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
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+ $ 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 —
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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 gainMajor 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
ResistanceGrease
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.