune Prerequisities 5th Level Summoner, Int 16 Tail Slap: The Eidolon's tail is reinforced with
This Rune can be transcribed onto any non magical item. harder scales. The Eidolon gains a Tail slap attack
When a creature wears or carries the item the rune was at: To Hit +7, Reach 10ft, One Target, deals (2d6+5)
transcribed they must make a Wisdom Saving Throw versus Bludgeoning Damage.
your Spellsave DC. If they fail they begin to stutter Avian
uncontrollably for weeks equal to the Summoners Predator: The Ediolons Avian form takes on one of
spellcasting modifier. Each day it gets progressively worse. a more Predatory bird, such as a Roc or a Giant
During this time they are unable to perform the Verbal Eagle. The Eidolons base Movement speed become
Components of Spells and have Disadvantage on any 15 while its Fly movement speed becomes 50. Also,
Charisma checks. This Rune has 1 charge. the Eidolon gains the Wind Burst Action. Wind
Burst As an Action the Eidolon can force all
Rune of Weak Enhancement creatures in a 15 foot cone to make a Dexterity
Rune Size Small Saving Throw versus your Spellsave DC. On a
Rune Tier Tier 2 failed save they take 2d6 Force Damage and are
Rune Prerequisites 7th level Summoner, Int 14, Wis 18, Pushed back to the edge of the cone. On a succesful
Smiths Tools Proficiency. save nothing happens.
Eagle Eye: the Turn before using its Dive attack, the
This Rune can be Transcribed onto any Nonmagical Eidolon can pick a target and make a Wisdom
Object. When transcribed on a weapon or Armor it can turn it Saving Throw versus its Intelligence. On a
into a +1 magical weapon or armor. When transcribed on an succesful save the Eidolon gains Advantage on its
Object, it gives it 1 Random Weak Magical Property. This Dive.
Rune does not use Charges but Instead remains until the Lycan
Weapon or Object is destroyed, the magic fading afterward. Feral: The Eidolon, as a reaction can go Feral. Feral
Or a sufficient level Dispel Magic is cast. As a reaction to falling below half health, the
Eidolon enters a state of Ferality and gains a bonus
Empower Eidolon to its damage equal to half your Summoner Level
rounded down.
At 5th level, and again at 8th, 10th, 12th, 16th and 18th levels Hybrid Shape: Instead of being Large Wolf type
you gain the ability to Empower and Evolve your eidolon. And creature, the Eidolon takes on the shape of a
then at 20th Level you gain the ability Evolve your Eidolon Werewolf. It is still Large in size, but loses the
beyond the Normal Means of Power. At each of these stages Mount property. By taking this Major Evolution the
pick an Evolution from each catergory. At 5th, and 12th, Eidolon gets Proficency in Dexterity (Stealth)
levels you can take either two Minor Evolutions or one Major checks and Strength (Athletics Checks) its
Evolution. Major Evolutions are based off of the Form you proficency Bonus is equal to yours.
picked for your Eidolon at 3rd level. And finally at 20th Level Graceful
you get one Major Evolution and one Eidolon Keystone Assassin: The Eidolons Blade Arm becomes
Evolution, both determined off the Eidolons Form. Serrated and even more deadly. It can gains an
amount of Slashing Damage equal to half your
5th Level Evolutions Summoner Level Rounded down. It also gains the
Minor Evolutions effects of the Compelled Duel feature.
Darkvision 30ft Alchemist: The Eidolon can create multiple types of
Mount: This Eidolon, if it can't already, has learned how to damaging Orbs now. As a bonus action, the Eidolon
properly serve as a Mount and can be Ridden as Such. can choose one of the Types of damage, besides
Push: This Eidolon is naturally adept at moving Bludgeoning, Slashing, and Piercing, to use against
opponents. After landing a succesfull attack they can force the opponent.
a Strength Saving Throw versus their Strength. On a
failed save the opponent they are Pushed back 5 feet. On a
succesfull one nothing Happens.

PART 1 | Summoner V.1


11
Magical Eldritch Aura: The Eidolon radiates a Natural Aura of
Archmage: The Eidolons body is heavily indulged Eldritch power. Any creature encountering the Eidolon for
with magics. This gives it access to the Cantrip: the first time in combat must make a Wisdom Saving
Dancing Lights, and 2nd level spells: Acid Arrow, throw versus your Spellsave DC. On a failure there speed
Mirror Image is halved for 1d4 rounds
Priest: The Eidolons body is heavily influenced by Sprinter: The Eidolon has gained extremely swift
"Divine" powers. This gives it acces to the Cantrip: movements. Its base Movement Speed has increased by
Spare the Dying, and the 2nd Level Spells: Lesser 10.
Restoration, prayer of Healing Echolocation: The Eidolon is adept at locating things it
Golemite can not see. The Eidolon gains 15 feet of Blindsight. This
Steel Body: The Golemites body is reinforced with Evolution requires the Darkvision Evolution first.
enchanted metals. These mystical components
increase the density and durability of the Eidolon 10th Level Evolutions
bringin its AC up to a 19. Minor Evolutions
Adamantine Body: The Eidolons body has had the Flight: The Eidolon has become adept at moving through
Magical Metal Adamantine forged into it through a the air and now has a fly speed of 30 feet. This Evolution
rigorous Ritual. It is now immune to the Effect of requires the Wings evolution.
Critical Strikes on it. Resistant Body: Choose two damage Types, the Eidolon is
Fey now resistant to those Damage Types. If you choose
Summer Court: This Eidolon takes on the lithe Bludgeoning, Slashing or Piercing damage, they are
form of the Fey of the Summer Court. It gains resistant to its Nonmagical form.
Proficency in Wisdom(Insight) Checks and Elemental Nature: The Eidolons body is incribed with
Wisdom(Perception) Checks. Whenever the Runes that increase its damage. Choose 1 damage type
Eidolon notices a creature lying, or odd goings on it thats not Bludgeoning, Slashing, or piercing and add 1d4
gains Advantage on Initiative or Skill Rolls, to damage of that type to each of the Eidolons Attacks.
protect its Summoner. Horns: The Eidolon grows a number of horns that it cant
Winter Court: This Eidolon takes on the shadowy attack with. The Eidolon gains a Strength Basedm Single
form of the fey of the Winter Court. It gains target horn attack that deals 1d10 of Piercing damage.
Proficency in Dexterity(Stealth) checks and This is unaffected by Multiattack.
Dexterity(Sleight of Hand) Checks. This Eidolon Linguist: The Eidolon learns 4 languages of your choice.
can perform Sneak Attacks, as if he was a 3rd level Any language the Eidolon knows you can understand
Rogue if he succesfully Stealths. through your telepathic bond.
Shadowling
Undead Beast: This Eidolon takes on the 12th Level Evolutions
characteristics of an Undead. Negative Energy
heals the Eidolon while Positive Energy Harms it. It Minor Evolutions
also gains the Undead Fortitude trait. Extra Attack: The Eidolon can make one more attack this
Sharpened Claws: The Eidolons Claw attacks turn, outside its usual Multiattack. If the Eidolon uses an
increase to 13(2d6+7) Slashing Damage, and the attack that falls under Multiattack, that feature does not
target must make a Constitution Saving Throw apply here.
versus thyour Spellsave DC, or take 1d4 Bleed Damaging Aura: As a bonus action on its turn, the Eidolon
damage at the end of each of its turns until it can extend its Eldritch Aura out and deal a damage type
passes. of; Fire, Cold, or Necrotic to any enemies within 5 feet of
Draconic it. The damage this deals is equal to your Spellcasting
Swift Movement: The Eidolons Climd, Swim, or Modifier. This feat has two uses and recharges on a Short
Burrow Speed increases by 15 feet, it also gains the or Long Rest.
ability to Dash as a Bonus Action. Its base Illusionary Self: Once per Long Rest the Eidolon can uses
Movement Speed increases by 10. its magic to take on the form of a Humanoid creature of its
Long Limbed: The Eidolons Bite Attack increases size. This form is an Illusion, so any who interact with it
to a range of 10 Feet. Any creature attacking the physically immediately can tell and see through the
Eidolon from an Attack of Opportunity has Illusion. Others can see through the Illusion witha
Disadvantage on their attack. Wisdom (Perception) check, versus your Spellsave DC.
This can last up to 8 hours, so long as the Eidolon is
8th Level Evolutions Concentrating on maintaing the Illusion.
Minor Evolutions
Wings: The Eidolon grows a pair of wings of the
Summoners Design. These give the Eidolon a Fly Speed
of 5 feet.
Magically Charged: The amount of Eldritch Magic fueling
the Eidolon has imbued its Natural Attacks with the
Magical property so as to overcome Resistances and
Immunities.

PART 1 | Summoner V.1 12


Major Evolutions 16th Level Evolutions
Serpentine Minor Evolutions
Venomous Nature: The Eidolons fangs become Rejuvination: The Eidolon can sacrifice up to half of its
coated in venom. Its Bite attack now deals an extra HP to heal its Summoner. The healing recieved is equal to
1d6 Acid damage. Additionally, any creature hit by half the HP sacrificed plus half your Spellcasting Modifier
the Eidolons Bite must make a Constitution Saving rounded up for every 10.
throw versus your spellsave DC or take Poison Unholy Immunities: The Eidolon becomes Immune to
Damage equal to half your Spellcasting Modifier Bludgeoning, Slashing and Piercing damage from any
rounded up at the end of each of their turns. At the nonmagical, nonsilvered weapon.
start of each turn they can repeat the Saving Throw Absorb Life: One of the Eidolons attacks gain the ability to
to end this effect early. drain life. After a succesful hit the Eidolon recovers Health
Avian equal to the damage dealt. This ability can be used twice
Falling Feathers: The Eidolon can combine its per Long Rest.
movement and Attack Action in one with this Tremorsenese: The Eidolon can detect any movement
feature, In doing so, while it more it can select 30 from within 60 feet of it. This requires having the
feet in a straight line of tis path to drop razor sharp Echolocation evolution first. You can not take this
feathers. Every creature in this line must make a Evolution if you take Lifesense.
Dexterity Saving Throw versus your spellsave DC Life Sense: The Eidolon can tell exactly how many Living
or take 2d6 of Piercing damage each on a Failed creatures are within 120 feet of it at all times. This
save. On a Successful save they take half damage. requires having the Echolocation Evolution first. This
Lycan does not work on Undead or Constructs. You can not take
Monstrous Form: The Eidolon takes on a this Evolution if you take Tremorsense.
mounstrous, twisted form. As a Bonus Action, once Sense Magic: The Eidolon can tell whenver Magic has
per Long Rest, the Eidolon can howl and cause all been cast and where it is, so long as the magic is within
creatures within 30 feet of it besides its Summoner, 30 feet of it, the Eidolon can not tell who cast the magic or
to make a Wisdom Saving Throw versus your what it does if it did not see the creation happen.
Spellsave DC. On a failure they become Frightened. Enhanced Elemental Nature: The Eidolons runes have
On a Succesful save they do not become Frightened grew in power, now improving the damaging effects of
and are Immune to this Feature for 24 hours. them. The extra damage is now 1d6, this requires having
Graceful the Elemetal Nature Evolution first.
Twin Orbs: The Eidolon has the ability to throw two
Orbs. The Orbs each have seperate attack rolls and 18th Level Evolutions
effect a 5 foot area around them if they hit the
primary target. Minor Evolutions
Magical Regeneration: At the start of every turn the Eidolon
Magical Artist: The Eidolon gains 3 of the following regenerates 10 Points of Health, this Regeneration is only
3rd Level Spells; Dispel Magic, Mass Healing Word, stopped by taking Radiant or Lightning damage. The
Slow, Haste, Beacon of Hope, Blink, and Eidolon dies if it hits 0 HP and can not regenerate or is
Counterspell. killed outright.
Golemite Resurection: The Eidolon can forfeit its Life, so long as it
The Golemite's body has increased in inner has over half its Hit Points remaining, to bring its
strength, its Constitution raises to a 22 and gains Summoner back from 0 HP, the Summoner recovers
the Barbarian Reckless Attack Feature. triple their Spellcasting Modifier as health. This feature
Fey can only be used once per Eidolon as it is destroyed after
Nature of Magic: The Eidolon takes on its magic doing so.
nature, it gains advantage on Saving throws versus Berserk: When the Eidolon uses this ability, it sacrifices
Magical Effects half of its HP and goes on a rampage, for 3 rounds the
Shadowling Eidolon gains advantage on each of its attacks, and can
Phase Beast: As an Action on its turn, the Eidolon perform two actions, The actions are only limited by its
can phase its body partly into the Shadowfell. Doing inability to heal. The Eidolon can perform Multiattac and a
so allows it to move freely through any space so secondary action, Two Multiattacks, Two secondary
long as it does not end its turn in a Space it could actions or any combination here of. The Eidolon also can
not stand regularly. The Eidolon can not attack or perform any reactions it can after each enemies turn. At
be attacked while doing this, and it takes another the end of the three turns the Eidolon suffers from 3 levels
action to reenter the Prime Material. This feature of Exhaustion immediatley.
can be used once per Short or Long rest.
Draconic
Breath Attack: Choose a Dragon from either the
Chromatic or Metallic Conclaves. The Eidolon now
gains a Breath Attack, in the same manner, Line or
Cone, and same Damage type of that Dragon. The
Save is versus your Spellsave DC, and the damage
is 4d8.
13 16th
PART 1Level
| SummonerEvolutions
V.1
20th Level Evolutions Eldritch Keystones
Truesight: The Eidolon's Eldritch powers have fully
Major Evolutions developed in its sight and senses with this Eldritch
The Hunter Keystone. The Eidolon gains 90 feet of Truesight. The
King of the Hunt: This Eidolon has become a Eidolon can see any creature, regardless of it being on the
master of the Hunt. As a Bonus Action the Eidolon Astral Plane, Ethereal Plane, is Invisible, or concealed by
and Summoner can bond thei magics together to Magical Darkness or other magical means, so long as they
release a Magical Volley of Arrows. Pick a 30 foot are within Range.
sphere within 320 feet of you. Every creature inside Revitalize: The Eidolons natural Magic and Bond with its
of this Square must make a Dexterity Saving throw Summoner allow it to sacrifice health or spell slots to
versus your Spellsave DC. On a failed save they recover the Summoners own. As an Action the Eidolon
take 12d12 of Force damage and their Movement can sacrifice up to its remaining Spell Slots or half of its
speed is reduced by to 5. On asuccessful save they Health to recover the Summoners own Spell Slots. To do
take only half damage. This feature can be used so the Eidolon needs at least one 5th and one 4th level
once per short rest. Spell Slot remaining along with 2 lower Spell Slots. This
Master of the Wilds: The Eidolon and Summoner feature recharges after a Short or Long Rest.
have perfected their movements through nature. Final Stand: While the Eidolon is below 25 health it can
While Stealthing through any rural area they meld Activate its Final Stand Feature. This Feature imarts upon
into a seperate realm, impercivable to those without the Eidolon the Haste effect, along with allowing it double
truesight. Any creature who passes near them its Normal Movement speed, and doubling and natural
provokes an Attack Of Opportunity, with advantage. Regeneration or Healing it has.
And on a hit the damage dealt doubles. Over a Horror: The Eidolon's Eldritch Aura extends out to a 10
critical hit, both damage die double. But on a foot radius around it. As an Action it can force all
missed hit, the two reenter the Prime Material and creatures inside this range to make a Wisdom Saving
provoke Attacks of Opportunity against them, once Throw versus your Spellsave DC. On a failed save they are
again at advantage. This Feature can be used once either Frightened, put to Sleep, or Charmed by the
per Long Rest. Eidolon and take 5d12 Psychic Damage. On a successful
The Master save, they are unaffected by the Status Effects and take
Master of Arcana: This Eidolons magical powers half damage.
have flourished, they have unlocked two 4th level Masochist: The Eidolon's Eldritch core accepts the pain it
spells and one 5th level spell from the Wizard or feels and strengthens from the damage it takes. For every
Warlock Spell Lists. They have a total of 2 Slots for 15 damage it takes it deals damage on its Primary attacks
each Spell Level. equal to half of your Spellcasting Modifier rounded down.
High priest: This Eidolon's magic has flourished in For every 50 damage it takes all at once its dark being
a more divine way. They have unlocked two 4th extends out and forces any creature within 5 feet to make
level spells and one 5th level spell from the Cleric, a Constitution Saving Throw. On a failed save they take
Paladin or Druid spell lists. They have 2 Slots for damage equal to twice your Spellcasting Modifier. On a
each Spell level. succesful save nothing happens.
Freeze: The Eidolons Dark Magics can cast a freezing
The Runewrit aura around it. Every creature must make a Constitution
Runic Base: The Eidolon can now be Transcribed saving throw versus your Spellsave DC. On a failed save
with Runes. When you do so, up to 3 small runes they take 4d12 of Cold damage and a Frozen in place. On
can be set upon their body. When these Runes are a succesful save they are not frozen and take only half
activated the Eidolon counts as the center and the damage. The area around the Eidolon when this is cast
effects of the Rune are doubled. The Runes must be becomes difficult terrain. The Creature can end the effect
set at the begginng of the day and dissipate at the by passing the save. This Feature can be used once per
start of a Long Rest. Long Rest. Frozen When a creature is Frozen its
Intense Focus: The Eidolon's bond with you allows movement speed is halved and gain disadvantage on
it to always know when you are in danger. When Attack Rolls until they pass the save.
you drop below half your health the Eidolon can Absorb Soul: The Eldritch Abomination that inhabits the
choose to take the damage instead. It must make a Eidolon hungers for souls. As a Bonus Action when it
Constitution Saving throw versus the Enemies lands a hit, it can Absorb the Soul of the creature and gain
Attack Roll. On a Succesful save the Eidolon takes temporary hit points equal to half the damage dealt,
half the Original Damage and reflects the other half rounded down.
back onto the attacker. On a failed save you and the
Eidolon both take half the original damage. This
feature can be used once per Long Rest.

PART 1 | Summoner V.1 14


Minor Summon Major Summons
Summons
At 7th level you gain the Minor Summon Feature. This allows
you, once per Long Rest you can Summon a creature from Owlbear
the following table as an Action . The Summon lasts for 1 Griffon
hour, Until it reaches 0 hit points, or you choose to Dispel it Manticore
as an Action.
Dragon Wyrmling
Minor Summons
Summons Eidelic Body
Kobold At 19th level you gain the ability to merge your body with your
Velociraptor Eidolon as an Action. In doing so you become one body and
Hobgoblin
share an initiative. The AC given is the Eidolons, and if it falls
below a quarter health you are ejected from its body. Doing
Bugbear this you lose any attacks besides the Eidolons, and if it can
Imp cast Spells it can not. You retain your Spellcasting ability, but
also combine your Movement Speed. This effect ends after 1
Mephit (Any) minute if the Eidolons health stays over a quarter.
Improved Form Bond's True Meaning
Also at 7th Level your Eidolons body strengthens. It also does At 20th level, a Summoner and his Eidolon's bond is
this at 11th and 18th levels. When this happens the Eidolon complete. As an action, the summoner can assume the shape
gains 2 Hit Die at 7th level, 3 Hit Die at 11th level and 4 more of his eidolon, copying all of its evolutions, form, and abilities.
Hit Die at 18th level. His Strength, Dexterity, and Constitution scores change to
match the base scores of his eidolon. He can choose to have
Enhanced Runic Senses any gear that he carries become absorbed by his new form.
At 11th Level your Runic Senses Increase to an extremly Items with continuous effects continue to function while
acute level. Your mind percieves things faster and your eyes absorbed in this way. The Summoner loses his natural
are more adjusted to seeing without light. You gain the attacks and all racial traits (except bonus feats, skills, and
following benefits; languages) in favor of the abilities granted by his Eidolon’s
forms and evolutions. The summoner retains all of his class
Blindsight of 15 feet, outside this radius you can not see features. The summoner can keep this form for a number of
through Magical Darkness or other things that impede minutes per day equal to his Spellcasting Modifier. This effect
your Darkvision. can be used once per Long Rest. The summoner can end this
You gain Proficiency in your Wisdom(Perception) checks. effect as an Action.
If you already have Proficiency you gain Expertise.
You are adept at locating things due to your increased
sight and hearing. you gain advantage on
Intelligence(Investigation) checks.
Infuse Eidolon
At 14th level you gain the Infuse Eidolon feature. This feature
allows you to infuse your Eidolon with a part of your Being. in
doing so you can look through the eyes of your Eidolon so
long as it is within 120 feet of you. Doing so you share any
benefits from Runic and Enhanced Runic Sense, along with
any benefits the Eidolon has. While doing this you can also
cast your own Spells using the Eidolon as the focal point for
the spell.
Major Summon
At 18th Level your Ability to summon beings has increased.
The Summoning of this creature has the same restrictions
except it can last for 24 hours unless one of the other
conditions activate. Tyou can also summon a larger
assortment of creatures from the table below, as an action;

Major
PART 1Summons
| Summoner V.1
15
Void Pit
Subclasses You pick an area 5 feet in diameter and conceal a Voidic Pit.
The following pages detail the subclasses of the Summoner Any creature crossing this area must make a Dexterity saving
mentioned eariler in the document. These Summoning Arts throw verus your Spellsave DC or fall 10 feet down into the
detail the major points of focus the Summoner has devoted pit on a failed save. On a successful one they manage to vault
their life to. Hunting with their Eidolon, exotic beasts and over it.
monsters from other planes. The Master, perecting their
magical arts and the use of their spells and creation of new Stunning Lines
magical items and artifacts. Or the Runewrit, perfecting You pick an area 10 feet in diameter. You thread lines charged
current runes and detailing new ones. Binding magical with energy across the. Any creature crossing this area must
effects into powerful runes for use in their search for make a Constitution Saving Throw versus your Spellsave DC.
knowledge and the understanding of creation. No matter the On a failed save they are Stunned for 1 Minute. On a
Art, they all look for one thing, the Power and influence their succesful save nothing happens. They can repeat this save at
Eldritch counterparts contain naturally. the end of each of their turns to end the effect early.
The Hunter Sparking Caltrops
Using a set of caltrops you can coat them in a special oil.
The Hunter, while still adept at using Magic and Runes. When doing so, enemies moving over will cause the caltrops
prefers the feeling of Martial combat and the thrill of to spark and ignite. When they are ignited like so the oils
watching his prey fall to a well placed arrow. Hunters and flame up through out the area. Any enemy moving through or
their Eidolon are masterful stalkers and efficient killing ending their turn in this area takes fire damage equal to your
machines. A Hunter Art Summoner will prepare traps ahead Spellcasting Modifier. These caltrops stay ignited for Minutes
of his prey and always have a shot ready to end his opponent. equal to half your Spellcasting Modifier rounded up.
Eldritch Archers Conducting Bearings
When you pick this Summoning Art at 3rd level you gain Using a set of Ball Bearings you can coat them in a certain
proficiency in Long and Shortbows. you also gain the ability mineral. Doing so allows them to conduct Lightning damage
to infuse a basic effect into your arrows. At the start of the day extremely well. When any creatures pass through this area
you can pick damage from Cold, Lightning or Necrotic. Add you can deal Lightning damage to an enemy or the area and
1d4 to your damage whenever you hit with them. This feature the ball bearings will increase it. For Minutes equal to half
can be used equal times to your Spellcasting modifier per your Spellcasting Modifier rounded up any enemies moving
Long or Short rest. through or ending their turn within the Ball Bearings take
Lightning damage equal to your Spellcasting modifier.
Eldritch Swordsmen
Also, at 3rd level you gain the ability to infuse the edge of your Flash Bombs
blades. At the start of the day, if you havent infused arrows, You have discovered an ancient recpire for a special oil that
you can infuse a Shortsword or Dagger with a damage type of can be applied to small orbs filled with a flammable powder
Cold, Lightning or Necrotic. Whenever you hit with these alongside flint. When these orbs are tossed to an area within
weapons you deal 1d4 of that damage type. This feature can 30 feet of you, every creature within 15 feet of that area must
be used equal times to your Spellcasting modifier per Long make a Constitution Saving Throw. On a failed save they are
or Short rest. Blinded fore 1 Minute. On a successfull save nothing
happens. They can repeat this Saving Throw at the end of
Runic Traps each of their turns to end the effect early.
At 5th level, you can mark caltrops, ball bearings or similar
traps with runes of Tier 1. When a target moves over this trap Smoke Bombs
it also counts as triggering or activating the Rune. This Using a similar casing to the Flash Bombs, you combine a
feature can be used twice per Long or Short Rest. darker powder to the flammable mixture instead of the oil.
You can toss these bombs anywhere within 30 feet of you.
Eldritch Traps Upon impact they explode releasing a dark cloud that fills a
At 10th level you gain the ability to make Eldritch Traps. 10 foot area. Any creature inside this area can not percieve
These traps vary between a 5 foot cube to a 15 foot square. outside it
Three times per day you can spend 15 minutes setting up one
of these traps, you get 2 Traps at 10th Level, and another Trap Beartrap
at 13th, 15th, and 17th Levls each. A list of the Traps follows; Spending 25 gold on iron and other materials you can make
up to 3 bear traps a day. These traps occupy a 5 foot space,
Eldritch Spears and deal 1d6 Piercing damage along with Restraining them
You pick a sphere of at least 15 feet. You mark this area with for 1 minute, to an enemy who steps on the and fails a
dark magic and ancient runes. When a creature enters the Dexterity Saving Throw versus your Spellsave DC. Half
area they must make a Dexterity Saving Throw versus your damage is dealt on a succesful save and they are not
Spellsave DC as multiple dark energy spears thrust out of Restrained. They can repeat the Saving throw at the end of
nowhere or take 4d4 Piercing Damage and 2d4 Necrotic their turn to end the effect early.
damage of a failed save. And only half damage on a sucesful
one.
PART 2 | Summoner V.1 16
Predictions Storm of Power
At 14th level you gain the predictions feature. As an Action on At 14th level, this Art gifts you the ability to use Storm of
your and your Eidolons turns, the two of you can channel Power. When you use this feature, choose a 30 foot area
together and begin to predict the enemies movements and around you. You and all Allies within this area gain the
defenses. Make a Wisdom check versus their Intelligence. On following benefits;
a success you gain a +5 to Hit on your next attack roll along Whenever you or an ally is forced to make a Saving
with being able to add your Proficiency Bonus to the damage Throw, you gain advantage on it
roll. On a failure though, your attack has disadvantage. This Whenever you or an ally makes a spell attack you get
Feature can be used once per Long Rest. advantage on the Attack Roll
Whenever you or your Ally force a Saving Throw, the
The Master target has disadvantage on it
While others perfect their physical prowess, infusing their This Feature can be used once per Long Rest and alsts for
magics into those attacks. And others spend their lives in Minutes equal to half your Spellcasting Modifier Rounded
ancient libraries studying even older books to discover and down, and requires you to concentrate on it throughout.
create new, complex Runes. You have devoted your life to
magic and the studies of it. You have sacrified body and blood
for your Art and the work has paid off exponentially. The Runewrit
While your counterparts spend their life hunting exotic
Enhanched Magics animals, and mastering their control over magic. you spend
Starting at 3rd level when you choose this Summoning Art, your lfie in research and practive. Studying ancient tomes for
you gain the Ability to increase the power of your Cantrips. long forgotten Runes and foriming new ones. Your studies
When you cast a Cantrip that requires an Attack Roll, the Crit have brough you to the point that you have earned the title
Range becomes 19-20. Additionally you can add half Your Runewrit, and your talents show you truly are a master of
Proficency Bonus to the Damage Roll. This feature can be Runic Powers.
used equal times to half your Spellcasting Modifier rounded
up per Long Rest. Swift Transcription
When you take this Art at 3rd Level your skills with
Ingrained Magic Transcribing runes allows you to do so in the heat of battle
Also at 3rd Level, you can ingrain your Spells deep into your excellently. When you transcribe a Rune of Tier 1, if it costs a
body. At 3rd Level you can cast a Cantrip on yourself. make regular Action to Inscribe you can instead use a Bonus Action
an Attack Roll against your Spellsave DC. If the Attack hits, to do so. This feature can be used twice per Long or Short
instead of taking damage you absorb the Cantrip. When an Rest.
Enemy hits you, as a Reaction you can expend the Cantrip to
deal damage back to them. Simply Roll the damage as if you Powerful Transcription
had hit, and half that damage is dealt back to them. This Also, at 3rd level this Art gives you the Feature to enhance
feature can be used twice per Long or Short Rest. one Rune. While Inscribing a Rune you can choose, as a
Bonus Action, to enhance its natural power. Any Rune of Tier
Elemental Master 1 or below you can grant damage equal to your Spellcasting
When you gain this feature at 5th Level, choose a damage Modifier. If you use this on a Rune of Weak or False
Type from; Fire, Cold, Lightning, or Necrotic. When you hit Enchantment, it increases the Bonus by one up to a
with a Spell or force an enemy to make a Saving Throw, Roll maximum of +3, or adds another Curse property up to a
a Wisdom Save versus your own Spellsave DC. On a success Maximum of 3, though these can only be used once per Long
you can add half your Spellcasting Modifier Rounded down to Rest. A +2 Enhancment Requires a 9th level Summoner, and
the damage, of the damage type you chose. This feature can a +3 a 15th Level Summoner, curses follow the same
be used equal times to half your Spellcasting Modifier progression as Enhancments. This Feature can be used equal
rounded down per Long or Short rest. time to half your Spellcasting Modifier rounded down per
Long Rest.
Crackling Aura
Starting at 10th level you gain the Crackling Aura feature. Double Transcription
This feature manifests are a crackling aura that takes on the At 5th Level, you gain the ability when Transcribing a Tier 1
color of the damage type you chose for Elemental Master. Rune, to double the amount you can transcribe. Doing so
This feature gives two distinct benefits. You gain AC equal to costs the same amount of actions to transcribe both. This
10 + Dex + Spellcasting Modifier so long as you are wearing feature can be used once per Short or Long Rest.
no armor. You also can choose to add your Spellcasting
Modifier to a touch spell you hit with as the damage type you Chained Runes
chose from Elemental master, or as a reaction, to add it as When you gain this feature at 10th Level, you can chain the
damage from whenever you are hit by a melee attack or touch effects of certain Runes. You can chain and combine Runes of
spell. This feature can be used equal times to half your Tier 2 and below so long as they are the same size and within
Spellcasting Modifier rounded up per Long rest. 30 feet of each other. Doing so allows you to Activate or
Trigger two Runes simultaneously. This Feature can be used
once per Long Rest.

17 PART 2 | Summoner v.1


Transcendant Runes Protect By spending 3 charges, as a reaction you can
At 14th Level, this Summoning Art gifts you the Transcendant create a sphere of Force around you. Every creature within
Runes Feature. Whenever you Activate a Rune or one is 10 feet of you must make a DC 15 Strength Saving Throw.
Triggered, you can choose one of the following effects; On a failed save they are pushed back up to 15 feet away from
you. On a succesful save they are pushed back only 5.
Released: When you choose Released the latent power of Reject By spending all 6 charges in the Gloves, you can
the Rune comes out. The amount of damage Die that are punch forward and emit a line of Force. Every creature in a
rolled increases by half your Spellcasting Modifier 15 foot line in front of you must make a DC 18 Constitution
rounded down. Saving Throw. On a failed save they take 8d6 Force Damage
Unleashed: When you choose Unleashed the magic and be pushed 5 feet to the side of the line. On a succesful
holding back the destructive force is removed. The save they take half damage and remain where they are.
damage Die that is rolled increases. For example if a d6 is
rolled for damage they now become d8's. Eldritch Bone
Invoked: When the Invoked effect is chosen, you can add Magical Staff, Legendary (Requires Attunment)
double your Proficiency Modifier to the Save they have to This Staff is carved from the very bone of a long dead
make versus your Spellsave DC. Eldritch Monstrosity. The mere thought of something killing a
This Feature can be used once per Short or Long Rest. being like this, simply chilling your bones. Its creator is
After doing so you incur one point of Exhaustion. unknown, so the runes and carvings along its length are
undechipherable. Which is probably for the best.
Charges The staff contains 12 charges. It regains 1d8+2
Magic Items every dawn.
Summoners, throughout the pioneering and upkeep of their Frightening Aura By expending 4 charges you can choose
Lost School, have brought back the knowledge of Ancient to emit a frightening aura in a 30 foot area around you. Any
Items and perserved in creating more. But alas, their efforts creature that starts or ends its turn within this aura must
have brought only a handful to the world, detailed below. make a Wisdom Saving throw against your Charisma. On a
failed save they are Frightened and must act as such. On a
Leystone succesful save they manage to fight off the aura and are
immune to this effect for 24 hours. Creatures can be effected
Magical Amulet, Very Rare (Requires Attunment) by this multiple times so long as they do not succed the
A magical stone, in the shape of an obelisk with a squared saving throw. Creatures immune to being Frightened and
top. The color of the Stone reflects the maker, while all Charmed are immune to this effect.
Leystones share a similar outer plating of a magical metal. Eldritch Fire Choose a 20 foot area within 150 feet of you.
The origin of the metal is kept under lock and key by the You can expend 7 charges to launch a ball of flame and dark
Summoners. Shared only with those who are truly worthy of energies to this area. Every creature inside this zone must
this knowledge. make a Dexterity Saving Throw versus your Wisdom. On a
Charges This Amulet has 3 charges, regainnig all of them failed save they take 4d10 Fire Damage and 4d10 Necrotic
at the end of a Long rest. Damage. On a succesful save nothing happens.
Runic Linking By expending 3 Charges, you can choose to Drain Life You can expend 9 Charges to target a creature
Link a Rune of Teleportation to your Leystone. In doing so, within 60 feet of you. This creature must make a Constitution
you can teleport between these Runes so long as the current Saving Throw versus your Wisdom or take 8d8 Necrotic
and target Rune are Linked by your same Leystone. damage, lowering its hit point maximum by this amount and
Shatter Ley By expending all 3 Charges of the leystone healing you for half of it. On a succesful save they recieve no
you can cause it to shatter andexplode. All creatures within damage, and you recieve no healing.
10 feet of the Leystone must make a DC 18 Dexterity Saving Beguile You can expend 3 charges to cast either, Charm
Throw or take 5d10 Force Damage and be knocked prone. Person, Sleep, or Suggestion at 5th level. You can also
On a successful save only half damage is recieved and the expend 6 charges to cast Gaes or Mass Suggestion. The DC
creatures remain standing. for these are 8 + proficiency bonus + your Charisma Modifier.
Silence You expend 4 charges and cast your Staff forward.
Gloves of Force Creatures that stand within 30 feet of you can no longer
Magical Equipment, Very rare (Requires Attunment) speak. Presenting them disadvantage on any Charisma based
A pair of fine silver gloves shimmering with blue accents. checks and the inability to cast spells requiring a verbal
Each thread shimmers with an inner power. Holding the component while in this radius.
gloves in your hands, or wearing them as is proper, you can
feel the hum of the magic as it flows through the pair like a
ceasless river.
Charges The Gloves of Force of Force have 6 charges and
regain 1d4+1 charges every dawn.
Impact By spending 2 charge you can force a creature
within 5ft to make a DC 16 Dexterity Saving Throw. On a
failed save they take 1d4 Force damage and are pushed back
10 feet. On a successful save nothing happens.

PART 3 | Summoner V.1 18


Summoner Spell List
Cantrips (0 Level) Hellish Rebuke 3rd Level Conjure Woodland Beings
Eldritch Blast Hex Bestow Curse Dimension Door
Blade Ward Mage Armor Call lightning Mordenkainen's Faithful
Create Bonfire Protection from Evil and Counterspell Hound
Frostbite Good Dispel Magic Polymorph
Guidance Shield Fly Wall of Fire
Gust Unseen Servant Haste
Lightning Lure Witch Bolt Hunger of Hadar 5th Level
Mage Hand Magic Circle Antilife field
Minor Illusion 2nd Level Major Image Awaken
Presdidigitation Blur Protection From Energy Conjure Elemental
Spare the Dying Blindness/Deafness Remove Curse Contagion
Sword Burst Darkness Spirit Guardians Creation
Thunderclap Earthbind Tongues Circle of Power
Hold Person Vampiric Touch Geas
1st Level Invisibility Hold Monster
Armor of Agathys Misty Step 4th Level Insect Plague
Arms of Hadar Ray of Enfeeblement Banishment Mass Cure Wounds
Bane Shatter Black Tentacles Scrying
Bless Spider Climb Blight
Comprehend Languages Warding Bond Conjure Minor Elementals
3rd Level
Credits
Thank you to u/kirkodirk for his help in creating
rnes, abilities and the start of balancing. A big thank
you to u/Zarieth for his help and Inspiration from
his Witch class. Check it out here
http://homebrewery.naturalcrit.com/share/ryPKa3obg
And then u/Edheldui for his Cover Template!
Art Credits
https://liyart.deviantart.com/art/Summoner-
366746490 for the cover page.

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