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lord4571
2019-10-30, 07:00 AM
I WILL BE UPDATING THIS AS I WORK ON IT AND GET ADVICE. PLEASE LEAVE USEFUL POST. POST LIKE "summoners are just to op and shouldnt be done" IS NOT HELPFUL.

Alright so this is a 5e summoner i am working on. i am hoping to simplify it and make it balanced while keeping the old idea of what the summoner was meant to do (without basically giving the summoner two pcs which is what the old summoner did basically.)

My current issues is i dont know what arcane spell caster i should base it on for spells known, spells prepared, and cantrips. the three that i am looking at to use as the base template is...
Wizard: issue is he just has more of everything over the other 2. (44 spells known and 25 spells prepared, ritual casting, and copying other spells).
Bard: good middle ground but doesn't fit thematically as someone who studied magic. (22 spells known and prepared based without other features. ritual casting).
Sorcerer: Sucks compared to the other two with spells known/prepared (which is 15 base without sorcery points).

Currently i am using wizards spellcasting and spell book (just re-themed).

Everything else is currently a work in progress.

1 cost evolution are in its first drafts and need review. (All the others i haven't gone through yet and was pulled from another homebrew summoner that i dont think was balanced.

Most things above Evolution have are done first drafts.

at first level a summoner gets 4 points, then 2 points every level after except when gaining an ASI. they gain only 1 evo point when gaining an ASI.

Summoner
You are the practitioner of a Special set of Conjuration Magic dedicated your life to it or have been curse at birth with voices in languages you don’t understand constantly in your mind. Blessed to wield a powerful type of magic of control that can have devastating effects if not careful. You are a Summoner. The master of Beings that appear from other planes or powerful and magical beast of your world. This specialty in magic is not for your basic conjurer.

Class Features
As a Summoner, you gain the following class features.
Hit Points
Hit Dice: 1d6 per wizard level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per wizard level after 1st
Proficiencies
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: Calligraphy kit
Saving Throws: Int and Con
Skills: Choose Two from Arcana, Investigation, Religion, and Nature

Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a light crossbow and 20 bolts or (b) any simple weapon
(a) a component pouch or (b) an arcane focus
(a) a dungeoneer's pack or (b) an explorer's pack
(a) Two Daggers

Spellcasting: Seal Magic
You have Studied the Complicated formula and text of Seal magic. Infusing your own arcane symbols with magical energy to be cast at a moment notice whether it be on your body, in a book, or on sheets of paper.
Cantrips
At 1st level, you know four 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.
Seal list
At 1st level, you have created six seals for 1st-level Summoner spells of your choice.
The spells that you create seals for as you gain levels reflect the arcane research you conduct on your own on seal magic, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil Wizard's or Summoner’s chest, for example, or in a dusty tome in an ancient library.
Creating seals for Spells. When you find a Summoner spell of 1st level or higher, you can create a seal if it is of a level for which you have spell slots and if you can spare the time to decipher and Create a seal for it.
Creating a spell Seal involves reproducing the basic form of the spell, then creating a complex custom Seal that works with the spell. You must practice the spell until you understand the sounds or gestures required, then perfect the custom seal for your seal list using your own notation.
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.
Replacing the Seal List. You can copy a spell from your own Seal list onto another Seal list-for example, if you want to make a backup copy of your seal list. This is just like creatomg a new spell seal in your seal list, but faster and easier, since you understand your own Seal art and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.
If you lose your seal list, you can use the same procedure to transcribe the spells that you have prepared into a new seal list. Filling out the remainder of your seal list requires you to find new spells to do so, as normal. For this reason, many Summoners keep backup seal list in a safe place.
The Seal list Appearance. Your seal list is a unique compilation of spell seals……..
Preparing and Casting Spells
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.
You prepare the list of Summoner spells that are available for you to cast. To do so, choose a number of Summoner spells from your spellbook equal to your Intelligence modifier + your Summoner level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you're a 3rd-level Summoner, you have four 1st-1evel and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your Seal list. If you prepare the 1st-level spell Magic Missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of Summoner spells requires time spent studying your spellbook and memorizing the incantiations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Intelligence is your spellcasting ability for your Summoner spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Summoner spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Ritual Casting
You can cast a Summoner spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your Summoner spells.
Learning Spells of 1st Level and Higher
Each time you gain a Summoner level, you can add two Summoner spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Summoner table. On your adventures, you might find other spells that you can add to your spellbook.

Summoned Eidolon
A summoner at first level gains an Eidolon. This Eidolon is a creature that is summoned from an unknown plane that adapts and evolves over time. This creature takes on the appearance of whatever the summoner desires as long as it resembles something to its base body and the evolutions that the summoner picks.
Creating Eidolon
When creating an Eidolon the summoner must pick its based body. This will determine its core stats and information. There are four different body types that the summoner can pick from below.
• Quadruped
Size: Medium
AC: 12, Speed: Land 40 feet
Evolutions: Legs x2, Bite.
• Humanoid
Size: Medium
AC: 10, Speed: Land 30 feet
Evolutions: Arms, Legs, Skilled.
• Avion
Size: Small
AC: 10, Speed: Land 10 feet, Fly 30 feet
Evolutions: Wings x2, Legs.
• Aquatic
Size: small
AC: 12, Speed: land 20 feet, Swim 30 feet
Evolutions: Gills, Swim x2.
An eidolons hp is its average of its hit dice which is 5+con (1d8+con) except at first level as it gets Max hp. After first level It gains more hit dice every even summoner level. Its hit dice is used the same way as the party does.
The summoner must also Choose one “monster type” from the following options; celestial, construct, dragon, elemental, fey, fiend, monstrosity, or plant. The eidolon will forever count as that type.
Controlling Eidolon
Here is all the rules for Summoning, Controlling, Healing, and Dismissing your eidolon
• Summoning: It takes one action to summon your eidolon from its home plane. Once it is summoned it will remain until killed or dismissed. If you summon another creature through a spell your eidolon will also be dismissed.
• Controlling: When in combat the eidolon rolls imitative and acts on its own turn following the summoners command. The summoner must spend a reaction to command his eidolon (As the eidolon doesn’t act on the summoners turn). If he doesn’t the eidolon will just take the dodge action. Regardless if the summoner uses his reaction to command his eidolon or not it can still move by the summoners command.
• Healing: The eidolon can heal by normal means as characters do. Its hit dice is 1d8+con. If eidolons every reach 0 hp it dismisses itself to its own plane. It requires 8 hours of rest before it can be summoned again which takes 10 mins. If it is dismissed to its own plane at 1 hp or above it will only take 4 hours to long rest. When on its home plane it can always long rest no matter when it long rested before. If it long rest on the material plane it follows the normal long rest rules. If it takes Massive Damage and dies it will not return to its own plane and remain on the material plane. The summoner will require 8 hours and 2 gp per evolution point to create a new Eidolon.
• Dismissing: The summoner can dismiss his eidolon as a bonus action. If the eidolon is ever forcefully dismissed by a spell effect cannot be summoned and will not heal until the spell effect ends or until you finish a long rest if it last for more than one round. Dispel magic and spells that negate magic do not dismiss the eidolon but will prevent the summoner from summoning the creature.

Eidolon Bond
At first level chose one of the Eidolon Bond below. You will gain more Features from your Eidolon Bond choice when you reach a level with Eidolon Feature listed in your class progression.

Evolution Bond: Focusing on improving your Eidolon to greater extent. (Single Powerful Eidolon)

Pack Bond: Focusing on having more than one Eidolon out at once.

Synergy Bond: Fusing with your Eidolon to protect yourself as well as hold your own in a melee fight.


Evolution Points
At First level you gain four evolution points listed on the summoner class table. Every level you will gain a 1 or 2 Evolution points. When you gain these points, you must pick an Evolution for your Eidolon which will be listed at the end of this class. Also, every even level you may reassign your Evolution points for different Evolutions. You cannot Save Evolution Points.

Summoning Spells
At second level the summoner gains conjuration spells outside of a normal arcane spell list as they research even into the divine spell casting methods of summoning. These will also be listed in the summoners spell list. (this is just clarifying why these spells are on the summoners spell list).
Cantrips
1st level spells
2nd level spells Find Steed,
3rd level spells Spirit Guardian, Conjure Animals
4th level spells Guardian of faith, Conjure woodland creatures,
5th level spells
6th level spells Planar Ally, Conjure Fey
7th level spells Conjure Celestials
8th level spells
9th levels spells

Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Also the eidolon will also gain ability score improvement as the same levels.

Eidolon Bonds
Evolution Bond
At first level your eidolon will gain an additional 2 evolution points. Your eidolon can pick one “two points evolution” at any point. At 5th level you can pick one “three points evolution” and at 9th level you gain one “four points evolution.”

Pack Bond

Synergy Bond

Evolutions List
1-Point Evolutions
These evolutions cost 1 point and can be taken at first level and higher.

Additional Movement type: An eidolon gains a new type of movement. Climb, Swim, Flight and Burrow. As you level you can take these evolutions additional times at 4th, and 8th levels
• Burrow: Gain 10 feet burrow speed. When taking this a second time it cost 2 points and increases to 30 feet. Taking it a third time cost 3 points and increases to 60 feet.
• Climb: Gain 15 feet climb speed. Checks are no longer required to climb. When you take this a second it increases to 30 feet. Taking it a third time increases to 60 feet.
• Wings: Gain 15 feet fly speed and can only fly 30 feet up. When you take this a second time it increases to 30 feet and no limit to how high it can fly. When taking this a third time it cost 2 points and increases to 60 feet.
• Swim: Gain 15 feet swim speed. Checks are no longer required to swim. When you take this a second time it increases to 30 feet. Taking it a third time increase to 60 feet.

Basic Magic: An eidolon can cast a cantrip from any spell list, using its Charisma and your summoner level to cast the spell. The eidolon must have a Charisma score of at least 11 to take this evolution. Each time you select this evolution, the eidolon learns a new cantrip.

Darkvision: An eidolon has darkvision, enabling it to see 60 feet in darkness in shades of gray. Taking this evolution once more extends the range to 120 feet. Can only be taken twice.

Gills: An eidolon has gills and can breathe underwater indefinitely.
Improved Natural Armor: An eidolon's hide grows thick fur, rigid scales, or bony plates, increasing its Armor Score by 1. You may choose this evolution multiple times, to a total of 5 (including a free instance).

Improved Natural Attack: Select a natural attack. That natural attack gains an additional benefit or upgrade.
• Pull: When the natural attack linked to this evolution hits a creature that creature must make a strength saving throw against DC 8 + proficiency bonus + Str modifier. If it fails the creature gets pulled 5ft towards the eidolon. This can be taken twice per natural attack increasing the pull to 10 feet. This cannot be taken if the natural attack that has push.
• Push: When the natural attack linked to this evolution hits a creature that creature must make a strength saving throw against DC 8 + proficiency bonus + Str modifier. If it fails the creature gets pushed 5 feet away from the eidolon. This can be taken twice per natural attack increasing the push to 10 feet. This cannot be taken if the natural attack that has pull.
• Damage: Increase the damage die size to the next die size. 1d4 to 1d6 to 1d8 to 1d10 to 1d12 to 2d4 to 2d6. This can only be taken twice per natural attack.
• Reach: Increase the range of the attack by 5 feet. This can only be taken once per natural attack.
Limbs: Your eidolon gains additional limbs or appendages. There are three types that can be taken . Arms, Legs and Tail.
• Arms: Gain a set of arms and hands that can hold objects. These hands can be used to wield weapons. These extra arms do not allow for any additional attacks. This also allows the eidolon to replace the hands with other evolutions.
• Legs: Gain a set of legs and feet. This increases the base movement speed of the eidolon by 10 feet. This also allows the eidolon to replace the feet with other evolutions.
• Tail: An eidolon grows a long, powerful tail. This gives advantage on any attempts to keep its balance or to stay standing. This can be taken more than once to gain more tails. The tail can become Prehensile tail if you spend an extra evolution point and if you do it can hold an additional object. While holding an object it cannot make any attacks.

Magic Attacks: An eidolon is infused with magic, allowing it to treat all of its natural attacks as if they were magic for the purpose of overcoming damage reduction. If the summoner is 10th level or higher, all of the eidolon's weapons are treated as the alignment of the eidolon for the purpose of overcoming damage reduction.

Mount: An eidolon is properly skilled and formed to serve as a combat-trained mount. The eidolon must be at least one size category larger than its rider. This evolution is only available to eidolons of the quadruped and serpentine base forms.

Natural Attacks: An eidolon gains a type of natural attack as long as it meets the body requirement listed with the natural attack.
• Bite: Gain a bite that deals 1d6+Str piercing damage. Can be taken multiple times. Must have a head without a bite evolution.
• Claws: Gain two claws that deal 1d4+Str/Dex slashing damage. As a bonus action the eidolon can make an attack with its other claw dealing 1d4 slashing damage (As per Two weapon fighting rules). Can be taken multiple times. Requires Two arms. Can be applied to legs once.
• Hooves: Gain Hooves on the feet of your eidolon that deals 1d4+Str/Dex bludgeoning damage. As a bonus action the eidolon can make an attack with its other claw dealing 1d4 slashing damage (As per Two weapon fighting rules). Can only be taken once. Requires two or more Legs. This can replace Claws applied to feet.
• Pincers: Gain a pair of Pincers on one arm or the head that deals 1d6+Str Bludgeoning damage. As a bonus action the eidolon can make an attack with its Pincers dealing 1d6 Bludgeoning damage (As per Two weapon fighting rules). ?Grab? Requires an arm or head. Can be taken more than once. If you take the Grab evolution Pincers provide +2 to grapple checks.
• Sting: Must have a tail. Gain a stinger at the end of the tail that does 1d6+Str/Dex points of piercing damage. A stinger attack can be made as a bonus action when the attack action is made, dealing 1d6 points of damage with no ability modifier Can be taken multiple times. An eidolon cannot make more sting attacks in a turn than the number of sting evolutions it has. If applied to the tail it cannot be Prehensile.
• Slam: An eidolon arm or tail becomes devastatingly strong. Gain a slam that deals 1d8+Str bludgeoning damage. This can be taken for each arm you have or tail
• Tail Slap: Must have a Tail. The eidolon can now use the tail to make an attack that deals 1d6+Str/Dex Bludgeoning damage.
• Tentacle: Gain a tentacle that deal 1d4+Str/Dex slashing damage. As a bonus action the eidolon can make an attack with its tentacle dealing 1d4 slashing damage (As per Two weapon fighting rules). Can be taken multiple times.
• Wing Buffet: Must have Wing evolution. The eidolon can now use it wings to make an attack that deals 1d4+Str/Dex Bludgeoning damage.

Scent: An eidolon's sense of smell becomes quite acute. The eidolon gains the scent special quality, allowing it to detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents can be detected at twice the normal range. Scent does not allow the eidolon to precisely locate the creature, only to detect its presence. It can detect the direction with a move action. The eidolon can pinpoint the creature's location if it is within 5 feet. The eidolon can use scent to track creatures.

Skilled: An eidolon becomes especially adept at a specific skill, gaining a proficiency bonus on that skill. This evolution can be selected more than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different skill.

Toughness: An eidolon's hit points are increased by your summoner level x2. Selecting this evolution again increases the eidolon's health x3 instead of x2.

2-Point Evolutions
These evolutions cost 2 points and can be taken at 4th level and higher.

Constrict: An eidolon gains powerful muscles that allow it to crush those it grapples. Whenever the eidolon successfully grapples a foe using the grab evolution, it deals additional damage equal to the amount of damage dealt by the attack used by the grab evolution as bludgeoning damage. This evolution is only available to eidolons of the serpentine base form.

Energy Attacks: An eidolon's attacks become charged with energy. Pick one energy type: acid, cold, lightning, fire, thunder, radiant, or necrotic. Whenever the selected attack hits, the target takes an additional 1d6 of that energy's type. Selecting this evolution again increases the damage by 1d6, but it cannot be chosen more than twice for the same attack. The summoner must be at least 7th level before selecting this evolution.

Gore: An eidolon grows a number of horns on its head, giving it a gore attack. This attack is a primary attack. The gore deals 1d6+ str mod points of piercing damage (1d8 if Large, 2d6 if Huge).

Grab: An eidolon becomes adept at grappling foes, gaining the grab ability. Pick bite, claw, pincers, slam, tail slap, or tentacle attacks. Whenever the eidolon makes a successful attack of the selected type, it can attempt to grapple the target as a bonus action. This ability only works on creatures of a size equal to the eidolon or smaller.

Head: An eidolon grows an additional head. The eidolon does not gain any additional natural attacks for the additional head, but the additional head does allow the eidolon to take other evolutions that add an additional attack to a head (such as a bite, gore, or breath weapon). This evolution can be selected more than once.

Hover: The eidolon flies by means of magic. It loses its wings, and no longer relies on physical means to fly. The eidolon's flight speed is increased by 60 feet. The flight evolution is required to choose this one.

Minor Magic: An eidolon can cast one of the following spells as a 2nd-level spell without a spell slot, using Charisma as its spell casting ability. (Cure Wounds, Burning Hands, Earth Tremor, Magic Missile, Detect Magic, Hellish Rebuke, Ice Knife, Ray of Sickness, Shield, Sleep, Aganazzer's Scorcher, Blur, Darkness, Hold Person, Lesser Restoration, Misty Step, See Invisibility, Scorching Ray, Warding Wind). This Spell may only be cast once a long rest. A summoner must be at least level 4 to select this evolution. When a summoner is 11th level, the spell is cast at the 3rd level. The eidolon must have a Charisma score of at least 12 to take this evolution. When this evolution is chosen again, it applies to a new spell.

Poison: An eidolon secretes toxic venom, gaining a poison attack. Pick one bite or sting attack. Whenever the selected attack hits, the target makes a constitution save equaling 8+prof bonus of Eidolon + con mod of eidolon. On a failed save, the target takes 2d4 points of poison damage. This poison can be used no more than once per round. This evolution may be selected twice per attack, increasing the damage to 4d4. The summoner must be at least 7th level before selecting this evolution.

Rake: An eidolon grows dangerous claws on its feet, allowing it to make 2 rake attacks on foes it is grappling. These attacks are primary attacks. The eidolon receives these additional attacks each time it succeeds on a grapple check against the target. These rake attacks deal 1d4 points of slashing damage (1d6 if Large, 1d8 if Huge). This evolution is only available to eidolons of the quadruped base form. The summoner must be at least 4th level before selecting this evolution.

Rend: An eidolon learns to rip and tear the flesh of those it attacks with its claws, gaining the rend ability. Whenever the eidolon makes two successful claw attacks against the same target in 1 round, its claws latch onto the flesh and deal extra damage. This damage is equal to the damage dealt by one claw attack plus 1-1/2 times the eidolon's Strength modifier. The eidolon must possess the claws evolution to select this evolution. The summoner must be at least 6th level before selecting this evolution.

Resilient: An eidolon becomes especially adept at an ability saving throw, gaining a proficiency bonus on that save. This evolution can be selected more than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different save.

Resist Energy: An eidolon’s form takes on a resiliency to one particular energy type, which is usually reflected in its physical body (ashen hide for fire, icy breath for cold, and so on). Pick one energy type (acid, cold, lighting, fire, poison, or thunder). The eidolon gains resist resistance to that energy type. This becomes an immunity at level 11. This evolution can be selected more than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different energy type.

Trample: An eidolon gains the ability to crush its foes underfoot, gaining the trample ability. As a full-round action, the eidolon can overrun any creature that is at least one size smaller than itself. This works like the overrun combat maneuver, but the eidolon does not need to make a check, it merely has to move over opponents in its path. The creatures take 1d8 points of bludgeoning damage (1d12 if Large, 2d10 if Huge), plus 1-1/2 times the eidolon's Strength modifier. Targets of the trample can make attacks of opportunity with disadvanatge. If a target forgoes the attack of opportunity, it can make a Dex save for half damage. The DC of this save is 8+ the eidolon's Strength modifier+ the eidolon's proficiency bonus. A trampling eidolon can only deal trampling damage to a creature once per round. This evolution is only available to eidolons of the biped or quadruped base forms.

Tremorsense: An eidolon becomes attuned to vibrations in the ground, gaining tremorsense out to a range of 30 feet. This works like the blindsense evolution, but only if both the eidolon and the creature to be pinpointed are in contact with the ground.

Trip: An eidolon becomes adept at knocking foes to the ground with its bite, tail slap, or tentacle attack, granting it a trip attack. Whenever the eidolon makes a successful bite, tail slap, or tentacle attack, it can attempt to trip the target. The target must attempt a Dexterity saving throw against a DC of 8+ the eidolon's Strength or Dexterity modifier+ the eidolon's proficiency modifier. If the target fails, they are knocked prone. This ability only works on creatures of one size category larger or less than the eidolon. The eidolon must possess the bite, tail slap, or tentacles evolutions to select this evolution.

Extra Attack: The Eidolon can Attack twice, instead of once, whenever it takes the Attack action on its turn. Additionally, you can take this evolution again at level 11th summoner level to increase the number of attacks to three at the cost of 2 extra evolution points.

Underwater Scent: An eidolon’s sense of smell becomes even more acute while underwater. The eidolon can notice other creatures by scent in a 180-foot radius underwater and can detect blood in the water at ranges of up to a mile. The eidolon must possess the gills and scent evolutions to take this evolution.

Weapon Training: Gain 3 weapon proficiency’s.

3-Point Evolutions
These evolutions cost 3 points and can be taken at 8th level and higher.

Blindsense: An eidolon's senses become incredibly acute, giving it blindsense out to a range of 30 feet. This ability allows the eidolon to pinpoint the location of creatures that it cannot see without having to make a Perception check, but such creatures still have total concealment from the eidolon. Visibility still affects the eidolon's movement and it is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. The summoner must be at least 9th level before selecting this evolution.

Exotic Resistance: An eidolon's form takes on a resiliency to one of the less common energy types. Pick one energy type (radiant, necrotic, force, psychic). The eidolon gains resistance to that energy type. At level 20, this resistance becomes an immunity to the given energy type. This evolution can be selected more than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different energy type. The summoner must be at least 12th level before selecting this evolution.

Frightful Presence: An eidolon becomes unsettling to its foes, gaining the frightful presence ability. The eidolon can activate this ability as part of an offensive action, such as a charge or attack. Opponents within 30 feet of the eidolon must make a Wisdom save or become frightened for 1 minute. A creature may repeat the save every turn. On a success, the creaure is immune to ths effect for 24 hours. The DC of this save is equal to 8+ the eidolon's Charisma mod+ the eidolon's proficiency modifier. Selecting this evolution again causes creatures to be paralyzed instead. The summoner must be at least 11th level before selecting this evolution.

Major Magic: An eidolon can cast one of the following spells as a 4th-level spell without a spell slot, using Charisma as its spell casting ability. (Bestow Curse, Remove Curse, Call Lightning, Dispel Magic, Erupting Earth, Fear, Fireball, Web, Gaseous Form, Lightning Bolt, Slow, Haste [on self], Tidal Wave, Waterbreathing, Waterwalk, Vampiric Touch, Banishment, Blight, Elemental Bane, Fire Shield, Greater Invisibility). This Spell may only be cast once a long rest. A summoner must be at least level 10 to select this evolution. When a summoner is 17th level, the spell is cast at the 5th level. The eidolon must have a Charisma score of at least 13 to take this evolution. When this evolution is chosen again, it applies to a new spell.

Sacrifice (Su): An eidolon can sacrifice its own health to heal another creature. As a standard action, the eidolon can sacrifice up to 2 hit points per summoner level and then touch the target creature, thereby healing the creature for half the amount sacrificed.

Swallow Whole: An eidolon gains the swallow whole ability, giving it the ability to consume its foes. If the eidolon begins its turn with a creature grappled using its bite attack (see the grab evolution), it can attempt to swallow the creature with a second opposed grapple check. The creature can only be up to one size category smaller than the eidolon. Swallowed creatures take damage equal to the eidolon's bite damage each round plus 1d6 points of bludgeoning damage. A swallowed creature keeps the grappled condition, but can attempt to cut its way free with a light slashing or piercing weapon. The amount of damage needed to cut free is equal to 1/10 the eidolon's total hit points. The eidolon's AC against these attacks is equal to 10 + 1/2 its natural armor bonus. If a swallowed creature cuts its way out, the eidolon loses this ability until it heals this damage. Alternatively, the swallowed creature can attempt to escape the grapple as normal. Success indicates that it has returned to the eidolon's mouth, where it can attempt to escape or be swallowed again. The eidolon must possess the grab evolution, tied to a bite attack, to take this evolution. The summoner must be at least 9th level before selecting this evolution.

4-Point Evolutions
These evolutions cost 4 points and can be taken at 12th level and higher.

Blindsight: An eidolon's senses sharpen even further, granting it blindsight out to a range of 30 feet. The eidolon can maneuver and attack as normal, ignoring darkness, invisibility, and most forms of concealment as long as it has line of effect to the target. The eidolon must possess the blindsense evolution to take this evolution. The summoner must be at least 11th level before selecting this evolution.

Breath Weapon: An eidolon learns to exhale a cone or line of magical energy, gaining a breath weapon. Select either acid, cold, force, lightning, poison, necrotic, radiant or fire. The eidolon can breathe a 30-foot cone (or 60-foot line) that deals 1d6 points of damage of the selected type for every 2 summoner levels you possess (rounded down). Those caught in the breath weapon can attempt a Dex save for half damage. The DC is equal to 8+ the eidolon's Constitution modifier+ the eidolon's proficiency bonus. You must complete a short rest for the eidolon to use this ability again. The eidolon can use this ability 1 additional time per rest by spending an additional 1 evolution point (maximum 3/rest). The summoner must be at least 9th level before selecting this evolution.

Dimension Door (Sp): An eidolon learns to cast dimension door as a spell-like ability once per long rest. The caster level for this evolution is equal to the summoner’s caster level. The save DC for this spell is 8 + the eidolon’s proficiency bonus + the eidolon’s Charisma modifier. The eidolon must have a Charisma score of at least 14 to take this evolution. The summoner must be at least 13th level before selecting this evolution. Taking this evolution more than once adds one cast per long rest.

Fast Healing: An eidolon's body gains the ability to heal wounds very quickly, giving it fast healing 1. The eidolon heals 1 point of damage each round, just like natural healing. Fast healing does not restore hit points lost due to starvation, thirst, or suffocation, nor does it allow the eidolon to regrow lost body parts (or to reattach severed parts) unless it's fast healing 5. Fast healing functions as long as the eidolon is alive. This fast healing does not function when the eidolon is not on the same plane as its summoner. This healing can be increased by 1 per round for every 2 additional evolution points spent (maximum 5). The summoner must be at least 11th level before selecting this evolution.

Large: An eidolon grows in size, becoming Large. The eidolon gains a +4 bonus to Strength, a +4 bonus to Constitution, to a maximum of 24, and a +2 bonus to its natural armor,and disadvantage on Stealth skill checks. If the eidolon has the biped base form, it also gains 10-foot reach. Any reach evolutions the eidolon possesses are added to this total. The eidolon must be Medium to take this evolution. The summoner must be at least 8th level before selecting this evolution.
If 6 additional evolution points are spent, the eidolon instead becomes Huge. The eidolon gains a +10 bonus to Strength, a +10 bonus to Constitution, a +6 bonus to Dexterity. Strength and Constitution have a maximum of 30, Dexterity is a max of 26 and a +5 bonus to its natural armor, 10-foot reach, and disadvantage on Stealth checks. If the eidolon has the biped base form, its reach increases to 15 feet (10 feet for all other base forms). Any reach evolutions the eidolon possesses are added to this total. These bonuses and penalties replace, and do not stack with, those gained from becoming Large. The summoner must be at least 13th level before selecting this option.
The ability increase evolution costs twice as much (4 evolution points) when adding to the Strength or Constitution scores of a Large or Huge eidolon.

No Breath: An eidolon no longer needs to breathe. The eidolon does not breathe, and is immune to effects that require breathing (such as inhaled poison). This does not give immunity to cloud or gas attacks that do not require breathing. The summoner must be at least 11th level before selecting this evolution.
Spell Resistance: An eidolon is protected against magic, gaining spell resistance. Gain advantage on saving throws against magical effects. This spell resistance does not apply to spells cast by the summoner. The summoner must be at least 9th level before selecting this evolution.

Ultimate Magic: An eidolon can cast one of the following spells as a 6th-level spell without a spell slot, using Charisma as its spell casting ability. (Cloudkill, Cone of Cold, Destructive Wave, Flame Strike, Greater Restoration, Hold Monster, Immolation, Insect Plague, Maelstrom, Mass Cure Wounds, Chain Lightning, Globe of Invulnerability, Sunbeam). This Spell may only be cast once a long rest. The eidolon must have a Charisma score of at least 14 to take this evolution. A summoner must be at least level 15 to select this evolution. When this evolution is chosen again, it applies to a new spell.

JNAProductions
2019-10-30, 09:30 AM
Basic class features has references to Wizard, not Summoner.

Why does it get Con saves, and not Wisdom?

There is no table, but it gets referenced. Here (http://www.giantitp.com/forums/showthread.php?521278-Preset-Class-Tables-for-5e-Homebrew)'s a link to help with that.

Also, paragraph breaks are your friend.

Overall, I have one question and one comment.

Question! Is this finished? It doesn't look finished.

Comment! This is OP. As all get-out. You're basically a Wizard, plus a disposable and pretty fighty equal-level minion.

lord4571
2019-10-30, 03:21 PM
Basic class features has references to Wizard, not Summoner.

Why does it get Con saves, and not Wisdom?

There is no table, but it gets referenced. Here (http://www.giantitp.com/forums/showthread.php?521278-Preset-Class-Tables-for-5e-Homebrew)'s a link to help with that.

Also, paragraph breaks are your friend.

Overall, I have one question and one comment.

Question! Is this finished? It doesn't look finished.

Comment! This is OP. As all get-out. You're basically a Wizard, plus a disposable and pretty fighty equal-level minion.


Everything else is currently a work in progress.

1 cost evolution are in its first drafts and need review. (All the others i haven't gone through yet and was pulled from another homebrew summoner that i dont think was balanced.

Most things above Evolution have are done first drafts.

Please read the post first.

Also to the fighter comparison. yes and no.
currently as it stands the damage output of this eidolon can out due the fighter i understand. this is a work inprogess like said above (drafts)
You can already see that i am trying to steer clear of that. this eidolon gets half the amount of hit dice and uses d8s vs d10s. thus it is already falling behind the fighter. its not perfect but we are getting there.

Con vs Wis: this is a summoner after all they need to be able to concentrate on maintaining there spells. this is why i picked con. Sorcerer has con and cha so int and con inst outrageous

Noted: wizard typo in basic features

Leathalsandwich
2019-10-30, 04:27 PM
I would suggest warlock style magic instead of regular magic

JNAProductions
2019-10-30, 06:14 PM
Wizards don't need to Concentrate on spells?
Clerics don't?

This class is already shaping up to be considerably more powerful than either of them on features alone, why on earth should they get a better (for casters) save as well?

sandmote
2019-10-30, 07:42 PM
3.5e has a similar issue with druids. I would either make this class a half caster or give it pact magic; personally I prefer the former.

I also suggest simplifying the evolution system a bit. I'd make one Eidolon body plan at 1st level (with fluff-based differences), and then grant evolutions at 2nd, working them in the same way as a warlock's invocations. Simplifying the evolution to grant both a body part and some basic benefits for it also fits better with 5e design.

And a lot of this needs to be converted from the language of older d&d editions and pathfinder to 5e language. As an example, Blindsense is now a rogue class feature, and you don't lose Dex to AC against attacks you can't see (from the 1st 3 point evolution). I would also like to petition using the term "metamorphoses" for the effects, instead of "evolutions" as that is what the Eidolon is undergoing.

JNAProductions
2019-10-30, 07:45 PM
3.5e has a similar issue with druids. I would either make this class a half caster or give it pact magic; personally I prefer the former.

I also suggest simplifying the evolution system a bit. I'd make one Eidolon body plan at 1st level (with fluff-based differences), and then grant evolutions at 2nd, working them in the same way as a warlock's invocations. Simplifying the evolution to grant both a body part and some basic benefits for it also fits better with 5e design.

And a lot of this needs to be converted from the language of older d&d editions and pathfinder to 5e language. As an example, Blindsense is now a rogue class feature, and you don't lose Dex to AC against attacks you can't see (from the 1st 3 point evolution). I would also like to petition using the term "metamorphoses" for the effects, instead of "evolutions" as that is what the Eidolon is undergoing.

Yeah, definitely agreed with this.

Magic Attacks' 10th level ability, for instance is pointless-nothing has alignment based reduction in 5E. In fact, virtually nothing has damage reduction, it's all resistance.

Composer99
2019-10-30, 09:25 PM
As a high-level remark, while I can see you're basing this off of the Pathfinder summoner, I think you need to decide whether you want your summoner to be a spellcaster with some bonus minion-mancy (somewhat like a druid with an eidolon instead of wild shape), or to be an eidolon controller with some spellcasting.

If you want it to be primarily a spellcaster, then standard "full casting" is fine. Throw in lots of conjuration, transmutation, and a smattering of other spells. Then have a weak eidolon, probably comparable to beastmaster ranger.

If you want it to primarily be a summoner, then have a strong eidolon and then either warlock-style casting (possibly even without an equivalent to mystic arcanum - or alternately you could add some limited access to 6th-9th level conjurations) or even "half" casting as the paladin or ranger are the way to go - at least IMO. If you go with "half" casting, instead of the paladin/ranger extra attack you could have a "coordinated" attack feature at 5th level allowing your eidolon to attack when you cast a spell or take the Attack action on your turn, where before you might need to use your bonus action.


I'm not sure why you have a "seal magic" that amounts to having a spellbook with the serial numbers filed off - why not simply have a spellbook? If you don't quite want to go that way, I would either use cleric/druid casting (where you can prepare spells from the class' entire spell list) if you are a full caster and use spells known if you aren't. If you're going with spells known, getting sorcerer spells known is actually pretty good, when you keep in mind that your eidolon is your primary focus.

I also concur with drastically simplifying the evolutions. (I also like "metamorphoses", or perhaps "transformations" might be simpler.) Spending 3 "evolution points" on various swim speed upgrades is far too Pathfinder-ish. Best to have a single swimming transformation that gives the ability to breathe in water as well as air and a swim speed of 30 feet.

Finally, I don't really know what the whole "divine summoning spells" thing is about. There's no arcane/divine magic divide in D&D 5e. You don't need "divine summoning spells" as a feature to justify putting spells such as find steed on the summoner spell list. If you feel it's justifiable having any such spell on the summoner spell list, just add it.

T.G. Oskar
2019-10-30, 11:42 PM
I would suggest warlock style magic instead of regular magic


If you want it to primarily be a summoner, then have a strong eidolon and then either warlock-style casting (possibly even without an equivalent to mystic arcanum - or alternately you could add some limited access to 6th-9th level conjurations) or even "half" casting as the paladin or ranger are the way to go - at least IMO. If you go with "half" casting, instead of the paladin/ranger extra attack you could have a "coordinated" attack feature at 5th level allowing your eidolon to attack when you cast a spell or take the Attack action on your turn, where before you might need to use your bonus action.

I concur with this feeling.

As Composer said, you seem as if you want to port the Pathfinder Summoner into 5e, which is essentially a half-caster with a pet that becomes more powerful as you gain levels, by essentially altering what it becomes. There's a few issues with this concept:
First, Summoners got a few spells early to compensate for the fact that they were partial casters with up to 6th level spells. 5e magic is a bit more unified, where you don't gain access to certain spells earlier just because you don't get full access. Hence, you'd either need to make the Summoner a full caster, or a Warlock-equivalent caster.
While it's getting slighly better, 5e is pretty reticent about having powerful pets. Look at the Beastmaster Ranger - it got nerfed into virtual uselessness (YMMV on how useless it actually is) to prevent the beast companion from shining. That said, the Wildfire Druid shows a LOT of promise.
The focus is too specific. You are a Summoner. How many different kinds of Summoners there are? PF archetypes are a good idea to distingush them, but most likely, the main divide is what is the kind of creature you tend to summon: Fiends, Celestials, Fey, perhaps Aberrations? In that regard, it has a strong Warlock/Sorcerer vibe, where you're tied to one powerful being, except that instead of drawing power from one of its exemplars or harnessing power from ancestors, you specialize in summoning lesser creatures to do your bidding.

To make an effective Summoner class, you'd need to address these three main concerns. Here's how I'd do it; you're free to follow or ignore, but for the most part, consider how the 5e class design paradigm works.

When creating a new class for 5e, you should consider whether the class you intend to make is sufficiently broad to be represented by various archetypes. Fighters, Clerics, Rogues and Wizards have several archetypes that can represent them: Fighters are defined by their approach at fighting (hence, Martial Archetypes that allow them to be superhuman by training, masters of tactics and maneuvers, or dabblers in spellcasting), Clerics are defined by their Domains, Rogues are defined by their unique set of talents (either being thieves, assassins or dabblers in the arcane) and Wizards are defined by their school. All existing classes are defined by that paradigm.

Now, notice the Swashbuckler. The concept of a Swashbuckler is intentionally narrow - a warrior that excels in fencing, and has a showy swordsmanship. Attempting to define different archetypes is very, very hard (you get a fencer and...that's pretty much it). When such a thing happens, it's best to define whether it would work better as the subclass of an existing class. Thus - as a warrior specialized in fencing with showy swordsmanship, what would be the best class for it? The two closest are Fighters (as they're already warriors) or Rogues (who are competent in battle). The Swashbuckler is a Rogue archetype, however, which allows it to excel ever so slightly at combat by granting a new form of executing Sneak Attacks, all the while giving them ways to exploit their showiness (through Rakish Audacity's Charisma to initiative checks, and Panache as a subclass feature). Notice how it fits better the concept of a Roguish Archetype than its own class? Thus, you won't see the Swashbuckler as a class of its own. Or the Assassin. Or, following existing Pathfinder classes, the Brawler, Investigator, Cavalier, Samurai, Ninja, etc.

There are some classes that fit right in between, but YMMV on which. For example: the Warlord/Marshal, who is too broad to exist as a mere Fighter archetype, but too narrow to develop several subclasses out of it; hence, why WotC hasn't dealt effectively with it (other than the extremely deficient Purple Dragon Knight). Using PF examples, I'd say the Inquisitor and the Magus fall into these lines, because they are broad enough to exist on its own, yet are also sufficiently narrow. Note that the Eldritch Knight and the Bladesinger are two ways to handle the Magus, which prove that either way works.

Having said that, does the Summoner conform to the 5e Class Design Paradigm? Most caster classes have Conjure X spells (Clerics, Druids, Wizards) and there's the Planar Ally and Planar Binding spells, so there's that. Summoner can exist as a Wizard School of Magic, or perhaps a Druid Circle - there is, after all, the Conjurer and the Circle of the Shepherd. However, for this example, let's work it differently - can the Summoner be designed around the 5e Class Design Paradigm? I say it can.

First, to address the casting issue: I can easily see the Summoner being another form of Pact Magic user. Give it cantrips, and spell slots that recharge as part of a short rest; they get few, but on the other hand, they scale on their own. Then, you can gear the Summoner's spell list towards buffing, healing and overall support; after all, your summoned creatures are the key. That way, you're never out of offensive options (with the cantrips), you're a solid party supporter, but you're not known for your spells, instead focusing on your summons. As you gain levels, you get Mystic Arcana, which allows you to bridge the gap between a partial spellcaster and a full spellcaster, much like the Warlock does.

Second, the eidolon. Since it seems to be a big part of your creation, let's use something that's already in discussion: the Wildfire Druid. The Wildfire Druid can use its Wild Shape ability to summon a Wildfire Spirit, which has its own stats but can assume the form of just about anything you can imagine. The Eidolon would have its own entry, with its own ability scores, hit points and traits. Now, one thing to consider is that the Eidolon has to progress as you gain levels, and perhaps improve - that is the concept of Evolution, after all. You could work it out this way:
The Eidolon's Hit Points are based on an amount equal to (4+Con mod.) per level. That's roughly the equivalent of the average dice on a d8 Hit Die.
The Eidolon gets a Soul Bond effect that allows it to use your proficiency bonus for its attack rolls, saving throws and skill checks. You can choose what skill and saving throw proficiencies the Eidolon gets by means of Eidolon shapes and your own archetypes: the strongest (Dex, Con, Wis) save would be based on its shape, while the weakest (Str, Int, Cha) would be based on your choice of archetype.
When you first get your Eidolon, you determine its main source of damage; whether it is claws, a bite attack, a horn attack, etc. The Eidolon gets only that attack, a damage relevant to the damage from a similar creature (generally in the 1d4/1d6/1d8 range). Its damage would gain a bonsu equal to your proficiency bonus, so that it scales nicely)
Movement types would be defined by its shape (biped? quadruped? avian? aquatic?) Senses would start with those you'd expect from a celestial, fiend or elemental.
This concurs somewhat with how monsters are built, and is conservative enough not to raise a brow, but flexible enough to fit your purpose. The Eidolon's general type would be based on your archetype/subclass, while other traits would be defined by its Evolutions (though I'd prefer a different name, to be honest). Eidolon Evolutions would be the equivalent to the Warlock's invocations, improving your Eidolon each time you take them. Warlocks get up to 8 invocations and start with 2, so you could start with 2 Eidolon Evolutions and end up with 8. Most invocations are restricted by Pact Boon and level, so you can gate-keep those that way. For example, you can only get an Avian Evolution after 9th level or so, where you'd get a new evolution. That conforms to what you'd expect in 5e.

Finally, the archetypes. The game has several summoning spells, to quote: Conjure Celestial, Conjure Elemental, Conjure Fey, Conjure Minor Elementals, Conjure Woodland Beasts, Infernal Calling, Summon Greater Demon and Summon Lesser Demon. From there, you can define what archetypes can work: Seal of the Celestials, Seal of the Devils, Seal of the Demons, Seal of the Elementals, Seal of the Fey and Seal of Nature. That's six archetypes, each dealing with one creature (celestial, devil, demon, elemental, fey and beast). You could also harken to previous D&D content and bring back the vestiges, which would fit the aberrations. From there, you can imagine abilities for them. You can also bring up some of the PF Archetypes - Seal of the Synthesist would make your Eidolon a monstrosity, which you'd eventually merge with and gain its powers. That gives you up to 8 ideas on how to distinguish your Summoner, and if you can translate other PF Archetypes successfully, you can end up with even MORE ideas. Finally, you can add different and thematic spells to the Summoner through each archetype, as the Warlock and Cleric do with their own. These can be free spells they learn, which can eventually add the Conjure X spell(s) related to the archetype itself.

That would address the main concerns, and give you a pretty nice class, but here's the thing: you can't translate the PF summoner directly. Rather, you have to localize it, using ideas from other classes to perfect your own. As you can see, there's a lot of promise on the Summoner concept to make it its own class, and still drawing enough ideas from its source (the PF Summoner) to make it resemble the original, while making it new and unique.

TL;DR: make the Summoner a Pact Magic user, have the Eidolon work like the Wildfire Spirit from the Wildfire Druid but with enhancements you gain each level, and base your archetypes on the creatures you can summon or potentially summon.

One final thing to finish: I'd love that you used the term "Vivilor" rather than "Eidolon", since the former had some use in WotC.

lord4571
2019-10-31, 03:14 AM
I concur with this feeling.

Having said that, does the Summoner conform to the 5e Class Design Paradigm? Most caster classes have Conjure X spells (Clerics, Druids, Wizards) and there's the Planar Ally and Planar Binding spells, so there's that. Summoner can exist as a Wizard School of Magic, or perhaps a Druid Circle - there is, after all, the Conjurer and the Circle of the Shepherd. However, for this example, let's work it differently - can the Summoner be designed around the 5e Class Design Paradigm? I say it can.

First, to address the casting issue: I can easily see the Summoner being another form of Pact Magic user. Give it cantrips, and spell slots that recharge as part of a short rest; they get few, but on the other hand, they scale on their own. Then, you can gear the Summoner's spell list towards buffing, healing and overall support; after all, your summoned creatures are the key. That way, you're never out of offensive options (with the cantrips), you're a solid party supporter, but you're not known for your spells, instead focusing on your summons. As you gain levels, you get Mystic Arcana, which allows you to bridge the gap between a partial spellcaster and a full spellcaster, much like the Warlock does.

Second, the eidolon. Since it seems to be a big part of your creation, let's use something that's already in discussion: the Wildfire Druid. The Wildfire Druid can use its Wild Shape ability to summon a Wildfire Spirit, which has its own stats but can assume the form of just about anything you can imagine. The Eidolon would have its own entry, with its own ability scores, hit points and traits. Now, one thing to consider is that the Eidolon has to progress as you gain levels, and perhaps improve - that is the concept of Evolution, after all. You could work it out this way:
The Eidolon's Hit Points are based on an amount equal to (4+Con mod.) per level. That's roughly the equivalent of the average dice on a d8 Hit Die.
The Eidolon gets a Soul Bond effect that allows it to use your proficiency bonus for its attack rolls, saving throws and skill checks. You can choose what skill and saving throw proficiencies the Eidolon gets by means of Eidolon shapes and your own archetypes: the strongest (Dex, Con, Wis) save would be based on its shape, while the weakest (Str, Int, Cha) would be based on your choice of archetype.
When you first get your Eidolon, you determine its main source of damage; whether it is claws, a bite attack, a horn attack, etc. The Eidolon gets only that attack, a damage relevant to the damage from a similar creature (generally in the 1d4/1d6/1d8 range). Its damage would gain a bonsu equal to your proficiency bonus, so that it scales nicely)
Movement types would be defined by its shape (biped? quadruped? avian? aquatic?) Senses would start with those you'd expect from a celestial, fiend or elemental.
This concurs somewhat with how monsters are built, and is conservative enough not to raise a brow, but flexible enough to fit your purpose. The Eidolon's general type would be based on your archetype/subclass, while other traits would be defined by its Evolutions (though I'd prefer a different name, to be honest). Eidolon Evolutions would be the equivalent to the Warlock's invocations, improving your Eidolon each time you take them. Warlocks get up to 8 invocations and start with 2, so you could start with 2 Eidolon Evolutions and end up with 8. Most invocations are restricted by Pact Boon and level, so you can gate-keep those that way. For example, you can only get an Avian Evolution after 9th level or so, where you'd get a new evolution. That conforms to what you'd expect in 5e.

Finally, the archetypes. The game has several summoning spells, to quote: Conjure Celestial, Conjure Elemental, Conjure Fey, Conjure Minor Elementals, Conjure Woodland Beasts, Infernal Calling, Summon Greater Demon and Summon Lesser Demon. From there, you can define what archetypes can work: Seal of the Celestials, Seal of the Devils, Seal of the Demons, Seal of the Elementals, Seal of the Fey and Seal of Nature. That's six archetypes, each dealing with one creature (celestial, devil, demon, elemental, fey and beast). You could also harken to previous D&D content and bring back the vestiges, which would fit the aberrations. From there, you can imagine abilities for them. You can also bring up some of the PF Archetypes - Seal of the Synthesist would make your Eidolon a monstrosity, which you'd eventually merge with and gain its powers. That gives you up to 8 ideas on how to distinguish your Summoner, and if you can translate other PF Archetypes successfully, you can end up with even MORE ideas. Finally, you can add different and thematic spells to the Summoner through each archetype, as the Warlock and Cleric do with their own. These can be free spells they learn, which can eventually add the Conjure X spell(s) related to the archetype itself.

That would address the main concerns, and give you a pretty nice class, but here's the thing: you can't translate the PF summoner directly. Rather, you have to localize it, using ideas from other classes to perfect your own. As you can see, there's a lot of promise on the Summoner concept to make it its own class, and still drawing enough ideas from its source (the PF Summoner) to make it resemble the original, while making it new and unique.

TL;DR: make the Summoner a Pact Magic user, have the Eidolon work like the Wildfire Spirit from the Wildfire Druid but with enhancements you gain each level, and base your archetypes on the creatures you can summon or potentially summon.

One final thing to finish: I'd love that you used the term "Vivilor" rather than "Eidolon", since the former had some use in WotC.

This kind of helps a lot actually and there are things i can draw on from this. things to note off the top of my head.
The eidolon was going to get the same saves as the summoner or maybe instead of con gain wis (to fight off peoples control over its mind).
Another thing is i feel the 6-8 different archtypes depending on the type feels to close to the warlock just reversed. reason i am more going with 3 different archtypes. one that empowers the eidolon more that other summoners. one that allows the eidolon to split (weaker and smaller versions with split hp). the last one being the synergist that fuses with its eidolon.
I feel like for spellcasting i am going to go summoner with ritual casting. The spells they get though will be different. in no way was i ever planning on giving the summoner to the same spell list as the wizard naturally. it was always going to look more akin to the sorcerer spell class list. just i was having an issue with spells known and spells prepared. The summoner wont have Metamagic nor would it have sorcerer points. this is where the sorcerer and wizard should balance out. so in this case the eidolon should balance out with the metamagic and sorcery points as well as more spells known/prepared and short rest recovery of the wizard. of course this still needs heavy balancing.
Currently the final eidolon at summoner level 20 should only be as effective as a 10th level character........ and with that i need to change my whole idea on spell casting as i have realized where the balance needs to come into play as i am writing this respone. Like 99% of the issues are probably sovled with that one thought, but 99% other issues just popped up....

Huh ok like i was saying "thanks this helped a lot. this has given me better direction (in head: ****ing set me on a path) on what to do."