Credit for cover image: Andrew-Gibbons

The Summoner Elegant and melancholy, a young human dances on a platform of water, souls of the recently departed swirling around her as she lays them to rest. She knows they will have peace, but dreams that they may find their loved ones in the next life. Fierce and unyielding, an elven king calls forth mighty beings of dark skin and gold accents, his spells increase in power as they set about laying waste to the invading forces of his homeland. Frightened of the dangers they may encounter, a dwarf calls forth her faithful companion, a large unicorn wreathed in lightning to speed her and her party across a mighty distance. Summoners are practitioners of an ancient art of magic, calling forth powerful Eidolons to assist them in their ordeals. As unique as their Summoners, Eidolons are varied from summoner to summoner, no two ever matching entirely. The Plane of Dreams A Plane so very familiar and so very foreign to all who enter it. It is the realm ruled by the minds of dreamers, an endlessly changing sea of dreamstuff dotted with islands and skerries of individual fantasy. Prophecies and omens swim through the Dream Plane like shoals of eager fish and Wizards, Summoners and dragons are known to swim through the sea to reach other planes or scavenge bits of forgotten secrets. Describing the Plane of Dreams is, of course, quite impossible. You have been there before, every night, but you forget the shape and form of it when you wake, recalling only fragments. Because of this, the Plane is a wellspring of forgotten knowledge and magic, though few ever remember their experiences enough to make use of it. The Plane of Dreams responds to the will of its inhabitants. Creatures on the plane can make a Charisma check, the DC equal to their spell save DC, to Manifest the plane. Doing so, they can change the appearance and terrain of the plane within a 100 foot radius around them. It can be as elaborate or nonsensical as they wish. (DM’s: Note that any creatures manifested with the terrain, such as animals or people, are sometimes manifested as Dream Eaters. See: Dream Eaters section of this Document.)

Dreamers Summoners are born with an innate connection to the Plane of Dreams, allowing them to perform spellcasting and to give their dreams shape and form on their plane of existence. These dreams are called Eidolons, and it is from them that Summoners have earned their name. While on the Plane of Dreams, Summoners have advantage on any checks made to Manifest the plane.

Creating a Summoner When making a Summoner, keep in mind that Summoning is not a well known magical practice. It is an ancient and near extinct practice that is born to a select few in the current day and age. Consider how your character was bestowed these powers. Do they come from a clan of Summoners? Did they form a connection with the Plane of Dreams when they were young? Perhaps they learned to Manifest the Plane of Dreams, giving themselves the link to the Plane that Summoners require? What drew you from your life before, into the world of adventuring? Did your Dream Walking lead you to foreseeing a dream creature trying to force its way into the material world? Do you believe the world in need of the power of the Summoner once more? Perhaps you’re simply searching for the reason you have these powers and this connection to the fantastic creatures you call Eidolons. The Summoner Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th Eidolon Slots 1st +2 Spellcasting, Summon Eidolon, The Sending 3 2 — — — — — — — — 1 2nd +2 Eidolon Evolutions, Summoner's Path 3 3 — — — — — — — — 1 3rd +2 — 3 4 2 — — — — — — — 1 4th +2 Ability Score Improvement 4 4 3 — — — — — — — 1 5th +3 Protected by Beings 4 4 3 2 — — — — — — 2 6th +3 Summoner's Path Feature 4 4 3 3 — — — — — — 2 7th +3 — 4 4 3 3 1 — — — — — 2 8th +3 Ability Score Improvement, Summoner's Path Feature 4 4 3 3 2 — — — — — 2 9th +4 — 4 4 3 3 3 1 — — — — 3 10th +4 Transposition 5 4 3 3 3 2 — — — — 3 11th +4 Life Bond 5 4 3 3 3 2 1 — — — 3 12th +4 Ability Score Improvement 5 4 3 3 3 2 1 — — — 3 13th +5 — 5 4 3 3 3 2 1 1 — — 4 14th +5 Guardian's Instinct 5 4 3 3 3 2 1 1 1 — 4 15th +5 — 5 4 3 3 3 2 1 1 1 — 4 16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 — 4 17th +6 Summoner's Path Feature 5 4 3 3 3 2 1 1 1 — 5 18th +6 Forceful Dismissal 5 4 3 3 3 3 1 1 1 1 5 19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1 5 20th +6 Perfected Evolutions 5 4 3 3 3 3 2 2 1 1 5

Quick Build You can make a Summoner quickly by following these suggestions: First, make Charisma your highest ability score, followed by Constitution or Dexterity. Second, take the Hermit background. To build your first Eidolon, take the canine base form, making Dexterity its highest ability score followed by Constitution. Then, apply the Health and Improved Damage evolutions. Class Features Hit Points Hit Dice: 1d8 per Summoner level

Hit Points at 1'st level: 8 + your Constitution modifier

Hit Points at Higher levels: 1d8 (or 5) + your Constitution modifier Proficiencies Armor: None

Weapons: Simple Weapons

Tools: None

Saving Throws: Chairsma, Dexterity

Skills: Choose two from: Arcana, History, Persuasion, Intimidation, Nature, Religion Equipment You start with the following equipment, in addition to the equipment granted by your background.

a) a light crossbow and 20 bolts or b) a simple weapon



a) Summoning Focus or b) Components Pouch



a) Explorer’s Pack or b) Dungeoneer’s Pack



Fine Clothes, and any simple weapon Summoning Focus A focus used by Summoners to initiate the Summoning, the Sending, and their spellcasting. A summoning focus can be items similar to: A rod, a Staff, an Orb, or an Effigy.

Spellcasting Your ties to the plane of dreams gives you access to layers of mystic energies. You can cast Summoner Spells. See Chapter 10 PHB for the general rules of spellcasting and the Summoner spell list later in this document.

Cantrips You know three cantrips of your choice from the Summoner spell list. You learn additional Summoner cantrips of your choice at higher levels, as shown in the cantrips known column of the Summoner Table. Preparing and Casting spells The Summoner table shows how many spell slots you have to cast your Summoner 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 Summoner spells that are available for you to cast, choosing from the Summoner spell list. When you do so, choose a number of Summoner spells equal to your Charisma modifier + your Summoner level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 3rd-level Summoner, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 16, your list of prepared spells can include six 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 2nd-level 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 Summoner spells requires time spent in sleep and dreaming: at least 1 minute per spell level for each spell on your list. Spellcasting ability Charisma is your spellcasting ability for your Summoner spells, so 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 Summoner spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier Ritual Casting You can cast a summoner spell as a ritual if it has the ritual tag and you have it prepared. Spellcasting Focus You can use a Summoning Focus (See note to the left) as a spellcasting focus for your summoner spells.

Summon Eidolon Starting at level 1, you have started to truly tread the path of the summoner and have formed a bond with an otherworldly creature, an Eidolon. The Eidolon is shaped by your actions, your desires, and most importantly, your dreams. The Eidolon’s physical form is the manifestation of the Summoner’s dreams given form and purchase within the plane of existence you currently occupy. You start with one Eidolon but gain additional Eidolon slots at 5th, 9th, 13th and 17th level, allowing you to amass several summons for a variety of situations. On your turn, you can summon your Eidolon as an action. It stays on the plane of existence you currently occupy for; 1 hour, until you are incapacitated, it is reduced to 0 hit points, or you dismiss it as a bonus action. You can only have one Eidolon summoned at a time. If you summon an eidolon with a different eidolon already formed, the previous Eidolon is dismissed while the new one takes its place. The Eidolon must stay within 30 feet of you. If you or the Eidolon move out of this range, the Eidolon is dismissed back to its home plane.

The Eidolon cannot be healed by normal means of spellcasting and potions, and must be restored by Evolutions or Summoner features. If you dismiss an eidolon (such as to make room for a different one) its hit points remain the same. If an Eidolon is reduced to 0 hit points, it is banished and cannot be summoned until you complete a long rest.

Whenever you take an Ability Score Increase due to gaining a level in the Summoner class, your Eidolons also gain an Ability Score increase.

When you gain a level in the Summoner class, your Eidolon gains an additional hit die to increase its hp pool, like a player character.

The Eidolon shares your proficiency bonus.

The Eidolon can understand any language spoken by you but cannot speak.

The Eidolon has darkvision out to a range of 60 feet in dim light and to 30 feet in non-magical darkness.

The Eidolon is immune to the Charmed condition.

In combat, the Eidolon shares your initiative count but takes its turn immediately after yours. Your Eidolon acts independently of you, but it always obeys your commands.

The Eidolon has stats as dictated by several base forms in the “Eidolon Base Forms” section of this document.

You may give your Eidolon items to use, such as armor and weapons. These items disappear and reappear with the Eidolon when summoned and banished. Fayth See the optional rules for Fayth if creating Eidolons seems daunting or if your DM is concerned about possible combinations of evolutions. Image Source: Chris Carter, Destructoid.com, Dissidia Final Fantasy

The Sending Upon venturing into the Plane of Dreams for the first time, Summoners learn the sacred rite of the sending. After learning the sending, the Summoner may spend one hour performing it. The sending is a slow, elegant dance that briefly bridges the gap between the planes, allowing lost souls to find rest. When you complete this ritual, spirits of the dead within a 50-foot radius around you are laid to rest, as if by the "Funeral Rite" option of the "Ceremony" spell. Eidolon Evolutions Starting at 2nd level, the Eidolon starts to evolve to better represent the requirements and desires of the summoner. Your Eidolon starts with 2 evolutions, as listed in the "Eidolon Evolutions" section of this document and gains an additional one at 5th, 9th, 13th and 17th level. Whenever you gain a level in the Summoner class you may replace any number of these evolutions with any other evolution available to the Eidolon.

An Eidolon’s base form allows them several free evolutions. These are always active, do not require evolution slots, and cannot be replaced when you gain a level in this class. Summoner's Path At 2nd level, you've devoted yourself to a particular path of summoning: the Egi path, the Light path, the High path, or the Broodmaster path.

Your choice grants you features at 2nd level, and again at 6th, 8th, and 17th levels. Ability Score Increase 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.

If your DM allows the use of feats, you may instead take a feat. Protected By Beings Starting at 5th level, the bond between Eidolon and Summoner is a sacred one, so much so that their very presence is made to protect you.

While within 20 feet of your Eidolon, you gain a +2 bonus to your AC and a +2 bonus to any ability checks made while within range. Transposition The magic of the summoning pierces the veil between worlds. As such, the Eidolon can trade places with their Summoner across short distances, removing the summoner from danger.

At 10th level, The Eidolon can spend an action to trade places with its Summoner, so long as they are within 20 feet of each other. Life Bond The summoner’s lifeforce has becomed linked to their eidolon’s.

Starting at 11th level, if the Eidolon or Summoner has 1 or more hit points they can instead transfer any damage that would reduce the other to 0 to themselves. If the Eidolon is reduced to 0 hit points this way, it cannot be summoned for 48 hours (or two long rests). If the Eidolon’s hit points are lower than the amount of damage they are attempting to transfer, they can only transfer damage up to the amount of hit points they currently have. The Summoner cannot use this feature if the damage would reduce them to 0 hit points. Guardian's Instinct The bond of Eidolon and Summoner has become so strong that the Eidolon will leap into the path of oncoming attacks, summoning itself into existence to protect its Summoner.

At 15th level, you can now summon an Eidolon as a reaction to a weapon or spell attack succeeding against you. You must declare this reaction before damage is rolled. When an eidolon is summoned this way, it becomes the new target of the attack or spell. The creature may choose to reroll its attack against the Eidolon. Once you use this feature, you cannot use it again until you finish a long rest. Forceful Dismissal At 18th level, when your Eidolons exit this plane, their form explodes into magical energy.

When an Eidolon you control is dismissed, you may choose activate this feature to cause that Eidolon to be forcefully ejected from the plane, causing it to explode into swirling motes of light.

If you choose to activate this feature, all creatures within a 10 foot radius of the Eidolon’s previous location must succeed on a Dexterity saving throw against your spell save DC or take Force damage equal to 4d10 + your charisma modifier, taking half damage on a success. Perfected Evolutions Your Eidolons have reached their pinnacle, growing in power.

Choose evolutions totaling up to 3 Evolution slots on each of your Eidolons. These evolutions are now treated as Free evolutions, allowing you to equip new evolutions to your Eidolon.

Summoner's Path When a summoner traverses the plane of dreams, they may find one of several hidden paths long since forgotten. These paths, should they be travelled, will show the summoner the ancient secrets of their craft. Whether that is the power to summon multiple Eidolons, or the power to inspire hope to those who are willing, none but the summoners may ever know so intimately. Egi Path The path of the Egi is most often traveled for summoners who seek power for personal gain. Whether this be the fulfillment of a personal goal or the power to avenge the fallen, the Egi path will assist them in achieving it. Bonus Cantrip You learn the Toll the Dead cantrip Path Spells Your Summoner path grants you access to various spells when unlocking a spell slot of a certain level. When a spell becomes available to you, it is always prepared and does not count against the number of spells you can prepare each day. If it is not a Summoner spell, it is counted as a Summoner Spell for you nonetheless. Egi Path Slot Level Spells 3rd Melf's Minute Meteors, Inflict Wounds 5th Lightning Bolt, Animate Dead 7th Storm Sphere, Shadow of Moil 9th Maelstrom, Negative Energy Flood Dark Faculties When you begin to tread the path of the Egi at 2nd level, your newfound ties to this aggressive path of summoning empowers your spellcasting. While you have an eidolon summoned you can add your Charisma modifier to your attack or damage roll of any spell you cast targeting a creature within 10 feet of the Eidolon. You can choose to use this feature before or after the roll, but before any effects of the roll are applied. Additionally, when the Eidolon hits a creature with an opportunity attack, that creature’s speed becomes 0 and it has disadvantage on saving throws against spells until the start of its next turn. Begone Your intimate knowledge of summoning creatures from other planes has led to knowledge on how to banish them. Starting at 6th level, you can banish one creature that was summoned (Such as those summoned with the Conjure Elemental or Infernal Calling spells.), returning it to its home plane. If banished this way, that creature cannot be re-summoned for 24 hours. If you banish a creature this way, you may choose one of your Eidolons with 0 hit points. It regains hit points equal to twice the CR of the banished creature. Using this feature costs an action. You can use this feature twice. You regain expended uses when you finish a short or long rest. Soul Eater Starting at 8th level, You’ve discovered a way to renew your Eidolons’ evolutions, by consuming the souls of the recently deceased. When a creature dies within 10 feet of your Eidolon, you can use this feature to allow your Eidolon to consume the creature’s lingering spirit. When the Eidolon consumes a creature’s spirit, choose one feature of its evolutions whose uses have been expended. Restore 1 of those uses. Alternatively, the Eidolon can consume the creature’s spirit to regain hit points equal to that creature’s challenge rating. If the Eidolon consumes the spirit of a creature, it cannot be revived with anything short of a Wish spell, and it cannot be called upon to be conversed with, such as with Speak With Dead. Conquest by Sacrifice Your dark path has led you to the secrets of Summoning, and how to empower yourself to match your foes on their own terms.

You can forcefully banish one of your Summoned Eidolons and choose one of the Evolutions attached to it. For one minute, you gain the benefit of that evolution. The Evolution must have a usage left, if it has any at all.

If an eidolon is dismissed this way, it cannot be summoned until the Summoner completes a long rest.

Light Path Those who tred the Light path often turn to it for a higher purpose, whether that be the power to protect the weak, the need to save their home, or the desire to see the world better than when they entered it. Bonus Cantrip You learn the Spare the Dying cantrip. Path Spells Your Summoner path grants you access to various spells when unlocking a spell slot of a certain level. When a spell becomes available to you, it is always prepared and does not count against the number of spells you can prepare each day. If it is not a Summoner spell, it is counted as a Summoner Spell for you nonetheless. Light Path Slot Level Spells 3rd Cure Wounds, Lesser Restoration 5th Prayer of Healing, Dispel Magic 7th Revivify, Death Ward 9th Divination, Planar Binding Spiral of Hope Your Eidolons have become a source of courage and hope for your allies. This hope empowers them and drives them to action. At 2nd level, While a friendly creature, other than the Summoner, is within 20 feet of your Eidolon, you can use your reaction to give them a +2 bonus to either their attack roll or their AC, potentially making an attack miss or for their attack to hit. If a creature avoided or succeeded on an attack roll because of this bonus, that creature can use its reaction to restore a number of hit points to you equal to their constitution modifier. Puritan Starting at 6th level, your Eidolons purge harmful effects from the very air around them. Friendly creatures, other than the Summoner and Eidolon, within 10 feet of the Eidolon are immune to the Poisoned, Paralyzed, Petrified, and Stunned conditions. Witch Hunter By 8th level, Magic shall not hinder your progress.

Choose one Eidolon you control. That Eidolon can cast Counterspell and Dispel Magic once each as a 3rd level spell without expending a spell slot using this feature. The Spell being countered must be targeting a friendly creature other than the Summoner and Eidolon. Additionally, the Eidolon and friendly creatures within 10 feet of the Eidolon get +2 bonus to saving throws made against spells. Once used, the Summoner must finish a long rest before it can be used again. After finishing this long rest, you can choose a new Eidolon to gain the benefits of this feature. Holy Sabbath Your devotion to the light path have led you to the secrets of holy magic and its inner workings. You can use your action to dismiss your Eidolon, creating a field with a 30 foot radius. This field lasts for 1 minute, or until you dismiss it as an action, and creatures hostile to you and your allies within the field take Radiant damage equal to your Summoner level when they enter the field, or when they start their turn within the field. When the field expires, friendly creatures within the field regain hit points equal to half the total damage dealt this way. If an Eidolon is dismissed this way, it cannot be summoned for 48 hours (or 2 long rests). High Path Where summoners dream of winding peaks and briney depths, of blazing deserts and forgotten forests, the High path may reveal itself to them. Not often tred, High Summoners are those who walk the path of summoning with the intent to see it to its fullest. True masters of Eidolons, these summoners have learned that their bond allows them to perform feats that many Summoners cannot comprehend. Bonus Cantrip You learn the Shillelagh cantrip. Friends on the Other Side Your devotion to the art of summoning has led you to secrets many Summoners have never found. When you choose this summoner path at 2nd level, you gain 1 additional Eidolon slot. Additionally, your current and future Eidolons have 2 additional Evolution Slots. Mythrillian Bond Starting at 2nd level, your bond with your Eidolon is so great that distance cannot thin it. The Eidolon’s range requirement to the Summoner is increased to 50 feet. Call to Action At 6th level, your Eidolon’s protective instinct drastically increases, and will fight even harder when given the chance. While you are under the benefit of your Protected by Beings feature, your Eidolon gains a bonus to Saving Throws, Attack, and Damage rolls equal to your proficiency bonus.

Quick Summon Your ability to summon has become such that you can summon your Eidolons as an extension of your weapon.

At 8th level, when you make a weapon attack, you can use this feature to summon part of your Eidolons and use them in place of your normal weapon attack. To do so, roll one of your Eidolon's attacks as if they were summoned and attacking your target. If the creature’s attack rolls twice (as with the Claw evolution), you roll both attacks separately.

You can use this feature a number of times equal to half your Summoner level rounded up. You regain all uses after completing a short or long rest. Grand Summoning Your ability to summon forth Eidolons has surpassed all others. When you reach Summoner 17th level you gain the ability to summon forth up to 2 eidolons with 1 action. If you attempt to Summon a new Eidolon while you have 2 present, choose one of them to dismiss and replace with your new Eidolon. Broodmaster Path A summoner path that differs from others, Broodmaster Summoners do not summon large, hulking Eidolons to overpower their enemies, but instead call on writhing swarms of Eidolons seeking to overwhelm through sheer numbers. Those who find themselves dreaming of many friends or of being someone of importance may often find this path open to them. Brood When you choose to take this path at level 2, you learn, not to summon a large, hulking Eidolon, rather a brood of small, similar ones. When you choose this path at 2nd level, your Eidolon gains the Tiny evolution as a free evolution. When summoning your Eidolon, you summon 2 Tiny Eidolons of similar shape, appearance, and ability. Whenever you gain an Eidolon slot, the number of Eidolons you summon increases by 1 and you do not create a new Eidolon. Your brood shares a turn and has one action, bonus action, and reaction between them. They have individual movement for their turn and share any AC, proficiencies, spells, and attacks. If a member of the brood is given a non-magical item (such as armor, or a weapon), the next time the brood is summoned, each member of the brood will appear with a copy of the item. If the copy of the item is removed from a brood member, it dissapears. Overwhelming Coaction The strength of the brood lies in its numbers, and when acting together, they gain new strength. Starting at 6th level, your brood has learned to assist others in their goals. When a member of the brood takes an action, members of the brood within 10 feet of it can act in tandem. Doing so, they gain a +1 bonus to whatever action they’re taking for each member of the brood contributing past the original. If the action being performed is an attack, it gets +2 to attack and damage for each member of the brood contributing. This is also applied to spell attacks. At 9th level: If the action requires the target to make a saving throw, the DC is increased by 1 for every two members of the brood assisting. Hive Mind Your Eidolons have learned to share the information they see between each other and you telepathically. Your brood can take the Pack Tactics evolution for free. If taken this way, the Summoner is also granted the advantage offered by Pack Tactics whenever it would be applicable to the Eidolon. Additionally, your Eidolons can now create a telepathic link while in contact with a friendly creature, allowing for multiple people to communicate without speech. While a member of your brood is in contact with a friendly creature, those creatures can communicate telepathically through walls, floors, and other non-magical barriers no more than 1 foot thick. The Summoner does not need to be in contact with one of their Eidolons to gain the benefit of this feature. At level 14, your Eidolons also have advantage on saving throws against effects that would banish them from the plane you currently reside. Brood Bond Your brood recognizes your allies as their own, and can create a bond with them similar in nature to the one shared with you. Members of your Brood can spend their time on this plane to form a bond with a creature you consider an ally. This process takes 1 hour. While Bonded, the creature gains the following effects: The Eidolon can treat that creature as its summoner for the purposes of distance travelled from the summoner.

The bonded creature gains the telepathic link granted by your Hive Mind feature even if not in contact with your brood, like the Summoner.

The brood can assist any Bonded ally as per your Overwhelming Coaction feature. Image Source: Wallup.com

Eidolon Base Forms An Eidolon’s base form refers to the general form a Summoner chooses for their Eidolon when creating them. Perhaps it’s a humanoid that walks on 2 legs? Or a serpentine beast that roams the murky depths. Or even a winged companion that soars amongst the clouds. Whatever the base form chosen, the following lists the Stat block of an Eidolon’s base form before any Evolution slots are filled. (Note: Eidolon base forms also include a small package of Free Evolutions that the Eidolon is given upon creation. These evolutions do not fill an evolution slot and are always equipped to your Eidolon.) An Eidolon's starting ability scores are 15, 14, 13, 12, 10, 8. They may be applied in any way. The Eidolon’s base form also determines its Hit Points. When the Eidolon’s Summoner gains a level in the Summoner class, the Eidolon also gains a hit die to add to its HP. If an Eidolon is Huge, it gains 2 hit dice instead of one. Also included are a few examples of what level 1 Eidolons might look like. Aquatic Eidolons of the Aquatic baseform typically take after water-faring creatures, such as fish or sea serpents. These Eidolons prioritze mobility and territory advantage in the water over sheer strength Size: Medium

Speeds: Swim: 40 ft

Hit Dice: At Summoner 1st level: 15 + Constitution Modifier At higher levels: 1d10 (or 6) + Constitution Modifier

AC: 11 + Dex Modifier ((Gains +2 AC when in: Kelp, Sand, or Coral (Choose one when creating this Eidolon.) Territory Armor)

Saves Constitution Dexterity

Attacks: Bite 1d6 + Strength Modifier + 2

Free Evolutions: Bite, territory armor, gills, swim (2), Skilled (Stealth, Perception) Avian Eidolons of the Avian base form can be likened to birds, bats, and other flying creatures. These Eidolons feature a flying speed, but are typically less durable than other Eidolons. Size: Medium

Speeds: Flying: 50 Feet

Hit Dice: At Summoner 1st level: 11+ Constitution Modifier At higher levels: 1d6 (Or 4) + Constitution Modifier per Summoner’s level after 1st.

AC: 11 + Dexterity Modifier

Saves: Dexterity Constitution

Attacks: Talons 2d4+ Dex modifier (The Eidolon can make a Talon attack as a bonus action after taking the Attack action on its turn.)

Free Evolutions: Talons, Flight, Limbs (Legs), Skilled (Perception, Acrobatics) Skarmory Avian Eidolon Size Medium

Medium Armor Class 15

15 Hit Points 12(11+Con Modifier)

12(11+Con Modifier) Flying 50 ft. STR DEX CON INT WIS CHA 8 (-1) 15 (+3) 12 (+1) 10 (+0) 14 (+2) 13 (+1) Saving Throws Dex +5, Con +3

Dex +5, Con +3 Condition Immunities Charmed

Charmed Senses passive Perception 14

passive Perception 14 Languages Any known by Summoner

Any known by Summoner Level 1 Actions Talons Melee Weapon Attack: Talons 2d4+ Dex modifier (The Eidolon can make a Talon attack as a bonus action after taking the Attack action on its turn.)

Biped Bipedal Eidolons are ones that closely resemble humanoids and can often be mistaken for one if not for one of various traits made apparent by their evolutions. These Eidolons are blank slates, essentially and can be evolved to a variety of specifications. Size: Medium

Speed: 30 Feet

Hit Dice: At Summoner 1st level: 15 + Constitution Modifier At higher levels: 1d10 (or 6) + Constitution Modifier

AC: 10 + Dexterity Modifier

Saving Throws: Constitution Strength

Attacks: Punch: 1d6 + Strength Modifier Kick: 1d6 + Strength Modifier

Free Evolutions: Limbs (Arms and Legs) Punch, Kick, Skilled (Acrobatics, Athletics, Perception) Serpentine Eidolons of the Serpentine base form are, well, serpentine in nature, often taking after snakes of some degree. Serpentine Eidolons are typically good at stealth given their skill proficiencies and additional movement speed types. Size: Medium

Speeds: 20 Ft

Climbing: 20 ft

Hit Dice: At Summoner 1st level: 15 + Constitution modifier At higher levels: 1d8 (or 5) + Constitution Modifier

AC: 11 + Dex

Attacks: Bite: 1d6 + Strength modifier (Reach 10 feet) Tail slap: 1d6 + Strength Modifier

Saving Throws: Dexterity Charisma

Free Evolutions: Bite, Climb, Reach (Bite), Tail, Tail Slap, Skilled (Stealth, Perception) Tauric Tauric Eidolons appear as a conjoined amalgamation of a humanoid upper body and an equine lower body. These Eidolons are quite hardy and have a very good movement speed. Size: Medium

Speed: 40 ft

Hit Dice: At Summoner 1st level: 20 + Constitution Modifier At higher levels: 1d12 (or 7) + Constitution Modifier

AC: 10 + Dexterity Modifier

Saves: Constitution Wisdom

Attacks: Punch (1d6 + Strength Modifier) bludgeoning damage Kick (1d8 + Strength Modifier) bludgeoning damage

Free Evolutions: Punch, Kick, Limbs (arms), Limbs ((Legs)2), Hooves, Skilled (Athletics, Perception) Majula Tauric Eidolon Armor Class 10

10 Hit Points 22 (20+ Con modifier)

22 (20+ Con modifier) Speed 40. STR DEX CON INT WIS CHA 15 (+3) 13 (+2) 14 (+2) 8 (-1) 10 (+0) 12 (+1) Saving Throws Con +4, Wis +2

Con +4, Wis +2 Skills Athletics +5, Perception +3

Athletics +5, Perception +3 Condition Immunities Charmed

Charmed Senses passive Perception 12

passive Perception 12 Languages Any known by Summoner

Any known by Summoner Level 1 Hooves The Eidolon has a sturdy set of hooves that protect it from the dangers of the earth. The Eidolon ignores any earth-based difficult terrain (Such as loose earth) Actions Punch Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 6 (1d6 + 3) Kick Melee Weapon Attack +3 to hit, reach 5 ft., one target. Hit 7 (1d8 + 3) Hooves Melee Weapon Attack +3 to hit, reach 5ft., one target. Hit 7 (1d8 + 3) The Eidolon can make a hoove attack as a bonus action after taking the attack action on its turn.

Vespid Eidolons of the Vespid base form appear as large wasps, hornets, or other such insectoids. Vespid Eidolons have the Toxic evolution, which allows them to handicap their enemies. Size: Medium

Speed: Climb: 15 ft, Flying: 50 ft (Hover)

Hit Dice: At Summoner 1st level: 15 + Constitution Modifier At higher levels: 1d8 + Constitution Modifier

AC: 12 + Dexterity Modifier

Saving Throws: Dexterity Wisdom

Attacks: Sting: 1d6 + Dexterity Modifier Piercing Damage. The target must make a Constitution saving throw (DC of 10 + half the Summoner’s Summoner level rounded down.) The target takes 1d10 poison damage on a failed save and is poisoned or half as much on a successful save and is not poisoned. The poisoned creature can repeat the saving throw at the end of each of its turns.

Free Evolution: Flight, Sting, Climb, Limbs ((Legs)3), Skilled (Perception, Acrobatics), Toxic Canine/Feline Eidolons of the Canine base form appear as a dog or wolf of some sort. These eidolons work best in a pack or party, where their Pack Tactics evolution will give them plenty of opportunities. Eidolons of the Feline base form can be created by switching the Bite evolution with the Claws evolution, and the Pack Tactics evolution for the Lone Hunter evolution. Feline Eidolons are better suited to small parties, where their Lone Hunter evolution can be used to its fullest. Size: Medium

Speed: 40 ft.

Hit Dice: At Summoner 1st level: 16 + Constitution Modifier Hit dice at higher levels: 1d8 + Constitution Modifier

AC: 13 + Dexterity modifier

Saving Throws: Dexterity Wisdom

Attacks: Bite: 1d6 + Dexterity Modifier piercing damage

Free Evolutions: Limbs ((Legs) 2), Bite, Scent, Skilled (Perception, Survival), Pack Tactics Arachnid Eidolons of the Arachnid base form typically appear as a spider or scorpion of somesort. Because of their access to the Wall Climber evolution, Arachnid Eidolons are best for traversal, where their climbing speed can shine. Size: Medium

Speed: 40 Feet Climb: 40 Feet

AC: 13 + Dexterity Modifier

Hit Points: At summoner 1st level: 16 + Constitution Modifier At higher levels: 1d8 + Constitution Modifier

Saving Throws: Wisdom Dexterity

Attacks: Bite: 1d6 + Strength Modifier Piercing Damage The target must make a Constitution saving throw (DC of 10 + half the Summoner’s Summoner level rounded down.) The target takes 1d10 poison damage on a failed save and is poisoned or half as much on a successful save and is not poisoned.

Free Evolutions: Legs(4), Climb, Bite, Toxic, Skilled (Perception, Acrobatics) Cephalopod Cephalopod Eidolons typically appear as squids, octopi, or other such creatures. With their two tentacle attacks, hefty hit point pool, and ability to breathe in water and on land, Cephalopod Eidolons are threat on both land and sea.

Size: Medium

Speed: 20 ft Swimming: 30 Feet

AC: 13 + Dexterity Modifier

Hit Points: At summoner 1st level: 20 + Constitution Modifier At higher level: 1d12 (or 7) + Constitution modifier

Saving Throws: Strength Constitution

Attacks: Tentacles (2 per attack action): 1d6 + Strength or Dexterity Modifier. An additional tentacle attack can be made as a bonus action. On hit, the target must make a Dexterity saving throw or become grappled (DC equals Summoner Spell Save DC). The target is grappled until they succeed on a Strength or Dexterity check (Whichever is higher). Until this grapple ends, the target is restrained. (DC equals Summoner Spell Save DC)

Other Effects: Amphibious: The Eidolon can breath in air or water

Free Evolutions: Amphibious, Swim, Improved Speed, Limbs ((Arms)4), Tentacles(4), Grapple, Skilled (Perception, Athletics) Equine Equine Eidolons appear as a horse or steed of some sort. While not as hard hitting as some other base forms, Equine Eidolons serve as great mounts with their 50 feet of movement speed and ability to ignore earth-based difficult terrain. Size: Medium

Speed: 50 Ft

AC: 10 + Dexterity Modifier

Hit Points: At summoner 1st level: 19 + Constitution modifier At Higher Levels: 1d10 (or 6) + Constitution Modifier

Saving Throws: Strength Constitution

Attacks: Hooves: 1d8 + Strength Modifier

Other Effects: Hooves: An Eidolon with the Hooves Evolution ignores earth-based Difficult Terrain.

Free Evolution: Limbs: Legs (2), Mount, Hooves, Skilled (Perception, Athletics)

Brahlmara Vespid Eidolon Size Medium

Medium Armor Class 15

15 Hit Points 15(15+Con modifier)

15(15+Con modifier) Speed 15ft.

15ft. Fly 50 ft STR DEX CON INT WIS CHA 8 (-1) 15 (+3) 10 (+0) 13 (+1) 14 (+2) 12 (+1) Saving Throws Dex +5 Wis +4

Dex +5 Wis +4 Skills Perception +4, Acrobatics +5

Perception +4, Acrobatics +5 Condition Immunities Charmed

Charmed Senses passive Perception 14

passive Perception 14 Languages Any known by Summoner

Any known by Summoner Level 1 Actions Stinger Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 1d6 + 5 piercing damage. The target must make a Constitution saving throw (DC of 10 + half the Summoner’s Summoner level rounded down.) The target takes 1d10 poison damage on a failed save and is poisoned or half as much on a successful save and is not poisoned. The poisoned creature can repeat the saving throw at the end of each of its turns. Shere Khan Feline Eidolon Armor Class 16

16 Hit Points 18 (16+Con modifier)

18 (16+Con modifier) Speed 40 ft. STR DEX CON INT WIS CHA 13 (+1) 15 (+3) 14 (+2) 10 (+0) 12 (+1) 8 (--1) Saving Throws Dex +5 Wis +3

Dex +5 Wis +3 Skills Perception +3, Survival+3

Perception +3, Survival+3 Condition Immunities Charmed

Charmed Senses passive Perception 13

passive Perception 13 Languages Any known by summoner

Any known by summoner Level 1 Lone Hunter The Eidolon has advantage on attack rolls against a creature if there are no allies to the Eidolon within 10 feet of the Eidolon. Actions Claws Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 6 (1d6 + 3) The Eidolon makes two claw attacks with one attack action.

Eidolon Evolutions Evolution Slots Evolution slots are blank slates that allow a Summoner to customize their eidolon to their specifications using Evolutions. An Eidolon has a number of Evolution slots equal to your Proficiency modifier. Evolutions can give anything from extra limbs to special attacks to spellcasting. Some Evolutions may take multiple slots, but remember you can always replace these Evolutions when you gain a level in the Summoner class! An evolution must remain slotted to remain in effect. Eidolons taking evolutions that give them attacks (such as bite or tentacles) can take that evolution multiple times to give them multiple attacks. If an Evolution gives the Eidolon access to magic or spells, Charisma is the Eidolon’s spellcasting modifier. Additionally, If an Evolution requires a DC, it is equal to the Summoner’s spell save DC unless stated otherwise. Upgrade Evolutions Some of these multi-slot evolutions are Upgrade Evolutions. Upgrades require you to have the prerequisite Evolution equipped when you apply the upgrade. When a prerequisite evolution is Upgraded, it becomes treated as a Free Evolution, allowing you to still have access to its effects while gaining the benefits of its Upgraded version. 1 Slot Evolutions Amphibious The Eidolon has gained the ability to hold its breath for extended periods of time. The Eidolon can hold its breath for a number of minutes equal to 5 times its Constitution modifier. Basic Fire Magic The Eidolon can cast the most basic of magic utilizing fire as its primary element. An Eidolon with this Evolution’s appearance may change due to it. (Such changes may include an aura of warmth, flames appearing as hair, or eyes glowing like embers) The Eidolon learns the Control Flames and Fire Bolt Cantrips as well as the Burning Hands spell The Eidolon may only cast Burning Hands a number of times equal to its Charisma Modifier per long rest and only as a 1st level spell.. Additionally, whenever the Eidolon deals fire damage, the creature that suffered the damage catches fire, taking an amount of damage on the start of its next turn equal to half of the original fire damage dealt (Rounded up). Basic Ice Magic The Eidolon can cast the most basic of magic utilizing Ice as its primary element. An Eidolon with this Evolution’s appearance may change due to it. (Such changes may include an aura of cold, frost coating its skin, or skin tone appearing in cool tones like icy blues and whites.) The Eidolon learns the Ray of Frost and Frostbite Cantrips as well as the Ice Knife spell. The Eidolon may only cast Ice Knife as a first level spell and may only cast it a number of times equal to its Charisma Modifier per long rest. Additionally, when Summoned, the Eidolon gains the effect of the Armor of Agathys spell as if it were cast as a 1st level spell. Basic Lightning Magic The Eidolon can cast the most basic of magic utilizing electricity as its primary element. An Eidolon with this Evolution’s appearance may change due to it. (Such changes may include an aura of static electricity, its hair or fur constantly standing on end, or small crackles of electricity constantly wreathing it .) The Eidolon learns the Lightning Lure and Shocking Grasp cantrips as well as the Witch Bolt spell. (Charisma is the Eidolon’s Spellcasting ability). The Eidolon may only cast Witch Bolt as a first level spell and only a number of times equal to its Charisma modifier per long rest. Additionally, you can take the elemental attack evolution as a Free Evolution, but may only use the Lightning element for the extra damage offered. Basic Wind Magic The Eidolon can cast the most basic of magic utiilizing wind as its primary element. An Eidolon with this evolution’s appearance may change due to it. (Such changes may include a constant breeze of a pleasant temperature following the Eidolon, any feathers, hair, or fur constantly being ruffled, or perhaps a feeling of thin air.) The Eidolon learns the Gust and Thunderclap cantrips as well as the Feather Fall spell. (Charisma is the Eidolon’s Spellcasting ability). The Eidolon may only cast Feather Fall a number of times equal to its charisma modifier per long rest. Additionally, the Eidolon gains the Mistral Strike attack (Ranged, 150/300, 1d8 + Dex thunder damage, A creature hit with this attack has its speed halved until the end of its next turn. Recharge, 4+)

Bite An eidolon's mouth is full of razor-sharp teeth, giving it a bite attack. The bite deals 1d6 + str mod points of piercing damage (2d6 if Large, 2d8 if Huge). The bite has a reach of 5 feet. An eidolon cannot make more bite attacks in a turn than the number of bite evolutions it has. Claws An eidolon has a pair of vicious claws at the end of its limbs, giving it two claw attacks. The claws deal 1d6+str or dex mod points of slashing damage (1d8 if Large, 1d10 if Huge), roll each attack separately. This evolution can be selected more than once, but the eidolon must possess an equal number of limbs evolution. The eidolon cannot make more claw attacks in a turn than the number of Claws evolutions it has. Climb An eidolon becomes a skilled climber, gaining a climb speed equal to its base speed. This evolution can be selected more than once. Each additional time it is selected, increase the eidolon's climb speed by 20 feet. Cruel Intentions Summoner must follow the Egi Path

The Eidolon’s nature becomes cruel and sadistic. If the Eidolon deals necrotic or fire damage, it may regain a number of hit points equal to half of that total damage. This evolution’s feature can be used twice. The summoner must take a short rest to restore these uses. Elemental Attack Your Eidolon gains the ability to infuse its attacks with the elements. Choose one of the following elements: cold, fire, lightning, poison, necrotic, radiant. Your Eidolon adds an additional damage dice of the chosen type to the damage rolls of its attacks. (1d4 for tiny, 1d6 for medium, 1d10 for large, 1d12 for huge.) Flight The Eidolon gains a set of wings, capable of flight. These wings can take whatever shape the Summoner wishes. This Evolution gives the Eidolon a flying speed of 50 Feet. Gore The Eidolon grows a number of horns on its head, giving it a gore attack. This Gore attack deals 1d6 points + STR modfiier of piercing damage (1d8 if Large, 2d6 if Huge). Gills An eidolon has gills and can breathe underwater indefinitely. It cannot breathe outside of water and will begin to suffocate if taken out of water Grapple Requirements: Punch, Pincer, Bite, Tail Slap, or Tentacle Attack The Eidolon’s muscles have strengthened, becoming able to hold and restrain their foes. Choose one punch, pincer, Bite, Tail Slap or Tentacle Attack. On hit, the target must make a Dexterity saving throw or become grappled. The target is grappled until they succeed on a Strength or Dexterity check (Whichever is higher). Until this grapple ends, the target is restrained. Health An eidolon becomes stronger and it muscles become tougher enabling it to withstand more attacks. Your Eidolon's hp maximum increases by 10. This evolution may only be taken twice, to a maximum of 20 additional hp. Hooves An eidolon has a pair of sharp hooves at the end of its limbs, giving it a hoove attack. The hooves deal (1d8+strength or dexterity modifier) points of bludgeoning damage (2d6 if Large, 2d8 if Huge). The eidolon must have the limbs evolution to take this evolution. The Eidolon can make a hoove attack as a bonus action after taking the attack action on its turn. An Eidolon with the Hooves Evolution ignores earth-based Difficult Terrain. Hover The Eidolon loses its wings and gains a magical means of flying. The Eidolon gains a Flying (Hover) speed of 50 feet. This evolution can be taken for free if the Eidolon has the Flight Evolution Improved Damage One of the eidolon's natural attacks is particularly deadly. Select one natural attack form and increase the damage value of that attack by one size category as dictated by the Evolution description. (Medium->Large->Huge) This evolution can be selected more than once. Its effects can stack or apply to a different natural attack. Note: This Evolution does not increase your Eidolon’s size, merely how much damage one of its attacks do. To increase your Eidolon’s Size, see Size Up Evolution under 2 slot Evolution section of this document.

Improved Natural Armor An eidolon's hide grows thick fur, rigid scales, or bony plates, increasing its Armor Score by 2. You may only select this evolution once. Improved Speed The Eidolon's muscles increase in size, increasing its base speed by 10ft. You can only select this evolution twice, to a total of 20 feet. (This does not include instances of Free Evolutions) Limbs The Eidolon grows an additional set of limbs, either arms, complete with hands, or legs, complete with feet. Additionally, each additional pair of legs increases the Eidolon’s speed by 10 feet. The eidolon does not gain any additional attacks for multiple arms, but it can take other evolutions to add additional attacks (Such as claws or a slam). Additionally, the Eidolon can use their newfound hands to wield weapons, if proficient. For each new attack it gains, the Eidolon can make an additional attack each turn. (For example, if the Eidolon takes Limbs and gains two claws evolutions, it can make 3 claw attacks per turn, using the Claws evolution’s bonus attack) Magic Attacks Summoner must be summoner level 10

An eidolon is infused with magic, allowing it to treat all of its natural attacks as if they were magic for the purpose of overcoming damage reduction. An Eidolon can only take this evolution once. Mount An eidolon is properly skilled and formed to serve as a combat-trained mount. The eidolon must be of a size category equal to or larger than the summoner. This evolution is not available to Eidolons of the Biped base form, though they may still pick up their Summoner. Pincers An Eidolon grows a pair of pincers at the ends of its arms, replacing hands but giving it a claw attack. This claw attack deals 1d6 + Strength modifier points of bludgeoning damage for an Eidolon of medium size, 2d8+ Strength mod for large, and 2d10 + Strength mod for Huge. If the Grapple evolution is applied to the pincer attack, and the Eidolon succeeds at restraining a target with its pincers, the creature’s saving throws to escape are made at disadvantage. Pounce The Eidolon can knock its target to the ground as part of its action. If the Eidolon moves at least 20 ft straight towards a creature and then hits it with an attack on the same turn, that target must succeed on a Strength Saving throw or be knocked prone. If the target is prone, the Eidolon can make an additional attack as a bonus action against it on each of its turns until the creature stands up Pull An eidolon gains the ability to pull creatures closer with a successful attack. Select one type of natural attack. Whenever the eidolon makes a successful attack of the selected type, it can attempt a grapple check. If it succeeds, the target of the attack takes the damage and is then pulled 5 feet closer towards it if the Eidolon is Medium (10 feet if it is large, and 25 feet if it is Huge). Creatures pulled this way do not provoke attacks of opportunity. This evolution can only be applied once, to one type of natural attack (i.e: Claws, tentacles, etc.) Push An eidolon gains the ability to push creatures away with a successful attack. Select one type of natural attack. Whenever the eidolon makes a successful attack of the selected type, it can attempt a strength check versus the target's dexterity saving throw. If successful, the target of the attack is pushed 5 feet directly away from the eidolon (10 if the Eidolon is Large, 25 if the Eidolon is Large). This ability only works on creatures of a size equal to or smaller than the eidolon. Creatures pulled this way do not provoke attacks of opportunity. This evolution can only be applied once, to one type of natural attack (i.e: Claws, tentacles, etc.) Reach One of an eidolon's attacks is capable of striking at foes at a distance. Pick one natural attack. The eidolon's reach with that attack increases by 5 feet (10 if large, 15 if huge). This evolution can be selected multiple times. Its effects do not stack. Each time you select this evolution, you must pick a different natural attack to gain reach. Scent An eidolon's sense of smell becomes quite acute and can use scent to track targets. The Eidolon gains advantage on Survival checks utilizing scent. The eidolon gains the Scent special quality, allowing it to detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents can be detected at twice the normal range. Scent does not allow the eidolon to precisely locate the creature, only to detect its presence. It can detect the direction with a Wisdom (Survival) Check at DC 15. The eidolon can pinpoint the creature's location if it is within 5 feet. Skilled An eidolon becomes especially adept at a specific skill, gaining a proficiency bonus on that skill. This evolution can be selected more than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different skill. An Eidolon’s base forms allows them to take this evolution a number of times for free.

Slam The Eidolon’s strength is such that it can pick up its targets to slam them into the floor. The Eidolon gains a slam attack (This requires it to have Limbs (arms) or tentacles as an Evolution.) This slam attack deals 1d8 + Strength bludgeoning damage for an Eidolon of Medium size. (1d10 for Large, 2d10 for Huge.). The creature who was slammed must also make a dexterity check with DC equal to 10 + half the damage dealt by the slam rounded down. On a failure, the creature is knocked Prone. Sting An eidolon possesses a long, barbed stinger at the end of its tail, granting it a sting attack. The sting deals 1d6+ str or dex mod points of piercing damage (1d8 if Large, 1d10 if Huge) and forces the target to make a constitution saving throw. On a fail, the target is paralyzed until the start of its next turn. Swim An eidolon gains webbed hands, feet, or powerful flippers, giving it a swim speed equal to its base speed. This evolution does not give the eidolon the ability to breathe underwater. This evolution can be selected more than once. Each additional time it is selected, increase the eidolon's swim speed by 20 feet. Tail An eidolon grows a long, powerful tail. This grants it proficiency on any attempts to keep its balance or to stay standing. If taken twice, the tail becomes prehensile and the Eidolon can use it to pick up objects or people. After being taken twice, the next time it would be taken, the Eidolon gains an additional tail. The next time after that will make the second tail prehensile as well. Tail Slap An eidolon can use its tail to bash nearby foes, granting it a tail slap attack. The Eidolon can make a tail slap attack for each tail slap evolution it has taken. The tail slap deals 1d6 + str or dex mod points of bludgeoning damage (1d8 if Large, 1d10 if Huge). A tail slap attack can be made as a bonus action when the attack action is made, dealing 1d6 points of damage with no ability modifier. The eidolon must possess the tail evolution to take this evolution. This evolution can only be taken a number of times equal to the amount of Tail evolutions the Eidolon possesses. Tentacle An eidolon possesses a pair of long, sinuous tentacles, granting it 2 tentacle attacks. The tentacle attacks each deals 1d6 + str or dex points of bludgeoning damage (1d8 if Large, 3d8 if Huge). A tentacle attack can be made as a bonus action when the attack action is made, dealing 1d6 points of damage with no ability modifier. This evolution can be selected more than once. An eidolon cannot make more tentacle attacks in a turn than the number of tentacle evolutions it has. The tentacles have a reach of 10 feet on an Eidolon of Medium size, 20 feet on an Eidolon of Large, and 30 feet on an Eidolon of Huge. Territory Armor The Eidolon has adapted to be better suited for certain environments. When choosing this Evolution, choose one of the following environments: Snow, Kelp, Sand, Coral, Forest, Grassland, Mountain. While in that environment, the Eidolon gains a +2 bonus to its AC. Tiny The Eidolon becomes the Tiny size category. It suffers a -4 penalty to its constitution, its hit dice go down by one size category, and its base speed (excluding flying speed) reduces by 10 feet. However, the Eidolon also gains a +2 bonus to its AC and a +4 bonus to its dexterity. Additionally, it has advantage on stealth checks. This evolution can be taken as a Free evolution for Eidolons of the Avian, Canine, or Serpentine base forms. Unnatural Aura An eidolon is obviously of unnatural origin. Normal animals do not willingly approach within 30 feet of the eidolon unless the creature succeeds on a Wisdom saving throw, or the animal’s master (if it has one) makes a Wisdom (Animal Handling) check against the Summoner's Spell Saving Throw DC. Weapons Training The Eidolon learns to use various weapons. The Eidolon gains proficiency in Simple Weapons. Wing Buffet An eidolon learns to use its wings to batter foes, granting it two wing buffet attacks. The wing buffets deal 1d4+str or dex points of bludgeoning damage (1d6 if Large, 1d8 if Huge). The eidolon must possess the flight evolution, with wings, to select this evolution. An eidolon cannot make more wing buffet attacks in a turn than twice the number of wing buffet evolutions it has.

2 Slot evolutions Aura of Invulnerability Summoner level 10, Summoner must follow the Light path The Eidolon can use an action to begin concentrating on this trait (as if concentrating on a spell). An invisible aura forms a 20-foot-radius sphere around the Eidolon for as long as it is summoned or until its concentration breaks. Any spell of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells. Constrict Eidolon must be of the Serpentine base form An eidolon gains powerful muscles that allow it to crush those it grapples. Whenever the eidolon successfully grapples a foe using the Grapple evolution, it deals additional damage equal to the amount of damage dealt by the attack used by the Grapple evolution. Improved Weapon's Training Weapon's Training, summoner level 5 The Eidolon’s grasp on weaponized combat grows. The Eidolon gains proficiency in Martial Weapons. Intermediate Fire Magic Basic Fire Magic, summoner level 5 This Evolution is an Upgrade for Basic Fire Magic. (See the top of the Eidolon evolutions section at the top of this Document for rules on Upgrade Evolutions.) The Eidolon’s power over fire magic grows, allowing for more incredible feats of magic. The Eidolon learns the Branding Smite spell and can cast it as a 2nd level spell. When cast with this feature, the Eidolon can apply it to one of its Natural Attacks (Such as claws or bite.) The Eidolon learns the Fireball spell and can cast it as a 3rd level spell. The Eidolon can cast these spells with this feature a number of times equal to its Charisma modifier. When this Evolution’s uses are expended, they cannot be regained until the summoner finishes a long rest. Intermediate Ice Magic Basic Ice Magic, summoner level 5 This Evolution is an Upgrade for Basic Ice Magic. (See the top of the Eidolon evolutions section of this Document for rules on Upgrade Evolutions.) The Eidolon’s power over Ice magic grows, allowing for more incredible feats of magic. The Eidolon can cast the Sleet Storm spell with this feature a number of times equal to its Charisma modifier. Additionally, If the Eidolon would be reduced to 0 hit points, it is instead encased in an icy tomb. This tomb has an AC equal to the Summoner’s Spell Save DC, has hit points equal to the Summoner’s level x 5 and creatures within 10 feet of the tomb have their movement speed reduced by 10 feet. If the tomb is reduced to 0 hit points, the Eidolon is Banished as normal. If the tomb survives until the Eidolon’s next turn, the Eidolon is revived with an amount of hit points equal to 10 + the tomb’s remaining hit points. This feature can only be used once. When this feature’s uses are expended, it cannot be used again until the Summoner finishes a long rest. Intermediate Lightning Magic Basic Lightning Magic, summoner level 5 This Evolution is an Upgrade for Basic Lightning Magic. (See the top of the Eidolon evolutions section of this Document for rules on Upgrade Evolutions.) The Eidolon’s power over lightning magic grows, allowing for more incredible feats of magic. The Eidolon can cast the Thunder Step spell and the Lightning Bolt spell twice per long rest. Additionally, if the Eidolon is within 10 feet of the path of a spell that deals lightning damage, some of the spells magic arcs outwards towards the Eidolon, branching off and possibly dealing damage to additional enemies. Intermediate Wind Magic Basic Wind Magic, summoner level 5 This Evolution is an upgrade for Basic Wind Magic. (See the top of the Eidolon evolutions section of this Document for rules on Upgrade Evolutions.) The Eidolon’s power over wind magic grows, allowing for more powerful feats of magic. The Eidolon can cast the Wind Wall and Gust of Wind spell twice per long rest. Additionally, the Eidolon gains the Sundowner Gale attack(Ranged, 30 feet (20 foot radius), The eidolon creates a whirling twister that encompasses a 20 foot radius within range. Creatures within the radius gain a mini twister that follows them, giving them disadvantage on attacks and dealing 1d6 bludgeoning damage at the start of their turn or when they enter the twister’s range for the first time. The twister lasts for 2 turns. The Eidolon can use this attack once before the Summoner must take a long rest.)

Lone Hunter Cannot have Pack Tactics evolution

The Eidolon works best alone and learns how to pick off enemies who approach them. The Eidolon has advantage on attack rolls against a creature if there are no allies to the Eidolon within 10 feet of the Eidolon. Pack Tactics Cannot have Lone Hunter evolution

The Eidolon has learned that there is strength in numbers, and how to work in conjecture with the Summoner’s allies. The Eidolon has advantage on attacks roll against a creature if at least one of the Eidolon's allies is within 5 feet of the creature and the ally isn't incapacitated. Poison Predation Must have Toxic Evolution

The Eidolon has evolved to better track those affected by its toxins. When the Eidolon succeeds on a poisoning a creature, as per its Toxic evolution, the Eidolon gains advantage on Wisdom (Survival) checks made to track that creature, knows the creatures location when within 40 feet of it, and adds an additional damage die when rolling damage against that creature while it is poisoned. Siege Eidolon must be Huge

The Eidolon is considered a Siege Monster and deals double damage to objects and structures. Size Up Summoner level 12 An eidolon grows in size, becoming Large. The eidolon gains a +4 bonus to Strength, a +4 bonus to Constitution, to a maximum of 24, and a +2 bonus to its natural armor, and also gains disadvantage on Stealth skill checks. If the eidolon has the biped, Serpentine, or Cephalopod Base Form, it also adds 10 feet to the reach of any Melee Attacks it has. Any reach evolutions the eidolon possesses are added to this total. Any speeds the Eidolon has increases by 10 feet as well. The eidolon must be Medium to take this evolution. The Summoner must be at least 12th level before selecting this evolution. If chosen again, the eidolon instead becomes Huge. The eidolon gains a +8 bonus to Strength, a +8 bonus to Constitution, still to a maximum of 24, and a +5 bonus to its natural armor, adds 10-foot reach to any melee attacks, and disadvantage on Stealth checks. If the eidolon has the biped, serpentine, or cephalopod base form, its reach increases to 15 feet (10 feet for all other base forms). Any reach evolutions the eidolon possesses are added to this total. Any speeds the Eidolon has are increased by 15 feet. These bonuses and penalties replace, and do not stack with those gained from becoming Large. Note: While an Eidolon is of the Huge Size, it gains 2 hit dice upon level up. Additionally, it rolls 2 hit dice to add hp instead of 1 Toxic The Eidolon has a toxic poison or venom that it secretes. Choose a Sting or Bite attack that your Eidolon has. When that attack deals damage to a creature, The target must make a Constitution saving throw (DC equal to the Summoner’s Spell save DC) The target takes 1d10 poison damage on a failed save and is Poisoned or half as much on a successful save and is not poisoned. This damage is increased to 2d10 for a large Eidolon and 2d12 for a Huge Eidolon. Wall Walker summoner level 7 or Eidolon must be of the Arachnid base form

The Eidolon, through some sort of natural adhesive or magic, can scale walls and walk on inverted surfaces with ease. The Eidolon can walk on walls and ceilings without making ability checks.

3 slot evolutions Heritage Evolutions Some 3 slot evolutions are part of a series called the Heritage evolutions. An Eidolon can only have 1 Heritage evolution slotted at a time. You can tell which evolutions are heritage because their name will be formatted as 'X Heritage'. Advanced Fire Magic Intermediate Fire Magic, summoner level 15 The Eidolon has reached the pinnacle of Fire magic, able to perform astounding feats in similar grandeur to dragons. The Eidolon can cast the Fire Storm spell once before the summoner must take a long rest. The Eidolon is eternally wreathed in flames, becoming a true master of fire. The eidolon gains the benefits of Investiture of Flame when it is summoned. The effects last until the Eidolon reaches 0 hit points or is dismissed. This effect does not require concentration. Advanced Ice Magic Intermediate Ice Magic, summoner level 15 The Eidolon has reached the pinnacle of Ice magic, performing incredible feats with an efficiency rivalling that of a Drake. The Eidolon can cast the Wall of Ice spell twice before the summoner must take a long rest. The Eidolon can now incase its enemies in an icy tomb, immobilizing and leaving them unable to perform any actions. Using its action, the Eidolon can force a creature within 20 feet of it to make a dexterity saving throw. If it fails, the creature is encased in a tomb of ice. This tomb lasts for one minute or until the Eidolon is reduced to 0 hit points or is otherwise banished from this plane. While trapped in the tomb, the creature’s speed is 0, it is immune to all damage and healing, and the creature cannot take actions. Advanced Lightning Magic Intermediate Lightning Magic, summoner level 15 The Eidolon has reached the pinnacle of Lightning magic, gaining a mastery that rivals that of a Leviathan. The Eidolon can cast the Chain Lightning spell once before the summoner must take a long rest. Additionally, if the Eidolon is within the path or area of effect of a spell that deals lightning damage, it releases a discharge at the start of its next turn or at the start of each of its turns until the spell ends, dealing lightning damage equal to Summoner’s level + the triggering spell’s level. Advanced Wind Magic Intermediate Wind Magic, summoner level 15 The Eidolon has reached the pinnacle of Wind Magic, performing astounding feats that many wizards would envy. The Eidolon can cast the Whirlwind spell once before the summoner must take a long rest. The Eidolon gains the Stormcaller attack (ranged, 50 feet, The Eidolon summons a visage of themselves that travels forward, laying waste to the area below it with intense, stormy winds. Creatures in a 50 foot line with a width of 10 feet must succeed on a dexterity saving throw or take 10d8 thunder damage and are thrown 20 feet backwards. If they collide with an object or wall, they take an additional 5d8 bludgeoning damage. The Eidolon can use this attack once before the summoner must take a long rest.) Celestial Heritage Summoner must follow the Light path The Eidolon appears to be of divine lineage, and manifests a number of abilities of a creature of the Celestial planes. The Eidolon is counted as a Celestial creature for the purposes of spells and abilities, gains resistance to Radiant and Cold damage, and is immune to the Poisoned condition and disease. At level 5: The Eidolon’s natural magic has morphed, forming a protective barrier against creatures likely to harm the Summoner. The Eidolon is permanently considered to be under the effects of Protection from Good and Evil, however, the only creature types they are protected from are Aberrations, Fiends, and Undead.

The Eidolon’s natural magic has morphed, forming a protective barrier against creatures likely to harm the Summoner. The Eidolon is permanently considered to be under the effects of Protection from Good and Evil, however, the only creature types they are protected from are Aberrations, Fiends, and Undead. At level 10: Your Eidolon’s Physiology has morphed to match that of a Celestial. The Eidolon gains immunity to one of the following conditions (You choose): Frightened, Paralyzed, Petrification, Blinded/Deafened (Blinded and Deafened are taken as one)

Your Eidolon’s Physiology has morphed to match that of a Celestial. The Eidolon gains immunity to one of the following conditions (You choose): Frightened, Paralyzed, Petrification, Blinded/Deafened (Blinded and Deafened are taken as one) At level 15: Your Eidolon has begun to embody the ideology of a Paragon. Your Eidolon gains a feature known as ‘Exalted’. Whenever your Eidolon deals damage, they become Exalted. While Exalted, your Eidolon gains a bonus to their AC equal to your proficiency bonus. Additionally, when an Exalted Eidolon deals damage, they deal additional radiant damage equal to a number of d6 equal to your proficiency modifier. If your Eidolon does not deal damage on their turn, they lose their Exalted state.

Your Eidolon has begun to embody the ideology of a Paragon. Your Eidolon gains a feature known as ‘Exalted’. Whenever your Eidolon deals damage, they become Exalted. While Exalted, your Eidolon gains a bonus to their AC equal to your proficiency bonus. Additionally, when an Exalted Eidolon deals damage, they deal additional radiant damage equal to a number of d6 equal to your proficiency modifier. If your Eidolon does not deal damage on their turn, they lose their Exalted state. At level 20: When the Eidolon rolls a critical success on an attack roll against a hostile creature, the Eidolon may use its reaction to heal a friendly creature within 20 feet for an amount of hit points equal to the total damage dealt with that success.

Necrotic Castings Your Eidolon becomes akin to an avatar of death. Your Eidolon gains resistance to necrotic damage, becomes immune to the Frightened condition and disease. Level 5: Your Eidolon’s embodiment of death has grown deeper. Your Eidolon learns to cast the Chill Touch cantrip Additionally, it can also cast the Inflict Wounds spell a number of times equal to its Charisma modifier.

Your Eidolon’s embodiment of death has grown deeper. Your Eidolon learns to cast the Chill Touch cantrip Additionally, it can also cast the Inflict Wounds spell a number of times equal to its Charisma modifier. Level 10: Your Eidolon has learned to bolster itself with the death of other creatures. Whenever a hostile creature dies within 20 feet of the Eidolon, it may regain hit points equal to twice that creature’s CR (rounded up). Additionally, it may instead use its reaction to choose to deal necrotic damage to another creature within range equal to twice the dead creature’s level (rounded up.)

Your Eidolon has learned to bolster itself with the death of other creatures. Whenever a hostile creature dies within 20 feet of the Eidolon, it may regain hit points equal to twice that creature’s CR (rounded up). Additionally, it may instead use its reaction to choose to deal necrotic damage to another creature within range equal to twice the dead creature’s level (rounded up.) Level 15: The Eidolon’s connection with the force of Death Strengthens. The EIdolon learns the Finger of Death and Harm spells. It can cast them a number of times equal to half its charisma modifier (rounded up.)

The Eidolon’s connection with the force of Death Strengthens. The EIdolon learns the Finger of Death and Harm spells. It can cast them a number of times equal to half its charisma modifier (rounded up.) Level 20: The Eidolon has fully embodied death and can now bestow an end upon any who come upon them. The Eidolon learns Power Word Kill. It can cast it twice per long rest. Elemental Heritage The Eidolon has evolved to possess an innate connection with one element in particular, appearing to be of an elemental heritage. When your Eidolon takes this evolution, choose one of the following elements: Fire, Earth, Water, Wind, Lightning. Your Eidolon gains features denoting its connection to that element. Its appearance may also change do to its connection to its element (Such as with the Magic evolution line.) The Eidolon is counted as the Elemental creature type for the purposes of spells and abilities has resistance to the chosen element’s damage type (Cold for Water, Thunder for Wind, Acid and Poison for Earth) and is immune to disease. Level 5: Your Eidolon’s elemental affinity has woven itself around them, affecting an area around them.

Fire: Hostile creatures within 10 feet of the Eidolon that touch or attack it with a melee attack suffer 3 (1d6) Fire damage.

Earth: The ground within 10 feet of your Eidolon is considered to be Difficult Terrain for hostile creatures.

Water: Hostile creatures that move within 5 feet of your Eidolon must make a Dexterity Saving throw On a failure, the creature is knocked prone.

Air: Friendly creatures within 10 feet of the Eidolon have their speed increased by 10 feet. If they exit the radius of the Eidolon, their movement speed returns to normal.

Lightning: Hostile creatures wearing metal armor within 10 feet of the Eidolon take an additional 3 (1d6) lightning damage whenever they are dealt damage.

Level 10: Your Eidolon’s connection to its element has strengthened, granting it a boon.

Fire: The Eidolon gains the Heated Body ability (Heated Body: A creature that touches the Eidolon or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage.)

Earth: The Eidolon gains a burrow speed equal to its walking speed (If the Eidolon already has a burrow speed, its burrow speed is instead increased by 10.) It also gains the Earth Glide ability. (Earth Glide: The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through.)

Water: The Eidolon gains a Swim Speed equal to its walking speed (If the Eidolon already has a swim speed, its swim speed is instead increased by 10 feet.) Additionally, the Eidolon gains the Water Form ability (The Eidolon can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.)

Air: The Eidolon gains a flying speed equal to its walking speed. (If the Eidolon already has a flying speed, its flying speed is instead increased by 10). Additionally, the Eidolon gains the Flyby ability (Flyby: The Eidolon does not provoke opportunity attacks when flying out of a creature’s reach.)

Lightning: The Eidolon gains the Amplify Lightning ability (Amplify Lightning - Whenever a spell that deals lightning damage includes the Eidolon in its area, the spell deals an extra 9 (2d8) lightning damage. (This does not include spells cast with the Eidolon as the origin, such as Lightning Bolt).)

Level 15: The Eidolon has learned to become one with its elemental heritage, gaining a boon to assist in its endeavors.

Fire: The Eidolon gains the Fire Eater ability. (If the Eidolon would be dealt fire damage, it instead regains that many hitpoints.)

Earth: The Eidolon gains the False Appearance ability (While the Eidolon remains motionless, it is indistinguishable from an inanimate statue.)

Water: The Eidolon gains the Invisible in Water ability. (While engulfed in Water, the Eidolon is indistinguishable.)

Air: The Eidolon can spend its action to become Invisible. It can use this feature twice before the Summoner must complete a long rest.

Lightning: The Eidolon gains the Lightning Eater ability (Lightning Eater: if the Eidolon would take Lightning damage, it instead regains that many hit points.)

Level 20: The Eidolon has learned to bestow its heritage onto its Summoner.

Starting at level 20, the Eidolon can choose one ability granted by this Evolution and bestow it onto the Summoner for 1 minute. The Summoner can only have 1 feature bestowed at a time.

Fey Heritage Summoner must follow the High path

The Eidolon appears to be of the Feywilds, gaining several benefits that Fey creatures enjoy. The Eidolon is counted as a Fey creature for the purposes of spells and abilities, immune to the Frightened condition and is immune to disease. At level 5: Your Eidolon’s presence has become beguiling. Creatures hostile to you and your allies within 20 feet of the Eidolon suffer disadvantage on Wisdom saving throws.

At level 10: The Eidolon has learned to sway loyalties. The Eidolon learns the Charm Monster spell and can cast it a number of times equal to its Charisma modifier (Charisma is its spellcasting ability.) Creatures charmed by Charm Monster cast this way are considered loyal to the summoner as if they were the ones to cast the spell.

At level 15: Your Eidolon has learned to take advantage of its enemies’ thrall-like state. If the Eidolon makes an attack against a creature charmed by one of its features, it may choose for the attack to succeed and any damage dealt is doubled against that creature.

At level 20: Your Eidolon has learned that power inspires fear. If the Eidolon succeeds in charming a creature that is hostile to you or your allies, hostile creatures within 10 feet of the Summoner must make a Wisdom saving throw (DC equal to the Summoner’s spell save DC) or become Frightened of the Summoner. Fiendish Heritage Summoner must follow the Egi path The Eidolon appears to be of a Fiendish lineage and gains abilities of creatures of Fiendish descent. The Eidolon is counted as an Infernal creature for the purposes of spells and abilities, has resistance to necrotic and fire damage and is immune to being Poisoned and is immune to disease. Level 5: The Eidolon has learned to punish those that interfere with the Summoner’s progress. When the Summoner or Eidolon is hit by an attack, the Eidolon can use its reaction to cast the Hellish Rebuke spell without expending a spell slot, dealing the Summoner’s choice of Necrotic or Fire damage. The Eidolon can cast Hellish Rebuke this way a number of times equal to its Charisma modifier.

The Eidolon has learned to punish those that interfere with the Summoner’s progress. When the Summoner or Eidolon is hit by an attack, the Eidolon can use its reaction to cast the Hellish Rebuke spell without expending a spell slot, dealing the Summoner’s choice of Necrotic or Fire damage. The Eidolon can cast Hellish Rebuke this way a number of times equal to its Charisma modifier. Level 10: The Eidolon can cripple the Summoner's enemies, leaving them susceptible to magic. When the Eidolon deals fire or necrotic damage to a creature, it can remove a damage resistance from that creature’s list of resistances for 1 minute. The Eidolon can only remove one resistance at a time from any creature.

The Eidolon can cripple the Summoner's enemies, leaving them susceptible to magic. When the Eidolon deals fire or necrotic damage to a creature, it can remove a damage resistance from that creature’s list of resistances for 1 minute. The Eidolon can only remove one resistance at a time from any creature. Level 15: The Eidolon understands how to bestow power onto others, in order to cripple them with it later. The Eidolon can form a bond with a creature that is hostile to you or your allies. Creatures designated by this bond gain advantage on attack rolls against the Eidolon and the Summoner. The Eidolon can use its action to have the bonded creature make a wisdom saving throw. The Eidolon can also use its reaction to force the creature to make a wisdom saving throw at the start of the bonded creature's turn. On a fail, the bond is severed and the creature suffers disadvantage on all attacks for 1 minute.

The Eidolon understands how to bestow power onto others, in order to cripple them with it later. The Eidolon can form a bond with a creature that is hostile to you or your allies. Creatures designated by this bond gain advantage on attack rolls against the Eidolon and the Summoner. The Eidolon can use its action to have the bonded creature make a wisdom saving throw. The Eidolon can also use its reaction to force the creature to make a wisdom saving throw at the start of the bonded creature's turn. On a fail, the bond is severed and the creature suffers disadvantage on all attacks for 1 minute. Level 20: The Eidolon has learned that from sacrifice comes power. The Eidolon can sacrifice a number of hit points equal to 10 x the level of an expended Summoner spell slot that is no higher than 6th level. The Summoner can recover a spell slot of that level.

Petrifying Gaze Summoner level 15

The Eidolon’s gaze has proven deadly, as one look will turn all who see into stone. If a creature starts its turn within 30 feet of the Eidolon and the two of them can see each other, the Eidolon can force the creature to make a Constitution saving throw if the Eidolon isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the Greater Restoration spell or other magic. A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the Eidolon until the start of its next turn, when it can avert its eyes again. If it looks at the Eidolon in the meantime, it must immediately make the save Protective Casting Eidolon must be Tiny The Eidolon is particularly protective of its Summoner, gaining a number of spells and abilities to assist in its goal of protection. The Eidolon is Immune to the Poisoned condition and disease. At level 5: The Eidolon can cast Shield of Faith and Sanctuary as 1st level spells a number of times equal to its Charisma modifier.

The Eidolon can cast Shield of Faith and Sanctuary as 1st level spells a number of times equal to its Charisma modifier. At level 10: The Eidolon can cast Cure Wounds and Lesser Restoration as 2nd level spells without expending spell slots. When cast with this evolution, they cannot be used again until the summoner completes a long rest.

The Eidolon can cast Cure Wounds and Lesser Restoration as 2nd level spells without expending spell slots. When cast with this evolution, they cannot be used again until the summoner completes a long rest. At level 15: The Eidolon has become proficient in protection magics. The Eidolon can use its action to create a barrier around its Summoner, giving them a number of temporary hit points equal to twice the Summoner’s level. When the barrier expires by a creature reducing it to 0 THP, it explodes outwards, dealing force damage to the triggering creature equal to the amount of Temporary Hit Points gained with this feature. Once used, the Summoner must finish a short rest before it can be used again.

The Eidolon has become proficient in protection magics. The Eidolon can use its action to create a barrier around its Summoner, giving them a number of temporary hit points equal to twice the Summoner’s level. When the barrier expires by a creature reducing it to 0 THP, it explodes outwards, dealing force damage to the triggering creature equal to the amount of Temporary Hit Points gained with this feature. Once used, the Summoner must finish a short rest before it can be used again. At level 20: If the Summoner dies, the Eidolon summons itself and immediately casts Revivify, targeting the Summoner. The Eidolon must have access to the necessary material components. (A party member can offer the diamonds. Alternatively, if the Summoner has the necessary Diamonds on their person, the spell instantly consumes them upon casting.)

Optional Rule: The Fayth If the player finds the process of building multiple Eidolons daunting or the DM finds themselves worried about the possible combinations of evolutions, the rule of the Fayth may be of intrest. The Fayth is a term that refers to the tomb of fallen Summoners, forever encased in crystals and bound to their tomb to dream eternally. A Fayth is formed via the Ritual of the Fayth, an hour long ritual that encases a willing summoner in 10,000 gp of gems. While bound to a Fayth, the spirit of the Summoner cannot pass onto the afterlife, and the Summoner cannot be revived. In mechanical terms, The DM will create the Eidolons in advance and the Summoner will need to travel the land to collect the available Eidolons before they are able to summon them. If the Eidolon has more evolutions than the Summoner has available slots, the DM will choose which are available at the time. These evolutions will unlock as the Summoner gains more evolutions slots.