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Starcofski
2014-07-08, 09:24 PM
Hey guys, so I tried my hand at converting the Summoner class from Pathfinder to 5th Edition. It was very messy, and a good amount of stuff was moved around, or didn't exist in 5th Edition. I ended up giving them a handful of additional spells to compensate for the majority being lost in the switch.

Due to how much I had to include (23 pages), I won't be copy-pasting everything here if I can avoid it.

Right now, I ask for feedback on the feel of it, as well as grammar (missed snippets from Pathfinder), and whether I was true to the class. I ended up bringing down several of the numbers, like the Eidolon's health, skills, feats, and other such things. In addition, there is a self-developed concept for how the attribute limits change by size. I would apply this to player characters as well (once we have an official large-size playable race), but that is my judgement call.

Also, the Eidolons have significantly nerfed attributes from the switch, as I did not want to give a caster their own personal Fighter.

You can view the full document here. (https://docs.google.com/document/d/15TQ9-VD94UyJ4HkY2JK0gwM2Xa2nGWX3wxcmHu5zUz4/edit?usp=sharing)

Starcofski
2014-07-09, 10:59 PM
Plaintext version for those at work/mobile/e

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

Proficiencies
Armor: None
Weapons: Daggers, Quarterstaffs, Clubs, Maces, Spears, and Light Crossbows
Tools: None

Saving Throws: Intelligence, Charisma
Skills: Choose two from Arcana, Deception, Intimidate, Performance, Persuasion

Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier

At 1st level, you start with the knowledge of two level 1 spells of your choice. Each time you gain a Summoner level, you can add one Summoner spells of your choice to your known spells list. In addition, you know a number of cantrips equal to your Intelligence modifier (as seen in the table below)






Level

Proficiency Bonus

Features
Cantrips Known
1st
2nd
3rd
4th
5th


1st
+2
Eidolon
Int
1
-
-
-
-


2nd
+2
Life Link
Int
2
-
-
-
-


3rd
+2
Bond Senses
Int
3
-
-
-
-


4th
+2
Ability Score Improvement
Int + 1
3
-
-
-
-


5th
+3
Summoner Archetype
Int + 1
3
1
-
-
-


6th
+3

Int + 1
3
2
-
-
-


7th
+3
Archetype feature
Int + 1
4
2
-
-
-


8th
+3
Ability Score Improvement
Int + 1
4
2
1
-
-


9th
+4

Int + 1
4
3
1
-
-


10th
+4
Archetype feature
Int + 2
4
3
1
-
-


11th
+4

Int + 2
4
3
2
-
-


12th
+4
Ability Score Improvement
Int + 2
4
3
2
1
-


13th
+5

Int + 2
4
3
3
1
-


14th
+5
Life Bond
Int + 3
4
3
3
1
-


15th
+5

Int + 3
4
3
3
2
-


16th
+5
Ability Score Improvement
Int + 3
4
3
3
2
1


17th
+6
Archetype feature
Int + 3
4
4
3
2
1


18th
+6

Int + 3
4
4
4
2
1


19th
+6
Ability Score Improvement
Int + 3
4
4
4
2
2


20th
+6
Archetype Feature
Int + 3
4
4
4
3
2






Summoner Archetypes

Overlord
This summoner is all about teamwork, letting his Eidolon do all the heavy lifting while they support from the back lines with spells. These summoners are going to focus on tactics over damage, and frequently loose their Eidolon on the front lines. This path is for summoners that recognize their Eidolon as an individual, and seek to explore the relationship they share.

Bonus Spells
An Overlord summoner knows all three of the Rejuvenate Eidolon spells, but can only cast them if they have an available appropriate spell slot. In addition, when casting Rejuvinate Eidolon, an Overlord Summoner may add their Charisma modifier to the amount restored

Maker’s Call
At 7th level, as a action, a summoner can call his Eidolon to his side. This functions as dimension door, using the summoner’s caster level. When used, the Eidolon appears adjacent to the summoner (or as close as possible if all adjacent spaces are occupied). If the Eidolon is out of range, the ability is wasted. The summoner can use this ability once per day at 6th level, plus one additional time per day for every three levels beyond 6th.

Transposition
At 10th level, a summoner can use his maker’s call ability to swap locations with his Eidolon. If it is larger than him, he can appear in any square occupied by the Eidolon. The Eidolon must occupy the square that was occupied by the summoner if able, or as close as possible if it is not able.

Staying Power
At 17th level, the summoner’s Eidolon becomes immune to the Banishment spell. The Eidolon can only leave the material Plane if it’s summoner dismisses it, or the Eidolon’s hit points are dropped to be the negative value of it’s summoner’s maximum health or it’s own max health (whichever is lesser).

Twin Eidolon
At 20th level, a summoner has gained a firm grasp over his Eidolon’s abilities, as well as expanding his control of the rift between Planes. The summoner now has a second Eidolon with the same number of evolution points as the first, and may select his evolutions as if he had not selected any at level 1. These Eidolons are considered separate entities for all spells that involve an Eidolon. The summoner may control both Eidolons simultaneously, but they must be summoned separately.

Synthesist

These summoners see their Eidolons as a path to power, and seek to do everything themselves. With each summon, they take on a personality quirk of their Eidolon, or gain a fragment of it’s memory. These summoners can be scary, and some can even go toe to toe with the best fighters.

Bonus Proficiency: When you choose this Archetype, you gain all Weapon Proficiencies that your Eidolon possesses.

Bonus Spells
You may cast the Dimension Door spell a number of times per long rest equal to your Charisma modifier, without having prepared the spell. These spells may not be cast at a higher level than normal, and can only be cast while fused with your Eidolon. You must already know the Dimension Door spell.

Second Form
At 7th level, a summoner can instead merge his form and consciousness with his Eidolon when summoning it. The synthesist wears the Eidolon like translucent, living armor. The Eidolon mimics all of the summoner’s movements, and the synthesist perceives through the Eidolon’s senses and speaks through its voice, as the two are now one creature. While fused with their Eidolon, the summoner receives a boost to their Strength, Dexterity, and Constitution equal to one quarter of the Eidolon’s attribute for each (so an Eidolon with 20 Strength would provide a bonus of +5. If the Summoner had 10 Strength, while in this form they would have 15 Strength).
The summoner gains the Eidolon’s hit points as temporary hit points. When these hit points reach 0, the Eidolon is killed and sent back to its home plane. The summoner uses the Eidolon’s attack bonus and gains the Eidolon’s armor and natural armor bonuses. The summoner also gains access to the Eidolon’s special abilities and the Eidolon’s evolutions. The summoner is still limited to the Eidolon’s maximum number of natural attacks. The Eidolon has no skills of its own. The Eidolon must be at least the same size as the summoner. The Eidolon must have limbs for the summoner to cast spells with somatic components.

Aspect
At 10th level, a summoner can divert up to 4 points from his Eidolon’s evolution pool to add evolutions to himself. He cannot select any evolution that the Eidolon could not possess, and he must be able to meet the requirements as well. He cannot select the ability increase evolution through this ability. Any points spent in this way are taken from the Eidolon’s evolution pool (reducing the total number available to the Eidolon). The summoner can change the evolutions he receives from these points any time he can change the Eidolon’s evolutions. If any evolution points are diverted in this way, the Eidolon automatically gains the same evolution as it’s summoner for 0 evolution points.

Greater Aspect
At 17th level, a summoner can divert more of his Eidolon’s evolutions to himself. This ability functions as the aspect ability, but up to 12 evolution points can be taken. Unlike the aspect ability, the Eidolon loses 1 point from its evolution pool for every 2 points (or fraction thereof) diverted to the summoner.

Synchro Summon
At 20th level, a summoner and his Eidolon have become so in synch that they can bond at a moment’s notice. Summoning the Eidolon is now a single move action and no longer requires a ritual. In addition, while fused the attribute bonus is now one half of the Eidolon’s attribute scores (instead of one quarter).

Starcofski
2014-07-12, 02:04 PM
Eidolons

Base Figure
There are three base forms your Eidolon can take; a Multiped, a Biped, and a Serpentine. These base forms determine an Eidolon’s starting stats and abilities. In addition, as the summoner levels, the Eidolon gains bonus stats and abilities as detailed in the Eidolon table.

Eidolon Attribute Score Caps by Size




Size
Strength
Dexterity
Constitution


Small
18
20
18


Medium
20
20
20


Large
24
20
24







Biped Form (Level 1)
Medium size, 30 ft speed
Proficiency Bonus = +1
2 Natural Armor
Hit Dice: 1d6
Attack: Claws (1d4)
Free Evolutions: Claws, Limbs (arms), Limbs (legs)
Attributes: 12 Strength, 12 Dexterity, 10 Constitution, 6 Intelligence, 8 Wisdom, 8 Charisma

Multiped Form (Level 1)
Medium size, 40 ft speed
Proficiency Bonus = +1
2 Natural Armor
Hit Dice: 1d6
Attack: Bite (1d6)
Free Evolutions: Bite, Limbs (legs), Limbs (legs)
Attributes: 12 Strength, 10 Dexterity, 12 Constitution, 6 Intelligence, 8 Wisdom, 8 Charisma

Serpentine Form (Level 1)
Medium size, 20 ft speed (20 ft climb)
Proficiency Bonus = +1
2 Natural Armor
Hit Dice: 1d6
Attack: Tail Slap (1d6)
Free Evolutions: Tail Slap, Climb, Tail
Attributes: 10 Strength, 12 Dexterity, 12 Constitution, 6 Intelligence, 8 Wisdom, 8 Charisma





LvL
HD
Proficiency
AC
Evolution Points
Attacks
Special


1
1d6
+1
+0
3
1
Darkvision, Link, Share Spells


2
2d6
+1
+0
5
1



3
3d6
+1
+0
6
1



4
4d6
+1
+1
7
1



5
5d6
+1
+1
9
1
Ability Score Increase


6
6d6
+2
+1
10
1
Devotion


7
7d6
+2
+1
11
2



8
8d6
+2
+2
13
2



9
9d6
+2
+2
14
2



10
10d6
+2
+2
16
2
Ability Score Increase


11
11d6
+2
+2
17
2



12
12d6
+3
+3
19
2



13
13d6
+3
+3
20
2



14
14d6
+3
+3
22
2



15
15d6
+3
+3
23
3
Ability Score Increase


16
16d6
+3
+4
25
3



17
17d6
+3
+4
26
3



18
18d6
+4
+4
27
3



19
19d6
+4
+4
29
3



20
20d6
+4
+5
30
3
Ability Score Increase






Link
A summoner and his Eidolon share a mental link allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the summoner to give orders to his Eidolon at any time. In addition, magic items interfere with the summoner’s connection to his Eidolon. As a result, the summoner and his Eidolon share magic item slots. For example, if the summoner is wearing a ring, his Eidolon can wear no more than one ring. In case of a conflict, the items worn by the summoner remain active, and those used by the Eidolon become dormant. The Eidolon must possess the appropriate appendages to utilize a magic item.

Share Spells
The summoner may cast a spell with a target of “you” or “Personal” on his Eidolon (as a spell with a range of touch) instead of on himself. A summoner may cast spells on his Eidolon even if the spells normally do not affect creatures of the Eidolon’s type (outsider). Spells cast in this way must come from the summoner spell list. This ability does not allow the Eidolon to share abilities that are not spells, even if they function like spells.

Ability Score Increase
When you reach 5th level, and again at 10th, 15th, and 20th level, you can increase one ability score of your Eidolon of your choice by 2, or you can increase two ability scores of your choice by 1. You cannot increase an ability score above your size’s cap (see Eidolon ability score caps by size). Alternatively, instead of the attribute increase, your Eidolon may pick a feat.

Devotion
Your Eidolon has Advantage on rolls against mind-affecting Enchantment spells and effects.

Donpoohbear
2016-12-01, 12:03 PM
does it got to atack per a set of arms

Zeros
2016-12-01, 02:41 PM
Minor touch, and I could be mistaken as I haven't done an exhaustive study on 5e classes. All the classes I've really played or considered playing always have one save from Dex, Con, Wis and the other save from Str, Int, Cha. My guess is this is because most saves still go off the 3.5 idea of reflex, fortitude, will. A class that only has saves in str, int, and cha will be more vulnerable to spells, traps, and generally most magic effects.

You might switch the saves to Int and Wis like a wizard or Wis and Charisma like a Paladin or Warlock.