The Eidolon (5e Subclass)
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The Eidolon
A warlock and her eidolon. |
Eidolon are intangible beings from another plane of existence. Sometimes an eidolon will take interest in an individual from the material plane, either because they are like-minded or they sense the person is hungry for power, and attempt to make a pact with them. The method of communication is largely up to the eidolon, usually through dreams or hallucinations, but should the person accept the pact, the two souls become bonded. Unlike other patrons, this pact forms a symbiotic relationship, as both parties usually have something to gain.
Expanded Spell List
The Eidolon lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Spell Level | Spells |
---|---|
1st | detect magic, tenser’s floating disk |
2nd | alter self, spiritual weapon |
3rd | conjure animals, spirit guardians |
4th | conjure minor elementals, polymorph |
5th | conjure elemental, planar binding |
Eidolon Summoning
Starting at 1st level, your eidolon teaches you how to give it a physical form in the Material Plane. To summon your eidolon you must perform a ritual lasting 1 hour. The eidolon's physical appearance is up to you, but it always appears as some sort of fantastical creature. This control is not fine enough to make it look like a specific creature. An eidolon has the same alignment as you and can understand all of your languages. Because you share a soul, eidolon are treated as natives of the Material Plane and react accordingly when targeted by spells and abilities. An eidolon returns to their home plane when dismissed as an action, and can be brought back as an action. A summoned eidolon has the same number of hit points as when it was dismissed. When the eidolon is reduced to 0 hit points, the eidolon immediately returns to their home plane, as if dismissed, and you must take a long rest before performing the ritual again.
The eidolon has a maximum number of hit points equal to five times your warlock level. Add your proficiency bonus to the eidolon's AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. The eidolon obeys your commands as best as it can. It takes its turn on your initiative, though it doesn't take an action unless you command it to. On your turn, as a bonus action, you can verbally or mentally command the beast where to move, and command it to take the Attack, Dash, Disengage, Dodge, or Help action. How it makes its attacks is up to you; eg. bite, claws, punching, etc. This attack does 1d8 damage, and increases to 2d8 at 10th level. Starting at 4th level you can increase one of its ability scores of your choice by 2, or instead increase two ability scores by 1; ability scores can be increased again at 8th, 12th, 16th, and 19th level. As normal, you can't increase an ability score above 20 using this feature. Or you can choose to give it a feat if your DM allows it.
Starting Statistics:
- Size Medium
- Armor Class 12
- Speed 30 ft.
- Ability Scores Str 14 (+2), Dex 14 (+2), Con 13 (+1), Int 10 (+0), Wis 11 (+0), Cha 10 (+0)
- Skills Acrobatics, Athletics, Stealth
Magical Origins
Beginning at 6th level, the eidolon’s magical abilities surface. It gains darkvision up to 60ft, and its attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. While your eidolon is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, your eidolon can shrink to the size of a small creature, or grow to the size of a large creature.
Environmental Adaptation
Starting at 10th level, the eidolon gains a new form of movement equal to its land speed. Choose either a climbing speed, a flying speed, or a swimming speed and the ability to breathe underwater. Alternatively, you can choose to increase the eidolon's land speed by 20ft. Usually, the eidolon changes appearance to reflect this change, such as wings sprouting from its back or slimy scales covering its skin.
Gemini Form
Beginning at 14th level, you and your eidolon share a true connection. As an action, you can assume the shape of the eidolon, copying its attacks, form, and abilities. Your Strength, Dexterity, and Constitution scores change to match that of the eidolons. You retain your alignment, personality, ability to speak, skills and saving throw proficiencies.
If either you or the eidolon falls unconscious, or drop to 0 hit points, the transformation ends and the eidolon is sent back to his home plane. You must wait for the following day even if the eidolon wasn’t the one who was slain. You can stay in this form a number of minutes equal to half your warlock level (rounded down). You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. You must finish a long rest before using this ability again.
When you transform, you assume the eidolon's maximum hit points. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
You can't cast spells, and your ability to take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell.
You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, unless your new form also has that sense.
You choose whether your equipment falls to the ground in your space or merges into your new form. Equipment that merges with the form has no effect until you leave the form.
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