Convoker A Water genasi hunts side by side with a strange creature hybrid between that of a shark and a moray eel. The two fight in tandem, matching their merrow assailants blow for blow, as crimson blood begins to fill the water. A gnome girl tempts a guard forth with honey words, before he finds himself ensnared in the arms of hidden, shadowy figure. When the figure removes it's cloak, it reveals its covered in thousands of glowering eyes. These Convokers, eccentric and secretive as they might be, are defined by their ability to call planar creatures to their side, unlike any seen before. Seekers Beyond the Veil Convokers find themselves naturally, and often unknowingly calling to the creatures that reside in planes other than their own. This makes Convokers prodigies of conjuration, summoning, and other similar magics despite their magical shortcomings in other areas. These casters draw their strength not from study or blood, but from a lasting bond forged within the binds of the arcane and this is where their greatest strength lies. Without their companion, Convokers find themselves feeling alone and hindered, unwishing to face the darkness alone, but together they find strength they never knew they could muster. Many Convokers will prefer to stick to the sidelines in conflict, allowing their monstrous ally to engage the enemy more personally, though some Convokers are known to join the fray, especially if the need for self defense arises. The wide arrange of beings they can call makes them versatile allies and deadly foes. Convokers become masters at fighting alongside their otherworldly ally in a specialized way that sets each apart from the last. Learning through Action Convokers are a rare occurrence in the world, as few people have the natural art of the calling, and even fewer still the patience to deal with planar creatures daily. Not every conjurer of cheap tricks is a Convoker in the making, and you will find while many conjure objects and creatures, few do so in the Convoker's style. Due to the discomfort their companion creates, Convokers spend much time wandering the lands, learning what they can about the creature they have called making adventuring a natural career path for the intrepid conjurer. Convokers enjoy the company of other odd and strange people, beings, and visiting similar places and as such are often an open minded folk as a whole. Creating a Convoker As you create your Convoker, consider the nature of your bond to your Umbra. Muse on how they called to this creature, and what about both your Convoker and the Umbra in question drew them to one another. One might say this bond was accidental, a continuing family lineage, or an intentional test of one's skill. Perhaps your this conjurer is a foolish young mage, dangerous dabbling in fiendish affairs, their bond no doubt leaving a lasting, negative impact upon their life. You could instead be a conjurer who found their childhood imaginings coming to life one day, cautious optimistic of your own power and your relationship to this being. Work with your DM as you determine the nature of your bond, the type of being you called, and what it gains by heeding said call. Develop its appearance based upon the it's nature. Quick Build You can build a Convoker quickly by following these suggestions. First Charisma should be your highest ability score, followed by Constitution or perhaps, Dexterity. If you plan to learn the planestalker stratagem consider making Constitution your next best score. Finally, choose the Sage background. Class Features As a Convoker, you gain the following class features Hit Points Hit Dice: 1d8 per Convoker level

1d8 per Convoker level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 4) + your Constitution modifier per Convoker level after 1st Proficiencies Armor: Light Armor

Light Armor Weapons: Simple weapons, hand crossbows, rapiers

Simple weapons, hand crossbows, rapiers Tools: None Saving Throws: Dexterity, Charisma

Dexterity, Charisma Skills: Choose two from Arcana, History, Insight, Persuasion, or Religion Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a rapier or (b) a hand crossbow and 20 bolts

(a) component pouch or (b) an arcane focus

(a) a scholar's pack or (b) a explorer's pack

Leather armor, a simple weapon, and two daggers

The Convoker Level Proficiency Bonus Features Convocations Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 1st +2 Umbra, Planar Lore — — — — — — — — 2nd +2 Spellcasting, Convocations 2 2 2 2 — — — 3rd +2 Summoned Stratagem 2 2 2 3 — — — — 4th +2 Ability Score Improvement 2 2 3 3 — — — — 5th +3 — 3 2 3 4 2 — — — 6th +3 Summoned Stratagem Feature 3 2 4 4 2 — — — 7th +3 — 4 3 4 4 3 — — — 8th +3 Ability Score Improvement 4 3 4 4 3 — — — 9th +4 — 5 3 5 4 3 2 — — 10th +4 Summoned Stratagem Feature 5 3 6 4 3 2 — — 11th +4 Greater Convoking 5 3 7 4 3 3 — — 12th +4 Ability Score Improvement 6 3 8 4 3 3 — — 13th +5 Summoned Stratagem Feature 6 3 8 4 3 3 1 — 14th +5 Ability Score Improvement 6 3 8 4 3 3 3 — 15th +5 Greater Convoking Feature 7 4 9 4 3 3 3 — 16th +5 Ability Score Improvement 7 4 9 4 3 3 3 1 17th +6 — 7 4 9 4 3 3 3 1 18th +6 Greater Convoking Feature 8 4 10 4 3 3 3 1 19th +6 Ability Score Improvement 8 4 11 4 3 3 3 2 20th +6 Planesmaster 8 4 11 4 3 3 3 2 Umbra At 1st level, you have forged a special bond with an extraplanar creature known as an Umbra. You may summon this creature once per long rest in a ritual that takes 1 hour to cast. The umbra remains until it is slain, dismissed as an action, or you take a long rest. Your Umbra can be effected by spells that removed planar creatures, such as Banishment, but has advantage on saving throws against such spells. The Umbra takes a form similar to that of one otherworldly being of your choice from the following: Celestial, Elemental, Fey, Fiend, Monstrosity, and Shadow which grants your umbra special features at 1st level, detailed after the class description.The umbra has the statistics of a player character, bought either using the point-buy or the standard stat array, at your DM’s discretion. When creating your Umbra, the creature has 30 feet of movement; this movement can be divided between up to two of the following movement speeds: Burrowing, Climbing, Flying, Swimming, and Walking. For example, a celestial umbra might have a 15 ft fly speed and a 15 ft walking speed. Your Umbra is a creature of medium size or smaller. Its hit point maximum is equal to 4 times your convoker level or its average whichever is higher. Its hit dice is a d10. You add your proficiency bonus to its AC and its attack rolls, in addition to its saving throws and skills that it is proficient in. Your umbra's attack deal 1d6 damage, the type of which is determined by their form, plus either their strength or dexterity. Your umbra obeys your commands to the best of its ability. You can mentally communicate with your umbra using a form of telepathy that extends to a range of 100 ft, and on your turn you may mentally command it to move (no action required by you). Additionally, you may use an action on your turn to command your umbra to take the Attack, Dodge, Dash, Disengage or Help actions. Your umbra may forgo attacking to instead cast their cantrip, or one daily spell at your command. Your umbra can wield weapons, but is not considered proficient. If your umbra is reduced to 0 hit points, it is immediately dismissed back to its home plane. Your Umbra may not be more than 200 ft away from you, or it risks being dismissed. The Convoker as a reaction may drain their own hit points to prevent this, the umbra recovering half of whatever the Convoker drains. Planar Lore At 1st level, you have advantage on Intelligence (Arcana) checks made to recall information about extraplanar creatures such as elementals, fiends, fey, or celestials. You also gain the language used by your umbra, if they speak at all.

Spellcasting Upon reaching 2nd level, your bond with your umbra has awakened a latent magical ability within you. This magical awakening has left you capable of manipulating the invisible weave of magic, fueling your spellcasting. See Chapter 10 of the Player's Handbook for general rules on spellcasting and Chapter 11 for the Bard's spell list, which will also be serving as your Convoker spell list. Cantrips You know two cantrips of your choice from the Convoker (bard) spell list. You learn additional cantrips from this list of your choice at higher levels, as shown in the Cantrips Known column of the Convoker table. Spell Slots The Convoker table shows you how many spell slots you have to cast your spells of 1st level or higher. You regain all expended spell slots when you finish a long rest. Spells Known of 1st level or Higher You know two 1st level spells of your choice from the Convoker (bard) spell list. The spells known column of the Convoker table shows you when you learn more Convoker (bard) spells of your choice. Each of these spells must be of a level for which you have spell slots. Additionally, when you gain a level in this class you can choose one of the Convoker spells you know and replace it with another spell from the same list. This spell must be of a level for which you have spell slots. Spellcasting Ability Charisma is your spellcasting ability for your Convoker spells, since your magic draws upon your force of will, and your bond with your eidolon. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Convoker spell you cast, and for determining your spell attack bonus when attacking with a spell that requires one. Spell Save DC = 8 + your proficiency bonus+ your Charisma modifier Spell Attack Bonus = your proficiency bonus + your Charisma modifier Esoteric Convocations In all your time studying and working with extraplanar creatures, you have learned the esoteric art of Convocation. It is a hidden conjuration knowledge that imbues your umbra with an enduring magical ability. At 2nd level, you gain two convocations of your choice. Your convocation options are detailed at the end of the class description. When you gain certain Convoker levels, you gain additional convocations of your choice, as shown in the convocations column of the Convoker table. Additionally, when you gain a level in this class, you may choose one convocation you know and replace it with another convocation that you could learn at that level. Summoned Stratagem At 3rd level, you and your Umbra have developed a strategy in combat unique to yourselves, allowing you to work in better tandem to achieve your goals. Choose between the following: Planestalker or Conjurer. Your choice grants you and or your umbra additional features at 3rd level, and again at 6th, 10th, and 14th level. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 14th, 16th, and 19th level you can increase one of your ability scores by two, or you can increase two of your ability scores by 1. As normal, you can not increase an ability score above 20 using this feature. You may forgo using this improvement on yourself, and instead improve your Umbra's ability scores in the manner listed above. Greater Conjuring at 11th level, your umbra helps you unlock a deeper understanding of planar magic. You add any two spells of the conjuration school of your choice to your spells known. These spells must be a cantrip or of a spell level you can cast, as shown on the Convoker table. The chosen spells count as convoker spells for you. You learn two additional conjuration spells from any class at 15th level, and again 18th level. Planesmaster At 20th level, once on each of your turns, you can add your Charisma modifier to the attack roll or damage roll of an attack you or your umbra makes against a single creature. You can choose to use this feature before or after the roll, but before any effects of the roll are applied. Summoner Stratagem Planestalker Choosing the Planestalker stratagem means accepting the role of dual combatants, working beside your umbra in the thick of combat to deliver devastating tandem efforts against your foes. Following this stratagem, you both learn a series of techniques dedicated to enhancing your harmony on the battlefield and your potential against threats. Extra Proficiencies Beginning at 3rd level, you are proficient with medium armor and one martial weapon of your choice. High and Low Upon reaching 3rd level, when you are attacking a creature that is within your umbra’s reach, you may use your bonus action, instead of your action, to command your umbra to make a single attack against that same creature. You may only benefit from this ability once per turn. Extra Attack Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Planar Fury Starting at 10th level, your umbra can make two attacks when you command it to use the Attack action, including when utilizing High and Low. You can do this a number of times per day equal to your charisma modifier (min. of 1)

Frightful Force Starting at 14th level, you can cause a creature facing you and your umbra to be overcome with fear. As an action, choose a creature that you can see within 60 ft of you or your umbra. It must make a Wisdom saving throw against your convoker spell save DC. On a failed save, it is frightened of you for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage. Until this effect ends, the creature is trapped in an illusory realm befitting the type of umbra you posses (hellscape for fiend, holy judgement hall for celestial, misty filled forest for fey, etc.) The creature can see and hear only itself, you, your umbra, and the illusion. You must finish a short or long rest before you can use this feature again. Conjurer Choosing the Conjurer stratagem means accepting the role of master and guardian, your umbra protecting you against the onslaught of your foes whilst you use your magical aptitude to tear the opposition asunder. Following this stratagem, you both learn a series of techniques dedicated to shielding you from threats, creating openings for deadly spells and magical attacks delivered by you. Arcane secrets Your magical understanding of the planes allows you to choose from an expanded list of spells when you learn a convoker spell. The following spells are added to the convoker spell list for you. You may also learn three wizard or warlock cantrips of your choice. Expanded Spells Spell Level Spells 1st magic missile, armor of agathys 2nd scorching ray, melf's acid arrow 3rd haste, lightning arrow 4th polymorph, phantasmal killer 5th bigby's hand, cone of cold Spell Conduit Upon reaching 3rd level, when using your action to cast a spell, you may use your umbra as the point of origin instead of yourself, or the determining position for the spell’s range. Additionally, when casting spells in this manner, you and your umbra are immune to the spell’s adverse effects (such as the blast radius of a fireball, or a thunderwave spell.) You may only benefit from this ability a number of times equal to your charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest. Warrior's Arcanum Upon reaching 6th level, when you use your action to cast a cantrip, your umbra may make a single attack using your bonus action. Shield and Service Upon reaching 10th level, while you are within your umbra’s reach you gain a +2 bonus to your AC. Additionally, your umbra may use its reaction to shield you from oncoming attack, taking half of the damage dealt to you onto itself. Unyielding Loyalty Upon reaching 14th level, your bond with your umbra has grown so strong that it fights beyond its limits, and is shielded against certain kinds of attacks. Your umbra gains resistance to all damage types except for psychic. Additionally, when your umbra would be dismissed as a result of hit point loss, you may instantly restore up to half its hit point maximum and prevent the dismissal. You may only benefit from this secondary ability once per long rest. Umbra Forms The form your umbra takes is entirely dependent upon the extraplanar creature it represents, such as fiends or celestials. This form grants your umbra particular abilities, not unlike the abilities one gains for being born of a certain race. Celestial Ability Score Increase. Your umbra's Strength increases by 1, and your Wisdom increases by 2. Darkvision. Thanks to its divine nature, your umbra has superior vision in dark and dim conditions. It can see in dim light within 60 ft of it as if it were bright light, and it darkness as if it were dim light. It cannot discern colors in darkness, only shades of gray. Angelic Resistance. Your umbra resists necrotic damage. Holy Magic. Your umbra knows the sacred flame cantrip. Once you reach 3rd level, your eidolon can cast the healing word spell once per long rest. Once you reach 5th level, your eidolon can cast the phantasmal force spell once per long rest. Wisdom is its spellcasting ability for these spells. Languages. Your umbra speaks common and celestial. Saving throws and Skills. Your umbra is proficient with Charisma and Wisdom saving throws and with Religion and Insight checks. Attack. Your umbra gains an attack that deals 1d6 piercing, bludgeoning, slashing, or radiant damage. This attack can either be a melee weapon attack with a 5 ft reach or a ranged weapon attack with a range of 20/60 ft. This attack should be flavored to suit the umbra's appearance. (For example, a bite attack for a hound archon or a blast of holy light for an angel) Elemental Ability Score Increase. Your umbra's Strength increases by 2, and your Constitution increases by 1. Form of the Elements Your umbra has advantage on saving throws against the grappled condition, and one ability based on its elemental type.

Form of the Elements Elemental Type Elemental Ability Air It can move through a space as narrow as 1 inch without squeezing. Earth Your umbra gains a 10 ft burrowing speed Fire It sheds bright light out to 10 ft and dim light in an additional 10 ft. Water It can move through a space as narrow as 1 inch without squeezing. Elemental Immunity Your umbra is immune to one damage type, and vulnerable to another based upon the elemental its form most closely resembles. Elemental Immunity Elemental Type Type Immunity Type Vulnerability Air Lightning Force Earth Acid Thunder Fire Fire Cold Water Cold Lightning Primordial Magic. . Your umbra knows one cantrip. At 3rd level, it gains access to one spell that it can cast once per long rest. At 5th level, it gains another spell that it can cast once per long rest. The spells your umbra gains are dependent upon the type of elemental creature it is. Wisdom is its casting ability modifier for these spells. Primordial Magic Elemental Type Cantrip 3rd Level Gain 5th Level Gain Air shocking grasp thunderwave gust of wind Earth magic stone earth tremor earth bind Fire fire bolt burning hands heat metal Water shape water ice knife misty step Languages. Your umbra can speak, read, and write in Common and Ignan, Aquan, Terran, or Auran depending on its elemental type. Saving Throws and Skills. Your umbra is considered proficient with Constitution and Strength saving throws and with the Athletics and Arcana skills. Attack Your umbra gains an attack that deals 1d6 piercing, bludgeoning, slashing, or the damage type listed in the Damage Immunity sections of their Elemental Immunity table. This attack can either be a melee weapon attack with a 5 ft reach or a ranged weapon attack with a range of 20/60 ft. This attack should be flavored to suit the umbra's appearance. (For example, a slam attack for an earth elemental or a fiery blast for a fire elemental) Fey Ability Score Increase. Your umbra's Dexterity increases by 1, and its Charisma by 2. Darkvision.Thanks to its divine nature, your umbra has superior vision in dark and dim conditions. It can see in dim light within 60 ft of it as if it were bright light, and it darkness as if it were dim light. It cannot discern colors in darkness, only shades of gray. Fairy Cunning. Your umbra has advantage on all Wisdom, Intelligence, and Charisma saving throws against magic. Fey Magic. Your eidolon knows the vicious mockery cantrip. Once you reach 3rd level, your eidolon can cast the entangle spell once per long rest. Once you reach 5th level, your eidolon can cast the moonbeam spell once per long rest. Charisma is its spellcasting ability for these spells. Languages. Your umbra can speak, read, and write in Common and Sylvan. Saving Throws and Skills. Your umbra is considered proficient with Charisma and Dexterity saving throws and with the Insight and Persuasion skills. Attack Your umbra gains an attack that deals 1d6 piercing, bludgeoning, slashing, or force damage. This attack can either be a melee weapon attack with a 5 ft reach or a ranged weapon attack with a range of 20/60 ft. This attack should be flavored to suit the umbra's appearance. (For example, a bite attack for a blink dog or a blast of pixie dust for a sprite) Fiend Ability Score Increase. your umbra's Strength score increases by 1, and its Charisma score increases by 2. Darkvision.Thanks to its divine nature, your umbra has superior vision in dark and dim conditions. It can see in dim light within 60 ft of it as if it were bright light, and it darkness as if it were dim light. It cannot discern colors in darkness, only shades of gray. Infernal Resistance. your umbra resists fire damage. Hellfire Magic.Your umbra knows the firebolt cantrip. Once you reach 3rd level, your umbra can cast the hellish rebuke spell once per long rest. Once you reach 5th level, your umbra can cast the scorching ray spell once per long rest. Charisma is its spellcasting ability for these spells. Languages. Your umbra can speak, read, and write in Common and Infernal or Abyssal. Saving Throws and Skills. Your umbra is considered proficient with Intelligence and Charisma saving throws and with the Deception and Persuasion skills. Attack Your umbra gains an attack that deals 1d6 piercing, bludgeoning, slashing, or fire damage. This attack can either be a melee weapon attack with a 5 ft reach or a ranged weapon attack with a range of 20/60 ft. This attack should be flavored to suit the umbra's appearance. (For example, a bite attack for a hellhound or a claw attack for horned devil) Players wishing to mimic more outlier fiends such as the ice devil’s cold damage type should consult their Dungeon Master. Monstrosity Ability Score Increase.Your umbra's Strength increases by 2, and its Constitution by 1. Darkvision. Thanks to its monstrous nature, your umbra has superior vision in dark and dim conditions. It can see in dim light within 60 ft of it as if it were bright light, and it darkness as if it were dim light. It cannot discern colors in darkness, only shades of gray.

Monstrous Fortitude.Your umbra has advantage on Constitution saving throws. Bestial Force.Your umbra knows the poison spray cantrip. Once you reach 3rd level, your eidolon can cast the pass without trace spell once per long rest. Once you reach 5th level, your eidolon can cast the enlarge/reduce spell once per long rest. Wisdom is its spellcasting ability for these spells. Languages. Your umbra can speak, read, and write in Common and one language of your choice. Saving Throws and Skills. Your umbra is considered proficient with Constitution and Dexterity saving throws and with the Athletics and Perception skills. Attack Your umbra gains an attack that deals 1d6 piercing, bludgeoning, slashing, or poison damage. This attack can either be a melee weapon attack with a 5 ft reach or a ranged weapon attack with a range of 20/60 ft. This attack should be flavored to suit the umbra's appearance. (For example, a horn for a gorgon or a poison stinger for a manticore) Shadow Ability Score Increase. Your umbra's Dexterity increases by 2, and its Intelligence by 1. Superior Darkvision.Thanks to its dark nature, your umbra has superior vision in dark and dim conditions. It can see in dim light within 120 ft of it as if it were bright light, and it darkness as if it were dim light. It cannot discern colors in darkness, only shades of gray. Shadowed Form. Your umbra is immune to necrotic damage, but is vulnerable to radiant damage. Fell Magic. Your umbra knows the chill touch cantrip. Once you reach 3rd level, your umbra can cast the ray of sickness spell once per long rest. Once you reach 5th level, your umbra can cast the darkness spell once per long rest. Intelligence is its spellcasting ability for these spells. Languages. Your umbra can speak, read, and write in Common and one language of your choice. Saving Throws and Skills. Your umbra is considered proficient with Dexterity and Intelligence saving throws and with the Intimidate and Stealth skills. Attack Your umbra gains an attack that deals 1d6 piercing, bludgeoning, slashing, or necrotic damage. This attack can either be a melee weapon attack with a 5 ft reach or a ranged weapon attack with a range of 20/60 ft. This attack should be flavored to suit the umbra's appearance. (For example, a life drain attack for a wraith or an unholy cry for a banshee) Esoteric Convocations If an esoteric convocations has prerequisites, your umbra has to meet them to learn it. Your umbra can learn the evolution at the same time that it meets its prerequisites. Convocations that grant your umbra the ability to cast spells utilize the spell casting modifier listed magical racial trait of their Eidolon Type Page. Formless Being Your umbra can cast either enlarge/reduce or the disguise self spells on itself at will. Shared Sight You have a strong connection with your umbra. As an action, you may enter into the senses of your umbra, seeing through its eyes and using your empathetic link to command it. However, this leaves you dulled to your own senses potentially making you vulnerable to attack. You can maintain this shared sight for a number of minutes equal to your charisma modifier (a minimum of 1). Skilled Your umbra becomes proficient in two skills of your choice. You may take this convocation more than once. Improved Movement Your umbra increases one movement type it currently possesses by 10 ft, or acquires 10 ft of a new movement type from the list. (burrowing, climbing, flying, swimming, or walking) Healing Wave You can use a bonus action to expend one spell slot to have your umbra regain 1d8 hit points per level of the spell slot expended. Battle Ready Prerequisite: 8th level Your umbra gains advantage on one type of saving throw of your choice. Armor Training Your umbra gains proficiency with light armor. The convocation may be taken more than once, granting medium armor the second time, and heavy armor the third time. Improved Reach Your umbra’s melee attack’s range increases by 5 ft. Improved Tactics Your umbra gains access to either a melee or ranged attack as detailed in its Umbra Type page. This cannot be the same type of attack you choose when creating your umbra. Wondrous Item Training Prerequisite: 5th level You lose one attuned magic item slot and give it to your umbra. Your umbra becomes capable of attuning to one magical item that it is capable of wearing or wielding in this way and is subject to the approval of the Dungeon Master. Bloodthirsty Prerequisite: 5th level When you command your umbra to take the Attack action, it may attack twice, instead of once. Additionally, your umbra's damage dice for their attacks goes up by one step. (d6 to d8, d8 to d10) etc. You can take this convocation more than once, their damage dice increase maxing at d10.

Unbound Prerequisite: 9th level If you are knocked unconscious, your umbra can make Constitution saving throw. The DC of this saving throw is 8 + half your summoner level (rounded down). On a successful save, your umbra avoids dismissal and remains for a number of rounds equal to your Charisma modifier, at the end of which your umbra is immediately dismissed to its home plane. If you regain consciousness before the full number of rounds has passed, your umbra remains as if you had never lost consciousness. During this duration, your umbra acts of its own accord and wishes, determined by the DM. Devil's Sight Prerequisite: Fiend Umbra Your umbra can see normally in darkness, both magical and non-magical, to a distance of 120 ft. Hellfire Revenge Prerequisite: Fiend Umbra Your umbra has taught you to defend yourself against oncoming attack. You gain the ability to cast the hellish rebuke spell at will, without expending any spell slots. Fiendish Blessing Prerequisite: 5th level, Fiend Umbra Your umbra can add their Charisma bonus to their AC as a reaction a number of times per day equal to half your charisma modifier (minimum of 1) Fiendish Fury Prerequisite: 12th level, Fiend Umbra When your umbra hits a creature with one of its weapon attacks, the creature takes extra fire damage equal to your charisma modifier (minimum 1). Blackened Vigor Prerequisite: Shadow Umbra You gain the ability to cast the false life spell at will, without expending any spell slots. You may target yourself, or your umbra when using this ability. Improved Shadow Form Prerequisite: 5th level, Shadow Umbra When your umbra is in an area of dim light or darkness, your umbra can use its action to become invisible until it moves or takes an action or reaction. Upon reaching 7th level, your umbra can remain invisible while moving as long as it does not leave the area of dim light or darkness. Touch of the Shadowfell Prerequisite: 5th level, Shadow Umbra Your connection with your umbra has granted you influence over your own shadow’s dark capabilities. You can cast the slow spell once using a convoker spell slot. You can’t do so again until you finish a long rest. Beast Speech Prerequisite: Fey Umbra Your umbra has taught you to better deal with woodland creatures. You can cast speak with animals at will, without expending a spell slot. Pixie Dust Prerequisite: 5th level, Fey Umbra Your umbra naturally glitters and sparkles, shedding a shimmering substance known as Pixie Dust. Your umbra can use this dust to cast the spell faerie fire at will, and the spell fly once per long rest. Fairy Sight Prerequisite: 15th level, Fey Umbra Your Eidolon can see the true form of any shape changer or creature concealed by illusion or transmutation magic while the creature is within 30 feet of it and within line of sight. Elemental Resistance Prerequisite: Elemental Umbra Your time spent with your elemental umra has steeled you to the painful touch of the elements. You gain resistance to the Damage Immunity type of your umbra as listed on its Elemental Immunity table. Ephemeral Form Prerequisite: 5th level, Elemental Umbra Your umbra gains resistance to poison damage. At 12th level, this resistance becomes immunity. Primordial Pummeling Prerequisite: 7th level, Elemental Umbra Your umbra gains the ability to hurl a mote of elemental energy such as a fireball, spark of lightning, or torrent of water. This attack is a ranged weapon attack, with a range of 60/120 ft that deals 1d10 plus your convoker level. This ranged ability deals damage of Damage Immunity type of your eidolon as listed on its Elemental Immunity Table. You choose a point on the battlefield that it can see within range, all creatures standing within 5 ft of the point of your choosing must make a Dexterity saving throw against your spell save DC for half damage. If they fail the saving throw, they take the full damage. Your umbra can use this ability once per long rest, and one additional time upon reaching 15th level. Divine Fortitude Prerequisite: Celestial Umbra Your connection to your holy umbra has gifted you with a natural resistance to the scourges of the dark or the holy fire of its brethren. You gain resistance to either necrotic or radiant damage. Holy Touch Prerequisite: 7th level, Celestial Umbra Your umbra gains the ability to cast mass cure wounds once per long rest. Arcane Angel Prerequisite: 12th level, Celestial Umbra When your umbra hits a creature with one of its weapon attacks, the creature takes extra radiant damage equal to your charisma modifier (minimum 1). Keen Scent Prerequisite: Monstrosity Umbra Your umbra gains advantage on Wisdom (Perception) checks that rely on scent. Battle-Hardened Beast Prerequisite: Monstrosity Umbra Your umbra has advantage on saving throws against being frightened.