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Summoner


Hit Points

At first level and every level thereafter, you increase your maximum hit points by 10 plus your constitution modifier.

Key Ability

At first level, you increase one of these ability scores by 2. Some of these options might be tied to subclasses (such as the rogue’s rackets).
Key Ability: Charisma

Initial Proficiencies


Saves

Trained in Perception
Trained in Reflex Saves
Expert in Will Saves
Expert in Fortitude Saves

Weapons

Trained in unarmed attacks
Trained in simple weapons

Armor

Trained in unarmored
Untrained in all armor

Skills

Trained in one or more skills determined by your eidolon
Trained in a number of skills equal to 3 plus your intelligence modifier

Class Features


LevelFeatures
1Ancestry Feat, Link Spells, Eidolon, Spell Repertoire, Evolution Feat, Summoner Spellcasting
2Class Feat, Skill Feat
3General Feat, Skill Increase, Unlimited Signature Spells, Shared Vigilance
4Class Feat, Skill Feat
5Ability Boost, Ancestry Feat, Skill Increase, Eidolon Unarmed Expertise
6Class Feat, Skill Feat
7General Feat, Skill Increase, Eidolon Weapon Specialization, Eidolon Symbiosis
8Class Feat, Skill Feat
9Ancestry Feat, Skill Increase, Shared Reflexes, Expert Spellcaster
10Ability Boost, Class Feat, Skill Feat
11General Feat, Skill Increase, Eidolon Defensive Expertise, Weapon Expertise, Twin Juggernauts
12Class Feat, Skill Feat
13Ancestry Feat, Skill Increase, Weapon Specialization, Defensive Robes, Eidolon Unarmed Mastery
14Class Feat, Skill Feat
15Ability Boost, General Feat, Skill Increase, Greater Eidolon Specialization, Shared Resolve
16Class Feat, Skill Feat
17Ancestry Feat, Skill Increase, Master Spellcaster, Eidolon Transcendence
18Class Feat, Skill Feat
19General Feat, Skill Increase, Eidolon Defensive Mastery, Instant Manifestation
20Ability Boost, Class Feat, Skill Feat

Link Spells Feature 1


Summoner​

Your connection to your eidolon allows you to cast link spells, special spells that have been forged through your shared connection with your eidolon. Link spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to specifically connect with your eidolon, such as by having a heart-to-heart conversation, playing together, or meditating in unison on the nature of your bond.

Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don't require spell slots, and you can't cast them using spell slots. Taking feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. The full rules for focus spells appear on page 300 of the Core Rulebook.

You learn the Evolution Surge link spell, which allows you to grant your eidolon one of several useful benefits.

Link Cantrips

Link cantrips are special link spells that don't cost Focus Points, so you can cast them as often as you like. Link cantrips are in addition to the cantrips you choose from your tradition's spell list. Generally, only feats can give you more link cantrips. Unlike other cantrips, you can't swap out link cantrips gained from summoner feats at a later level, unless you swap out the specific feat via retraining.

You learn the Boost Eidolon link cantrip, which briefly improves your eidolon's capabilities, allowing it to attack with greater power.


Eidolon Feature 1


Summoner​

You have a connection with a powerful and usually otherworldly entity called an eidolon, and you can use your life force as a conduit to manifest this ephemeral entity into the mortal world. Magic also flows through this conduit from your eidolon into you, so your eidolon determines the type of spells you cast and the spell list you choose from (as described in Summoner Spellcasting on page 54).

Choose a type of eidolon from the options starting on page 59 and other eidolons you have access to. When you choose your eidolon, you also determine its appearance and general form, within the parameters for that particular type of eidolon. Once you establish your eidolon's type and general appearance, these features can't be changed later, except by selecting special evolution feats that can cause your eidolon to develop new features.

Your magical connection with your eidolon takes the form of a sigil on each of your bodies. As long as your eidolon is manifested, the sigil glows with light and can't be covered or disguised via any means; it will shine through clothing, appear over cloaks, and remain unaffected by obfuscating magic. This, combined with the way that the two of you clearly act in tandem, makes it readily apparent to an intelligent observer that the two of you are connected in some way, even if the person has never encountered a summoner before.

You bring your eidolon into reality with the Manifest Eidolon action.

Your eidolon is no mere minion. It doesn't have the minion or summoned trait, and the two of you work together and coordinate your actions. You and your eidolon share your actions and multiple attack penalty. Each round, you can use any of your actions (including reactions and free actions) for yourself or your eidolon.

You coordinate your actions with your eidolon more efficiently when you Act Together. Your connection with your eidolon allows you to communicate with it telepathically at all times, even when it isn't manifested. You also gain the Share Senses action.

Lastly, the connection between you and your eidolon means you both share a single pool of Hit Points. Damage taken by either you or the eidolon reduces your Hit Points, while healing either of you recovers your Hit Points. Like with your actions, if you and your eidolon are both subject to the same effect that affects your Hit Points, you apply those effects only once (applying the greater effect, if applicable). For instance, if you and your eidolon get caught in an area effect that would heal or damage you both, only the greater amount of healing or damage applies.

Gear and your Eidolon

Your eidolon can't wear or use magic items, except for items with the eidolon trait. An eidolon can have up to two items invested. Your eidolon's link to you means it can benefit from certain magic items invested by you.

Lost and Altered Actions

If you or your eidolon becomes slowed, stunned, quickened, or otherwise affected by something that changes the actions you gain at the start of each turn, it affects your shared actions. However, if you are both subject to such an effect, apply only the more severe one. For instance, if you or your eidolon were Slowed 1, you would start your turn with one fewer action, but if you were both slowed 1, you would still lose only one action, rather than adding the two slowed effects together. However, if you were slowed 1 and your eidolon Slowed 2, you'd have two fewer actions, because that's the more severe effect. If only one of you becomes restricted in how you can spend your actions, that restriction doesn't automatically extend to the other; for example, if your eidolon became Immobilized or petrified, it wouldn't be able to move, but you could still use your actions to move. The GM resolves any situation that's unclear.

You, as the player, control both your summoner and your eidolon, and the two are generally considered to cooperate unless you decide for them not to. While a summoner's link with an eidolon is a partnership, ultimately the eidolon is linked to you, not the other way around. If there's ever a conflict of who should act, you win out over your eidolon. This means that if the eidolon comes under an effect that would take its actions out of your control, such as the Confused or controlled condition, you can use all of your shared actions so your eidolon doesn't have any actions remaining to cause trouble (as long as you are able to act). However, if you came under such an effect, you would simply use all of your shared actions, preventing your eidolon from acting.


Spell Repertoire (Summoner) Feature 1


Summoner​

The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-level spells of your choice and five cantrips of your choice. You choose these from the common spells from the tradition corresponding to your eidolon, or from other spells from that tradition to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell level. Your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it doesn't give you another spell slot, and vice versa.

You add to this spell repertoire as you increase in level. Each time you get a spell slot (see Table 2-4: Summoner Spells per Day), you add a spell of the same level to your spell repertoire. At 2nd level, you select another 1st-level spell. At 3rd level, you add the first 2nd-level spell to your repertoire. At 4th level you gain your second and your spell repertoire reaches its maximum size of five spells.

At 5th level, in addition to adding two 3rd-level spells to your repertoire, you lose your lowest level of spell slots. Any time you lose a level of spell slots, you lose two spells in your repertoire as well. These can come from spells you already know or out of the number of new spells you're learning. On levels in which you don't change your spell slots, you can swap out multiple spells, as described below.

Swapping Spells in Your Repertoire

As you gain new spells in your repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same level. If it's a level at which you lose a set of lower-level slots, you can replace the two in either order. You can also instead swap a cantrip. You can also swap out spells by retraining during downtime.

At 6th level and every even level thereafter, you can swap out any number of your spells for different spells of a level you can cast. When you do, you must keep at least one spell you can cast with your lowest level of spell slots so you don't end up with slots you can't use. For instance, at 6th level you would need to keep at least one 2nd-level spell, but all your other spells could be 3rd level.


Evolution Feat Feature 1


Summoner​

Evolution feats are a special type of summoner class feat that allow you to customize your eidolon through your shared link. You gain an evolution feat for your eidolon at 1st level, representing the differences that make it unique from other eidolons of its type. If you retrain this feat, the feat you replace it with must also be an evolution feat.


Summoner Spellcasting Feature 1


Summoner​

Your link to your eidolon grants you limited magic connected to your eidolon's nature. You can cast spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells. Because of the magic you draw from your eidolon, you can usually replace material components with somatic components, so you don't need a material component pouch.

Each day, you can cast one 1st-level spell and five cantrips. You must know spells to cast them, and you learn them via the spell repertoire class feature. The number of spells you can cast each day is called your spell slots.

As you increase in level as a summoner, the magical link with your eidolon grants you additional, more powerful spell slots. Your total number of spell slots and the highest level of spells you can cast are shown in Table 2-4: Summoner Spells per Day. Because of the way you draw magic from your connection to your eidolon, you begin to lose lower-level spell slots once you reach 5th level. The maximum number of spell slots you get from the summoner class is four, starting when you reach 4th level.

Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Charisma, your spell attack rolls and spell DCs use your Charisma modifier. Details on calculating these statistics appear on page 447 of the Core Rulebook.

Heightening Spells

When you gain spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-level spells. This increases the spell's level, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain levels.

Cantrips

A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded up-this is usually equal to the highest level of spell you can cast as a summoner. For example, as a 1st-level summoner, your cantrips are 1st-level spells, and as a 5th-level summoner, your cantrips are 3rd-level spells.


Unlimited Signature Spells Feature 3


Summoner​

All of your spells are signature spells. That means that if you know a spell, you can heighten it freely by casting it from a higher-level spell slot, up to the maximum level of spell you can cast. You can similarly cast any of its lower-level versions without learning them separately.


Shared Vigilance Feature 3


Summoner​

You and your eidolon work together to remain alert to threats around you, allowing you to perceive far more together than you could individually. Your proficiency rank in Perception and your eidolon's proficiency rank in Perception increase to expert.


Eidolon Unarmed Expertise Feature 5


Summoner​

Your eidolon becomes more capable of using its unarmed attacks. Its proficiency rank for unarmed attacks increases to expert.


Eidolon Weapon Specialization Feature 7


Summoner​

Your eidolon has learned how to inflict greater injuries with its unarmed attacks. It deals 2 additional damage with unarmed attacks in which it's an expert. This damage increases to 3 if it's a master, and 4 if it's legendary.


Eidolon Symbiosis Feature 7


Summoner​

Your connection with your eidolon strengthens, granting your eidolon access to a new ability depending on its type, as described in Eidolon Abilities in each eidolon's entry.


Shared Reflexes Feature 9


Summoner​

You and your eidolon boost each other's reflexes, allowing you both to roll away from danger. Your proficiency rank for Reflex saves and your eidolon's proficiency rank for Reflex saves increase to expert.


Expert Spellcaster Feature 7


Bard Your proficiency ranks for occult spell attack rolls and spell DCs increase to expert.


Druid Your command of primal forces has deepened, empowering your spells. Your proficiency ranks for primal spell attack rolls and spell DCs increase to expert.


Magus Your fundamental understanding of magic improves, making your spells harder to resist. Your proficiency ranks for arcane spell attack rolls and spell DCs increase to expert.


Oracle The intricacy of your divine power has grown clearer over time. Your proficiency ranks for divine spell attack rolls and spell DCs increase to expert.


Psychic Self-reflection has brought you greater knowledge of yourself and, with it, psychic power. Your proficiency ranks for occult spell attack rolls and spell DCs increase to expert.


Sorcerer Your inherent magic responds easily and powerfully to your command. Your proficiency ranks for spell attack rolls and spell DCs for spells of your bloodline's tradition increase to expert.


Summoner As your connection to your eidolon deepens, the power of your spells increases. Your proficiency ranks for spell attack rolls and spell DCs for spells of your eidolon's tradition increase to expert.


Witch You've learned to better control the power your patron has granted you. Your proficiency ranks for spell attacks and spell DCs for your witch spellcasting increase to expert.


Wizard Extended practice of the arcane has improved your capabilities. Your proficiency ranks for arcane spell attack rolls and spell DCs increase to expert.



Eidolon Defensive Expertise Feature 11


Summoner​

Your eidolon increases its ability to avoid attacks. Its proficiency rank for unarmored defense increases to expert.


Weapon Expertise Feature 5


Champion, Investigator, Oracle, Magus You've dedicated yourself to learning the intricacies of your weapons. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert.

Sorcerer Training and magic improved your weapon technique. Your proficiency rank for simple weapons and unarmed attacks increases to expert.

Summoner Training and magic improved your weapon technique. Your proficiency rank for simple weapons and unarmed attacks increases to expert. (Note: this is called Simple Weapon Expertise in Secrets of Magic)

Witch Through sheer experience, you've improved your technique with your weapons. Your proficiency ranks for simple weapons and unarmed attacks increase to expert.


Twin Juggernauts Feature 11


Summoner​

You and your eidolon fight off physical hardship together with your shared life force. Your proficiency rank for Fortitude saves and your eidolon's proficiency rank for Fortitude saves increase to master. When you roll a success on a Fortitude save, you get a critical success instead. When your eidolon rolls a success on a Fortitude save, it gets a critical success instead.


Weapon Specialization Feature 7


Champion, Fighter, Gunslinger, Inventor, Investigator, Magus, Monk, Ranger, Rogue, Swashbuckler: You've learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master, and to 4 if you're legendary.

Alchemist, Bard, Cleric, Druid, Oracle, Psychic, Sorcerer, Summoner, Witch, Wizard You've learned how to inflict grave wounds with your most practiced weapons. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master, and to 4 if you're legendary.

Barbarian: Your rage helps you hit harder. You deal an additional 2 damage with weapons and unarmed attacks in which you have expert proficiency. This damage increases to 3 if you're a master, and 4 if you're legendary.

You gain your instinct's specialization ability. See specific instincts for more information.


Defensive Robes Feature 13


Sorcerer​Summoner​Witch​Wizard​

The flow of magic and your defensive training combine to help you get out of the way before an attack. Your proficiency rank in unarmored defense increases to expert.


Eidolon Unarmed Mastery Feature 13


Summoner​

Your eidolon truly masters its unarmed attacks, reaching greater heights. Its proficiency rank for unarmed attacks increases to master.


Greater Eidolon Specialization Feature 15


Summoner​

Your eidolon's damage from weapon specialization increases to 4 with unarmed attacks in which it's an expert, 6 if it's a master, and 8 if it's legendary.


Shared Resolve Feature 15


Summoner​

You and your eidolon steel your mind together against effects that threaten you, each protecting the others' minds from danger. Your and your eidolon's proficiency ranks for Will saves increase to master. When you roll a success on a Will save, you get a critical success instead. When your eidolon rolls a success on a Will save, it gets a critical success instead.


Master Spellcaster Feature 15


Bard You've mastered the occult. Your proficiency ranks for occult spell attack rolls and spell DCs increase to master.


Druid Primal magic answers your command. Your proficiency ranks for primal spell attack rolls and spell DCs increase to master.


Magus You fortify your spells with masterful prowess. Your proficiency ranks for arcane spell attack rolls and spell DCs increase to master.


Oracle You truly understand the deep and complex divine power within your mystery. Your proficiency ranks for divine spell attack rolls and spell DCs increase to master.


Psychic You've gained access to the deepest corners of your own mind. Your proficiency ranks for occult spell attack rolls and spell DCs increase to master.


Sorcerer You have achieved mastery over the magic in your blood. Your proficiency ranks for spell attack rolls and spell DCs for spells of your bloodline's tradition increase to master.


Summoner Your connection to your eidolon is strong enough to grant you mastery over associated spells. Your proficiency ranks for spell attack rolls and spell DCs for spells of your eidolon's tradition increase to master.


Witch You've achieved mastery over your patron's magic. Your proficiency ranks for spell attacks and spell DCs for your witch spellcasting increase to master.



Eidolon Transcendence Feature 17


Summoner​

Your connection with your eidolon approaches its peak, granting your eidolon access to a powerful new ability depending on its type, as described in Eidolon Abilities in each eidolon's entry. This ability also increases one of the eidolon's ability scores by 2.


Eidolon Defensive Mastery Feature 19


Summoner​

Your eidolon's form becomes particularly difficult to assail. Its proficiency rank for unarmored defense increases to master.


Instant Manifestation Feature 19


Summoner​

You can manifest your eidolon with incredible speed. You can use Manifest Eidolon as a single action, instead of a three-action activity.