Soul Summoning

Some wizards are content to master the basics of conjuration, bringing forth temporary allies from other realms to suit their needs. The wizards who practice the Arcane Tradition of soul summoning, however, prefer to go beyond what is taught in classrooms and textbooks. They choose to experiment with all the resources they have, including their own souls, to push the boundaries of magic and create a powerful ally unique to them.

Soul Summoning Features

Wizard Level Feature 2nd Eidolon, Soul Link, Evolutions 6th Additional Evolutions 10th Additional Evolutions 14th Additional Evolutions

Eidolon

At 2nd level, you can create a magical creature called an eidolon, formed by combining a piece your own soul with energy from a different plane. An eidolon is an aberration, celestial, elemental, fey, or fiend (your choice).

In combat, your eidolon obeys your commands as best as it can. It takes its turn on your initiative. On your turn you can telepathically command the eidolon to move (no action required by you). You can use your action to telepathically command it to take the Attack, Dash, Disengage, or Help Action. If you don’t issue a command, the eidolon takes the Dodge action.

An eidolon is both your magical companion and a reflection of yourself. Your eidolon has the same ability scores as you. It is a Medium creature. It is proficient in four skills of your choice. It is also proficient in two saving throws of your choice; one of Charisma, Intelligence, or Strength, and one of Constitution, Dexterity, or Wisdom. It uses your proficiency bonus. When your eidolon takes the Attack action, the attack roll is your Intelligence modifier + your proficiency bonus, and the damage roll is 1d6 + your proficiency bonus. Your eidolon’s AC is 10 + your Dexterity modifier + your Intelligence modifier. At 2nd level your eidolon’s hit point maximum equals 12 + your Constitution modifier, and its hit point maximum increases by 6 + your Constitution modifier for each additional wizard level above 2nd. If your eidolon is reduced to 0 hit points, it disappears and must be summoned again. You must spend one minute and a spell slot of 1st level or higher to summon your eidolon. When your eidolon is summoned, it has half of its maximum hit points. Whenever you spend hit dice to regain hit points during a short rest, your eidolon regains an equal amount of hit points. It has a movement speed of 30 feet.

While your Eidolon has at least 1 hit point, you can summon and dismiss it as an action. While your eidolon is summoned, maintaining your link with it requires most of your focus. You can cast spells, but if you are concentrating on a spell, your concentration is broken at the end of your turn if your eidolon has not been dismissed.

At 2nd level, you can select evolutions to empower your eidolon and grant it greater abilities. You gain 4 evolutions to apply to your eidolon. You gain 4 additional evolutions at 6th, 10th, and 14th level. Whenever your eidolon gains a new evolution, you can also replace one evolution that it already has with a different evolution.

Soul Link

Starting at 2nd level, whenever your eidolon takes damage, you can use your reaction to take on a portion of that damage. You can take any number of points of psychic damage, up to the amount of damage the eidolon took. Each hit point of damage you take reduces the damage done to eidolon by 1.

Additionally, when you are within 5 feet of your eidolon, you can use your action to expend one spell slot to give your eidolon tempoary hit points. Your eidolon gains 2d6 temporary hit points for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 6d6.

Evolutions

Each evolution applied to the eidolon costs 1 evolution point. If an evolution requires a level, you must be that level in this class to gain the evolution. You can select each evolution only once, unless the evolution's description states otherwise.

If an evolution has an effect that requires a saving throw, use your spell save DC.

Adhesive. When your eidolon hits a Huge or smaller creature with an attack, the target must succed on a Dexterity saving throw or be grappled.

Amorphous. Your eidolon can move through a space as narrow as 1 inch wide without squeezing.

Amphibious. Your eidolon can breathe under water indefinitely, and gains a swim speed of 60 ft.

This speed is not increased by the Fast evolution.

Breath Weapon (6th Level Required). When you select this evolution, select one of the following damage types: acid, cold, fire, lightning, or poison. As an action, you can have your eidolon exhale a 15-foot cone. Each creature in the area must make a Dexterity saving throw equal to your spell save DC or take 6d6 damage of the chosen damage type, or half as much damage on a succesful save. You must complete a short or long rest before your eidolon can use its breath weapon again.

You can select this evolution again at 10th and 14th level. Each time you do so, increase the damage by 3d6.

Burrow (6th Level Required). Your eidolon gains a burrow speed of 30 feet.

This speed is not increased by the Fast evolution.

Condition Immunity (10th Level Required). When you select this evolution, select one of the following conditions: blinded, charmed, frightened, or poisoned.Your eidolon gains immunity to the selected condition.

You can select this evolution multiple times. Each time you do so, you must choose a different condition.