The Eidolon (5e Archetype)

From D&D Wiki

Jump to: navigation, search

The Eidolon[edit]

shiramune-eidolon.jpg
A Warlock and her Eidolon.

Eidolon are intangible beings from another plane of existence. Sometimes an eidolon will take interest in an individual from the material plane, either because they are like-minded or they sense the person is hungry for power, and attempt to make a pact with them. The method of communication is largely up to the eidolon, usually through dreams or hallucinations, but should the person accept the pact, the two souls become bonded. Unlike other patrons, this pact forms a symbiotic relationship, as both parties usually have something to gain.

Expanded Spell List[edit]

The Eidolon lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Eidolon Expanded Spells[edit]

Spell Level Spells
1st detect magic, tenser’s floating disk
2nd alter self, spiritual weapon
3rd conjure animals, spirit guardians
4th conjure minor elementals, polymorph
5th conjure elemental, planar binding

Eidolon Summoning[edit]

Starting at 1st level, your eidolon teaches you how to give it a physical form in the material plane. To summon your eidolon you must perform a ritual lasting 1 hour. 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 it look like a specific creature. An eidolon has the same alignment as you and can understand all of your languages. Because you share a soul, eidolons are treated as natives of the material plane and react accordingly when targeted by spells and abilities. An eidolon returns to their home plane when dismissed as an action, or when they are reduced to 0 hp. A summoned eidolon has the same number of hit points as when it was dismissed. If it was slain, you must wait till the following day and it instead appears with half its total hit points.

The eidolon has a maximum number of hit points equal to five times your warlock level. Add your proficiency bonus to the eidolon's AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. The eidolon obeys your commands as best as it can. It takes its turn on your initiative, though it doesn't take an action unless you command it to. On your turn, you can verbally command the beast where to move, and command it to take the Attack, Dash, Disengage, Dodge, or Help action, as a bonus action. How it makes its attacks is up to you. Some examples include bites, claws, slams, stings, slaps, punches, etc. This attack does a d8 in damage. At 10th level, this increases to 2d8.

Starting Statistics:

Size Medium
Armor Class 12
Speed 30 ft.
Ability Scores Str 14 (+2), Dex 14 (+2), Con 13 (+1), Int 10 (+0), Wis 11 (+0), Cha 10 (+0)
Skills Acrobatics, Athletics, Stealth

Magical Origins[edit]

Beginning at 6th level, the eidolon’s magical ability’s surface. It gains darkvision up to 60ft, and its attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. While your eidolon is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, your eidolon can shrink to the size of a small creature, or grow to the size of a large creature.

Environmental Adaptation[edit]

Starting at 10th level, the eidolon gains a new form of movement equal to its land speed. Choose either a climbing speed, a flying speed, or a swimming speed and the ability to breath underwater. Alternatively, you can choose to increase the eidolons land speed by 20ft. Usually the eidolon changes appearance to reflect this change, such as wings sprouting from its back or slimy scales covering its skin.

Gemini Form[edit]

Beginning at 14th level, you and your eidolon share a true connection. As an action, you can assume the shape of the eidolon, copying its attacks, form, and abilities. Your Strength, Dexterity, and Constitution scores change to match that of the eidolons. You retain your alignment, personality, ability to speak, skills and saving throw proficiencies.

If either you or the eidolon fall unconscious, or drop to 0 hit points, the transformation ends and the eidolon is sent back to his home plane. You must wait for the following day even if the eidolon wasn’t the one who was slain. You can stay in this form a number of minutes equal to a half your warlock level (rounded down). You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. You must finish a long rest before using this ability again.

When you transform, you assume the eidolon's maximum hit points. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.

You can't cast spells, and your ability to take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell.

You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, unless your new form also has that sense.

You choose whether your equipment falls to the ground in your space, merges into your new form. Equipment that merges with the form has no effect until you leave the form.


Back to Main Page5e HomebrewCharacter OptionsSubclasses

Personal tools
Home of user-generated,
homebrew pages!
system reference documents
admin area
Terms and Conditions for Non-Human Visitors