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Eidolist

Sitting with legs crossed atop the carapace of a giant crab, a man reads a book. The lapping of waves and the sea breeze offering a peaceful background noise. His focus only occasionaly distrubed by the rampant thrashing of a shark trapped with the crustacian's powerful pincers as it made headway for the island seated on the horizon.   A woman snapped her fingers, giving shape to a humanoid shape with obsidian skin and golden eyes. With but a simple utterance, it lunged forward to tear asunder the bandits that so brazenly thought to rob her.   A dwarf grumbled as he trudged through the darkened tunnels, rocks clattering under every heavy footfall. Finally, he came upon it: A rich ore vein. With eyes sparkling, he smiled, and directed his avatar to begin digging; an act made simple by the being's large shovel-like claws.   Whether giving orders from the backline or standing side by side, the eidolist and their avatar are the very definition of a twinned soul. While they have many things they fancy, nothing could replace the bond an eidolist has with their avatar.  

Two Bodies; One Mind

Eidolist typically develop their unique ability spontaniously. Perhaps they were bullied as children and wished for a guardian, only to have their thought take shape. Maybe they were reading a book and imagining the creatures within, only to have their gaze met by the very creature they were so passionately reading about.An eidolist can first summon their avatar in many ways, but very rarely is it anything but accidental.   Some families of summoners exist, nurturing their power, seeking ways to perfect it. The children of such familes are often pruned from a young age, being prepared for the day their avatar would manifest. Once summoned, an Eidolist and their Avatar share an unbreakable and unfathomable bond.  

Books and Bonds

Wizards and Eidolist have always been at odds. The wizards tend to be of the mind that anyone who wants to utilize the gifts given by the Willweaver should go through the proper training and rely on their education rather than barely controlled arcana, let alone beings manifested into physical form. The Eidolist, on the other hand, simply believe Wizards to be jealous of the gifts they posses, and are simply upset that they are not creating such a magnificent creature to aid them.
hit dice: 1d6
hit points at 1st level: 6 + Your Constitution modifier
hit points at higher levels: 1d6 (or 4) + Your Constitution Modifier per Eidolist level after 1st
armor proficiencies: Light Armor
weapon proficiencies: Simple Weapons
tools: One Tool Set of your choice
saving throws: Charisma, Intelligence
skills: Choose two from Animal Handling, Arcana, Deception, History, Insight, Investigation, Medicine, Perception, and Persuasion.
starting equipment:
You start with the following equipment, in addtion to the equipment granted by your background:

  • Any simple weapon

  • (a) a diplomat's pack or (b) a scholars back or (c) an aadventurer's pack

  • A Dagger

  • A musical instrument


spellcasting:
Drawing on your mark, and the raw power used to give shape to your avatar, you are able to cast spells. The list of Eidolist Spells can be found at the end of this class.  

Spellcasting Ability

  Wisdom is your spellcasting modifier for your eidolist spells, since your magic draws upon your connection and attunement with your avatar. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifer when setting the saving throw DC for an Eidolist spell you cast or the abilities used by your avatar.   Spell Attack Modifier = your profciency bonus + your wisdom modifier  

Spell Slots

The Eidolist table shows how many spell slots yo have to cast your spells of 1st level and higher. 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 Eidolist spells that are available for you to cast, chosing from the Eidolist Spell List detailed later in this page. When you do so, choose a number of Eidolist Spells equal to your Wisdom Modifier + Your Eidolist Level. The spells must be of a level for which you have spell slots.   For example, if you are a 5th level Eidolist, you have four 1st level and 2 second level spell slots. With a Charisma of 14, your list of prepared spells can include seven spells of 1st or 2nd level, in any combination. If you prepare the 1st level spell Cure Wounds, you can cast it using a 1st level or a 2nd level spell slot. Casting the spell doesn't remove it from your list of prepared spells.   You can change your list of prepared spells when you finish a long rest. Preparing a new list of requires time spent reflecting on the nature of your magic: at least one minute per spell level for each spell on your list.    
class features:

Avatar

At 1st level, you have bonded with a creature that manifest due to your power. This being is known as your avatar, and it accompanies you on your adventures and fights at your side. Choose a beast, elemental, or monstrosity of CR 1/2 or lower to be your Avatar. In addition to this creatures base stats, you add your proficiency bonus to your avatar's AC, attack rolls, damage rolls, saving throws, and any skill checks it is proficient in. Your avatar's hit point maximum is increased. It has a number of hit dice equal to your eidolist level, and gains additional hp per level based on your Wisdom Modifier rather than its own constitution score. If your avatar is slain, you can can manifest a new one identical to the last after completeing a 10 minute ritual as part of a long rest.   Your avatar obeys your commands as best it can. It takes its turn on your initiative, though it does not take an action unless you command it to. On your turn, as a bonus action, you can verbally command your avatar to attack, defend, where to move, or what other actions to take. Your avatar will obey the last command given until it is slain or given a new command.   As an action, you can dismiss your avatar into a pocket dimension. If it inside this pocket dimension, you can use your action to make it reappear within 5ft in any occupied space within 30ft of you. Your avatar can be banished to this pocket dimensions by effects such as that of the Banishment spell, but spells such as dispel magic or effects similar to an antimagic field will not dismiss it. If you die, both your avatar and the pocket dimension are inaccessable, as your soul is the only tether it has to the Materium.  

Evolution

You have a number of evolution points indicated by the evolution table, which you use to by evolutions for your avatar, which are detailed at the end of this class. You do not regain spent evolution points, as the growth and change of your avatar is permenant.  

Life Link

Starting at 2nd level, the bond between Eidolist and Avatar can be felt and levied physically. As an action, if your avatar is with 30ft of you, either you or it can roll a number of hit dice equal your wisdom modifer. The creature rolling the hit dice takes damage equal to number rolled, and the other restores an equal number of hit points. You may use this feature a number of times equal to your proficiency bonus and regain expended uses upon completing a long rest. You may not spend more hit dice than you have available.  

Summoning Syle

Choose a Summoning Style, which defines the way in whcih your summon and interact with your Avatar: Bonded One or Evolutionist. Your choice grants you additional features when you choose it at 3rd level and again at 6th, 10th, 14th, and 20th level.  

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th and 19th, you can increase one ability score of your choice by 2, or you can increase two ability scores by 1. As normal, you can not increase an ability score above 20 using this feature.    

Major Evolution

Beginning at 5th level, you can select one evolution for your avatar from among the Major Evilutions listed at the end of this calss. You can select an addtional major evolution at 10th and 15th level. You cannot select the same major evolution more than once.    

Same Soul

Starting at 7th level, you are able to percieve the world through your avatar. As an action, you can see and hear what your avatar can see and/or hear and gain the benefits of any special senses it may have. You can use a bonus action to stop perceving the world in this way.   Additionally, when you target yourself with a spell you may also target your avatar if they are within 60ft of you.  

Masters Call

Upon reaching 17th level, your mastery over your bond allows your to sacrafice your own life force to prevent the death of your avatar. As a reaction, when your avatar is reduced to 0 hit points, you may sacrafice hit points equal to 5 times your eidolon level to resummon your avatar to within 5ft of you. It returns with maximum hit points. Your maximum hp is reduced by a number equal to the amount sacraficed in this way, and can not be restored until you finish a long rest.   ________________________________________________________________________________________________________________________________________  

Evolutions

Below is the list of Possible Evolutions your avatar could obtain as it grows with you.

One Point Evolutions

  • Agile - Your avatar can take the disengage or hide action as a bonus action on its turn
  • Improved Damage - One of the avatar's natural attacks is particuarly deadly. Select one of the natural attacks available to your avatar and increase the damage by 1 die. (1d8 bcomes 2d8). Each time an avatar selects this evolution, it must pick a a different natural attack.
  • Improved Natural Armor - Your avatar's hide gorws thrick fur, rigid scales, or boney plates. It's natural armor increases by +2
  • Keen Smell - Your avatar gains advantage on Wisdom (perception) checks that rely on smell.
  • Mimicry - Your Avatar can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears these sounds can tell they are immitations with a successful Wisdom (Insight) check.
  • Scent - Your avatar's sense of smell becomes acute, granting it the ability to detect creatures within 30ft of it by sense of smell. Scent does not allow the avatar to precisely locate the creature, only to detect its presence. The avatar can pinpoint the creature's location if it is within 5ft. The avatar gains advantage on Wisdom (Survival) checks to tracka creature by smell.
  • Skilled - The avatar becomes especially adept at a specific skill. Choose Athletics, Acrobatics, Sleight of Hand, Stealth, Intimidation, or Perception. The avatar can apply your proficiency bonus to the selected skill. Each time this evolution is selected, a different skill must be selected.
  • Sure-Footed - The Avatar had advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
  • Swift - Your avatar gains quick reflexes, increasing its movement speed by 10ft.
  • Swim - Your avatar gains webbed hands, feet, or powerful flippers. It gains a swim speed equal to its movement speed.

Two Point Evolutions

  • Amphibious - Your avatar can breathe air and water.
  • Chameleon Skin - Your avatar has advantage on Dexterity (Stealth) checks made to hide.
  • Charge - If our avatar moves at least 20ft in a straight line toward a target and then hits it with an attack, that attack deals an extra 2d6 damage. If your avatar already has a charge feature, the damage is increased.
  • Illumination - As a bonus action, your avatar can shed bright light in a 10ft radius and dim light for an additional 10ft.
  • Pack Tactics - Your avatar has advantage on attack rolls against creatures if at least one of the Avatar's allies are within 5ft of the target and the ally is not incapacitated.
  • Poison - Your avatar secretes a venom, gaining a poison attack. Pick one of the avatar's natural atacks. When the selected attack deals damage, the target must succeed a Constitution Saving Throw or be poisoned for 1 minute. On a successful saving throw, the creature is immune to the poison for 1 hour.
  • Rampage - When your avatar reduces a creature to 0 hit points with a melee attack on its turn it can take a bonus action and move up to half its speed before making an addition melee attack.
  • Spiked - Your avatar grows spikes, making it hazardous to strike. When your avatar is dealt melee damage, the attacking creature takes damage equal to your proficiency bonus.
  • Swallow - The Avatar makes one bite attack against a creature that is at least one size smaller than itself that it is grappling. If the attack hits, the target is swallowed and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the avatar, and it takes 3d6 acid damage at the start of each of tis turns. The avatar can only have one target swallowed at a time.
  • Tremorsense - Your avatar becomes attuned to the vibrations in the ground. It gains tremorsense out to a range of 15ft.

Three Point Evolutions

  • Adept - Your avatar gains 2 ability points that can be spent to increase its ability scores.
  • Blindsight - Your avatar gains blindsight out to a range of 30ft
  • Burrow - Large claws or mandibles grow on your avatar and allow it to tunnel through the earth. Your avatar gains a burrow speed equal to half its movement speed.
  • Deflect - Your avatar can use a reaction to add +3 to its AC against an attack that would hit it.
  • Flight - Your avatar grows large wings, makes a small whirlwind around its waist, or manifests a cloud that can support its weight, gaining the ability to fly. The avatar gains a fly speed equal to its movement speed.
  • Incorporeral Movement - Your avatar can move through other creatures and objects as if they were difficult terrain. Your avatar takes 1d10 force damage if it ends its turn inside an object.
  • Magic Resistance - Your avatar had advantage on saving throws against spells and other magical effects that would target it.
  • Martial Prowess - Once per turn, your avatar can deal an extra 2d6 damage toa creature it hits witha melee attack.
  • Multi-Attack - Your avatar grows another head, an additional set of arms, or simply becomes more swift. Your avatar gainst the multiattack action if it does not already have it, allowing it to make two attacks.
  • Spider Climb - Your avatar can climb surfaces, including upside down on ceilings, without needing to make an ability check.
  • Stench - Any creature other than you that starts its turn with 5ft of your avatar must make a Constitution Saving Throw or be poisoned until the start of its next turn. On a success, the creature is immune to the stench for 1 hour.
  • Web - Your avatar gains a pair of spinnarets allowing it to weave and spew webs. (Recharge 5-6) Ranged Weapon Attack, range 30/60ft. Target: One Creature. Hit: The target is restrained by the webbing. As an action, the restrained creature can make a Strength Check vs your CC, bursting the web on a success. The webbing can also be attacked or destroyed (AC10; hp5; vulnerability to fire; immunity to bludgeoning, poison, and psychic damage.)

Major Evolutions

  • Breathe Weapon - When you choose this major Evolution, choose one of the following breathe attacks. Your avatar can use its action to exhale destructive energy. Your choice determines the shape, size, and damage of the breathe. When you use your breathe weapon, each creature in the effected area must make a saving throw. A creature takes 4d6 damage on a failed save, and half as much on a successful one. The damage increases to 5d6 7th level, 6d6 at 13th level, and 7d6 at 18th level
                   
Damage Type Effect
Acid 5ft by 60ft Line (Dex Save)
Cold 30ft Cone (Con Save)
Fire 30ft Cone (Dex Save)
Lightning 5ft by 60ft Line (Dex Save)
Poison 30ft Cone (Con Save)
  • Diversify - Instead of a Major Evolution, your avatar gains 3 evolution points
  • Elemental Attack - Your avatar adds an elemental type that deals an additional 2d4 damage of the chosen type to its natural attacks. Choose one of the following: Acid, Fire, Cold, or Lightning. This damage increases to 3d4 at 7th level, 4d4 at 13th level, and 5d4 and 17th level.
  • Eye Rays - As an action your avatar can shoot up to two of the following magical eye rays at one or two creatures it can see within 90ft of it. It can only use each ray once per turn.
  1. Confustion Ray - The Target must succeed a Wisdom Saving Throw or it can't take reactions until the end of its next turn. On its turn, the target cant move and uses its action to make a melee or ranged attack against a randomly chosen creature within range. If the target can't attack, it does nothing on its turn.
  2. Parlayzing Ray - The Target must succeed on a Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
  3. Fear Ray - The target must succeed a Wisdom saving throw or become frightened for 1 minute. The target may repeat the saving throw at the end of each of its turn, with disadvantage if the avatar is visable to them, ending the effect on a success.
  4. Wounding Ray - The target must succeed a Constitution saving throw or suffer 3d10 necrotic damage. The target only takes half as much damage on a success.
  • Regeneration - Your avatar regains hit points equal to its constitution modifier at the start of each of its turns. If your avatar takes acid or fire damage, this trait does't function during their following turn.
  • Growth - Your avatar grows in size, becoming one size catergory larger. The avatar gains a +2 bonus to its Strength and Constitution scores to a maximum of 20. It has disadvanatge on Stealth checks, but gains Reach.
  • Teleport - (recharge 4-6). As an action, your avatar magically teleports along with anything it is wearing or carrying up to 40ft to an unoccupied space it can see. Before or after teleprting, the avatar can make one attack.
  • Unassailable - Choose two damage types when you select this evolution. Your avatar gains resistance to those types.
  • Invisibility - As a bonus action, your avatar can magically turn invisible for 1 minute. Any equipment the avatar wearsw or carries is invisible with it. After using this power, the avatar must finish a short rest before it can use it again.
____________________________________________________________________________________________________________________

Eidolist Spells

Cantrips

  • Fire Bolt
  • Friends
  • Frostbite
  • Light
  • Made Hand
  • Mending
  • Message
  • Minor Illusion
  • Prestidigitaion
  • Resistance
  • Primal Savagry
  • Thaumaturgy

1st Level

  • Absorb Elements
  • Bane
  • Chaos Bolt
  • Cure Wounds
  • Find Familiar
  • Fog Cloud
  • Grease
  • Hex
  • Mage Armor
  • Magic Missle
  • Protection from Good/Evil
  • Shield

2nd Level

  • Alter Self
  • Blindness/Deafness
  • Enlarge/Reduce
  • Enhance Ability
  • Flame Blade
  • Gust of Wind
  • Hold Person
  • Levitate
  • Mirror Image
  • Misty Step
  • Scorching Ray
  • Shatter
  • Summon Beast

3rd Level

  • Blink
  • Call Lightning
  • Conjure Animals
  • Counterspell
  • Dispel Magic
  • Elemental Weapon
  • Fireball
  • Glyph of Warding
  • Haste
  • Lightning Bolt
  • Magic Circle
  • Remove Curse
  • Slow
  • Stinking Cloud
  • Summon Fey
  • Summon Shadowspawn
  • Vampiric Touch

4th Level

  • Arcane Eye
  • Banishment
  • Confusion
  • Conjure Minor Elementals
  • Conjure Woodland Beeings
  • Dimension Door
  • Domiante Beast
  • Fire Shield
  • Grasping Vine
  • Hallucinatory Terrain
  • Mordenkainen's Faithful Hound
  • Phantasmal Killer
  • Polymorph
  • Stoneskin
  • Storm Sphere
  • Vitriolic Sphere

5th Level

  • Bigby's Hand
  • Cloudkill
  • Cone of Cold
  • Conjure Elemental
  • Destructive Wave
  • Dominate Person
  • Flame Strike
  • Hold Monster
  • Holy Weapon
  • Insect Plague
  • Maelstrom
  • Mass Cure Wounds
  • Planar Binding
  • Summon Celestial
  • Synaptic Static
  • Wall of Light
  • Wall of Stone
subclass options:

Summoning Styles

There are many styles that can be invoked to summon an avatar, though two forms are found more commonly than any others. You can focus on the complexities of your conjured avatar - refining them into their best self - as an Evolutionist, or you could creatre a unique bond and evolve yourself as a Bonded One.    

Evolutionist

Evolutionists are focused on creating the most powerful and unique avatar they possibly can. They morph its form into potent and magnificent creations.  

Avatar Evolved

Beginning at 3rd Level, your Avatar's hit points are increased by 2 per Eidolist Level. In addition, it gains a secondary creature type that grants additional bonuses. Choose one of the following to define your Avatar's Evolution
  • Fey - Your Avatar cannopt be charmed, and its dexterity score increases by 2.
  • Construct - Your Avatar cannot be Poisoned, and its Strength Score increases by 2.
  • Aberration - Your Avatar cannot be Frightened, and it's Strength Score increases by 2.
  • Fiend - Choose either Fire, Cold, or Lightning damage. Your Avatar's infernal mutation grants resistance to that damage type. In addition, it's Intelligence increases by 2.
  • Monstrosity - Chose either bludgeoning, piercing, or slashing damage. Your Eidolon's unnatrually thick hide gives resistance to that damage type. In addition, it's Wisdom increaes by 2.
  • Celestial - Choose either Radiant or Necrotic damage. Your Avatar's newfound divine essence gives resistance to that damage type. In addition, it's Charisma increases by 2.
 

Focused Power

At 6th level, your continuned attention on the growth and power of your Avatar has paid off. Your avatar gains an Ability Score Improvement, and can increase one stat by 2, or two stats by one. It gains additional improvements at level 10 and level 20.  

Magical Conduit

Starting at 10th level, your avatar becomes powerful enough to channel magic on its own. Your Avatar gains 1 attunement slot. It can attune to any magical item provided it meets the requirements. When your avatar attunes to an item, it absorbs it. The item melds into your avatar and becomes a part of it. This may or may not alter your Avatar's appearance. When your avatar is attuned to a magical item, it understands how to use it and knows anything required for its activation. The Eidolist may end the attunment of an item to its avatar at any time, provided they spend the time to end the attunment. A cursed item attuned to your avatar follows the normal rules surrounding cursed items and attunement.  

Superior Evolution

At 14th level you gain an additional Major Evolution to apply to your avatar.  

Pinnacle of Evolution

At 20th Level, your mastery over your Avatar allows you to perfect it. You may increase one of its scores by 4, increasing its maximum to 24.    

Bonded One

Bonded Ones create a unique link with their Avatar. This connection is so strong that their own form begins to change as their avatar grows and evolves. No two beings are connected in the same way that the Bonded One is with their Avatar.  

Bonded Form

When you choose this style at 3rd level, you gain one evolution point that you can spend on yourself and not your avatar. In addition, whenever your avatar gains a Major Evolution, you gain 3 evolution points to spend on yourself. Additionally, when you or your avatar take damage, that damage is split between both.  

Fluid Form

Upon reaching 6th level, your form has begun to flow similar to that of your avatar. You may cast Disguise Self as an action without expending a spell slot. You may use this feature a number of times equal to your Wisdom Modifier.  

Reposition

At 10th level, your soul becomes evenly split between you and your avatar. As an action, you may switch places with your avatar so long as you see them.  

Major Bond

At 14th level you gain one Major Evolution possessed by your avatar. You may change which Major Evolution you share with your avatar after finishing a long rest.  

Metamorphosis

At 20th level, your body becomes fully that of what your Avatar is made of. You no longer age or require food or drink, and you may merge with your Avatar so long as you are within 5ft of it. When merged, your only action can be to command your Avatar. However your avatar gains all evolutions applied to you as a Bonded One and gains an addition Major Evolution during the transformation. This form lasts up to 1 hour and can be used a number of times equal to your Wisdom Modifier, regaining any expended uses after finishing a short rest. When the effect ends, or if your avatar dies, you appear within 5ft of our avatar. This effect can be ended early using a bonus action.
LevelProficiency BonusEvolution PointsFeaturesCanrips Known1st Lv2nd Lv3rd Lv4th Lv5th Lv
1st+21Avatar, Evolution, Spellcasting21--------
2nd+22Life Link22--------
3rd+23Summoning Style23--------
4th+24Ability Score Increase34--------
5th+35Major Evolution342------
6th+36Style Feature342------
7th+37Same Soul342------
8th+38Ability Score Increase443------
9th+494432----
10th+410Major Evolution, Style Feature4432----
11th+4114432----
12th+412Ability Score Increase4433----
13th+51354332--
14th+514Style Feature54432--
15th+515Major Evolution54432--
16th+516Ability Score Increase54433--
17th+617Master's Call544331
18th+618544331
19th+619Ability Score Increase644332
20th+620Style Feature644332

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