Summoner (Fullcaster) (5e Class)

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Summoner (Fullcaster)(5e Class)


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Contents
1 Summoner
2 Creating a Summoner
3 Class Features
3.1 Table: The Summoner
4 Class Features
4.1 Summon Eidolon
4.1.1 Base Eidolon
4.1.1.1 Quadruped
4.1.1.2 Biped
4.1.1.3 Serpentine
4.1.1.4 Aquatic
4.1.1.5 Servitor
4.2 Evolutions
4.2.1 0-Point Evolutions
4.2.2 1-Point Evolutions
4.2.3 2-Point Evolutions
4.2.4 3-Point Evolutions
4.2.5 4-Point Evolutions
4.3 Spellcasting
4.4 Eidolon Control
4.5 Summoner's Bond
4.6 Strong Bond
4.7 Lifelink
4.8 Ability Score Improvement
4.9 Eidolon's Senses
4.10 Call Eidolon
4.11 Aspect
4.12 Improved Aspect
4.13 Evolutionist
5 Summoner Bonds
5.1 Bond of the Eidolist
5.1.1 Resilient Eidolon
5.1.2 Extra Attack
5.1.3 Developed Eidolon
5.1.4 Transposition
5.2 Bond of the Broodmaster
5.2.1 Brood
5.2.2 Expanded Brood
5.2.3 Brood Bond
5.2.4 Improved Brood Bond
5.3 Bond of the Synthesist
5.3.1 Fused Form
5.3.2 Split Form
5.3.3 Fused Aspect
5.3.4 Quickened Split
5.4 Summoner Spells
5.4.1 Cantrips
5.4.2 1st Level Spells
5.4.3 2nd Level Spells
5.4.4 3rd Level Spells
5.4.5 4th Level Spells
5.4.6 5th Level Spells
5.4.7 6th Level Spells
5.4.8 7th Level Spells
5.4.9 8th Level Spells
5.4.10 9th Level Spells

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6 Multiclassing

Summoner

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. This practitioner of the arcane arts forms a close bond with one particular outsider, known
as an eidolon, who gains power as the summoner becomes more proficient at his summoning. Over time, the two become linked,
eventually even sharing a shard of the same soul.

Summoners spend much of their time exploring the arcane arts alongside their eidolons. While their power comes from within,
they rely heavily on their eidolon companions in dangerous situations. While a summoner and his eidolon function as
individuals, their true power lies in what they can accomplish together.

Creating a Summoner

Class Features

As a Summoner you gain the following class features.

Hit Points
Hit Dice: 1d8 per Summoner level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per
Summoner level after 1st

Proficiencies
Armor: Light Armor
Weapons: Simple Weapons
Tools: None
Saving Throws: Charisma and Wisdom
Skills: Choose 3 from Animal Handling, Arcana, Religion, Investigation,
Insight, Intimidation, Perception, Persuasion, Survival or Nature

Equipment
You start with the following equipment, in addition to the equipment
granted by your background:

(a) one simple weapon or (b) A shortbow and 10 arrows


(a) Leather armor or (b) Hide armor
(a) A component pouch or (b) An arcane focus
(a) An explorer's pack or (b) A diplomat's pack

Table: The Summoner

Proficiency Cantrips Spells Evolution —Spell Slots per Spell Level—


Level Bonus Known Known Points Features 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 4 2 8 Summon 2 — — — — — — — —
Eidolon,
Evolutions,
Eidolon
Control,
Spellcasting,
Summoner's
Bond
2nd +2 4 3 9 Eidolon's 3 — — — — — — — —
Senses
3rd +2 4 4 10 Lifelink 4 2 — — — — — — —
4th +2 5 5 11 Ability Score 4 3 — — — — — — —
Improvement
5th +3 5 6 12 — 4 3 2 — — — — — —

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6th +3 5 7 13 Bond Feature, 4 3 3 — — — — — —


Call Eidolon
7th +3 5 8 14 — 4 3 3 1 — — — — —
8th +3 5 9 15 Ability Score 4 3 3 2 — — — — —
Improvement
9th +4 5 10 17 — 4 3 3 3 1 — — — —
10th +4 6 11 18 Bond Feature, 4 3 3 3 2 — — — —
Aspect
11th +4 6 12 19 — 4 3 3 3 2 1 — — —
12th +4 6 12 20 Ability Score 4 3 3 3 2 1 — — —
Improvement
13th +5 6 13 21 — 4 3 3 3 2 1 1 — —
14th +5 6 13 23 Bond Feature, 4 3 3 3 2 1 1 — —
Strong Bond
15th +5 6 14 24 — 4 3 3 3 2 1 1 1 —
16th +5 6 14 25 Ability Score 4 3 3 3 2 1 1 1 —
Improvement
17th +6 6 15 26 — 4 3 3 3 2 1 1 1 1
18th +6 6 15 27 Improved 4 3 3 3 3 1 1 1 1
Aspect
19th +6 6 15 29 Ability Score 4 3 3 3 3 2 1 1 1
Improvement
20th +6 6 15 30 Evolutionist 4 3 3 3 3 2 2 1 1

Class Features
Summon Eidolon

Summon Eidolon. You gain the ability to summon to your side a powerful outsider called an eidolon. The eidolon forms a link
with the summoner, who, forever after, summons an aspect of the same creature. An eidolon has the same alignment as the
summoner that calls it and can speak all of your languages. An eidolon shares the summoner's proficiency bonus. If your eidolon
is killed, it cannot be summoned again until you have completed a long rest. An eidolon that is sent back to its plane otherwise
may be summoned again with a ritual. Conjuring a creature with a spell does not return your Eidolon to its plane. Summoning
your Eidolon does not cause other conjured creatures to be returned to their plane.

An eidolon acts on its own initiative, and it obeys any verbal/telepathic commands that you issue to it (no action required by
you). Your eidolon can communicate with you telepathically, as long as you are on the same plane.

An Eidolon is incapicitated after being reduced to 0 hit points. It is killed after reaching a negative amount of hitpoints equal to
its Constitution score. An eidolon is sent back to its plane if it is killed, or bainshed with a banishment or similar effect. An
eidolon that is summoned after a long rest returns with all its hit points. A banished eidolon that was not killed is not healed,
until you take a long rest. During a short rest, you may use your Hit Die to heal your eidolon just as you would heal yourself,
using your Charisma modifier with the amount rolled. An eidolon remains until is killed, banished, or dismissed by you as an
action. Dispel Magic does not banish your eidolon.

The eidolon’s physical appearance is up to the summoner, but it always appears as some sort of fantastical creature. It's general
appearance is based on the chosen eidolon form, which may not be changed. As it gains new evolutions, an eidolon's apearance
may change appropriately. This control is not fine enough to make the eidolon appear like a specific creature. The eidolon also
bears a glowing tattoo that is identical to a tattoo that appears on the summoner as long as the eidolon is summoned. While this
tatto 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).

Base Eidolon

An Eidolon's starting ability scores are 15, 14, 13, 12, 10, 8. They may be applied in any way. An Eidolon has 5 base forms,
which grant it certain properties, and free evolutions, whose properties are already listed in form descriptions.

Quadruped

40FT Walking Speed


AC: 10+Dex
Evolutions: Bite, Limbs (legs) 2, Health

Biped

30FT Walking Speed

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AC: 10+Dex
Evolutions: Claws, Limbs (arms), Limbs (legs), Health

Serpentine

20FT Walking Speed


AC: 11+Dex
Evolutions: Bite, Reach (Bite), Tail, Improved Natural Armor, Health

Aquatic

20FT Walking Speed, 40FT Swimming Speed


AC: 11+Dex
Evolutions: Gills, Swim 2, Bite, Improved Natural Armor, Health

Servitor

50FT Flying Speed (hover)


AC: 10+Dex
Evolutions: Flight, Hover, Bite, Health

An Eidolon cannot wear armor. It also cannot wield weapons unless it has hands and has the appropriate evolution. You cannot
exchange an eidolon's free evolutions for different ones, but you can remove them.

An Eidolon begins with 6 + the eidolon's Constitution modifier hit points. As you gain summoner levels, it gains HP equal to 4 +
the eidolon's Constitution modifier, for each summoner level.

Evolutions

An eidolon has a pool of evolution points that increases with your summoner level. These evolution points (EP) can be used to
buy Evolutions, which give your eidolon features and powers. At level 1, you have 8 EP. As you level up, you may gain and
change evolutions, otherwise they are fixed.

Each eidolon receives a number of evolution points that can be spent to give the eidolon new abilities, powers, and other
upgrades. These abilities, called evolutions, can be changed whenever the summoner gains a new level, but they are otherwise
set. Some evolutions require that the eidolon have a specific base form or the summoner be of a specific level before they can be
chosen. A number of evolutions grant the eidolon additional natural attacks.

Evolutions are grouped by their cost in evolution points. Evolution points cannot be saved. All of the points must be spent
whenever the summoner gains a level. Unless otherwise noted, each evolution can only be selected once.

0-Point Evolutions

Creature Type: Choose one “monster type” from the following options; celestial, construct, dragon, elemental, fey, fiend, plant,
aberration or undead. The eidolon now belongs to that type. This evolution may only be selected once. A eidolon without this
evolution is treated as being a monstrosity.

1-Point Evolutions

The following evolutions cost 1 point from the eidolon's evolution pool.

Basic Magic: An eidolon can cast a cantrip from any spell list, using its Charisma and your summoner level to cast the spell.
The eidolon must have a Charisma score of at least 11 to take this evolution. Each time you select this evolution, the eidolon
learns a new cantrip.

Bite: An eidolon's mouth is full of razor-sharp teeth, giving it a bite attack. The bite deals 1d6 + str mod points of piercing
damage (1d8 if Large, 2d6 if Huge). An eidolon cannot make more bite attacks in a turn than the number of bite evolutions it
has.

Claws: An eidolon has a pair of vicious claws at the end of its limbs, giving it two claws. The claws deal 1d4+str or dex mod
points of slashing damage (1d6 if Large, 1d8 if Huge). A claw attack can me made as a bonus action when the attack action is
made, dealing 1d4 points of damage with no ability modifier. The eidolon must have the limbs evolution to take this evolution.
This evolution can only be applied to the limbs (legs) evolution once. This evolution can be selected more than once, but the
eidolon must possess an equal number of the limbs evolution. An eidolon cannot make more claw attacks in a turn than twice the
number of claw evolutions it has.

Climb: An eidolon becomes a skilled climber, gaining a climb speed equal to its base speed. This evolution can be selected more
than once. Each additional time it is selected, increase the eidolon's climb speed by 20 feet.

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Darkvision: An eidolon has darkvision, enabling it to see 60 feet in darkness in shades of gray. Taking this evolution once more
extends the range to 120 feet.

Gills: An eidolon has gills and can breathe underwater indefinitely.

Health An eidolon becomes stronger and it muscles become stronger enabling it to withstand more attacks. Your Eidolon's hp
maximum increases by 5. This evolution may be taken more than once.

Hooves: An eidolon has a pair of sharp hooves at the end of its limbs, giving it two hooves. The hooves deal 1d4+str or dex mod
points of bludgeoning damage (1d6 if Large, 1d8 if Huge). A hoof attack can me made as a bonus action when the attack action
is made. The eidolon must have the limbs evolution to take this evolution. This evolution can only be applied to the limbs (legs)
evolution once. Alternatively, the eidolon can replace the claws evolution from its base form with these hoof attacks (this still
costs 1 evolution point). This evolution can be selected more than once, but the eidolon must possess an equal number of limbs
evolutions. An eidolon cannot make more claw attacks in a turn than twice the number of hoof evolutions it has.

Improved Damage: One of the eidolon's natural attacks is particularly deadly. Select one natural attack form and increase the
damage die type by one step (1d4>1d6>1d8>1d10 for Medium eidolons, 1d6>1d8>2d6>2d8 for Large eidolons, and
1d8>2d6>2d8>3d6 for Huge eidolons). This evolution can be selected more than once. Its effects do not stack. Each time an
eidolon selects this evolution, it applies to a different natural attack.

Improved Natural Armor: An eidolon's hide grows thick fur, rigid scales, or bony plates, increasing its Armor Score by 1. You
may choose this evolution multiple times, to a total of 5 (including a free instance).

Improved speed: The Eidolon's muscles increase in size, increasing its base speed by 10ft. By using an additional 1 evolution
point you can increase the speed by 10 ft again.

Magic Attacks: An eidolon is infused with magic, allowing it to treat all of its natural attacks as if they were magic for the
purpose of overcoming damage reduction. If the summoner is 10th level or higher, all of the eidolon's weapons are treated as the
alignment of the eidolon for the purpose of overcoming damage reduction.

Mount: An eidolon is properly skilled and formed to serve as a combat-trained mount. The eidolon must be at least one size
category larger than its rider. This evolution is only available to eidolons of the quadruped and serpentine base forms.

Pincers: An eidolon grows a large pincers at the end of one pair of its limbs, giving it two pincers. The pincers deal 1d6+str
points of bludgeoning damage (1d8 if Large, 2d6 if Huge). A pincer attack can be made as a bonus action when the attack action
is made, dealing 1d6 points of damage with no ability modifier. Eidolons with the grab evolution linked to pincers gain a +2
bonus on checks made to grapple. The eidolon must have the limbs (arms) evolution to take this evolution. Alternatively, the
eidolon can replace the claws from its base form with pincers (this still costs 1 evolution point). This evolution can be selected
more than once, but the eidolon must possess an equal number of the limbs evolution. An eidolon cannot make more pincer
attacks in a turn than the number of pincer evolutions it has.

Pounce: An eidolon gains quick reflexes, allowing it to take a dash action as a bonus action during the attack action. This
evolution is only available to eidolons of the quadruped base form.

Pull: An eidolon gains the ability to pull creatures closer with a successful attack. Select one type of natural attack. Whenever
the eidolon makes a successful attack of the selected type, it can attempt a free grapple check. If successful, the target of the
attack is pulled 5 feet closer to the eidolon. This ability only works on creatures of a size equal to or smaller than the eidolon.
Creatures pulled in this way do not provoke attacks of opportunity. The eidolon must have a reach of 10 feet or more to select
this evolution. This evolution can be selected more than once. Its effects do not stack. Each time an eidolon selects this
evolution, it applies to a different natural attack.

Push: An eidolon gains the ability to push creatures away with a successful attack. Select one type of natural attack. Whenever
the eidolon makes a successful attack of the selected type, it can attempt a strength check versus the target's dexterity saving
throw. If successful, the target of the attack is pushed 5 feet directly away from the eidolon. This ability only works on creatures
of a size equal to or smaller than the eidolon. Creatures pushed in this way do not provoke attacks of opportunity. This evolution
can be selected more than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different
natural attack.

Reach: One of an eidolon's attacks is capable of striking at foes at a distance. Pick one attack. The eidolon's reach with that
attack increases by 5 feet. This evolution can be selected multiple times. Its effects do not stack. Each time you select this
evolution, you pick a different natural attack to gain reach.

Scent: An eidolon's sense of smell becomes quite acute. The eidolon gains the scent special quality, allowing it to detect
opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15
feet. Strong scents can be detected at twice the normal range. Scent does not allow the eidolon to precisely locate the creature,
only to detect its presence. It can detect the direction with a move action. The eidolon can pinpoint the creature's location if it is
within 5 feet. The eidolon can use scent to track creatures.

Skilled: An eidolon becomes especially adept at a specific skill, gaining a proficiency bonus on that skill. This evolution can be
selected more than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different skill.

Slam: An eidolon can deliver a devastating slam attack. The slam deals 1d8+str points of bludgeoning damage (2d6 if Large,
2d8 if Huge). The eidolon must have the limbs (arms) evolution to take this evolution. Alternatively, the eidolon can replace the

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claws from its base form with this slam attack (this still costs 1 evolution point). This evolution can be selected more than once,
but the eidolon must possess an equal number of the limbs evolution. An eidolon cannot make more slam attacks in a turn than
the number of slam evolutions it has.

Sting: An eidolon possesses a long, barbed stinger at the end of its tail, granting it a sting attack. The sting deals 1d6+ str or dex
mod points of piercing damage (1d8 if Large, 1d10 if Huge). A stinger attack can be made as a bonus action when the attack
action is made, dealing 1d6 points of damage with no ability modifier. The eidolon must possess the tail evolution to take this
evolution. This evolution can be selected more than once, but the eidolon must possess an equal number of the tail evolution. An
eidolon cannot make more sting attacks in a turn than the number of sting evolutions it has.

Swim: An eidolon gains webbed hands, feet, or powerful flippers, giving it a swim speed equal to its base speed. This evolution
does not give the eidolon the ability to breathe underwater. This evolution can be selected more than once. Each additional time
it is selected, increase the eidolon's swim speed by 20 feet.

Tail: An eidolon grows a long, powerful tail. This grants it proficiency on any attempts to keep its balance or to stay standing

Tail Slap: An eidolon can use its tail to bash nearby foes, granting it a tail slap attack. The tail slap deals 1d6 + str or dex mod
points of bludgeoning damage (1d8 if Large, 2d6 if Huge). A tail slap attack can me made as a bonus action when the attack
action is made, dealing 1d6 points of damage with no ability modifier. The eidolon must possess the tail evolution to take this
evolution. This evolution can be selected more than once, but the eidolon must possess an equal number of the tail evolution. An
eidolon cannot make more tail slap attacks in a turn than the number of tail slap evolutions it has.

Tentacle: An eidolon possesses a long, sinuous tentacle, granting it a tentacle attack. The tentacle attack deals 1d4 + str or dex
points of bludgeoning damage (1d6 if Large, 1d8 if Huge). A tentacle attack can be made as a bonus action when the attack
action is made, dealing 1d4 points of damage with no ability modifier. This evolution can be selected more than once. An
eidolon cannot make more tentacle attacks in a turn than the number of tentacle evolutions it has.

Unnatural Aura: An eidolon is obviously of unnatural origin. Normal animals do not willingly approach within 30 feet of the
eidolon unless the creature succeeds on a Wisdom saving throw, or animal’s master (if it has one) makes a Wisdom (Animal
Handling) check. The DC for such a save/check is equal to the Summoner's spell save DC.

Wing Buffet: An eidolon learns to use its wings to batter foes, granting it two wing buffet attacks. The wing buffets deal 1d4+str
or dex points of bludgeoning damage (1d6 if Large, 1d8 if Huge). The eidolon must possess the flight evolution, with wings, to
select this evolution. An eidolon cannot make more wing buffet attacks in a turn than twice the number of wing buffet evolutions
it has.

2-Point Evolutions

The following evolutions cost 2 points from the eidolon's evolution pool.

Ability Increase: An eidolon grows larger muscles, gains faster reflexes, achieves greater intelligence, or acquires another
increase to one of its abilities. Increase one of the eidolon's ability scores by +2. This evolution can be selected more than once.
It can only be applied to any attribute once. This cannot increase an ability score above 20.

Constrict: An eidolon gains powerful muscles that allow it to crush those it grapples. Whenever the eidolon successfully
grapples a foe using the grab evolution, it deals additional damage equal to the amount of damage dealt by the attack used by the
grab evolution as bludgeoning damage. This evolution is only available to eidolons of the serpentine base form.

Energy Attacks: An eidolon's attacks become charged with energy. Pick one energy type: acid, cold, lightning, fire, thunder,
radiant, or necrotic. Whenever the selected attack hits, the target takes an additional 1d6 of that energy's type. Selecting this
evolution again increases the damage by 1d6, but it cannot be chosen more than twice for the same attack. The summoner must
be at least 7th level before selecting this evolution.

Flight: An eidolon grows large wings, like those of a bat, bird, insect, or dragon, gaining the ability to fly. The eidolon gains a
fly speed equal to its base speed. The eidolon's fly speed can be increased by spending additional evolution points, gaining a 20-
foot increase to fly speed for each additional point spent. The summoner must be at least 5th level before selecting this
evolution.

Gore: An eidolon grows a number of horns on its head, giving it a gore attack. This attack is a primary attack. The gore deals
1d6+ str mod points of piercing damage (1d8 if Large, 2d6 if Huge).

Grab: An eidolon becomes adept at grappling foes, gaining the grab ability. Pick bite, claw, pincers, slam, tail slap, or tentacle
attacks. Whenever the eidolon makes a successful attack of the selected type, it can attempt to grapple the target as a bonus
action. . This ability only works on creatures of a size equal to the eidolon or smaller.

Head: An eidolon grows an additional head. The eidolon does not gain any additional natural attacks for the additional head, but
the additional head does allow the eidolon to take other evolutions that add an additional attack to a head (such as a bite, gore, or
breath weapon). This evolution can be selected more than once.

Hover:The eidolon flies by means of magic. It loses its wings, and no longer relies on physical means to fly. The eidolon's flight
speed is increased by 20 feet. The flight evolution is required to choose this one.

Limbs: An eidolon grows an additional pair of limbs. These limbs can take one of two forms. They can be made into legs,

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complete with feet. Each pair of legs increases the eidolon's base speed by 10 feet. Alternatively, they can be made into arms,
complete with hands. The eidolon does not gain any additional natural attacks for an additional pair of arms, but it can take other
evolutions that add additional attacks (such as claws or a slam). Arms that have hands can be used to wield weapons, if the
eidolon is proficient. This evolution can be selected more than once.

Minor Magic: An eidolon can cast one of the following spells as a 2nd-level spell without a spell slot, using Charisma as its
spell casting ability. (Cure Wounds, Burning Hands, Earth Tremor, Gust of Wind, Magic Missile, Detect Magic, Hellish Rebuke,
Ice Knife, Ray of Sickness, Shield, Sleep, Aganazzer's Scorcher, Blur, Darkness, Hold Person, Lesser Restoration, Misty Step,
See Invisibility, Scorching Ray, Warding Wind). This Spell may only be cast once a long rest. A summoner must be at least level
4 to select this evolution. When a summoner is 11th level, the spell is cast at the 3rd level. The eidolon must have a Charisma
score of at least 12 to take this evolution. When this evolution is chosen again, it applies to a new spell.

Poison: An eidolon secretes toxic venom, gaining a poison attack. Pick one bite or sting attack. Whenever the selected attack
hits, the target makes a constitution save equaling 8+prof bonus of Eidolon + con mod of eidolon. On a failed save, the target
takes 2d4 points of poison damage. This poison can be used no more than once per round. This evolution may be selected twice
per attack, increasing the damage to 4d4. The summoner must be at least 7th level before selecting this evolution.

Rake: An eidolon grows dangerous claws on its feet, allowing it to make 2 rake attacks on foes it is grappling. These attacks are
primary attacks. The eidolon receives these additional attacks each time it succeeds on a grapple check against the target. These
rake attacks deal 1d4 points of slashing damage (1d6 if Large, 1d8 if Huge). This evolution is only available to eidolons of the
quadruped base form. The summoner must be at least 4th level before selecting this evolution.

Rend: An eidolon learns to rip and tear the flesh of those it attacks with its claws, gaining the rend ability. Whenever the eidolon
makes two successful claw attacks against the same target in 1 round, its claws latch onto the flesh and deal extra damage. This
damage is equal to the damage dealt by one claw attack plus 1-1/2 times the eidolon's Strength modifier. The eidolon must
possess the claws evolution to select this evolution. The summoner must be at least 6th level before selecting this evolution.

Resilient: An eidolon becomes especially adept at an ability saving throw, gaining a proficiency bonus on that save. This
evolution can be selected more than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a
different save.

Resist Energy: An eidolon’s form takes on a resiliency to one particular energy type, which is usually reflected in its physical
body (ashen hide for fire, icy breath for cold, and so on). Pick one energy type (acid, cold, lighting, fire, poison, or thunder). The
eidolon gains resist resistance to that energy type. This becomes an immunity at level 11. This evolution can be selected more
than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different energy type.

Trample: An eidolon gains the ability to crush its foes underfoot, gaining the trample ability. As a full-round action, the eidolon
can overrun any creature that is at least one size smaller than itself. This works like the overrun combat maneuver, but the
eidolon does not need to make a check, it merely has to move over opponents in its path. The creatures take 1d8 points of
bludgeoning damage (1d12 if Large, 2d10 if Huge), plus 1-1/2 times the eidolon's Strength modifier. Targets of the trample can
make attacks of opportunity with disadvanatge. If a target forgoes the attack of opportunity, it can make a Dex save for half
damage. The DC of this save is 8+ the eidolon's Strength modifier+ the eidolon's proficiency bonus. A trampling eidolon can
only deal trampling damage to a creature once per round. This evolution is only available to eidolons of the biped or quadruped
base forms.

Tremorsense: An eidolon becomes attuned to vibrations in the ground, gaining tremorsense out to a range of 30 feet. This works
like the blindsense evolution, but only if both the eidolon and the creature to be pinpointed are in contact with the ground. The
summoner must be at least 7th level before selecting this evolution.

Trip: An eidolon becomes adept at knocking foes to the ground with its bite, tail slap, or tentacle attack, granting it a trip attack.
Whenever the eidolon makes a successful bite, tail slap, or tentacle attack, it can attempt to trip the target. The target must
attempt a Dexterity saving throw against a DC of 8+ the eidolon's Strength or Dexterity modifier+ the eidolon's proficiency
modifier. If the target fails, they are knocked prone. This ability only works on creatures of a size equal to or smaller than the
eidolon. The eidolon must possess the bite, tail slap, or tentacles evolutions to select this evolution.

Underwater Scent: An eidolon’s sense of smell becomes even more acute while underwater. The eidolon can notice other
creatures by scent in a 180-foot radius underwater and can detect blood in the water at ranges of up to a mile. The eidolon must
possess the gills and scent evolutions to take this evolution.

Weapon Training: An eidolon learns to use a weapon, gaining Simple Weapon Proficiency as a bonus feat. If 2 additional
evolution points are spent, it gains proficiency with all martial weapons as well.

3-Point Evolutions

The following evolutions cost 3 points from the eidolon's evolution pool.

Blindsense: An eidolon's senses become incredibly acute, giving it blindsense out to a range of 30 feet. This ability allows the
eidolon to pinpoint the location of creatures that it cannot see without having to make a Perception check, but such creatures still
have total concealment from the eidolon. Visibility still affects the eidolon's movement and it is still denied its Dexterity bonus
to Armor Class against attacks from creatures it cannot see. The summoner must be at least 9th level before selecting this
evolution.

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Burrow: An eidolon grows thick and gnarled claws, allowing it to move through the earth. The eidolon gains a burrow speed
equal to 1/2 its base speed. It can use this speed to move through dirt, clay, sand, and earth. It does not leave a hole behind, nor is
its passage marked on the surface. The summoner must be at least 9th level before selecting this evolution.

Exotic Resistance: An eidolon's form takes on a resiliency to one of the less common energy types. Pick one energy type
(radiant, necrotic, force, psychic). The eidolon gains resistance to that energy type. At level 20, this resistance becomes an
immunity to the given energy type. This evolution can be selected more than once. Its effects do not stack. Each time an eidolon
selects this evolution, it applies to a different energy type. The summoner must be at least 12th level before selecting this
evolution.

Frightful Presence: An eidolon becomes unsettling to its foes, gaining the frightful presence ability. The eidolon can activate
this ability as part of an offensive action, such as a charge or attack. Opponents within 30 feet of the eidolon must make a
Wisdom save or become frightened for 1 minute. A creature may repeat the save every turn. On a success, the creaure is immune
to ths effect for 24 hours. The DC of this save is equal to 8+ the eidolon's Charisma mod+ the eidolon's proficiency modifier.
Selecting this evolution again causes creatures to be paralyzed instead. The summoner must be at least 11th level before
selecting this evolution.

Major Magic: An eidolon can cast one of the following spells as a 4th-level spell without a spell slot, using Charisma as its
spell casting ability. (Bestow Curse, Remove Curse, Call Lightning, Dispel Magic, Erupting Earth, Fear, Fireball, Web, Gaseous
Form, Ice Storm, Lightning Bolt, Slow, Haste [on self], Tidal Wave, Waterbreathing, Waterwalk, Vampiric Touch, Banishment,
Blight, Elemental Bane, Boreal Wind, Fire Shield, Greater Invisibility, Ice Spear). This Spell may only be cast once a long rest.
A summoner must be at least level 10 to select this evolution. When a summoner is 17th level, the spell is cast at the 5th level.
The eidolon must have a Charisma score of at least 13 to take this evolution. When this evolution is chosen again, it applies to a
new spell.

Sacrifice (Su): An eidolon can sacrifice its own health to heal another creature. As a standard action, the eidolon can sacrifice
up to 2 hit points per summoner level and then touch the target creature, thereby healing the creature for half the amount
sacrificed.

Swallow Whole: An eidolon gains the swallow whole ability, giving it the ability to consume its foes. If the eidolon begins its
turn with a creature grappled using its bite attack (see the grab evolution), it can attempt to swallow the creature with a second
opposed grapple check. The creature can only be up to one size category smaller than the eidolon. Swallowed creatures take
damage equal to the eidolon's bite damage each round plus 1d6 points of bludgeoning damage. A swallowed creature keeps the
grappled condition, but can attempt to cut its way free with a light slashing or piercing weapon. The amount of damage needed
to cut free is equal to 1/10 the eidolon's total hit points. The eidolon's AC against these attacks is equal to 10 + 1/2 its natural
armor bonus. If a swallowed creature cuts its way out, the eidolon loses this ability until it heals this damage. Alternatively, the
swallowed creature can attempt to escape the grapple as normal. Success indicates that it has returned to the eidolon's mouth,
where it can attempt to escape or be swallowed again. The eidolon must possess the grab evolution, tied to a bite attack, to take
this evolution. The summoner must be at least 9th level before selecting this evolution.

4-Point Evolutions

The following evolutions cost 4 points from the eidolon's evolution pool.

Blindsight: An eidolon's senses sharpen even further, granting it blindsight out to a range of 30 feet. The eidolon can maneuver
and attack as normal, ignoring darkness, invisibility, and most forms of concealment as long as it has line of effect to the target.
The eidolon must possess the blindsense evolution to take this evolution. The summoner must be at least 11th level before
selecting this evolution.

Breath Weapon: An eidolon learns to exhale a cone or line of magical energy, gaining a breath weapon. Select either acid, cold,
force, lightning, poison, necrotic, radiant or fire. The eidolon can breathe a 30-foot cone (or 60-foot line) that deals 1d6 points of
damage of the selected type for every 2 summoner levels you possess (rounded down). Those caught in the breath weapon can
attempt a Dex save for half damage. The DC is equal to 8+ the eidolon's Constitution modifier+ the eidolon's proficiency bonus.
You must complete a short rest for the eidolon to use this ability again. The eidolon can use this ability 1 additional time per rest
by spending an additional 1 evolution point (maximum 3/rest). The summoner must be at least 9th level before selecting this
evolution.

Dimension Door (Sp): An eidolon learns to cast dimension door as a spell-like ability once per long rest. The caster level for
this evolution is equal to the summoner’s caster level. The save DC for this spell is 8 + the eidolon’s proficiency bonus + the
eidolon’s Charisma modifier. The eidolon must have a Charisma score of at least 14 to take this evolution. The summoner must
be at least 13th level before selecting this evolution. Taking this evolution more than once adds one cast per long rest.

Fast Healing: An eidolon's body gains the ability to heal wounds very quickly, giving it fast healing 1. The eidolon heals 1 point
of damage each round, just like natural healing. Fast healing does not restore hit points lost due to starvation, thirst, or
suffocation, nor does it allow the eidolon to regrow lost body parts (or to reattach severed parts). Fast healing functions as long
as the eidolon is alive. This fast healing does not function when the eidolon is not on the same plane as its summoner. This
healing can be increased by 1 per round for every 2 additional evolution points spent (maximum 5). The summoner must be at
least 11th level before selecting this evolution.

Large: An eidolon grows in size, becoming Large. The eidolon gains a +4 bonus to Strength, a +4 bonus to Constitution, to a

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maximum of 24, and a +2 bonus to its natural armor, and disadvantage on Stealth skill checks. If the eidolon has the biped base
form, it also gains 10-foot reach. Any reach evolutions the eidolon possesses are added to this total. The eidolon must be
Medium to take this evolution. The summoner must be at least 8th level before selecting this evolution.

If 6 additional evolution points are spent, the eidolon instead becomes Huge. The eidolon gains a +8 bonus to Strength, a +8
bonus to Constitution, still to a maximum of 24, and a +5 bonus to its natural armor, 10-foot reach, and disadvantage on Stealth
checks. If the eidolon has the biped base form, its reach increases to 15 feet (10 feet for all other base forms). Any reach
evolutions the eidolon possesses are added to this total. These bonuses and penalties replace, and do not stack with, those gained
from becoming Large. The summoner must be at least 13th level before selecting this option.

The ability increase evolution costs twice as much (4 evolution points) when adding to the Strength or Constitution scores of a
Large or Huge eidolon.

No Breath:An eidolon no longer needs to breathe. The eidolon does not breathe, and is immune to effects that require breathing
(such as inhaled poison). This does not give immunity to cloud or gas attacks that do not require breathing. The summoner must
be at least 11th level before selecting this evolution.

Spell Resistance: An eidolon is protected against magic, gaining spell resistance. Gain advantage on saving throws against
magical effects. This spell resistance does not apply to spells cast by the summoner. The summoner must be at least 9th level
before selecting this evolution.

Ultimate Magic: An eidolon can cast one of the following spells as a 6th-level spell without a spell slot, using Charisma as its
spell casting ability. (Cloudkill, Cone of Cold, Destructive Wave, Flame Strike, Greater Restoration, Hold Monster, Immolation,
Insect Plague, Maelstrom, Mass Cure Wounds, Chain Lightning, Globe of Invulnerability, Sunbeam). This Spell may only be
cast once a long rest. The eidolon must have a Charisma score of at least 14 to take this evolution. A summoner must be at least
level 15 to select this evolution. When this evolution is chosen again, it applies to a new spell.

Spellcasting

Cantrips At 1st level, you know four cantrips of your choice from the Summoner spell list below. 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 to cast your spells of 1st level and higher. To cast one of
these Summoner spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish
a long rest. For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available,
you can cast cure wounds using either slot.

Spells Known of First Level or Higher You know two 1st-level spells of your choice from the Summoner spell list. The Spells
Known column of the Summoner 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. 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, since the power of your magic relies on
your ability to project your will into the world. 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

Eidolon Control

Due to the nature of the summoning, eidolons are resistant to attempts to control the eidolon's movement, mind or attacking
abilities. This gives the eidolon advantage on rolls against fear and charm effects, and any effects that can be shrugged off by self
harming actions will also be ended when the eidolon is commanded to harm their summoner.

Summoner's Bond

At 1st level, you further define the nature of your Eidolon's Bond. You can choose Broodmaster, Eidolist, or Synthesist The
bonds are detailed at the end of the class description.

Strong Bond

At 14th level, it takes just 1 action to summon your Eidolon.

Lifelink

At level 3, a summoner's life becomes linked to his Eidolon's. Whenever either the Eidolon or the Summoner takes damage, as a
reaction either may sacrifice hit points up to the amount of the damage taken, and not in excess of their current hit points. If they
do, they prevent damage equal to the number of hit points lost this way. The Eidolon may only choose to sacrifice hit points if
the summoner is damaged, and the summoner may only sacrifice hit points if the Eidolon is damaged. Neither can sacrifice hit
points for the other if they are below half of their hit point maximum.

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Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you 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.

You may increase any ability score of an eidolon in the same way whenever you gain the ability score improvement class feature
from the Summoner class. In effect, the Eidolon gets the "Ability Score Improvement" feature at the same levels as its
summoner, with the same restrictions. You cannot grant feats to your eidolon in this way.

Eidolon's Senses

At 2nd level, while on the same plane, you may use an action to perceive through all the Eidolon's Senses, which replaces and
suppresses your own for the time being. You may switch back to your senses as an action.

Call Eidolon

At 6th level, as an action, a summoner can call his eidolon to his side. This functions as dimension door. When used, the eidolon
appears adjacent to the summoner (or as close as possible if all adjacent spaces are occupied). If the eidolon is out of range, the
ability is wasted. You cannot use this feature again until you finish a short rest.

Aspect

At 10th level, you take on some of your eidolon's physical traits, and look more like your eidolon. Choose some of your
Eidolon's evolutions (excluding Ability Increase, Basic/Minor/Major/Ultimate Magic, Large, Toughness), totaling no more than
4 EP. The total EP used is subtracted from your Eidolon's EP pool. This can be altered whenever your eidolon's evolutions could
be altered.

Improved Aspect

At 18th level, you may select evolutions totalling no more than 6 EP, and the total subtracted from your Eidolon is half of what
you used.

Evolutionist

At 20th level, you may alter your Eidolon's evolutions after a long rest.

Summoner Bonds
As a summoner becomes stronger, they develop ways to utilize their eidolon's capabilities to higher potentials.

Bond of the Eidolist

An Eidolist uses their magic to summon an even more powerful


Eidolon.

Resilient Eidolon

At 1st level, your Eidolon is stronger than most. Its Hit Point
Maximum is increased by 2 for each summoner level you have
and it takes the large evolution for free when you would be able
to take it.

Extra Attack

At 6th level, your Eidolon can make an additional attack while


taking the attack action.

Developed Eidolon A Summoner and his hulking Eidolon

At 10th level, your Evolution Point pool is increased by 1/3


your summoner level (rounded down).

Transposition

At 14th level, a you can, as bonus action to swap locations with your eidolon. If it is larger than you, you can appear in any space
occupied by the eidolon. The eidolon must occupy the space that was occupied by you if able, or as close as possible if it is not
able. You can not use this feature again until you complete a long rest.

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Bond of the Broodmaster

A Broodmaster summons multiple, weaker Eidolons.

Brood

At the 1st level, upon taking this Bond, you summon two eidolons with identical
abilities.

Their size is small, and as such, their Strength is reduced by 4 and Consitution
score is reduced by 2 (minimum 4), and their Dexterity is increased by 3, to a
maximum of 20. Its walking speed is decreased by 5 feet. Natural Attacks your
eidolons use a smaller damage die. (2d6 becomes 1d8, 1d8 becomes 1d6, 1d6 A Broodmaster and her Eidolons
becomes 1d4, 1d4 becomes 1d3.)

Selecting the Large evolution instead causes your Eidolons to become Medium, which restores your Eidolon's abilities to
default. Selecting the Evolution again causes your brood to be Large.

These Eidolons have only half of the hitpoints it normally would have, and half the evolution points it would otherwise have
(rounded up).

When you use your Summon eidolon feature, all members of your brood are summoned simultaneously, and if one is banished,
all are banished.

Expanded Brood

At the 6th level, you summon three eidolons, with similar features as before. At 14th level, this increases to four. At level 18,
this increases to 5.

Brood Bond

At the 10th level, you and your eidolons gain advantage on attack rolls if at least one of you are adjacent to the target. Your
eidolons have advantage on saving throws against being banished.

Improved Brood Bond

At the 14th level, spells that you target on your eidolons and your eidolons target on themselves are shared amongst all your
eidolons so they all receive the effects.

Bond of the Synthesist

A Synthesist fuses with their Eidolon into a single form.

Fused Form

At 1st level, you summon the essence of a powerful outsider to meld with your own being. Instead of appearing as a separate
creature next to the summoner, the eidolon appears around you, so that you appear to be inside or a part of your eidolon. You
direct all of the eidolon’s actions while fused, perceive through its senses, and speak through its voice, as you are now one
creature. You act on your initiative, and you and the eidolon cannot take separate actions. While fused with your eidolon, you
can use all of your own abilities and gear. An eidolon must be your size or larger for this to happen.

While fused with your eidolon, you use the eidolon’s physical ability scores (Strength, Dexterity, and Constitution), but retains
your own mental ability scores (Intelligence, Wisdom, and Charisma). You gain the eidolon’s hit points as temporary hit points.
When these hit points reach 0, the eidolon is sent back to its home plane. A spell or effect that targets you instead targets your
eidolon. You also possess all your Eidolon's evolutions and features (such as Armor Class and Movement speed) while fused.

Banishing effects go against your ability scores, and if your eidolon is banished, it is sent back to its plane, and you take 4d6
force damage.

When you gain the Lifelink feature, you may use your reaction to sacrifice your HP to regain your temporary HP, and vice versa,
with the regular restrictions.

Split Form

At 6th level, as an action, you may split from your Eidolon, and it has the form it regularly would as it appears in a space
adjacent to you. As an action, you may refuse while adjacent to each other. Any spells or effects that affect you before splitting
affect both of you afterwards. Any that affect either of you before re-fusing affect both of you when you refuse. (See page 128 of
the Player's Handbook for details on Combining Magical Effects to resolve any potential confusion.)

Fused Aspect

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At 10th level, any evolutions you take on as


part of your Aspect feature do not subtract from
your Eidlon's EP pool.

Quickened Split

At 14th level, you may split and re-fuse as a


bonus action. When doing either, you may
move an additional 10 feet.

Summoner Spells

Cantrips

Acid Splash

Firebolt

Light

Mage Hand

Mending

Message

Minor Illusion

Poison Spray

Prestidigitation

Ray of Frost

Resistance

Thaumaturgy

Thorn Whip
A Synthesist fused with their Eidolon
1st Level Spells

Absorb Elements (ee)

Alarm

Arms of Hadar

Bane

Beast Bond (ee)

Command

Cure Wounds

Detect Magic

Expeditious Retreat

Faerie Fire

Find Familiar

Guiding Bolt

Healing Word

Heroism

Identify

Inflict Wounds

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Jump

Mage Armor

Protection from Good and Evil

Shield

Tenser's Floating Disk

Unseen Servant

Witch Bolt

2nd Level Spells

Alter Self

Animal Messenger

Barkskin

Blur

Darkness

Darkvision

Detect Thoughts

Dust Devil (ee)

Enhance Abilitiy

Enlarge/Reduce

Hold Person

Invisibility

Lesser Restoration

Levitate

Magic Mouth

Maximillian's Earthen Grasp (ee)

Misty Step

Moonbeam

Protection from Poison

See Invisibility

Spider Climb

Spike Growth

Spiritual Weapon

Warding Bond

Warding Wind (ee)

3rd Level Spells

Blink

Counterspell

Create Food and Water

Daylight

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Dispel Magic

Fly

Gaseous Form

Haste

Hunger of Hadar

Lightning Bolt

Magic Circle

Mass Healing Word

Plant Growth

Protection from Energy

Sending

Sleet Storm

Slow

Spirit Guardians

Stinking Cloud

Tongues

Wall of Sand (ee)

Wall of Water (ee)

4th Level Spells

Banishment

Control Water

Dimension Door

Dominate Beast

Elemental Bane (ee)

Evard's Black Tentacles

Fabricate

Fire Shield

Freedom of Movement

Guardian of Faith

Polymorph

Stoneskin

Wall of Fire

5th Level Spells

Cloudkill

Conjure Volley

Control Winds (ee)

Creation

Dominate Person

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Hold Monster

Insect Plague

Mass Cure Wounds

Passwall

Planar Binding

Reincarnate

Teleportation Circle

Tree Stride

Wall of Force

Wall of Stone

6th Level Spells

Arcane Gate

Bones of the Earth (ee)

Conjure Fey

Contingency

Flesh to Stone

Globe of Invulnerabilitiy

Harm

Heal

Investiture of Flame (ee)

Investiture of Ice (ee)

Investiture of Stone (ee)

Investiture of Wind (ee)

Magic Jar

Primordial Ward (ee)

Programmed Illusion

Sunbeam

True Seeing

Wall of Ice

7th Level Spells

Etherealness

Mirage Arcane

Plane Shift

Project Image

Sequester

Cimulacrum

Teleport

8th Level Spells

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Antimagic Field

Antipathy/Sympathy

Control Weather

Demiplane

Dominate Monster

Incendiary Cloud

Maze

Sunburst

Telepathy

9th Level Spells

Gate

Imprisonment

Mass Heal

Prismatic Wall

Shapechange

True Polymorph

Multiclassing
Prerequisites. To qualify for multiclassing into the Summoner class, you must meet these prerequisites: 13 Charisma

Proficiencies. When you multiclass into the Summoner class, you gain the following proficiencies: Nature, and Survival

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