You are on page 1of 9
EIDOLIST ground noise. Only occasionally was he dis turbed by the thrashing of a shark held firmly be tween the crabs massive pincers as it headed to wards an island just on the horizo A woman snapped her fingers, causing a hu: ‘manoid shape to appear before her with obsid. ian skin, With a simple utterance it lunged for ward, tearing into the ba its attempting to rob her. A dwarf grumbled as he trudged through the tering with every footfall. Fi nally he came upon it, a rich vein of ore, With tunnels, rocks eyes sparkling he smiled and directed his avat to begin digging, which was made easy thanks to its large shovel like claws, Whether giving orders from the back line, or standing side by side with their avatar, hurling spells and providing aid, eidolists and avatars are the embodiment of a twinned soul. While they may have many thir s they fancy, nothing could replace an eidlists avatar Two Bopys, ONE MIND Eidolists typically learn of their unique ability spontaneously: Perhaps they were bullied as chil dren and wished for a guardian, only to have their thought take shape. Maybe they were read ing a book and imagining the creatures there in, only to have their gaze met by one of those crea tures incarnate when they lowered the tome. An. cidolist can first summon their avatar in many ways, but very rarely is it not accidental. Some families of summoners exist, nurturing their power, seeking ways to perfect it, make it stronger. The children of such families are often pruned from a young age, being prepared for the day their avatar manifest that they may make it as exceptional as possible. Once summoned an eidolist and atar share an unbreakable 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 use magic should go through the Proper training and not rely on barely controlled arcana, let alone manifested in physical form to accomplish anything. The Bidolist simply believe wizards to be jea ‘ous that they are not capable of creating such a ‘magnificent creature to aid them. Eipoust Proficiency Evolution Cantrips Spells —Spell Slots per Spell Level— wus” Pelnts ‘Features Keows Known, Tat Zid 3ed 4th: Sth 2 1 Avatar, Evolution 1 2 | =e 2 2 Spell Casting Life Link 12 Bee ee a 4a 3 Archetype 2 3 gee ees 2 4 Ability Score Improvement 34 BY ek eee ea + $ Protector, Major Evolution 35S re a 6 Archetype Feature 3 6 a 3 7 Bond Sense, Call a7 ee rear 3 ’ Ability Score Improvement 4B 3 “ 9 49 ASS a 10 Major Evolution aS ag ees a n Sai Soul Sea ese en al 12 Ability Sore Improvement 412 AS s 3 Sanaa vig Ma Archetype Feature a +s ws Major Evolution ¥ 3 43 3 2 — +s 16 Ability Score Improvement 5 14.33 6 7 Masters Cal 5 SET ne 18 Avatar Embodiment a ee a 19 Ability Score Improvement 6 = «1S. A 3 ? a 20 ‘Apexof Evolution : o 43 9 3 8 Cass FEATURES AVATAR ‘Asan Eidolist you gain the following features ‘Hit Points Hit Die: 1c per Eidolist level Hit Points at Ist Level: 4 + your Constitution modifier, Hit Points at Higher Levels: 1d4 (or 2) + your Constitution modifier per Eidolist level after 1st PROFICIENCIES Armor: Light armor Weapons: Simple weapons ‘Tools: One of your choice. ‘Saving Throws: Dexterity, Wisdom ‘Skills: Choose any three ; Equirment ae You start with the following equipment, tion to the equipment granted by your back- ground: . + Any simple weapon +(a) a diplomat’s pack or (b) a scholars pack or an adventurers pack + Adagger + Any musical instrument At Tst evel, you have bonded with a creature that becomes an avatar that accompanies you on your adventures and fight alongside you. Choose a beast, elemental, or monstrosity to be your avatar that has a challenge rating of 1/2 or lower. Add your proficiency bonus to the creatures AC, attack rolls, and damage rolis, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or five times your eidolist level, whichever is higher and uses your spell save for any abilities it uses that require a saying throw. If your avatar is slain ‘you can manifest a new one which is identical to your old one after taking a long rest asa 10 ‘minute ritual. The avatar obeys your commands as best as it can. It takes its turn on your initia- tive, though it doesn't take an action unless you command it to. On your turn, you can verbally 1 action required by you). Your avatar ‘out your command until itis slain or ‘You have a niumber of evolution points indicated by the evolution table with which to buy 2a ‘evolutions for your avatar, detailed at the end of, the class. You do not regain spend evolutions points. SPELLCASTING Drawing on the raw power used to give shape your avatar allows you to cast spells. The list of Eidolist spells can be found at the end of this class. CanrRips At Ist level, you know one cantrip of your choice from the eidolist spel list. You learn ‘additional Eidolist cantrips of your choice at SPELL SLOTS The Eidolist table shows how many spell slots you have to cast your spells of Ist level and higher. To cast one of these spells, you must expend a slot of the spell’ level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the Istlevel spell cure wounds and have a Ist-level and a 2nd-level spell slot avail- able, you can cast cure wounds using either slot SPELLS KNOWN OF IST LEVEL AND HIGHER You know two Istlevel spells of your choice from the eidolist spell list. The Spells Known column of the Eidolist table shows when you Jearn more eidolist spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of Ist level. Additionally, when you gain a level in this class, you can choose one of the eido- list spells you know and replace it with an- other spell from the eidolist spell list, which also must be of a level for which you have spell slots. SPELLCASTING ABILITY Wisdom is your spellcasting ability for your eido- list spells, since your magic draws upon your eo- nection and attunement to your avatar. You use your Wisdom whenever a spell refers to your spelleasting ability. In addition, you use your ‘Wisdom modifier when setting the saving throw DC for an eidolist spell you east or avatar ability, and when making an attack roll with one. Spell attack modifier = your proficiency bonus + your Wisdom modifier Lire Link can share their pain, When you or your avatar is. dealt damage, you may use your reaction or your avatars reaction to divide the damage between ‘one another. Should the damage divided exceed ‘you or Your avatars maximum hitpoints the rest is dealt normally to you of your avatar Emo .ist ARCHETYPE AL 3rd level, you choose an archetype that you Strive to emulate in your combat styles and tech- niques. Choose Evolutionary or Bonded One, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 6th and 14th level. ABILITY SCORE IMPROV! 'T When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your 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. PROTECTOR Beggining at 5th level, when you are within 5 feet of your avatar you gain Major EvoLution Beginning at 5th level, you can select one evolu- hoa for your avatar from the Major Evolutions listed at the end of the class. You ean select an- other n at 10th, and 15th level, ‘You cannot select the same major evolution ‘more then once. CALL ‘Beginning at 7th level, you can call your avatar to your side. As an action you can teleport your avatar to your side regardless of distance, but yout must be on the same plane of existence. Once nust complete a long rest before you can use ita you use this power you Bonb SENSES Beginning at 7th level, you are able to perceive the world through your avatar. Additionally you can communi ate telepathically with your avatar as long as you are on the same plane of exis- tence. As an action you can see and hear what your avatar sees and hears and gain the benefit of any special senses it may have. You can use a bonus action to stop perceiving the World through your avatar Same Sou! AcTIth Tevel, when you target yourself with a spell you may also target your avatar if they are within 60 feet Masters CALL When you reach I7th level, you can use an action to manifest your avatar immediately if it ‘would be slain at. You must complete a long rest before you can use this feature again. AVATAR EMBODIMENT When you reach 18th level you gain 5 additional evolution points and 1 major evolution. You can only spend these evolution points and major evo- lution on yourself. APEX OF EVOLUTION ‘Ai 20th level you can meld with your avatar as an action if your are within 5 feet of your avatar. While melded you are inside your avatar and cannot be targeted by spells or attacks. If your avatar is slain you appear in the last space your ‘melded form occupied. You and your avatar ean Still take actions normally while melded. You can separate from your a an action, EVOLUTIONARY You seek to perfect your avatar, making it into the pinnacle of greatness. RESILIENT Beginning at 3rd level, your avatars hitpoints in- crease by 6, plus an additional 2 for ever eidolist level past 3rd. Evowe Your avatar gains 3 ability points. You can spend. these points to increase any of your avatars stats toa maximum of 20 Superior Evonution ‘Your avatar gains an additional Major Evolution, BonbED ONE ‘You learn from your avatars growth, gaining strengths of your own. ForcED EVOLUTION ‘You gain 3 evolution points to purchase evolu- tions that are applied to you and not your avatar. GREATER BEING ‘You gain 3 additional evolution points to pur- chase evolutions for yourself. PERFECTION ‘You gain 1 evolution of your choice and 1 major EVOLUTIONS Below isa list of possible evolutions your avatar could obtain as it grows and evolves. 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 avatars natural attacks is particularly deadly Select one natural attack and increase the damage die type by one step. Each time an. avatar selects this evolution, it applies to a differ- ent natural attack. Improve Narurat ARMOR Your avatars hide grows thick fur, rigid scales, or bony plates increasing its natural armor by +2 Kren SMELL ‘The avatar gains advantage on Wisdom ( percep- tion ) checks that rely on smell Mimicry The avatar can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check. Natura ATTACK Your avatar gains one of the following natural at- tacks if they could reasonably posses it. + Bite: Your avatars maw is full of razor-sharp teeth, giving it a bite attack. The bite deals 146+ strength modifier points of piercing damage + Claws: Your avatar has a pair of vicious claws at the end of its limbs, giving ita claw attack The claws deal 1d6 + strength or dexterity modifier points of slashing damage. + Gore: Your avatar grows a number of horns. 6n its head, giving it a gore attack. This attack is a primary attack. The gore deals 1d6 + strength modifier points of piercing damage. + Slam: Your avatar can deliver a devastating slam attack. The slam deals 1d6 + strength points of bludgeoning damage + Stings Your avatar possesses a long, barbed stinger, granting it a sting attack. The sting deals 1d6 + strength or dexterity modifier points of piercing damage. + Tail Slap: Your avatar can use its tail to bash nearby foes, granting it a tail slap attack. The tail slap deals 146 + strength or dexterity modifier points of bludgeoning damage + Tentacle: Your avatar possesses a long, sinu- ous tentacle, granting ita tentacle attack. The tentacle attack deals 146 + strength or dexterity points of bludgeoning damage + Tusk: Your avatar grows a large pairs of tusks, granting it a tusk attack. The tusk attack deals 1d6-+ strength or dexterity slas! damage. Scent An avatars sense of smell becomes acute grant ing it the ability to detect opponents within 30 feet 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 itis within 5 feet. The avatar gains advantage on Wisdom ( survival ) checks made to track a creature by smell. SKILLED An avatar becomes especially adept at a specific ‘skill. Choose one skill from athletic, acrobatics, sleight of hand, stealth, intimidation, or percep- tion, the avatar can apply your proficiency bonus to the selected skill. This evolution can be se- lected more than once. Its effects do not stack. Each time an avatar selects this evolution, it ap- plies toa different skill. SuRE-FooTED ‘The avatar has advantage on Strength and Dex- terity saving throws made against effects that ‘would knock it prone, Swirr ‘Your avatar gains quick reflexes, increasing its move speed by 10 feet. Swim ‘Your avatar gains webbed hands, feet, or power ful fippers, giving it a swim speed equal to its base 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 Ifyour avatar moves at least 20 feet straight toward a tanget and then hits it with a gore or tusk attack on the same turn, the target takes an extra 7 (246) damage. Crust ‘An avatar gains powerful muscles that allow it to crush those it grapples. When ever your avatar successfully grapples a creature it deals its strength modifier in damage to the grappled creature. At the beginning of the avatars turn it deals this damage again for as long as it main- tains the grapple. ILLUMINATION As a bonus action your avatar can shed bright light in a 10 foot radius and dim light for an ad- ditional 10 feet. Pack Tactics. Your avatar has advantage on an attack roll against a creature if at least one of the avatars allies is within 5 feet of the creature and the ally isnit incapacitated. Pounce Ifthe avatar moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must suc- ceed on a Strength saving throw or be knocked prone. I the target is prone, the avatar can make one attack against it asa bonus action. Polson ‘Your avatar secretes venom, gaining a poison attack. Pick one of the avatars natural attacks that does slashing or piercing damage. When- ever the selected attack hits, the target makes a Constitution saving throw, on a failed save the target is poisoned for 1 minute. On a successful saving throw the creature is immune to the poison for 1 hour, -Raspact ‘When your avatar reduces a creature to 0 hit points with a melee attack on its turn it can take, bonus action to move up to half its speed and, make a 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 crea- ture one size smaller then itself that its grap- pling. Ifthe attack hits, the target is swallowed, and the grapple ends, The swal- owed target is blinded and restrained, it has total cover against attacks and other effects out. side the avatar, and it takes 10 (36) acid damage at the start of each of the avatars turns. ‘The avatar can have only one target swallowed ata time. ‘TREMORSENSE ‘Your avatar becomes attuned to vibrations in the ground, gaining tremorsense out to a range of 15 feet. THREE POINT EVOLUTIONS ADEPT Your avatar gains 2 ability points it can spend to increase one ability score of your choice by 2, or you can increase two ability scores of your ‘choice by 1. You can purchase this evoh tiple ‘mul. Bunpsicur ‘Your avatar gains blindsight out to a range of 30 feet BURROW. Large claws or mandibles allows your avatar to ‘tunnel through earth. Your avatar gains a burrow ‘speed equal to half its movement speed. Dertect ‘Your avatar adds 3 to its AC against one attack that would hit it as a reaction, 4 Fur i. Your avatar grows large wings, makes asmall whirlwind around its waist, or manifests cloud that can support it gaining the ability to fly, The “ay avatar gains a fy speed equal toits base speed, : INCORPOREAL MOVEMENT Your avatar can move through other creatures and objects as if they were difficult terrain, Your avatar takes 5 (1<10) force damage if it ends its tum inside an object. Macic ResIsTANcE ‘Your avatar has 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 7 (246) damage to a creature it hits with an attack if that creature is within 5 feet of an ally of your avatar that isn't incapacitated. MULTIATTACK ‘Your avatar grows another head, an additional pair of arms, or simply becomes more swift. Your avatar gains the multiattack action if it does not already have it, allowing it to make two attacks. These attacks do can be with the same or sepa: rate natural weapons. SPIDER CLIMB Your avatar can climb difficult surfaces, includ ing upside down on ceilings, without needing to make an ability check. Srencu Any creature other than you that starts its turn within 5 feet of your avatar must succeed on a Constitution saving throw or be poisoned until the start of the creature's next turn. Ona successful saving throw, the creature is immune to the stench for 1 hour Wes ‘Your avatar grows a pair of spinnerets allowing it to weave and spew webs. (Recharge 5-6), Ranged Weapon Attack, range: 30/60 it, target: One crea- ture Hit: The target is restrained by webbing, As an action, the restrained target ean make a Strength check vs your DC, bursting the web- bing on a success. The webbing can also be at tacked and destroyed (AC 10: hp 5: vulnerability to fire damage; immunity to bludgeoning, poison, _and psychie damage) Evo.utions BREATH ATTACK ‘When you choose this major evolution choose ‘one of the following breath attacks. You can use < your action to exhale destructive energy. Your choice determines the size, shape, and damage type of the exhalation. When you use your breath ‘weapon, each creature in the area of the exhala- tion must make a saving throw, the type of which is determined by your breath weapon type. A ‘creature takes 3d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 446 at 7th level, 5d6 at 13th level, and 6d6 at 18th level. Damage Type Breath Wespon ‘Acio Sy 604. line (Dex. save) Cold 30 ft. cone (Con. save) Fine 5 by 60 ft. line or cone (Dex. save) LIGHTNING 5 by 60 ft. line (Dex. save) Poison 30 ft. cone (Con. save) ELEMENTAL ATTACK Your avatar adds an elemental damage type that deals an additional 2d4 damage of the chosen type to one if its natural attacks. Choose one of the following types, acid, fire, cold, or lightning, Eve Rays ‘Asan action your avatar shoots up to two of the following magical eye rays at one or two crea- tures it can see within 90 feet oft. It can use ‘each ray only once on a turn. 1. Confusion Ray. The target must succeed on ‘a Wisdom saving throw, or it can't take reactions ‘until the end ofits next turn. On its turn, the target can't move, and it uses its action to make a ‘melee or ranged attack against a randomly deter- mined creature within range. Ifthe target can’t attack, it does nothing on its turn. 2. Paralyzing Ray. The target must succeed on 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 itself on a sticcess. 3. Fear Ray. The target must suceced on a Wisdom saving throw or be frightened for 1 ‘minute, The target can repeat the saving throw at the end of each of its turns, with disadvantage if the avatar is visible to the target. ending the effect on itself on a success. : 4. Wounding Ray. The target must make a Constitution saving throw, taking 16 (3410) ne crotic damage on a failed save, or half asmuch damage on a successful one fe REGENERATION Your avatar regains hit points equal to its consti- tution modifier (minimum 1) at the start of its turn. If your avatar takes acid or fire damage, this trait doesn't function at the start of the Growra An avatar grows in size, becoming one size larger. The avatar gains a +2 bonus to Strength, +2 bonus to Constitution, to a maximum of 20, and has disadvantage on Stealth checks. Your avatar also gains reach. avatars next turn. The avatar dies only if it starts its turn with 0 hit points and doesn't regenerate. TeLePort (Recharge 4-6). As an action your avatar magi- cally teleports. along with any equipment itis ‘wearing or carrying, up to 40 feet to an unoceu- pied space it can see. Before or after teleporting, the avatar can make one attack. UNASSAILABLE Choose two damage types when you select this evolution. Your avatar has resistance to the chosen damage types. Invisipiuiry Asa bonus action, your avatar can magically turn invisible for 1 hour or until it makes an attack. Any equipment the avatar wears or car- ries is invisible with it, After using this power ‘your avatar must complete a short rest before it can use it again, EIDOLIST SPELLS ‘Cantrps (LEVEL) — Fire Bolt Friend Frostbite Light ‘Mage Hand Mending Message ‘Minor Iihusion Prestidigitation Ray of Frost Resistance Grease Hex Mage Armor Protection From Good/Evi Shield 2np Leven Blinciness/Deafness Conjure Construct Enlarge/Reduce Gust of Wind Hold Person Levitate Mirror Image Misty Step Scorching Ray Srp Lever Blink Call Lightning Conjure Animals Counterspell Glyph of Warding Haste Magic Circle Remove Curse Stow Stinking Cloud ‘Vampirie Touch rH Lever Arcane Eye Banishment Conjure Minor Elemental Conjure Woodland Beings Dimension Door Dominate Beast Fire Shield Hallucinatory Terrain Phantasmal Killer Polymorph Stoneskin Srm Lever Bighy’s Hand Cloudkill Conjure Elemental Dominate Person Hold Monster Insect Plague Maelstrom Mass Cure Wounds Planar Binding Wall of Stone Conjure Constructs 2nd-leve! conjuration Casting Time: | action Range: 60 feet ‘Components: Duration: Concentration, up to 1 hour You summon constructs that appear in unoceu- pied spaces that you can see within range. Choose one of the following options for ‘what appears: + One construct of challenge rating 1 or lower + Two constructs of challenge rating 1/2 or Lowe- Bach construc disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly fo you and your compan- ions. Roll initiative for the summoned creatures sa group, which has its own turns. They obey any verbal commands that you issue fo them (no action required by you). Ifyou don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no ae tions. The DM has the creatures’ statistics [At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more crea: tures appear: twice as many with a 5th-evel slot, three times as many with a 7th-level slot, and four times as many with a Oth-evel slot.

You might also like