The words you are searching are inside this book. To get more targeted content, please make full-text search by clicking here.
Discover the best professional documents and content resources in AnyFlip Document Base.
Search
Published by goroiamanuci, 2023-03-12 09:31:04

Summoner Class - The Homebrewery

Summoner Class - The Homebrewery

Summoner Class 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. But this power comes with a price: the summoner’s spells and abilities are limited due to his time spent enhancing the power and exploring the nature of his eidolon. Role: 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. The Summoner Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Spellcasting, Life Link, Eidolon 3 2 — — — — — — — — 2nd +2 Bond Senses 3 3 — — — — — — — — 3rd +2 — 3 4 2 — — — — — — — 4th +2 Ability Score Improvement, Shield Ally 4 4 3 — — — — — — — 5th +3 — 4 4 3 2 — — — — — — 6th +3 Maker’s Call 4 4 3 3 — — — — — — 7th +3 ─ 4 4 3 3 1 — — — — — 8th +3 Ability Score Improvement 4 4 3 3 2 — — — — — 9th +4 ─ 4 4 3 3 3 1 — — — — 10th +4 Aspect 5 4 3 3 3 2 — — — — 11th +4 — 5 4 3 3 3 2 1 — — — 12th +4 Ability Score Improvement, Shield Ally Increase 5 4 3 3 3 2 1 — — — 13th +5 — 5 4 3 3 3 2 1 1 — — 14th +5 Life Bond 5 4 3 3 3 2 1 1 — — 15th +5 — 5 4 3 3 3 2 1 1 1 — 16th +5 Ability Score Improvement, Merge Forms 5 4 3 3 3 2 1 1 1 — 17th +6 — 5 4 3 3 3 2 1 1 1 1 18th +6 — 5 4 3 3 3 3 1 1 1 1 19th +6 Gate, Ability Score Improvement 5 4 3 3 3 3 2 1 1 1 20th +6 Twin Eidolon 5 4 3 3 3 3 2 2 1 1 Class Features As a summoner, you gain the following 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: Intelligence, Constitution Skills: Choose two skills from Animal Handling, Arcana, History, Intimidation, Investigation, Nature, and Persuasion


Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a light crossbow and 20 bolts or (b) any simple weapon (a) a component pouch or (b) an arcane focus (a) a scholar’s pack or (b) an explorer’s pack A gaming set Spellcasting Your close bond with your Eidolon gives you access to the interplanar magic from which it draws power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the summoner spell list. Cantrips You know two cantrips of your choice from the summoner spell list. You learn additional summoner cantrips of your choice at higher levels, as shown in the Cantrips Known column of the summoner table. Preparing and Casting Spells The summoner table shows how many spell slots you have to cast your summoner spells of 1st level and higher. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of these 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. You prepare the list of summoner spells that are available for you to cast, choosing from the summoner spell list. When you do so, choose a number of summoner spells equal to your Intelligence modifier + your summoner level (minimum of one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. Spellcasting Ability Intelligence is your spellcasting ability for your summoner spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence 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 Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier Spellcasting Focus Spellcasting Focus You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your summoner spells. Life Link Starting at 1st level, whenever your eidolon takes enough damage to kill it, as a reaction you can sacrifice any number of hit points. Each hit point sacrificed this way prevents 1 point of damage done to the eidolon. Outside of combat, you can sacrifice any number of hit points to restore twice that amount of hit points to your eidolon. In addition, if you and your eidolon are separated by a distance greater than 100ft., your eidolon’s current hit point maximum is reduced by 50%. At 500ft, it is reduced by 75%. At 1,000ft it is immediately banished. Hit points lost this way are regained when your eidolon is resummoned or returns to the target distance. Bond Senses Starting at 2nd level you can use an action to share senses with your Eidolon, gaining its sight, hearing, smell, taste and touch. You can use this ability a number of times equal to your Summoner level per long rest. There is no range or duration to this effect provided you are on the same plane. This effect can be ended as a free action. Shield Ally At 4th level, when not wearing medium or heavy armor you gain a +1 to AC and saving throws when within 5ft of your eidolon. This bonus does not apply if your eidolon is blinded, paralyzed, restrained, prone, stunned, incapacitated or unconscious. At 8th level, this bonus increases by +1 and again at 12th, and 16th level. Maker’s Call At 6th level as an action, you can call your eidolon to your side if it is within 400ft of you. The eidolon appears adjacent to you or as close as possible if all adjacent squares are occupied. You can use this up to half your Summoner Level per day. Transposition At 8th level, you can use your Maker’s Call ability to swap locations with your eidolon. If it is larger than you, you choose any square previously occupied by your eidolon. Aspect At 10th level, you can divert up to 2 points from your eidolon Evolution Points to give yourself these evolutions. You can only select evolutions that both you and your eidolon can qualify for. You cannot select the ABI with this ability. You can change the evolution you receive any time you are allowed to change your eidolon’s evolutions. At 18th level, this increases to 6 Evolution Points that can be taken, and the Eidolon only loses 1 Evolution Point for every 2 that you take. Life Bond At 14th level, your life becomes linked with your eidolon’s. As long as your eidolon has 1 or more hit points, all damage you take is taken by your eidolon instead. Once your eidolon is reduced to 0 hit points, the damage is then carried over to you.


Merge Forms At 16th level, you can spend an action to merge forms with your eidolon. This transformation includes all of your gear and your eidolon’s gear. While merged in this way you cannot be the target of spells or effects. All spells and effects currently targeting you are suspended until you emerge (although durations continue to expire while merged). You can cast spells through your eidolon using its action economy. Any material components used are taken from your gear even though they are otherwise inaccessible. You can perceive through your eidolon’s senses and speak with its voice. You can end this effect as a bonus action in which you emerge adjacent to your eidolon if able. If the eidolon is killed you are immediately ejected, taking 4d6 points of psychic damage and are stunned until the end of your next turn. Twin Eidolon At 20th level you can use an action to assume the shape of your eidolon. You use its form, appearance and all of its evolutions. Your Strength, Dexterity and Constitution scores change to match those of your eidolon. You can choose to have any gear you are carrying to be absorbed or worn by your new form. Items with continuous effects continue to function while absorbed in this way. You lose your natural attacks and all racial traits except for your skills and languages and gain those of your eidolon. You retain all of your class features. You can keep this form up to a number of minutes per long rest equal to your summoner level. This duration does not need to be consecutive but must be spent in 1 minute increments. This effect can be ended as a bonus action. Instead of taking this feature you can instead choose to have your eidolon gain 4 evolution points that ignore subtypebased requirements.


Eidolon At 1st level, you have the power to summon a powerful being called an eidolon with a Base Form of your choice. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level. The eidolon’s physical appearance is up to you, but it always appears as some sort of fantastical creature. This control is not fine enough to make the eidolon appear like a specific creature. The eidolon also bears a glowing rune that is identical to a rune that appears on your forehead as long as the eidolon is summoned. While this rune 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). An eidolon has the same alignment as you and can speak all of your languages. It takes the form shaped by your desires, and you can spend Evolution Points to give the eidolon different abilities and powers. The eidolon’s hit dice, saving throws, skills, feats, and Evolution Points increase as you gain Summoner Levels according to the Eidolon Table. When you level up in this class, you decide how these points and attributes are spent and they are set until you gain another level in this class. However, Eidolon feats are set once chosen, even if due to changes the eidolon no longer benefits from that feat. Upon death, an eidolon is sent back to their home plane for 8 hours before it can be summoned again. You can resummon your eidolon in a ritual that takes 1 minute hour to perform and dismiss it as a free action. When summoned in this way, the eidolon’s hit points are unchanged from the last time it was dismissed or banished. The only exception is if it was killed, in which case it returns with half its HP maximum. If you are Unconscious, Dead or Incapacitated, your eidolon is immediately banished. If you are incpacitated you lose your connection with your Eidolon and it can only take the following actions to defend itself (attack, dash, dodge or disengage). The eidolon’s creature type is Fiend Monstrosity. However, due to its tie to you, an Eidolon can affect creatures warded by “Protection from Evil '' and similar effects that provide protections against Fiends. It is still affected by spells such as “Detect Evil and Good” and other similar spells that target Fiends. The Eidolon cannot be sent back to its home plane by means of “Dispel Magic”, but spells such as “Banishment” , “Divine Word” or “Dispel Evil and Good” work normally. Eidolon Features An eidolon’s abilities are determined by the summoner’s level and by the choices made using its evolution pool. Each eidolon possesses a base form that modifies these base statistics. Eidolons are Fiends for the purpose of determining which spells affect them. Hit Points Hit Dice: 1d10 per summoner level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 5) + your Constitution modifier per summoner level after 1st Eidolon Level Proficiency Bonus Features Eveolution Point Natural Armor 1st +2 Darkvision, Link, Share Spells 3 0 2nd +2 Evasion 4 2 3rd +2 — 5 2 4th +2 Ability Score Improvement 7 2 5th +3 — 8 4 6th +3 Devotion 9 4 7th +3 — 10 6 8th +3 Ability Score Improvement 11 6 9th +4 Multiattack 13 6 10th +4 — 14 8 11th +4 ─ 15 8 12th +4 Ability Score Improvement 16 10 13th +5 — 17 10 14th +5 — 19 10 15th +5 ─ 20 12 16th +5 — 21 12 17th +6 — 22 14 18th +6 — 23 14 19th +6 — 25 14 20th +6 — 26 16 Proficiencies Armor: An eidolon cannot wear armor of any kind, as it disrupts its connection with you. Weapons: None Tools: None Saving Throws: Strength, Dexterity Determined by base form (STR, DEX, or CHA) Skills: Choose two from Arcana, Perception, Insight, Intimidation, Stealth, or Survival. Eidolon Features Darkvision At 1st level, the eidolon has Darkvision of 60ft. Link As a free action, you and your eidolon can communicate via a mental link with each other, allowing you to direct your eidolon at any time across any distance.


Share Spells Any spell with a target of “self” can be cast instead on your eidolon. You cannot share abilities, even if they function like spells. Evasion When the eidolon makes a Dex saving throw and succeeds, it takes no damage instead of half damage. At level 14, you take only half damage on a failed save and no damage on a success. Devotion At Level 6, the eidolon gains advantage on Charisma saves against spells and magical effects. Proficiency in Charisma saving throws. Evolutions Basic Magic Prerequisite: Charisma 10 or higher. Evolution Cost: 1 Point The eidolon gains the ability to cast spells. Choose one cantrip: acid splash, blade ward, dancing lights, chill touch, infestation, mind sliver, mage hand, ray of frost, thunderclap, thaumaturgy, minor illusion or shocking grasp. The eidolon adds this to their known spells list. Charisma is its spell casting ability for these spells. This Evolution may be taken multiple times. Bite Evolution Cost: 1 Point Gain the bite attack. Reach 5ft., target one creature. On hit: 1d6 (p). If the eidolon is below half its hit point total, it gains hit points equal to your proficiency bonus. This Evolution may be taken only once. Claws Prerequisite: Arms or Legs Evolution Cost: 1 Point Your eidolon grows claws at the ends of its limbs and replaces previous natural weapons. Gain the claw attack. Claw: Melee Weapon Attack, + STR to hit. reach 5 ft., one target. On Hit: 1d4 + STR slashing damage. Can be applied to multiple limbs. If a set already possesses claws, increase that claws damage to 2d4. This Evolution may be taken multiple times. Climb Evolution Cost: 1 Point Increase Climb speed by 20. This Evolution may be taken multiple times. Gills Evolution Cost: 1 Point It can breathe air and water. Hooves Prerequisite: Arms or Legs Evolution Cost: 1 Point Your eidolon grows hooves at the end of its limbs and replaces any previous natural weapons. Gain the hoof attack. Hoof: melee weapon attack, + STR to hit. reach 5 ft., one target. On Hit: 1d4 + STR bludgeoning damage (2d6 if large, 2d8 if huge ). Must be applied to legs or arms. If target is prone, increase damage by one damage die. This Evolution may be taken once per set. Improved Damage Evolution Cost: 1 Point Select one natural weapon and increase the damage die by 1 size. Each time this is selected, apply to a different natural weapon. This Evolution may be taken multiple times. Improved Natural Armor Evolution Cost: 1 Point Add a +2 to AC. This can be taken only once for every 5 summoner levels. Magic Attacks Prerequisite: Level 10 or higher Evolution Cost: 1 Point Your eidolon's natural weapon attacks count as magical for overcoming resistances and immunities. Mount Prerequisite: Serpentine or Quadruped base form Evolution Cost: 1 Point Your eidolon can be used as a mount for creatures one or more sizes smaller than the eidolon. Pincers Prerequisite: Arms Evolution Cost: 1 Point Your eidolon grows pincers at the end of its arms and replaces any previous natural weapons. Gain the Pinch attack. Pinch: melee weapon attack, + STR to hit. reach 5 ft., one target. On Hit: 1d6 + STR piercing damage and the target is grappled. This Evolution may be taken once per set. Pounce Prerequisite: Claws, Quadruped base form Evolution Cost: 1 Point Gain Pounce: if the eidolon moves at least 20ft straight forward and hits with a natural weapon attack on the same turn, that target must succeed a STR saving throw or be knocked prone. This does not apply to Twin Claws.


Pull Prerequisite: Reach of at least 10ft Evolution Cost: 1 Point Select one natural attack. This attack's reach increases by 5ft. On a hit, the target must make a STR saving throw or be pulled 5ft closer to the eidolon. This Evolution may be taken once. Push Evolution Cost: 1 Point Select one natural attack. This attack's reach increases by 5ft. On a hit, the target must make a STR saving throw or be pulled 5ft closer to the eidolon. This Evolution may be taken multiple times. Resistance Prerequisite: Level 10 or higher Evolution Cost: 1 Point The eidolon gains resistance to one damage type: acid, cold, lightning, fire, poison, bludgeoning, piercing, or slashing. This Evolution may be taken once every 5 levels. Scent Evolution Cost: 1 Point Gain Keen Smell: Gain adv on WIS (perception) checks that rely on smell Shared Evolution Prerequisite: Level 10 or higher Evolution Cost: 1 Point Select a 1 or 2 point evolution your eidolon possesses. As an action, your eidolon can touch you and bestow this ability to you. This functions as the Aspect (or Greater Aspect) ability and the same limitations apply. This lasts for 1 minute or until your eidolon is dismissed or slain. You can end the effect early by touching your eidolon and spending 1 action to return the ability. The eidolon loses this evolution while you possess it. Each time you take this evolution, select a different 1 or 2 point evolution to bestow .The effects do not stack. This Evolution may be taken multiple times. Slam Prerequisite: Arms or Tail Evolution Cost: 1 Point Gain the Slam attack. Slam: melee weapon attack, + STR to hit. reach 5 ft., one target. On Hit: 1d8 + STR bludgeoning damage (2d6 if large, 2d8 if huge). This Evolution may be taken once per set of arms or tail. Slippery Evolution Cost: 1 Point The eidolon gains advantage to escape grapples. Sticky Evolution Cost: 2 Points Creatures grappled by your Eidolon have disadvantage on checks to escape the grapple. Sting Prerequisite: Tail Evolution Cost: 1 Points Your eidolon grows a stinging tail and gains the Sting attack. Sting: melee weapon attack, +STR or +DEX to hit. Reach 10ft., one target. On Hit: 1d4 + STR or DEX piercing damage and the creature must make a Constitution saving throw (DC 10 + proficiency bonus). On a failed save the creature takes 2d6 poison damage, or half that damage on a sucess. This Evolution may be taken once per tail. Superior Darkvision Evolution Cost: 1 Point Your eidolon gains darkvision out to a range of 60ft. This evolution can be taken up to three times. Each time this evolution is taken, the range increases by 30ft. If this evolution is taken three times, your Eidolon can also see normally in darkness (range 120ft). This Evolution may be taken up to 3 times. Swim Evolution Cost: 1 Point Increase swim speed by 20 ft. This Evolution may be taken multiple times. Tail Evolution Cost: 2 Points Your eidolon grows a tail used for mobility and grappling. Your eidolon gains a bonus to its Acrobatics check equal to its proficiency bonus, and can use this appendage to grapple a creature. This Evolution may be taken multiple times. Tentacle Evolution Cost: 1 Point The eidolon grows a long, sinuous tentacle and gains the Tentacle attack. Tentacle: melee weapon attack, +STR or DEX to hit. reach 5ft., one target. On Hit: 1d4 + STR or DEX bludgeoning damage (1d6 if large, 1d8 if huge). This Evolution may be taken multiple times. Wing Buffet Prerequisite: Wings, Flight Evolution Cost: 1 Point Gain the wing buffet attack. Wing Buffet: melee weapon attack. + DEX to hit. Reach 10ft., one target. Hit: 1d4 + DEX force damage. (1d6 if large, 1d8 if huge). If target is at least one size smaller than the eidolon, it must make a STR saving throw or be pushed back 5ft (DC = 8 + DEX + Proficiency bonus ). If the target is at least two sizes smaller, it also is knocked prone.


Ability Score Increase Evolution Cost: 2 Points Increase 1 ability score by +1. This Evolution may be taken once every 4 levels. Arms Evolution Cost: 2 Points The Eidolon grows a set of arms, complete with hands. Hands allow the Eidolon to wield weapons, if the Eidolon is proficient. 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). This Evolution may be taken multiple times. Channel Resistance Prerequisite: Undead Appearance Evolution Cost: 2 Points Gain proficiency in wisdom saving throws. Gain advantage on saves against Channel Divinity abilities. Constrict Prerequisite: Serpentine, Grab Evolution Cost: 2 Points As an action, the Eidolon can deal 1d6 + STR bludgeoning damage to one creature it is grappling at the end of each of the Eidolon's turns. Elemental Attacks Prerequisite: Level 5 or higher Evolution Cost: 2 Points Choose one natural attack that deals bludgeoning, piercing, or slashing damage. Those attacks now deal your choice of elemental damage instead: acid, cold, lightning, or fire. This Evolution may be taken multiple times but only once per attack. Flight Prerequisite: Wings, Level 5 or higher Evolution Cost: 2 Points Your Eidolon gains a flying speed of 30 feet. This flying speed increases by 10 each time it is taken beyond the first. If taken at least 3 times, your eidolon flies by means of magic and gains hover. This Evolution may be taken multiple times. Gore Prerequisite: STR 15 Evolution Cost: 2 Points An eidolon grows a number of horns on its head, giving it a Gore attack. Gore. Melee Weapon Attack: + STR to hit. reach 5 ft., one target. On Hit: 2d8 + STR piercing damage (3d8 if large, 4d8 if huge). Grab Prerequisite: Bite, claw, pincers, slam, tail slap, or tentacle attacks Evolution Cost: 2 Points An eidolon becomes adept at grappling foes. When your Eidolon hits a creature with one of it's natural weapons, it also grapples the target. The target of the attack can be no more than one size larger than your Eidolon. This Evolution may be taken once per natural weapon attack. Head Evolution Cost: 2 Points An eidolon grows an additional head. This head has any evolutions on your Eidolon's head already has (such as a Bite attack), but does not grant any additional attacks. When your Eidolon takes this evolution, it gains proficiency in the Perception skill. When your Eidolon takes this evolution a second time, it gains advantage on Wisdom (Perception) checks that rely on sight. Every head grown after the second grants a +2 bonus to Wisdom (Perception) checks. This Evolution may be taken multiple times. Immunity Prerequisite: Resistance, Level 7 or higher Evolution Cost: 2 Points Pick an energy type of which you are already resistant to. You gain immunity to that type. This Evolution may be taken multiple times. Keen Scent Prerequisite: Gills, Scent Evolution Cost: 2 Points An eidolon’s sense of smell becomes even more acute. Gain proficiency in perception checks. The eidolon doubles its proficiency bonus on WIS (perception) checks that rely on smell. Can detect the source of blood in water in a 3 mile radius. Legs Evolution Cost: 2 Points The Eidolon grows a pair of legs, complete with feet. Each pair of legs increases the eidolon’s walking speed by 10 feet. This Evolution may be taken multiple times. Medium Prerequisite: Small size Evolution Cost: 2 Points Increase the eidolon's size to Medium.


Minor Magic Prerequisite: Basic Magic, Level 3 or higher, Charisma 11 or higher Evolution Cost: 2 Points Gain 2 level 1 spell slots. Choose from the following spells: absorb elements, armor of agathys, burning hands, comprehend languages, cure wounds, detect thoughts, fog cloud, grease, magic missile, inflict wounds or thunderwave. The eidolon adds this spell to their known spells list. This can be taken again to add another spell from the list to the eidolon's known spells. After 7th level, taking points in this evolution also increases level 1 spell slots by 2. Charisma is its spell casting ability for these spells. This Evolution may be taken multiple times. Poison Prerequisite: Bite or Sting attack Evolution Cost: 2 Points Pick a bite or sting attack. When you hit with this attack, the target must make a Constitution saving throw ( DC 10 + Proficiency Bonus), taking 1d4 poison damage on a failed save or half as much damage on a successful one. This damage increases to 1d6 if large, and 1d8 if huge. After level 8, this can be taken again to gain the effect: on a failed save the target is also poisoned for 1 minute. This Evolution may be taken multiple times, but only twice per attack. Rake Prerequisite: Grapple, Claws Evolution Cost: 2 Points As an action, the Eidolon can deal 1d6 + STR slashing damage to one creature it is grappling at the end of each of the Eidolon's turns. Rend Prerequisite: Claws, Level 6 or higher Evolution Cost: 2 Points Increase the damage die done by the Claws attack by 1 size. This Evolution may be taken only once. Rider Bond Prerequisite: Mount Evolution Cost: 2 Points The summoner gains advantage on DEX checks to stay mounted on this eidolon. Shared Slot Evolution Cost: 2 Points Once per day, select an item carried by the summoner. The eidolon treats this item as if they were weraing/carrying it and they are within 100ft of the summoner. The eidolon can use this item provided it is proficient and the summoner is not currently using it (does not duplicate items). Sickening Evolution Cost: 2 Points Any living creature that enters within 20ft of the eidolon except the summoner must make a CON saving throw ( DC 8 + CON + proficiency bonus) or suffer disadvantage on attack rolls and saving throws until the end of their next turn. Creatures that have suffered this effect or save are immune to this effect for 24 hours. Trample Evolution Cost: 2 Points Each time the eidolon moves at least half its total movement speed and then makes a melee weapon attack against a creature of the same size or smaller than it, they are forced to make a DC 10 or half damage taken, whichever is higher, STR saving throw. On a fail, they take the attack's normal effects + 1d4 bludgeoning damage and are knocked prone. Tremorsense Prerequisite: Level 7 or higher Evolution Cost: 2 Points Eidolon gains tremorsense out to a range of 30 feet. At level 14, this can be taken again to extend the range to 60 feet. Trip Evolution Cost: 2 Points When the eidolon makes a melee weapon attack against a creature of the same size or smaller than it, they are forced to make a DC 10 or half damage taken, whichever is higher, STR saving throw. On a fail, they are knocked prone. Weapon Training Evolution Cost: 2 Points The eidolon gains simple weapon proficiency. Can be taken again to gain martial weapon proficiency. Blindsight Prerequisite: Level 9 or higher Evolution Cost: 3 Points The Eidolon gains 30ft of blindsight. This Evolution may be taken once. Burrow Prerequisite: Level 9 Evolution Cost: 3 Points Eidolon gains a burrow speed equal to half its walking speed. Celestial Appearance Prerequisite: Good Alignment Evolution Cost: 3 Points The eidolon appears as a celestial creature and takes on that creature type, replacing any previous creature types. Can add the following spells to their known spells list: spare the dying, bless, Lesser restoration. Can be taken a second time after level 12 to gain resistance to radiant damage. Effects do not stack with other Appearances.


Damage Reduction Prerequisite: Level 9 or higher Evolution Cost: 3 Points Choose a damage type: Radiant, Necrotic, or Psychic. The eidolon is resistant to that damage type. If this Evolution is taken again, replace the previous damage type with the new one. Fiendish Appearance Prerequisite: Evil Alignment Evolution Cost: 3 Points The eidolon appears as a fiendish creature and takes on that creature type, replacing any previous creature types. Can add the following spells to their known spells list: Eldritch Blast, Chaos Bolt, Invisibility (self only). Can be taken a second time after level 12 to gain resistance to fire damage. Effects do not stack with other Appearances. Frightful Presence Prerequisite: Level 11 or higher Evolution Cost: 3 Points When you make an attack action, you can choose to force enemies within 30ft to make a WIS saving throw ( DC = 8 + proficiency bonus + CHA ) or be frightened by the Eidolon until the end of the Eidolon's next turn. Once this ability is used it cannot be used again until you finish a short or long rest. Major Magic Prerequisite: Level 7 or higher, Charisma 12 or higher, Minor Magic Evolution Cost: 3 Points Gain 2 level 2 spell slots. Choose one spell: Levitate, Enlarge/Reduce (Self) , Invisibility (self) , Locate Object, Mind Spike, Misty Step, Scorching Ray, See Invisibility, Shadow Blade, Spider Climb, Shatter, or Mind Whip. The eidolon adds this spell to their known spells list. This can be taken again to add another spell from the list to the Eidolon's known spells. After 12th level, taking points in this evolution also adds 2 level 2 spell slots. Charisma is its spell casting ability for these spells. This Evolution may be taken multiple times. Sacrifice Evolution Cost: 3 Points As an action, the eidolon can touch a creature and sacrifice any number of its own hit points. The target gains half the HP lost in this way. Swallow Whole Prerequisite: Bite with the Grab Evolution Evolution Cost: 3 Points The eidolon gains the Swallow ability. The Eidolon makes one bite Attack against a creature it is grappling that is at least one size smaller than it. If the Attack hits, the target is swallowed instead of suffering the attacks normal effects, and the grapple ends. The swallowed target is Blinded and Restrained, it has total cover against attacks and other Effects outside the eidolon, and it takes 3d6 acid damage at the start of each of the eidolon's turns. The eidolon can have only one target swallowed at a time. The swallowed creature can use its turn to escape the swallow with a STR or DEX check ( DC = 8 + proficiency bonus + STR ), exiting the stomach but being grappled again. If the eidolon is slain, a swallowed creature is no longer Restrained by it and can Escape from the corpse using 5 feet of Movement, exiting prone. Undead Appearance Prerequisite: Neutral Alignment Evolution Cost: 3 Points The eidolon appears as an undead creature and takes on that creature type, replacing previous creature types. Can add the following spells to their known spells list: Toll the Dead, False Life, Ray of Enfeeblement. Can be taken a second time after level 12 to gain resistance to necrotic damage. Web Prerequisite: Climb, Level 7 or higher Evolution Cost: 3 Points The eidolon grows a pair of spinnerets, giving it the ability to spin webs. It gains the Web ability. Web (Recharge 5-6): Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is Restrained by webbing. As an action, the Restrained target can make a STR check (DC = 12 if med, 14 if large, 16 if huge ), bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). Breath Weapon Prerequisite: Level 9 or higher Evolution Cost: 4 Points Select a damage type: fire, acid, cold, lightning, poison. Gain a 15 ft cone or 5 x 30ft line breath weapon. Breath weapon. Target: all creatures in area must make a DEX save ( DC = 8 + profciency bonus + CON ). On a failure, the creature takes 2d6 of the chosen damage type, or half damage on a successful save. Can be taken again to increase the damage by 2d6. If the Eidolon is Large or larger, change the range to a 30 ft cone or 10 x 30 ft line. Once this ability is used, it cannot be used again until completing a short or long rest.


Dimension Door Prerequisite: CHA 14, Level 13 or higher Evolution Cost: 4 Points The Eidolon can cast Dimension door as an action at level 4. It does not consume any spell slots. This cannot be used again until you complete a short or long rest. Durable Prerequisite: Level 11 or higher Evolution Cost: 4 Points The Eidolon gains the Durable Feat: Increase your Constitution score by 1, to a maximum of 20. When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2). Incorporeal Form Prerequisite: Level 15 or higher Evolution Cost: 4 Points As an action, the eidolon enters a gaseous form (as if under the spell). However it is not concentration, it can only target itself, and lasts for 1 minute. This can be used a number of times equal to its proficiency bonus per long rest. Lifesense Prerequisite: Undead Appearance, Level 11 or higher Evolution Cost: 4 Points The eidolon can sense all living creatures within 60ft as if it had blindsight. No Breath Prerequisite: Level 11 or higher Evolution Cost: 4 Points The Eidolon no longer needs to breathe and is immune to effects that require inhalation. Spell Resistance Prerequisite: Level 9 or higher Evolution Cost: 4 Points The Eidolon gains advantage on saves against spells and spell effects. Can be taken again after level 14 to extend this to all magical effects. Truesight Prerequisite: Level 9 or higher Evolution Cost: 4 Points The eidolon gains truesight of 30ft. Ultimate Magic Prerequisite: Level 13 or higher, Major Magic Evolution Cost: 4 Points Gain 2 level 3 spell slots. Choose one spell: Dispel Magic, Fireball, Fly (self only), Hypnotic Pattern, Water Breathing, Slow, Haste, Thunder Step, Tongues, Vampiric Touch, Blink, Bestow Curse. The eidolon adds this spell to their known spells list. This can be taken again to add another spell from the list to the eidolon's known spells. Can be taken again to add another spell and increase the number of level 3 spell slots by 1. Huge Prerequisite: Large Evolution Cost: 6 Points The eidolon grows to a huge size. It gains a +2 bonus to STR and CON, and a -2 to DEX scores. Its melee weapon attacks increase reach by +5ft.


Eidolon Base Forms Each eidolon has a base form that determines its starting size, speed, AC, attacks and ability scores. Aquatic Form Medium Monstrosity, unaligned Armor Class 15 Hit Points 1d10 + Con per Summoner level Speed 30ft., Swim 30 ft. STR DEX CON INT WIS CHA 16 (+3) 12 (+2) 13 (+2) 7 (-2) 10 (0) 11 (0) Saving Throws Strength Languages — Evolutions. Bite, Gills, Improved Natural Armor, Swim Actions Bite. Melee Weapon Attack: +STR to hit, reach 5ft., one target. Hit (1d6 + STR) piercing damage Biped Form Medium Monstrosity, unaligned Armor Class 13 Hit Points 1d10 + Con per Summoner level Speed 30ft. STR DEX CON INT WIS CHA 16 (+3) 12 (+2) 13 (+2) 7 (-2) 10 (0) 11 (0) Saving Throws Dexterity Languages — Evolutions. Claws, Arms (1 set), Legs (1 set) Actions Claws. Melee Weapon Attack: +STR to hit, reach 5ft., one target. Hit (1d4 + STR) slashing damage Avian Form Small Monstrosity, unaligned Armor Class 13 Hit Points 1d10 + Con per Summoner level Speed 30ft., Fly 30 ft. STR DEX CON INT WIS CHA 12 (+2) 16 (+3) 13 (+2) 7 (-2) 10 (0) 11 (0) Saving Throws Dexterity Languages — Evolutions. Claws, Flight, Legs (1 set) Actions Claws. Melee Weapon Attack: +STR to hit, reach 5ft., one target. Hit (1d4 + STR) slashing damage Quadruped Form Medium Monstrosity, unaligned Armor Class 13 Hit Points 1d10 + Con per Summoner level Speed 40ft. |STR|DEX|CON|INT|WIS|CHA| |:---:|:---:|:---:|:---:|:-- -:|:---:|+ |14 (+2)|14 (+2)|13 (+2)|7 (-2)|10 (0)|11 (0)| Saving Throws Constitution Languages — Evolutions. Claws, Legs (2 Sets) Actions Claws. Melee Weapon Attack: +STR to hit, reach 5ft., one target. Hit (1d4 + STR) slashing damage


Serpentine Form Medium Monstrosity, unaligned Armor Class 13 Hit Points 1d10 + Con per Summoner level Speed 20ft., Climb 20ft. STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 13 (+2) 7 (-12) 10 (0) 11 (0) Saving Throws Constitution Languages — Evolutions. Bite, Reach (Bite), Climb, Tail, Tail Slap Actions Bite. Melee Weapon Attack: +STR to hit, reach 10ft., one target. Hit (1d6 + STR) piercing damage Tail Slap. Melee Weapon Attack: +STR to hit, reach 5ft., one target. Hit (1d8 + STR) bludgeoning damage Tauric Form Small Monstrosity, unaligned Armor Class 13 Hit Points 1d10 + Con per Summoner level Speed 40ft. STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 13 (+2) 7 (-2) 10 (0) 11 (0) Saving Throws Strength Languages — Evolutions. Claws, Arms (1 Set), Legs (2 Sets) Actions Claws. Melee Weapon Attack: +STR to hit, reach 5ft., one target. Hit (1d4 + STR) slashing damagedamage


Click to View FlipBook Version