Soooo, it's been a while since I last made of these threads! Recently discussions in the general chat and in-game have lead me to see just how terrible summons, hirelings, and pets are compared to players. Even builds that specialize in this sort of thing only allow their summons to become slightly tanky cannon fodder. I've seen tanky artificer iron defenders, but their damage is rock bottom and serve only as a distraction. Time to change that up.
And so I decided to theory-up a summoner class based loosely on 3.5 and 5e. I bring to you, the Summoner!
**This isn't 100% fleshed out, but if people like what they see I have more to show!**
Class Information
Hit Dice - D6
Skill Points - 2 + intelligence modifier
Class Skills - spellcraft, heal, diplomacy, concentration
Weapon Proficiency - simple weapons
Armor Proficiency - light armor
Saving Throws - low fortitude, low reflex, high willpower
Base Attack Bonus - +0.5 per level
Spell Point Progression - identical to artificers
Spellcasting Attribute - Charisma
Classification - Specialist
Class Lore Description
Summoners delve into the arcane, learning the deepest secrets of how to summon otherworldly creatures to aid them. While many spellcasters, both arcane and divine, have the ability to summon monsters, outsiders, and creatures, none are as adept or influential as the summoner. The summoner forms a close bond with their chosen summoned creature, or Eidolon, and the stronger they become the more powerful their Eidolon becomes.
DDO Class Description
Summoners are arcane specialists (like bards and artificers) that pick a chosen Eidolon at level 1. While artificers and druids (and to some extent wizards) have companion pets, the summoner is devoted almost entirely to improving their own summons. The higher level the summoner the more powerful their Eidolon becomes. Summoners can also use the traditional arcane/divine summoned creature spells, and can use them at earlier levels, in which they are more adept at using due to how the class functions. In a sense, the summoner class specializes not only on their Eidolon, but also increasing the power of charmed/dominated monsters, hirelings, and spell-summoned creatures far beyond that of any other class. Summoners are not particularly powerful on their own without their summons, but can act as a buffing/support class to their party and can help boost the abilities of the summoned creatures, hirelings, and pets of other party members.
Feats
Summon Eidolon - Granted at level 1. Summon a powerful creature that gains power as the summoner levels. This also grants you the ability to raise your Eidolon from the dead up to 3 times per rest. Requires 6 seconds to cast, and cannot be quickened. 1 minute cooldown. See more below.
Magical Training - Granted at level 1. Summoners are spellcasters and naturally gain this effect along with echoes of power.
Augmented Summons - Granted at level 3. Summoners automatically gain this feat for free.
Maker's Call - Granted at level 6. Conjure your Eidolon to your side, instantly healing it for 1d10 hit points per class level (scaling with positive spellpower). This ablity can be used once per rest, and gains an additional use at level 10, 14, and 18 (total of 4). Cooldown: 30 seconds.
Superior Summoning - Granted at level 20. You have perfected the bond between you and your summoned Eidolon. For each epic level you possess your Eidolon gains +1 attack, +1 damage, +1 PRR, +1 MRR, +1 armor class, +1 to all saves, and +5 universal spellpower.
Eidolons
Summoners select from one of five unique Eidolons, each with a different function. This is a special summons that is similar to the artificer, druid, and wizard companion pets and does not count as a spell-summoned creature or a hireling. The higher your summoner class level, the stronger your Eidolon becomes. Eidolons can be renamed like other companion pets, can use collars and armors, and have a pet character sheet. You select an Eidolon at character creation and it cannot be changed except for a feat swap.
Eidolon Attributes
All Eidolons gain the following passive traits (might seem like a lot but Eidolons are supposed to be much stronger than normal summons and this is comparable to what the average, decently-geared player gains in heroics):
- +2 attack per summoner level
- +1 damage per summoner level
- +3 universal spellpower per summoner level
- +2 armor class per summoner level
- +1 physical resistance rating and +1 magical resistance rating per summoner level
- +1 to all saves per 2 summoner levels
- +1 to all ability scores per 2 summoner levels
Eidolons
Monster Eidolon
This Eidolon is an offensive, physical attacker. Monsters use physical attacks and can rage like a barbarian, and has high hit points and moderate defenses. They also gain extra melee power as the summoner improves in levels. It assumes the form of a large elfreeti and is considered flying.
Guardian Eidolon
This Eidolon is a defensive, physical attacker. Guardians use physical attacks and while not as strong as Monster Eidolons, they have very high hit points and powerful defenses. Guardians gain +1 PRR, MRR, and armor class per summoner level on top of the usual bonuses. It assumes the form of a large, silver-colored stone golem (but is not a construct).
Shadow Eidolon
This Eidolon is an evasive, physical attacker. Shadows utilize sneak attacks, uses its dexterity modifier for attack and damage, and has moderate hit points and defenses. They also gain extra attack and melee power per summoner level, as well as eventually gaining evasion and improved evasion. It assumes the form of a shadowy, black abishai.
Arcane Eidolon
This Eidolon is a magical spellcaster. Arcanes use various spells, but have low hit points and defenses. Arcanes have an innate chance to criticaly hit with spells and increase this chance as well as gaining a large sum of spellpower as the summoner levels. They do not have a physical attack and rely completely on their spells. It assumes the form of a bright purple fire elemental.
Divine Eidolon
This Eidolon is a healing spellcaster. Divines use various healing and defensive spells and have moderate hit points and defenses. When not healing it uses a light spell that deals minor light damage. Divines gain a moderate amount of spellpower, spell critical chance, and extra PRR per summoner level. It assumes the form of a white will o' wisp and is considered flying.
Ehancements
Eidolist - Eidolists specialize in directly enhancing the power and survivability of their Eidolon. This tree is devoted 100% to your Eidolon and does not affect the summoner in any way. Focusing on this tree ensures your Eidolon will act as a 7th or 13th member of your party, enhancing its power to that of the average player. (while this might seem overpowered, it still uses hireling/summons AI and obviously not as intuitive or intelligent as the average player)
Broodmaster - Broodmasters specialize in summoning magic, not just your Eidolon. Primarily, this tree gives you the ability to summon multiple, very specialized creatures (although not as strong as your Eidolon), giving you a veritable army at your disposal while providing some support to your Eidolon. This tree also has some enchantment bonuses for charming and dominating enemies. Very efficient for soloers, but can be annoying to some parties.
Synergist - Synergists are of a mind that Eidolons are not to act as servants or as a wall to hide behind, but to fight alongside as equals. Of the three trees, the Synergist is focused more on the summoner, enhancing their capabilities and working in tandem with their Eidolon in various ways. This tree has two 'paths': melee or spellcasting.
Spells
Summoners use a blend of arcane and divine spells but are considered arcane specialists (like bards and artificers). They follow the spell point and spell level progression of artificers, gaining spells at levels 1, 3, 6, 9, 12, and 15. They gain all spells upon level up and spells need to be prepared beforehand but can be changed at rest shrines and taverns. They eventually gain 5 spell slots per spell level and gain a mixture of healing, offensive, debuffing, buffing, and crowd control spells but are not very focused in any particular area. Summoners have spontaneous casting in that they always have the arcane/divine summon spell memorized at each level (making 6 total spells per level). They also gain 6 unique spells, 1 for each spell level.