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SUMMONER
Summoners are arcane practitioners that specialize in beckoning creatures from beyond to serve them. They form a special bond with a specific creature called an eidolon.
LEVEL FEATURES
1. Archetype, Eidolon, Monster Summoning (CR ¼), Spellcasting
2. Eidolon Evolutions
3. Monster Summoning (CR ½)
4. Ability Score Improvement
5. Monster Summoning (CR 1)
6. Summoner Secret
7. Monster Summoning (CR 2)
8. Ability Score Improvement
9. Monster Summoning (CR 3)
10. Summoner Secret
11. Monster Summoning (CR 4), Summoner Arcanum (6th level)
12. Ability Score Improvement
13. Monster Summoning (CR 5), Summoner Arcanum (7th level)
14. Summoner Secret
15. Monster Summoning (CR 6), Summoner Arcanum (8th level)
16. Ability Score Improvement
17. Monster Summoning (CR 7), Summoner Arcanum (9th level)
18. Summoner Secret
19. Ability Score Improvement
20. Twin Eidolon
CLASS FEATURES
HIT POINTS
Hit Dice: 1d8 per summoner level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per summoner level after 1st
PROFICIENCIES
Armor: Light armor
Weapons: Simple weapons
Tools: none
Saving Throws: Constitution, Charisma
Skills: Choose two skills from Animal Handling, Arcana, History, Insight, Intimidation, Nature, Persuasion, Religion.
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
(a) Any simple weapon and leather armor
(a) a component pouch or (b) arcane focus
(a) a scholar’s pack or (b) an explorer’s pack
(b) a light crossbow or (b) two daggers
ARCHETYPE
At 1st level, you gain one of the following archetypes: Alienist, Angel Caller, Faerie Friend, Fiend Binder, Primordial Savant, or Spiritualist. Your archetype influences what spells you can access and the form of your eidolon.
Alienists specialize in summoning aberrations from the Far Realm.
Eidolon: At 1st level, you may select a flumph or slaad tadpole as your eidolon.
Level Spells
1st Armor of Agathys, Arms of Hadar
2nd Crown of Madness, Misty Step
3rd Fear, Hunger of Hadar
4th Confusion, Evard’s Black Tentacles
5th Bigby’s Hand, Insect Plague
Angel Callers specialize in summoning celestials from the Upper Planes.
Eidolon: At 1st level, you may select a celestial as your eidolon.
Editor’s Note: Currently there are no low CR celestials appropriate for this archetype.
Level Spells
1. Bless, Divine Favor
2. Aid, Warding Bond
3. Fly, Spiritual Guardians
4. Banishment, Guardian of Faith
5. Dispel Evil and Good, Mass Cure Wounds
Faerie Friends specialize in summoning fey creatures from the Feywild.
Eidolon: At 1st level, you may select a blink dog, pixie or sprite as your eidolon.
Level Spells
1. Charm Person, Faerie Fire
2. Calm Emotions, Moonbeam
3. Conjure Animals, Daylight
4. Conjure Woodland Beings, Greater Invisibility
5. Creation, Tree Stride
Fiend Binders specialize in summoning fiends from the Lower Planes.
Eidolon: At 1st level, you may select a dretch, imp, or manes as your eidolon.
Level Spells
1. Hellish Rebuke, Hex
2. Flaming Sphere, Web
3. Bestow Curse, Stinking Cloud
4. Dimension Door, Wall of Fire
5. Cloudkill, Planar Binding
Primordial Savants specialize in summoning elementals from the Inner Planes.
Eidolon: At 1st level, you may select a mephit (your choice of dust, ice, magma, mud, smoke, or steam) as your eidolon.
Level Spells
1. Chromatic Orb, Create or Destroy Water
2. Flaming Sphere, Gust of Wind
3. Elemental Weapon, Protection from Energy
4. Conjure Minor Elementals, Fire Shield
5. Conjure Elemental, Wall of Stone
Spiritualists specialize in summoning undead from the Shadowfell.
Eidolon: At 1st level, you may select a crawling claw, skeleton, or zombie as your eidolon.
Level Spells
1. false life, inflict wounds
2. blindness/deafness, ray of enfeeblement
3. animate dead, vampiric touch
4. blight, deathward
5. antilife shell, contagion
You can summon an especially loyal companion called an eidolon. You can use your action to summon your eidolon, and it persists for as long as you concentrate on it, as if concentrating to maintain a spell. It disappears if you stop concentrating on it or if it is reduced to 0 hit points. You can summon your eidolon a number of times equal to your Charisma modifier (minimum 1), and you regain all expended uses of summoning your eidolon when you finish a long or short rest. If you voluntarily dismiss your eidolon, when you summon it again, any hit points it had lost are restored. If your eidolon disappeared because it was reduced to 0 hit points, when next you summon it, as part of the action to summon it, you can direct it to spend Hit Dice to restore hit points.
You can use your bonus action to expend a spell slot of at least 1st level to restore hit points to your eidolon. Expending a spell slot of 1st level restores a number of hit points equal to 1d10 + your Charisma modifier. For each spell slot greater than 1, you restore an additional 1d10 hit points.
Your eidolon adds your proficiency bonus to its attack rolls and damage rolls. It also adds your proficiency bonus to any saving throws or skills it has proficiency in. The save DC of any special ability your eidolon has is equal to 8 + your proficiency modifier + your eidolon’s relevant ability score modifier. It has a number of hit points equal to its normal maximum or your level multiplied by 4 + its Constitution modifier. Regardless of its normal number of hit dice, your eidolon has a number of hit dice equal to your level in this class; the type of hit dice it has remains the same.
The type of eidolon you can select is determined by your archetype.
At 1st level, you can use your action to expend a spell slot and summon one or more monsters. If you summon multiple monsters with a single use of this ability, they must be the same kind of monsters. Your summoned monsters persist as long as you concentrate on them, up to 10 minutes. If a monster is reduced to 0 hit points, it disappears. Monsters you summon are friendly to you. Monsters you summon act on your initiative and you can direct them to move without using an action. You can use your action to direct any or all the monsters you have summoned to do one of the following actions: make a single Attack, Dash, Disengage, Dodge, Help, or Hide. If you have multiple summoned monsters, you can direct them to do the same or different actions.
You have a list of known monsters equal to your summoner level + your Charisma modifier (minimum 1 monster). The monsters on your known monster level must be of a CR you can summon. Each time you gain a level in this class, you may exchange an old known monster for a new known monster. Your Dungeon Master may (and should) require you to have a hard copy of any monster you choose to summon.
At 1st level, you can expend a 1st level spell slot and summon one CR ¼ monster or two CR 1/8 monsters.
At 3rd level, you can expend a 2nd level spell slot and summon one CR ½ monster, two CR ¼ monsters, or four CR 1/8 monsters.
At 5th level, you can expend a 3rd level spell slot and summon one CR 1 monster or multiple monsters totaling CR 1.
At 7th level, you can expend a 4th level spell slot and summon one CR 2 monster or multiple monsters totaling CR 2.
At 9th level, you can expend a 5th level spell slot and summon one CR 3 monster or multiple monsters totaling CR 3.
At 11th level, you can expend a 6th level spell slot and summon one CR 4 monster or multiple monsters totaling CR 4.
At 13th level, you can expend a 7th level spell slot and summon one CR 5 monster or multiple monsters totaling CR 5.
At 15th level, you can expend an 8th level spell slot and summon one CR 6 monster or multiple monsters totaling CR 6.
At 17th level, you can expend a 9th level spell slot and summon one CR 7 monster or multiple monsters totaling CR 7.
Cantrips
You know two cantrips of your choice from the summoner spell list. You learn an additional cantrip at 4th level and again at 10th level.
Spells Known of 1st Level and Higher
You know two 1st level spells of your choice from the summoner spell list.
The Spells Known column from the Warlock table shows when you learn more summoner spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. In addition, you learn additional spells from your archetype; these additional archetype spells do not count against your number of spells known.
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.
Spell Slots
The summoner gains 1 spell slot at 1st level, 2 at 2nd level, 3 at 11th level, and 4 at 17th level. All of your spell slots are of the same level. Beginning at 1st level, your spell slots are 1st-level, at 3rd level, your spell slots increase to 2nd-level, at 5th level, your spell slots increase to 3rd-level, at 7th level, your spell slots increase to 4th-level, at 9th level, your spell slots increase to 5th-level. To cast one of your prepared 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.
Summoner Arcanum
At 11th level, you learn a magical secret called a Summoner Arcanum. Choose one 6th-level spell from the summoner spell list as this Arcanum.
You can cast your Arcanum 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 Summoner Arcanum when you finish a long rest.
Spellcasting Ability
Charisma is your spellcasting ability for your summoner spells, since you learn your spells through dedicated study and memorization. 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 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma 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.
As you grow in power, so does your eidolon. Each eidolon is unique, and evolutions are used to customize your eidolon.
At 2nd level, your eidolon gains two eidolon evolutions of your choice. Your eidolon evolution options are detailed below. At levels 5, 7, 9, 12, 15, and 18 your eidolon gains an additional evolution. You cannot select the same evolution multiple times unless otherwise noted in the description of the evolution.
Additionally, when you gain a level in this class, you can choose one of the evolutions your eidolon has and replace it with another evolution that you could select at that level.
Amphibious Swimmer
Your eidolon can breathe air and water. If your eidolon does not already have a swim speed, it gains a swim speed equal to its land speed. Your eidolon gains advantage on Strength (Athletics) checks made to swim.
Armor Proficiency
Your eidolon gains proficiency in light armor and shields. You can select this evolution up to 2 times. If selected twice, your eidolon gains proficiency in medium armor and heavy armor.
Armored Hide[/b[
Your eidolon’s natural armor bonus increases by an amount equal to your proficiency bonus.
[b]Blind Sight
Prerequisite: at least 9th level
Your eidolon gains blind sight with a range equal to your proficiency bonus multiplied by 20 feet.
Breath Weapon
Prerequisite: at least 5th level
Your eidolon gains a breath weapon. The breath weapon does 3d6 points of damage; this damage increases by 1d6 points at levels 9, 13, and 17. When you select this evolution, you choose the shape of its breath weapon: either a 15 foot cone or 30 foot line. You also select if the damage type is acid, cold, fire, or lightning; and it allows a Dexterity saving throw for half damage. The DC of the save is 8 + your proficiency bonus + your eidolon’s Constitution modifier. If your eidolon is an aberration, you may select psychic damage, and it allows an Intelligence saving throw for half damage. If your eidolon is a celestial, you may select radiant damage, and it allows a Wisdom saving throw for half damage. If your eidolon is an elemental, you gain a second breath weapon with a second energy type, and it allows a Constitution saving throw for half damage. If your eidolon is a fey, you may select thunder damage. If your eidolon is a fiend, you may select poison damage, and it allows a Constitution saving throw for half damage. If your eidolon is undead, you may select necrotic damage, and it allows a Constitution saving throw for half damage.
Once your eidolon uses its breath weapon, it must finish a short rest or long rest before it can use it again.
Cantrip
Prerequisite: Your eidolon must have an Intelligence, Wisdom, or Charima score of 10 or more.
Your eidolon learns one cantrip.
Climb
Your eidolon gains a climb speed equal to its speed. It gains advantage on Strength (Athletics) checks made to climb.
Cursed Strike
Prerequisite: Your eidolon must be a fiend
When your eidolon hits an opponent in melee, it can use its bonus action to curse its opponent. The opponent must make a Charisma saving throw with a DC equal to 8 + your proficiency bonus + your eidolon’s Charisma modifier or gain disadvantage on your eidolon’s choice of ability checks, attack rolls, or saving throws until the target creature finishes a long rest. Your eidolon must finish a short rest or a long rest before it can use this evolution again.
Damage Immunity
Prerequisite: You must be at least 15th level and your eidolon must have the Damage Resistance evolution.
Your eidolon gains immunity to bludgeoning, piercing, and slashing damage from non-magical weapons and resistance to bludgeoning, piercing, and slashing damage from magical weapons.
Damage Resistance
Your eidolon gains resistance to bludgeoning, piercing, and slashing damage from non-magical weapons.
Dimensional Step
[i]Prerequisite: You must be at least 7th level
Your eidolon can cast misty step. Your eidolon must finish a short rest before it can use it again. Your eidolon can cast dimension door. Your eidolon must finish a long rest before it can use it again.
Energy Attack
Prerequisite: You must be at least 5th level
Your eidolon’s natural weapons cause additional energy damage. Select one of the following energy types: acid, cold, fire, or lightning. Your eidolon’s natural attacks do an additional 1d6 points of the selected energy type. If your eidolon is an aberration, you may select psychic damage. If your eidolon is a celestial, you may select radiant damage. If your eidolon is a fiend, you may select poison damage. If your eidolon is an undead, you may select necrotic damage.
Expertise
Select 2 skills your eidolon is proficient in. Your eidolon doubles your proficiency bonus on checks made with the selected skills. You may select this evolution twice. Each time you do, you select 2 skills that your eidolon is proficient in.
Fast Healing
Prerequisite: You must be at least 7th level
Your eidolon can spend Hit Dice as a bonus action.
Fast Movement
Your eidolon’s base speed increases by 10 feet. Your eidolon can use the Dash action as a bonus action. You can select this evolution multiple times. Each time you do, your eidolon’s base speed increases by 10 feet.
Feat
Prerequisite: You must be at least 5th level
Your eidolon gains one feat. It must meet the prerequisites of the selected feat.
Flight
Prerequisite: You must be at least 5th level
Your eidolon gains a fly speed equal to double its base land speed.
Frightful Presence
Prerequisite: You must be at least 9th level
Your eidolon can use its bonus action to frighten all opponents within 30 feet if they fail a Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your eidolon’s Charisma modifier. Those that fail their saving throw are frightened for 1 minute. Once your eidolon uses this ability, it must finish a short rest or long rest before using it again.
Greater Breath Weapon
Prerequisite: You must be at least 9th level and your eidolon must have the Breath Weapon evolution
Your eidolon’s breath weapon improves. Your eidolon’s breath weapon’s size increases to a cone 30 feet long or a line 60 feet long. The damage dice of your eidolon’s breath weapon increases from d6s to d10s. Each round after your eidolon uses its breath weapon, roll 1d6. If the result is a 6, your eidolon regains the uses of its breath weapon.
Immunity
Prerequisite: You must be at least 12th level and your eidolon must have the Resistance evolution
Select a damage type against which you have resistance. You gain immunity to the selected damage type. You may select this evolution multiple times. Each time you do, you select a different damage type to become immune to.
Improved Damage
Prerequisite: You must be at least 7th level
Select one natural attack of you eidolon. Double the number of damage dice the selected natural attack does. You can select this evolution multiple times. Each time you do, you must select a different natural weapon.
Incorporeal
Prerequisite: You must be at least 5th level and your eidolon must be undead
Your eidolon becomes incorporeal.
Magic Attacks
Prerequisite: You must be at least 5th level
Your eidolon’s natural attacks overcome damage resistance and damage immunity as if they were magic weapons. Its natural attacks gain a bonus equal to half your proficiency bonus on attack rolls and damage rolls.
Magic Resistance
Prerequisite: You must be at least 12th level
Your eidolon gains advantage on saving throws against spells and other magical effects.
Major Spell
Prerequisite: You must be at least 9th level and your eidolon must have the Minor Spell evolution
Your eidolon learns one 2nd level spell from any class’s spell list. Your eidolon uses that class’s spell casting ability score to determine the saving throw or spell attack roll for the selected spell. After your eidolon casts it, it must finish a long rest before casting it again. Your eidolon regains the ability to cast the 1st level spell it learned from the Minor Spell evolution after finishing a long rest or a short rest.
Minor Spell
Prerequisite: You must be at least 5th level and your eidolon must have the Cantrip evolution
Your eidolon learns one 1st level spell from any class’s spell list. Your eidolon uses that class’s spell casting ability score to determine the saving throw or spell attack roll for the selected spell. After your eidolon casts it, it must finish a long rest before casting it again.
Multi-Attack
Prerequisite: You must be at least 5th level and your eidolon must have 2 or more natural attacks
When you command your eidolon to use the Attack action, it can attack with a number of natural attacks equal to your proficiency bonus.
Parry
Your eidolon can use its reaction to add your proficiency bonus to its AC against a single attack.
Poison
Prerequisite: You must be at least 7th level
Select one of your eidolon’s natural attacks. The selected natural attack does an additional 2d6 points of poison damage and gain the poisoned condition for 1 minute. A creature damaged by your eidolon’s poison can make a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your eidolon’s Constitution modifier to halve the damage and avoid the poisoned condition.
Reach
Prerequisite: You must be at least 5th level and your eidolon must be at least Medium-sized
Your eidolon’s reach increases by 5 feet.
Reactive Resistance
Your eidolon can use its reaction to gain resistance against the damage of an attack. Your eidolon must finish a short rest or a long rest before using this evolution again.
Rend
Prerequisite: You must be at least 9th level and your eidolon must have the Multiattack evolution
When your eidolon hits the same opponent with at least 2 of its natural weapons in the same round, your eidolon does an additional 4d6 points of damage. This damage increases to 5d6 at 13th level and 6d6 at 17th level.
Repelling Breath Weapon
Prerequisite: You must be at least 9th level and your eidolon must have the Breath Weapon evolution
Your eidolon’s breath weapon improves. Creatures that fail their saving throws against your breath weapon are pushed back a number of feet equal to 5 multiplied by your proficiency bonus.
Resistance
Prerequisite: You must be at least 5th level
Select acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder damage. You gain resistance to the selected damage type. You may select this evolution multiple times. Each time you do, you select a different damage type to become resistant to.
Scent
Your eidolon gains the Scent special ability.
Shoving Attack
When your eidolon makes a successful natural attack, it can use its bonus action to make a Strength (Athletics) check to shove the opponent. If your eidolon is at least 2 size categories larger than its opponent, it has advantage on the Strength (Athletics) check.
Skilled
Your eidolon gains proficient in 2 skills. You can select this evolution multiple times. Each time this evolution is selected, you must select 2 different skills.
Slippery
Your eidolon has advantage on ability checks and saving throws to avoid being grappled or restrained.
Smite
Prerequisite: Your eidolon must be a celestial
Your eidolon can use its bonus action to designate a creature it can see or hear as the target of its smite. Your eidolon adds its Charisma bonus to attack and damage rolls against the target of its smite. Your eidolon must finish a short rest or long rest before it can use its smite ability again.
Sudden Safety
Your eidolon can use its reaction to gain advantage on saving throw. Your eidolon must finish a short rest or a long rest before it can use this evolution again.
Tough
Your eidolon gains the Tough feat.
Tremorsense
Prerequisite: You must be at least 7th level
Your eidolon gains Tremorsense with a range equal to your proficiency bonus multiplied by 20 feet.
True Sight
Prerequisite: You must be at least 15th level
Your eidolon gains True Sight with a range of 150 feet.
Weapon Proficiency
Your eidolon gains proficiency in all simple weapons. Your eidolon can select this evolution a second time, and it gains proficiency in all martial weapons.
SUMMONER SECRETS
At 6th level, you learn a Summoner Secret. At levels 10, 14, and 18, you learn an additional Summoner Secret. You must meet the prerequisites, if any, of the selected Summoner Secret. Summoner Secrets are described below.
Aspect
You expend 1 spell slot and gain the benefits of an evolution that your eidolon possesses until you finish a short rest or a long rest. You can only gain the benefit of a single evolution at one time.
Bond Senses
You can use your action to see and hear what your eidolon can see and hear. You gain the benefits of any special senses your eidolon has when you do this. Your eidolon must be on the same plane as you to use this ability. While you uses this ability, you are blind and deaf in relation to your own body.
Greater Aspect
Prerequisites: You must be at least 14th level and have the Aspect Summoner Secret
You can spend multiple spell slots and gain the benefits of multiple evolutions that your eidolon possesses until you finish a short rest or a long rest.
Instant Transposition
If you and your eidolon are within a number of feet equal to your proficiency bonus multiplied by 20, you can use your bonus action or reaction to swap places with each other by teleporting to each other’s spot. Once you use this ability, you must finish a long rest or short rest before you can use it again.
Life Link
When your eidolon is wounded, you can use your reaction to transfer a number of your hit points to your eidolon. When you are wounded, your eidolon can use its reaction to transfer a number of its hit points to you.
Master’s Call
You can use a bonus action to summon your eidolon to an unoccupied space within 30 feet of you.
Merge Forms
You can merge into and control your eidolon’s body. You use all your eidolon’s physical ability scores and statistics. You retain your own Intelligence, Wisdom, and Charisma score, as well as any proficiencies and spellcasting ability you possess.
Quick Cantrip
You can use your bonus action to cast a cantrip.
Quick Command
You can use your bonus action to command your eidolon or a summoned monster.
Share Spell
When you cast a spell that targets yourself, you can choose for the spell to also target your eidolon even if the spell would normally not affect the creature type of your eidolon. Your eidolon must be within 60 feet of you for you to use this ability.
Shield Ally
When your eidolon is adjacent to you, opponents have disadvantage on attack rolls made against you. Your eidolon can use its reaction to add your proficiency bonus to an attack or grant you advantage on a saving throws.
Upgrade Eidolon
Your eidolon becomes more potent and powerful as its form changes. Select a creature appropriate to your archetype of CR 2 or less to be your eidolon. At 10th level, you can select a creature of CR 4 or less. At 14th level, you can select a creature of CR 6 or less. At 18th level, you can select a creature of CR 8 or less. The selected creature follows all the rule for eidolons, except for its higher CR.
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.
In addition, when you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one of your eidolon’s ability score of your choice by 2, or you can increase two of your eidolon’s ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
If you play in a game that grants you the option to gain a feat in place of an ability score improvement, you also have the option to grant your eidolon a feat in place of an ability score improvement.
TWIN EIDOLON
At 20th level, you can use your bonus action to assume a form identical to your eidolon. You gain your eidolon’s physical attributes, including its Strength, Dexterity, and Constitution scores and proficiencies. You retain your own Intelligence, Wisdom, and Charisma scores, proficiencies, and spellcasting ability.
Cantrips (0 Level)
Acid Splash, Blade Ward, Dancing Lights, Guidance, Light, Mage Hand, Message, Poison Spray, Prestidigitation, Produce Flame, Resistance, True Strike
1st Level
Alarm, Animal Friendship, Bless, Compelled Duel, Comprehend Languages, Create or Destroy Water, Detect Evil and Good, Detect Magic, Ensnaring Strike, Entangle, Expeditious Retreat, Feather Fall, Find Familiar, Fog Cloud, Grease, Heroism, Identify, Jump, Longstrider, Mage Armor, Protection from Evil and Good, Sanctuary, Shield, Shield of Faith, Speak with Animals, Tenser’s Floating Disk, Unseen Servant
2nd Level
Aid, Alter Self, Animal Messenger, Barkskin, Beast Sense, Blur, Cloud of Daggers, Darkvision, Enhance Ability, Enlarge/Reduce, Find Steed, Flame Blade, Flaming Sphere, Gust of Wind, Locate Animals or Plants, Melf’s Acid Arrow, Misty Step, Nystul’s Magic Aura, Rope Trick, Spike Growth, Spiritual Weapon, Warding Bond, Web
3rd Level
Blink, Conjure Animals, Conjure Barrage, Counterspell, Create Food and Water, Dispel Magic, Fly,
Glyph of Warding, Haste, Leomund’s Tiny Hut, Magic Circle, Phantom Steed, Sleet Storm, Spirit Guardians, Stinking Cloud, Wind Wall
4th Level
Arcane Eye, Banishment, Conjure Minor Elementals, Conjure Woodland Beings, Dimension Door,
Dominate Beast, Evard’s Black Tentacles, Fabricate, Giant Insect, Grasping Vine, Guardian of Faith, Leomund’s Secret Chest, Locate Creature, Mordenkainen’s Faithful Hound, Mordenkainen’s Pri¬vate Sanctum, Phantasmal Killer, Polymorph
5th Level
Animate Objects, Antilife Shell, Banishing Smite, Bigby’s Hand, Cloudkill, Conjure Elemental, Conjure Volley, Contact Other Plane, Creation, Dispel Evil and Good, Dominate Person, Insect Plague, Mass Cure Wounds, Planar Binding, Rary’s Telepathic Bond, Teleportation Circle, Wall of Force, Wall of Stone
6th Level
Arcane Gate, Conjure Fey, Drawmij’s Instant Summons, Forbiddance, Globe of Invulnerability,
Guards and Wards, Planar Ally, Wall of Ice, Wall of Thorns, Word of Recall
7th Level
Conjure Celestial, Etherealness, Mordenkainen’s Magnifi¬cent Mansion, Plane Shift, Project Image,
Sequester, Simulacrum, Symbol, Teleport
8th Level
Animal Shapes, Antimagic Field, Clone, Demiplane, Dominate Monster, Incendiary Cloud, Maze, Mind Blank, Telepathy
9th Level
Astral Projection, Gate, Mass Heal, Prismatic Wall, Shapechange, Storm of Vengeance, True Polymorph
EntrerisShadow
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It's a very good conversion, but a couple of notes on the evolutions: it is probably getting flight too early, especially since it appears to be sustained flight. I would put a time limit on it at least.
And the Smite ability seems to be working like it does in PF, which stomps on a 5E Paladin. Their smite only adds radiant damage (no attack boost) and they have to sacrifice spell slots for it. You might want to scale it back a tad.
| SmiloDan RPG Superstar 2012 Top 32 |
Thanks for the feedback! :-D
Maybe move Flight to 7th or 9th level? 1 minute per short rest? 1 hour per short rest? Maybe have it scale with level?
The Smite evolution is kind of a cross between the 5E paladin smite and the 5E Sacred Weapon Channel Divinity ability. I also wanted it to be rather simple mechanically, which is why it's a static bonus to attack rolls and damage rolls. It's probably only going to be +1 to +5 on a single attack.