Hit Points
Vaardigheden
Summoner
| Niveau | Proficiency Bonus | Eigenschappen | Cantrips Known | Spells Known |
|---|---|---|---|---|
| 1 | + 2 | Spellcasting Eikonic Ally | 4 | 4 |
| 2 | + 2 | Spellcasting Eikonic Ally | 4 | 5 |
| 3 | + 2 | Spellcasting Eikonic Ally | 4 | 6 |
| 4 | + 2 | Spellcasting Eikonic Ally | 5 | 7 |
| 5 | + 3 | Spellcasting Eikonic Ally | 5 | 8 |
| 6 | + 3 | Spellcasting Eikonic Ally | 5 | 9 |
| 7 | + 3 | Spellcasting Eikonic Ally | 5 | 10 |
| 8 | + 3 | Spellcasting Eikonic Ally | 5 | 11 |
| 9 | + 4 | Spellcasting Eikonic Ally | 5 | 12 |
| 10 | + 4 | Spellcasting Eikonic Ally | 6 | 13 |
| 11 | + 4 | Spellcasting Eikonic Ally | 6 | 14 |
| 12 | + 4 | Spellcasting Eikonic Ally | 6 | 15 |
| 13 | + 5 | Spellcasting Eikonic Ally | 6 | 16 |
| 14 | + 5 | Spellcasting Eikonic Ally | 6 | 17 |
| 15 | + 5 | Spellcasting Eikonic Ally | 6 | 18 |
| 16 | + 5 | Spellcasting Eikonic Ally | 6 | 19 |
| 17 | + 6 | Spellcasting Eikonic Ally | 6 | 20 |
| 18 | + 6 | Spellcasting Eikonic Ally | 6 | 21 |
| 19 | + 6 | Spellcasting Eikonic Ally | 6 | 22 |
| 20 | + 6 | Spellcasting Eikonic Ally | 6 | 23 |
Spell Slots per Spell Level
| Niveau | Proficiency Bonus | Eigenschappen | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | + 2 | Spellcasting Eikonic Ally | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 2 | + 2 | Spellcasting Eikonic Ally | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 3 | + 2 | Spellcasting Eikonic Ally | 4 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 4 | + 2 | Spellcasting Eikonic Ally | 4 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 5 | + 3 | Spellcasting Eikonic Ally | 4 | 3 | 2 | 0 | 0 | 0 | 0 | 0 | 0 |
| 6 | + 3 | Spellcasting Eikonic Ally | 4 | 3 | 3 | 0 | 0 | 0 | 0 | 0 | 0 |
| 7 | + 3 | Spellcasting Eikonic Ally | 4 | 3 | 3 | 1 | 0 | 0 | 0 | 0 | 0 |
| 8 | + 3 | Spellcasting Eikonic Ally | 4 | 3 | 3 | 2 | 0 | 0 | 0 | 0 | 0 |
| 9 | + 4 | Spellcasting Eikonic Ally | 4 | 3 | 3 | 3 | 1 | 0 | 0 | 0 | 0 |
| 10 | + 4 | Spellcasting Eikonic Ally | 4 | 3 | 3 | 3 | 2 | 0 | 0 | 0 | 0 |
| 11 | + 4 | Spellcasting Eikonic Ally | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 12 | + 4 | Spellcasting Eikonic Ally | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 13 | + 5 | Spellcasting Eikonic Ally | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 14 | + 5 | Spellcasting Eikonic Ally | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 15 | + 5 | Spellcasting Eikonic Ally | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 16 | + 5 | Spellcasting Eikonic Ally | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 17 | + 6 | Spellcasting Eikonic Ally | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18 | + 6 | Spellcasting Eikonic Ally | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19 | + 6 | Spellcasting Eikonic Ally | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20 | + 6 | Spellcasting Eikonic Ally | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Klassespreuken
Klasse-eigenschappen
Niveau 1
Niveau 10
Niveau 12
Niveau 14
Niveau 16
Niveau 18
Niveau 19
Niveau 2
Niveau 20
Niveau 3
Niveau 4
Niveau 6
Niveau 8
Voortgang Bekende Spreuken
| Niveau | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Bekende Spreuken | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 |
Caster-voortgang
Cantrip-voortgang
| Niveau | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Cantrips Bekend | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 |
Startuitrusting
Klasse-eigenschappen
Spellcasting (Level 1)
See chapter 10 of the PHB for the general rules of spellcasting and the end of this document for the Summoner spell list.
Cantrips
At 1st level, you know 4 cantrips of your choice from the Summoner spell list. You learn additional Summoner cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Summoner table.
Spell Slots
The Summoner table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Spells Known of 1st Level and Higher
You know four 1st-level spells of your choice from the summoner spell list. The Spells Known column of the Summoner table shows when you learn more summoner spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the summoner spells you know and replace it with another spell from the summoner spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your Summoner spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you 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
Spell
Spellcasting Focus
You can use a magical grimoire, tome or other similar equipment as an arcane focus for your Summoner spells.
Ritual Casting
You can cast any Summoner spell you know as a ritual if that spell has the ritual tag.
Eikonic Ally (Level 1)
Beginning at 1st level, you learn to summon an aetherial creature to assist you in battle known as an Egi. Egis are representations of various primal gods representing the elements of the land. When you summon your egi choose one of the following elements: Earth, Fire, Ice, Lightning, Water or Wind. The creature is friendly to you and your companions and obeys your commands.
Select the relevant stat block when summoning your eikonic ally. These summons use your proficiency bonus (PB) in several places. Details about your egi, their stat block and the effects of your selected element is available at the end of the class description.
In combat, your eikonic ally acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the egi to take the Attack action. If you are incapacitated, the egi can take any action of its choice, not just Dodge.
If your eikonic ally is reduced to 0 hit points, its body dissipates into a fog of aetherial energy which remains intact for one minute. You can use your action to touch it and expend a spell slot of 1st level or higher. Eikonic ally's body returns to life after 1 minute with all its hit points restored.
You summon your eikonic ally when you complete a long rest. At this time you can summon a different eikonic ally. The new summon appears in an unoccupied space within 5 feet of you, and you choose its element. If you already have an eikonic ally from this feature, it vanishes when the new summon appears. The summon also vanishes if you die.
Eikonic Trance (Level 2)
Beginning at 2nd level, you've learned to attune your body to the latent aether of primals from the land itself. When you complete a long rest you choose an elemental primal to embody and gain their power providing a variety of benefits. This does not need to match your summoned Eikonic Ally's element.
Earth Primal
You learn the Magic Stone cantrip and gain resistance to bludgeoning damage. When you cast a spell using a spell slot you can change the damage type of the spell to magical bludgeoning damage.
Fire Primal
You learn the Firebolt cantrip and gain resistance to fire damage. When you cast a spell using a spell slot you can change the damage type of the spell to fire damage.
Ice Primal
You learn the Ray of Frost cantrip and gain resistance to cold damage. When you cast a spell using a spell slot you can change the damage type of the spell to cold damage.
Lightning Primal
You learn the Shocking Grasp cantrip and gain resistance to lightning damage. When you cast a spell using a spell slot you can change the damage type of the spell to lightning damage.
Water Primal
You learn the Acid Splash cantrip, but when cast using this feature it deals cold damage and gain resistance to cold damage. You gain a swim speed equal to your movement speed and become able to hold your breath for one hour.
Wind Primal
You learn the Thunderclap cantrip and gain resistance to thunder damage. When you cast a spell using a spell slot you can change the damage type of the spell to thunder damage.
As a bonus action, you can let the unleash the power of your chosen primal, adding your proficiency bonus to your spell attack bonus and spell save DC for 1 minute. Additionally, you add your Charisma modifier to the damage rolls of your primal's cantrip during this time. You can unleash the potential of your Eikonic Trance a number of times equal to your proficiency bonus.
Uses of this feature are recovered when you complete a long rest.
Summoner Calling (Level 3)
At 2nd level, you choose a specialization to focus on as a Summoner: Evoker, Eikonic Channeler or Allagan, all detailed at the end of the class description. Your archetype choice grants you features at the 2nd, 6th, 10th and 14th level.
Ability Score Improvement (Level 4)
When you reach 4th 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 the use of feats, you may instead take a feat.
Summoner Calling Feature (Level 6)
At 7th level, you gain a feature granted by your Summoner Calling.
Ability Score Improvement (Level 8)
When you reach 8th 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 the use of feats, you may instead take a feat.
Summoner Calling Feature (Level 10)
At 11th level, you gain a feature granted by your Summoner Calling.
Ability Score Improvement (Level 12)
When you reach 12th 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 the use of feats, you may instead take a feat.
Summoner Calling Feature (Level 14)
At 15th level, you gain a feature granted by your Summoner Calling.
Ability Score Improvement (Level 16)
When you reach 16th 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 the use of feats, you may instead take a feat.
Enkindle (Level 18)
Beginning at 18th level, as an action you ignite the full potential of your egi temporarily allowing them to use a special attack in an area around them. The Enkindle has a different saving throw requirement and effect based on the element of the egi. You may use Enkindle once, use of this feature is recovered when you complete a long rest.
| Element | Enkindle Effect |
|---|---|
Earth | All creatures must make a Strength saving throw. Creatures take magical bludgeoning damage and are knocked prone on a failure. |
Fire | All creatures must make a Dexterity saving throw. Creatures take fire damage and are blinded for 1 minute on a failure. Creatures may use their action to reattempt the saving throw, ending the blindness on a success. |
Ice | All creatures must make a Constitution saving throw. Creatures take cold damage on a failure and are restrained for one minute on a failure. Creatures may use their action to reattempt the saving throw, ending the restraint on a success. |
Lightning | All creatures must make a Dexterity saving throw. Creatures take lightning damage on a failure and are paralyzed until he end of their next turn on a failure. |
Water | All creatures must make a Strength saving throw. Creatures take cold damage on a failure and are knocked back 30ft. from the egi on a failure. |
Wind | All creatures must make a Constitution saving throw, Creatures take thunder damage on a failure and are stunned until the end of their next turn on a failure. |
Ability Score Improvement (Level 19)
When you reach 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 the use of feats, you may instead take a feat.
Perfected Equation (Level 20)
Beginning at the 20th level, as an action you can summon your egi. You can do this once, use of this feature refreshes when you complete a long rest.
Multiklassen
Multiklasse-vereisten
{"cha":13}
Subklasses
Subklasse-eigenschappen
Allagan
Allagan (Level 3)
The Allagans were able to expand their empire and fight against the eikonic threats of their time with the help of summoners. Wielding the strength of eikons in battle against their divine foes Allagans were able to find success. In the end egis were treated as tools of war to help the summoner themselves shine on the battle field and overcome powerful foes.
Allagan Infusion
3rd-level Allagan feature
Beginning at the 3rd level, when you cast a spell that deals damage, you can deal damage equal up to twice your proficiency bonus to your egi and add it to the damage of your spell. For spells that hit multiple times this effect is applied on for only one hit, but Allagan Infusion can be used for each individual hit.
Aetherial Transference (Level 6)
6th-level Allagan feature
Beginning at the 6th level, as an action you can move #d4 hit points from yourself to your egi, or take the same amount from it. # is eqaul to your proficiency bonus.
Eikonic Ward (Level 10)
10th-level Allagan feature
Beginning at the 10th level, when you take damage as a reaction you can choose to split the damage between yourself and your egi.
Atherial Regeneration (Level 14)
14th-level Allagan feature
Beginning at the 14th level, if you are reduced to 0 hit points while your egi still has hit points, as a reaction it may use your Aetherial Transference feature.
Eikonic Channeler
Eikonic Channeler (Level 3)
When ambitious summoners sought to harness the power of immensely powerful primals and eikons, they found they were unable to give them form. Though met wtih a challenge they could not overcome directly a new art of summoners was born from this challenge. Channelers would draw on the essence of greater entities and wield their strength as their own in temporary bursts of immense power to emulate their might, rather than summon them to the field of battle.
Eikonic Icon
1th-level Evoker feature
Beginning at 3rd level, when you attune to an element you gain additional benefits based on your chosen element.
| Element | Effect |
|---|---|
Earth | You Gain 5ft of tremorsense. |
Fire | As a bonus action, you can emit bright like in a 10ft. radius around you and 20ft. of dim light beyond that. You can turn the light off at any time. |
Ice | You are unaffected by difficult terrain. |
Lightning | You gain advantage on perception checks. |
Water | You gain a swim speed equal to your movement speed. You can breath underwater. |
Wind | As a bonus action you gain the ability to hover 5ft. above the ground. You can end this effect at any time. |
Dual Elementalist (Level 6)
6th-level Eikonic Channeler feature
Beginning at 6th level, you may select a second elemental primal when you complete a long rest.
Eikonic Master (Level 10)
10th-level Eikonic Channeler feature
Beginning at 10th level, as a bonus action you can change one of your attuned elemental primals. You may change your attuned elemental primals in this way a number of times equal to your Charisma modifier. Uses of the feature are recovered when you complete a long rest.
Ascendend Trance (Level 14)
14th-level Evoker feature
Beginning at 14th level, you have learned to channel the power immensely powerful primals. When you unleash the full potential of your Eikonic Trance by channeling the strength of primals beyond your summoning ability, pick one of the following effects to further empower your trance.
Dreaded Ascendance
You gain a flying speed equal to your movement speed. While you are under the effect of your unleashed eikonic trance, when you cast a spell, you may choose to make a ranged spell attack which deals 3d8 + your Charisma Modifier force damage.
Inspiring Ascendance
You gain a flying speed equal to your movement speed. While you are under the effect of your unleashed eikonic trance, when a friendly creature begins its turn within 30ft. of you, they recover 1d8 + you charisma modifier hit points. When you cast a spell, you may choose to make a ranged spell attack which deals 1d8 + your Charisma Modifier fire damage.
Evoker
Evoker (Level 3)
Evokers are summoners who follow the traditional art of summoning. Sharing a great deal of their own power with the egi to further empower it. Evokers thought accomplished spell casters in their own right must rely more heavily on their summoned eikonic allies to protect them.
Empowered Egi
3rd-level Evoker feature
Beginning at 3rd level, when you summon your egi you can empower the egi through special evoker summoner techniques. Select one of the following empowerments when you summon your egi.
Rageful
When your egi makes an attack, it deals bonus damage equal to your Charisma modifier.
Swift
When you egi makes an attack, it is unaffected by attacks of opportunity until the end of your turn.
Tough
Your egi's AC is increased by 1 and gains 2 extra hit points for each summoner level.
Primal Summoning (Level 6)
6th-level Evoker feature
Beginning at 6th level, when you summon your egi you can summon an advanced form of the egi known as the Primal Egi. You may summon the egi as a medium sized elemental and it gains the ability to cast spells. It uses your spell attack bonus and spell save DC for its spells. It has two 1st level spell slots and one 2nd level spell slot, recovering spell slots when it completes a long rest. If your egi does not have spell slots to cast a spell, they can use yours. Based on the selected element for the egi the know the following spells.
| Element | Effect |
|---|---|
Earth | |
Fire | |
Ice | |
Lightning | |
Water | |
Wind |
Eikonic Rage (Level 10)
10th-level Evoker feature
Starting at 10th level, you have learned how to infuse your aetherial allies with gem inspired infusions to make them even more powerful. When you summon an aetherial ally, choose one of the following benefits for the creature:
Eikonic Summoning (Level 14)
14th-level Evoker feature
Beginning at 14th level, you've mastered your summoning technique allowing you to summon an immensely powerful form of your egi known as the Eikonic Egi. Your egi can be up to a large sized elemental, gains a 30ft. flying speed and has improved spell casting. It now has 4 1st level spell slots, two 2nd level spell slots and 1 3rd level spell slot. It has gained the following spells based on its element.
| Element | Effect |
|---|---|
Earth | |
Fire | |
Ice | |
Lightning | |
Water | |
Wind |