Warlock
Base Class: Warlock

You have a formed a pack with a Eidolon of the abyss. Through it, you will learn you to subjugate the souls of lesser creatures, while also serving as the medium for its great power in the world around you.

While many who dabble in the arcane become adept at beckoning monsters from the farthest reaches of the planes, none are more skilled at it than the summoner. These practitioners of the arcane arts have, intentionally or by chance, discovered secrets to long forgotten contracts with otherworldly beings. Through such bonds, these beings find their way onto the material plane and form alliances with the summoners

The power of the Eidolon is not free though: the summoner’s spells and abilities are limited due to his time spent enhancing their power and exploring the nature of his eidolon and the summons that are bound to him.

*the primary focus of this subclass is on use of your summons, as your spells are meant to support them and your allies*

Subclass is based on summoner classes by EldritchKing and NewPageOfSwords

Extraplanar Bond

Eidolon

You possess the ability to summon to your side a powerful extraplanar being called an eidolon, the physical mainifestation of your patron. You can do so once per long rest through a ritual that takes 10 minutes, and it remains until dismissed through an action, or if you are unconscious, asleep, or killed. The eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as banishment work normally.


  • The eidolon does not heal naturally, however it's hit points refresh with each summon.
  • It has the same alignment as you and can speak all of your languages.
  • The Eidolon obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can command the it where to move (no action required by you). You can use your action to command the Eidolon to take one of its actions, Attack, Dash, Disengage, or Help action. If you don’t issue a command, the Eidolon takes the Dodge action.
  •Additionally, as an action, you can see through their eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that your summon has. During this time, you are deaf and blind with regard to your own senses.
  • The eidolon also bears a glowing rune that is identical to a rune that appears on your forehead as long as the eidolon is summoned. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as the spell lasts).

Your eidolon can appear in whatever shape or form you choose and be up to medium in size. Your Eidolons speed, AC, attacks, and ability scores are determined by its form(DMs input). Your eidolon's hit bonus for any attack is equal to the eidolon's strength modifier plus it's proficiency bonus.

At 1st level, You and your eidolon share a mental link which 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. The eidolon must possess the appropriate appendages to utilize a magic item.

Extra Attack

Beginning at 5th level, the Eidolon can attack twice, instead of once, whenever you command it to take the attack action.

example:

Eidolon

Medium


  • Armor Class 11
  • Speed 20ft., Swim 20ft.

STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 16 (+3) 7 (-2) 10 (+0) 11 (+0)

  • Senses passive Perception 11

Soul Stones

Creating Summons

  • As a bonus action, you can place your Mark on a beast, plant, or monstrosity of size tiny to large with a CR equal to 1/3 your warlock level that is within 60 feet of you. You can not mark swarms of creatures.
  • You may do this equal to your Wisdom modifier (minimum of 1) per day. Whenever a marked creature within 60 feet of you dies, you can use your reaction to turn the creature’s essence into a Soul stone.
  • You do not need to be the person to kill the creature.You can only have a number of Soul stones equal to your Wisdom modifier (minimum of 1) + half of your level (rounded down). If you gain a Soul stone and you are already at your limit you must choose to destroy one stone.

Summoning Summons

As an action, you can release one of your soul stones and summon the creature inside.
The creature is a reconstruction of the original creature that was used to make the stone and has all the same features and abilities that the creature had in life with the excpetion of legendary actions the creature had.
When summoned, it appears with full HP and materializes in a place you choose within 10 ft of you, or in the nearest unoccupied space.
The creature you summon counts as a party ally and its turn is controlled by you immediately after you take your own turn.

If you take the Attack action or cast a spell with a casting time of one action, your summon can’t take the Attack action on the same turn.

At level 1, you can only control 1 creature at a time.

 A summoned creature disappears if it is reduced to 0 HP and can’t be summoned again until you complete a long rest. If you are knocked unconscious your summon disappears and returns to being a soul stone. A summon can be summoned and resummoned (requires a bonus action) without limits but it doesn’t regain any of its hit points or other features dependent on rests until a short or long rest accordingly. Summons can’t be healed with healing spells such as healing word or cure wounds or magic items such as Healing potions.

 

 

Natural Evolution

Starting at 1st level, when you level up, your ediolon, as well as the summons you currently have on you gain certain benefits.

  • You add an additional hit die and increase its hit points accordingly.
  • Whenever you gain the Ability Score Improvement class feature or a Feat from the summoner class, your summons’ abilities also improve. Your summons can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1.
  • As normal, your summoners can’t increase an ability score above 20 using this feature unless it has a stat above 20 when captured.
  • At 6th, 12th, and 18th level you can improve the die of damage of each of your summons you have at the time you level up. For example, if you have a Giant Eagle that deals 1d6 slashing damage with its claws it improves to 2d6. 
  • If you capture a new summon that is below your current maximum CR it gains all additional hit die, ability score increases and damage increases that start from the level where there CR becomes available.

Bond of soul

Starting at 6th level, you have become adept at binding creatures of a specific type. At level 3, you can mark, capture, and summon a creature type of your choice(besides humanoid and within the DMs descrition). Also, you can control those creature types up to a CR of half your level(rounded down) as comapred to a third of your level for other summons.

Compelled Evoltuion

At 1st level, you gain 1 Evolution Point which you can spend on compelled Evolutions. Compelled evolutions are abilities, powers, and upgrades you can apply to your summons to increase/alter how they function.

Each Compelled evolution applies to  only one summon and each summon can have a maximum of 3 compelled evolutions on it at a time.

The evolutions can be changed whenever you perform an action to modify your summons, this requires a 1 hour ritual (no materials are required), but they are otherwise set.

Evolution points cannot be saved, all of the points must be spent whenever the summoner gains a level.

Your number of evolution points is equal to your Summoner level. A list of suggested "evolutions" can be found on pg  280 of the Dungeon masters guide under monster features; it is at the discretion your DM to determine the value(number of points) of each monster feature. 

Terrifying Presence

At 6th level, your summon have learned how to terrify others with their mere presence. As an action, your summon can choose a creature within 30 feet that can see and hear of your summon, and force it to make a Wisdom saving throw against your summoner save DC. If the creature fails, it is frightened of your summon for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Once your summon have targeted a creature this way, they cannot target the same creature with this feature again until you finish a long rest.

The number of creatures you can target with this feature when your summon use it increases to 2 when you reach level 15 in this class and to 3 when you reach level 18 in this class.

Ghastly Visage

At 10th level, whenever a creature fails a saving throw against your Terrifying Presence feature and becomes frightened by your summon or ally, your summon can choose to deal 1d8 plus your Summoner level psychic damage to it.

at lvl 15, damage increae to 1d10.

Terrifying Lethality

At 14th level, your Summons attacks score critical hits with 19-20 results and you can roll one additional weapon damage die when determining the extra damage for a critical hit with an attack.

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