Summoner The planes of existence are fraught with all manner of creature and strange magics. It is up to a select few to protect the multiverse from itself. These chosen few are called Summoners, guardians chosen by the rulers of certain planes to safeguard their realm from attack. What a Summoner lacks in physical, and even magical, power, he makes up for it with the aid of creatures and elemental forces he summons. This connection is strongest between a summoner and his eidolon, a creature of magical origin who protects the summoner when he is in harms way. Nothing can break the inseparable bond between an eidolon and its summoner, and the two acting in concert yield a terrifying combination. Class Features As a summoner, you gain the following class features Hit Points Hit Dice: 1d6 per summoner level

1d6 per summoner level Hit Points at 1st Level: 6 + your Constitution modifier

6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per summoner level after 1st Proficiencies Armor: Light Armor

Light Armor Weapons: Simple Weapons

Simple Weapons Tools: Saving Throws: Constitution, Charisma

Constitution, Charisma Skills: Choose three from Arcana, Deception, Perception, Persuasion, Religion, Stealth, or Survival 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 Scholar's Pack or (b) a Dungeoneer's Pack • Leather Armor, any simple weapon, and two daggers The Summoner Level Proficiency Bonus Features Cantrips Known Spells Known Spell Slots Slot Level 1st +2 Pact Magic, Planar Guardian 2 2 1 1 2nd +2 Eidolon 2 3 2 1 3rd +2 3 4 2 2 4th +2 Ability Score Increase 3 5 2 2 5th +3 Planar Guardian Feature 3 6 2 3 6th +3 Eidolon Improvement 3 7 2 3 7th +3 Shared Spirit 3 8 2 4 8th +3 Ability Score Increase 3 9 2 4 9th +4 3 10 2 5 10th +4 Planar Guardian Feature 4 10 3 5 11th +4 Planar Surge (6th level) 4 11 3 5 12th +4 Ability Score Increase, Eidolon Improvement 4 11 3 5 13th +5 Planar Surge (7th Level) 4 12 3 5 14th +5 Planar Guardian Feature 4 12 3 5 15th +5 Planar Surge (8th level) 4 13 3 5 16th +5 Ability Score Increase 4 13 3 5 17th +6 Planar Surge (9th level) 4 14 4 5 18th +6 Eidolon Improvement 4 14 4 5 19th +6 Ability Score Increase 4 15 4 5 20th +6 Planar Guardian Feature 4 15 4 5

Pact Magic Cantrips You know two 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. The table also shows what the level of those slots is; all of your Spell Slots are the same level. To cast one of your summoner Spells of 1st level or higher, you must expend a spell slot. You regain all expended Spell Slots when you finish a short or Long Rest. For example, when you are 5th level, you have two 3rd-level Spell Slots. To cast the 1st-level spell Thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell. Spells Known of 1st Level and Higher At 1st level, you know two 1st-level Spells of your choice from the summoner spell list. You learn a new summoner spell every time you gain a level from 2 through 9, as well as at level 19. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new summoner spell, which can be 1st, 2nd, or 3rd 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, so 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 save DC = 8 + Proficiency bonus + Charisma modifier Spell Attack modifier = Proficiency bonus + Charisma modifier Spellcasting Focus You can use an arcane focus as a spellcasting focus for your summoner Spells. Find Familiar As a Summoner, you add find familiar to your list of known spells. This spell does not count towards your total number of spells known. Planar Guardian At 1st level, you have had an encounter with a plane other than the Prime Material, and have been chosen as one of its guardians, such as the Shadowfell. Your choice grants you features at 1st level and again at 6th, 10th, 14th, and 20th level. Eidolon Planar forces choose their minions carefully, and they will do their best to protect you. In addition to your spellcasting, the planes themselves can call forth a guardian spirit to protect you in your time of need. As an action, or immediately after you roll initiative, you can call your eidolon guardian forth. Starting at 2nd level, your Eidolon's hit points are equal to 10 + 2* Cha Mod. Every time you gain a level in Summoner, your Eidolon's maximum hit points increase by 5+Cha Mod. The form your eidolon can take varies with your level, and you can change the form that your eidolon takes whenever you gain a level in Summoner. Starting at 2nd level, your eidolon can take the form of a beast of CR 1 or lower. Starting at 6th level, it can also take the form of a monstrosity CR equal to your Summoner level / 3, rounded down. At 12th level, your eidolon can take the form of a fey, fiend, or celestial. Finally, at 18th level it can take the form of any creature of CR 6 or lower. Your Eidolon cannot speak, however it understands any languages you speak. It has an Intelligence score of 3, and a Charisma score of 5, and only knows what you know when you summon it. The Eidolon is meant as a guardian, and while it will do its best to keep you out of harms way, it will return to the Astral Plane if it believes you are no longer in danger. The Eidolon acts on your initiative, and listens to any telepathic commands you send it without question. Commanding your eidolon to act requires an action. If you do not use an action to command it, it will remain where it is and use the dodge action. Your eidolon feeds off of your magic. You can heal it by using a bonus action to expend a summoner spell slot. If you do so, your eidolon regains hit points equal to half its hit point maximum. It can also be healed by spells such as cure wounds as long as it matches the requirements of such spells. Your eidolon is restored to maximum hit points whenever you finish a long rest. When the eidolon drops to 0 hit points, it dissapears. If you use your action to heal it, it reappears in the space it was killed in. After a long rest, your eidolon also is healed to maximum hit points regardless of its current hit point total. Shared Spirit Your connection to your Eidolon strengthens at level 7. Your Eidolon does not have hit dice, however as an action you can expend up to half your hit dice to heal it. Use your hit dice as if healing over the short of a long rest, however all hit points regained are given to your eidolon instead.

Planar Surge At 11th level, your established committment to the defense of your plane allows to gain knowledge of arcane secrets. This ability is known as a Planar Surge. Choose one 6th-level spell from the summoner spell list as this surge. You can cast your Planar Surge spell once without expending a spell slot. You must finish a Long Rest before you can do so again. At higher levels, you gain more summoner Spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Planar Surge when you finish a Long Rest. Planar Guardian The planes of the multiverse are constantly under attack, and you have been chosen as one of their protectors. The specific magic and power of the plane that has chosen you flows into you, and grants you special abilities that separate you from others of your progression Guardians of the same plane often view each other as allies, though some evil aligned planes can push their guardians into competition. Guardians of different planes often approach each other with caution, though outright confrontation is rare. When it does happen, battle between summoners can often rage out of control as all manner of creatures are pulled through the astral plane to do battle in their controller's proxy. The Feywild The Feywild is the positive reflection of the material plane. Serving as the opposite of the Shadowfell, the Feywild is home to all manner of beasts, monstrosities, and fey creatures. Not ruled by gods or archfiends like other planes, the Archfey rule supreme in the Feywild, and one of them was likely responsible for your current status as a Planar Guardian. Bonus Language The way of the fey is mysterious and often inscrutable. Your connection to the feywild gifts you the first step in working with the archfey that control the land. You can read, write, and speak Sylvan, the language of nature and fey creatures. Invoke the Green Lord At 1st level, your connection to the feywild allows you to draw a tiny fragment of power from the Archfey Oberon, the Green Lord. When you cast find familiar, you can select a sprite as a form for the familiar instead of the normal options. Gloaming Ward At 5th level, you can channel the mysterious power of the Queen of Air and Darkness and her Gloaming Court. Immediately before rolling initiative, you can use your reaction to turn invisible until the end of your first turn or when you cast a spell, whichever comes first. Foolish Resolve At 10th level, Hyrsam, the Prince of Fools, shares a fragment of his power with you and your eidolon. Both of you become immune to the charmed condition, and you both have advantage on Wisdom saving throws as long as you are within 20 feet of each other. With Titania's Blessing At 14th level, Titania herself notes your service and blesses you and your eidolon. As an action, you and your eidolon can teleport to the other's location. Both you and your eidolon disappear for a moment, reapearing Fey Grandeur At 20th level, your summoning capabilities allow you to draw a fierce protector from the Feywild to assist you in your time of need. As an action, you can transform your Eidolon into the form of a Treant. The Eidolon's current and maximum hit points become equal to the Treants. You must concentrate on this ability as if it were a spell. If your concentration breaks, your eidolon returns to its original form with its hit points equal to the amount they were at before you used this ability. Once you use this feature, you can't use it again until you finish a long rest. Celestia Home to the greatest sentinals of truth and justice in the multiverse, Celestia is dominated by a large mountain that penetrates all 7 layers of this Upper Plane. Celestia is the namesake of the celestials, all of which serve the protect it from outside harm. You have been named one of these protectors, and you gain a variety of powers as your mettle is proven. Bonus Language Celestia offers you the boon of knowledge to aid in its defense. You can read, speak, and write Celestial. In Your Time of Need At 1st level, your familiar draws upon the positive energy of Celestia, and can use that power to save your allies in dire circumstances. Your familiar gains a 30 ft. fly speed if it did not already have a fly speed. In addition, you add spare the dying to your list of known cantrips. This does not count towards you number of known cantrips. Blinding Radiance At 5th level, the blinding radiance of Celestia protects you in your time of need. Immediately after rolling initiative, you can use your reaction to generate a blinding wave of radiant light to explode forth from you. Each hostile creature within 20 ft. of you must make a Constitution saving throw or be blinded until the beginning of their next turn.

Sacred Bond At 10th level, the positive energy of your chosen plane can flow forth between you and your eidolon freely. When you use your action to heal your eidolon using a summoner feature, you regain hit points equal to the number your eidolon gained. Once you use this feature, you can't use it again until you finish a short or long rest. Guardian Angel At 14th level,the wardens of Celestia guard you always, and in turn you share their light with the world. You gain resistance to radiant and necrotic damage, and are always under the effect of a protection from evil and good spell that does not require your concentration. Wrath of the High Mountain At 20t level, your mettle has been proven, and you can petition the mighty celestial servants of Celestia to empower your eidolon. As an action, you can transform your Eidolon into the form of a Deva. The Eidolon's current and maximum hit points become equal to the Deva's. You must concentrate on this ability as if it were a spell. If your concentration breaks, your eidolon returns to its original form with its hit points equal to the amount they were at before you used this ability. Once you use this feature, you can't use it again until you finish a long rest. The Plane of Water An endless sea, with no top or bottom. The sun is absent from this blue void, however the surrounding water glows with blue and green tinted magic. Home to all manner of water elementals, deceptive merfolk, and the all mighty Krakens, the Plane of Water is a harsh and unforgiving landscape, but also one of magnificent beauty if you look in the right places. And you are now this vast ocean's guardian. Bonus Language The speech of the Water Plane's denizens can be difficult to understand if you aren't already acclimated to its conditions. Luckily your connection with the plane allows you to converse easily with those that lurk in the depths. At 1st level, you can read, write, and speak Aquan, a dialect of Primordial. In addition, you can cast spells with verbal components underwater without needing a check, and when you speak underwater, anyone within 60 feet of you can hear your speech as if you were on land. Aquatic Adaptation At 1st level, your both you and your familiar gain a 30 ft. swim speed, and both of you gain the ability to breate underwater. Watery Escape At 5th level, the vast waters of your chosen plane protect you from harm. As a reaction when you roll initiative, you can expend a summoner spell slot to cast fog cloud centered on yourself. Both you and your eidolon can see through this mist as if it were not there at all. Frigid Depths The Plane of Water is a harsh and unforgiving landscape, but at level 10 you and your eidolon adapt to its conditions. You and your eidolon gain a swim speed of 60 ft. In addition, you and your eidolon gain resistance to cold damage as long as you are within 30 ft. of each other or are currently underwater. As an action, you can target a creature within 60 feet of you and send a surge of magical energy to move them against their will. The target must succeed on a Strength saving throw against your spell save DC or be pushed 15 away from you or pulled 15 feet towards you. #### A Thousdand Grasping Tentacles At 20th level, you can pull from the depths of the Water Plane to summon forth a terrifying abomination of teeth and tentacles. As an action, you can transform your Eidolon into the form of a Morkoth (Volo's Guide to Monsters). The Eidolon's current and maximum hit points become equal to the Morkoth's. You must concentrate on this ability as if it were a spell. If your concentration breaks, your eidolon returns to its original form with its hit points equal to the amount they were at before you used this ability. Once you use this ability, you can't use it again until you finish a long rest.