Eidolist Profession in Tarana | World Anvil
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Eidolist

Sitting with legs crossed atop the carapace of a giant cra a man reads a book, the lapping of water and the sea breeze offering peaceful background noise. Only occasionally was he disturbed by the thrashing of a shark held firmly between the crabs massive pincers as it headed towards an island just on the horizon.   A woman snapped her fingers, causing a humanoid shape to appear before her with obsidian skin. With a simple utterance it lunged forward, tearing into the bandits attempting to rob her.   A dwarf grumbled as he trudged through the tunnels, rocks clattering with every footfall. Finally he came up upon it, a rich vein of ore. With eyes sparkling he smiled and directed his avatar to begin digging, which was made easing thanks to its large shovel like claws.   Whether giving orders from the back line, or standing side by side with their avatar, hurling soekks abd orivudubg aid, eidolists and avatars are the embodiment of a twinned soul. While they may have many things they fancy, nothing could replace and eidolist's avatar.  

Two Bodies, One Mind

  Eidolists typically learn of their unique ability spontaneously. Perhaps they were bullied as children and wished for a guardian, only to have their thought take shape. Maybe they were reading a book and imagining the creaturesthere in, only to have their gaze met by one of those creatures incarnate when they lowered the tome. An eidolist can first summon their avatar in many ways but very rarely is it not accidental.   Some families of summoners exist, nurturing their power, seeking ways to perfect it, make it stronger. The children of such families are often groomed from a young age, being prepared for the day their avatar manifests that they may make it as exceptional as possible. Once summoned an eidolist and avatar share an unbreakable bond.  

Books and Bonds

Wizards and Eidolists have always been at odds. The wizards tend to be of the mind that anyone who wantsto use magic should go through proper training and not rely on barely controlled arcana, let alone manifested in physical form to accomplish anything.   The Eidolists simply believe wizards to be jealous that they are not capable of creating such a magnificent creature to aid them.  

Eidolist

hit dice: 1d4 per Eidolist level
hit points at 1st level: 4 + your Constitution modifier
hit points at higher levels: 1d4 (or 2) + your Constitution modifier per Eidolist level after 1st
armor proficiencies: Light armor
weapon proficiencies: Simple weapons
tools: One of your choice
saving throws: Dexterity, Wisdom
skills: Choose any three.
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background.


  • Any simple weapon

  • (a) a diplomat's pack, (b) a scholar's pack, or (c) an adventurer's pack

  • A dagger

  • Any musical instrument

spellcasting:
Drawing on the raw power used to give shape to your avatar allows you to cast spells. The list of Eidolist Spells can be found at the end of this class.  

Cantrips

  At 1st level, you know one cantrip of your choice from the Eidolist spell list. You learn additional Eidolist cantrips of your choice at 3rd, 4th, 8th, 13th, and 19th level.  

Spellslots

  The Eidolist table shows how many spell slots you have to cast your 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. For example, if you know the 1st-level spell cure wounds, and have a 1st-level spell slot available, you can cast cure wounds using either slot.  

Spells known of 1st level and higher

  You know two 1st-level spells of your choice from the eidolist spell list. The Spells Known colomn of the Eidolist table, shows when you learn more eidolist spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class you can learn one new spell of 1st level. Additionally when you gain a level in this class, you casn choose one of the eidolist spells you know and replace it with another spell from the eidolist spell list, which also must be of a level for which you have spell slots.  

Spellcasting ability

  Wisdom is your spellcasting ability for your eidolist spells, since your magic draws upon your connection and attunement to your avatar. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for an eidolist spell you cast or avatar ability, and when making an attack roll with an eidolist spell.   Spell attack modifier = your proficiency bonus + your Wisdom modifier
class features:

Avatar

  At 1st level, you have bonded with a creature that becomes an avatar that accompanies you on your adventures and fight alongside you. Choose a beast, elemental, or monstrosity to be your avatar that has a challenge rating of 1/2 or lower. Add your proficiency bonus to the creature's AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or five times your eidolist level, whichever is higher, and uses your spell save for any abilities it uses that require a saving throw. If your avatar is slain you can manifest a new one which is identical to your old one after taking a long rest as a 10 minute ritual. The avatar obeys your commands as best as it can. it takes its turn on your initiative, though it doesn't take an action unless you command it to. On your turn, you can mentally command your avatar to attack, defend or where to move (no action required by you). Your avatar will follow out your command until it is slain or given a new command.  

Evolution

  You have a number of evolution points indicated by the evolution table with which to buy evolutions for your avatar detailed here. You do not regain spent evolution points.  

One Point Evolutions

 

Agile

  Your avatar can take the disengage or hide actio nas a bonus action of its turn.  

Improved Damage

  One of the avatar's natural attacks is particularly deadly.Select one natural attack and increase the damage die type by one step. Each time an avatar selects this evolution, it applies to a different natural attack.  

Improved Natural Armor

  Your avatar's hide grows thick fur, rigid scales, or bony plates increasing its natural armor by +2.  

Keen Smell

  Your avatar gains advantage on Wisdom (Perception) checks that rely on smell.  

Mimicry

  The avatar can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check.  

Natural Attack

  Your avatar gains one of the followingnatural attacks if theycould reasonably possess it.  
  • Bite. Your avatars maw is full of razor-sharp teeth, giving it a bite attack. The bite deals 1d6 + Strength modifier points of piercing damage.
  • Claws. Your avatar has a pair of ficious claws at the end of its limbs, giving it a claw attack. The claws deal 1d6 + Strength or Dexterity modifier points of slashing damage.
  • Gore. Your avatar grows a number of horns on its head, giving it a gore attack. This attack is a primary attack. The gore deals 1d6 + Strength modifier points of piercing damage.
  • Slam. Your avatar can deliver a devistating slam attack. The slam deals 1d6 + Strength modifier points of bludgeoning damage.
  • Sting. Your avatar possessa long, barbed stinger, granting it a sting attack. The sting deals 1d6 + Strength or Dexterity modifier points of piercing damage.
  • Tail Slap. Your avatar can use its tail to bash nearby foes, granting it a tail slap attack. The tail slap deals 1d6 + Strength or Dexterity modifier points of bludgeoning damage.
  • Tentacle. Your avatar possess a long, sinuous tentacle, granting it a tentacle attack. The tentacle attack deals 1d6 + Strength or Dexterity points of bludgeoning damage.
  • Tusk. Your avatar grows a large pair of tusks, granting it a tusk attack. The tusk attack deals 1d6 + Strength or Dexterity slashing damage.
 

Scent

  An avatars sense of smell becomes acute, granting it the ability to detect opponents within 30 feet by sense of smell. Scent does not allow the avatar to precisely locate the creature, only to detect its presence. The avatar can pinpoint the creature's location if it is within 5 feet. The avatar gains advantage on Wisdom (Survival) checks made to track a creature by smell.  

Skilled

  An avatar becomes especially adept at a specific skill. Choose one skill from athletics, acrobatics, intimidation, perception, slight of hand, or stealth, intimidation, the avatar can apply your proficiency bonus to the selected skill. This evolution can be selected more than once. Its effects do not stack. Each time an avatar selects this evolution it applies to a different skill.  

Sure-Footed

  The avatar has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.  

Swift

  Your avatar gains quick reflexes, increasing its movement speed by 10 feet.  

Swim

  Your avatar gains webbed hands, feet, or powerful flippers, giving it a swim speed equal to its base speed.  

Two Point Evolutions

 

Amphibious

  Your avatar can breath air and water.  

Chameleon Skin

  Your avatar has advantage on Dexteritty (Stealth) checks made to hide.  

Charge

  if your avatar moves at least 20 feet straight towards a target and then hits it with a gore or tusk attack on the same turn, the target takes an extra 7 (2d6) damage.  

Crush

  An avatar gains powerful muscles that allow it to crush those it grapples. Whenever your avatar successfully grapples a creature it deals its strength modifier in damage to the grappled creature. At the beginning of the avatars turn, it deals this damage again for as long as it maintains the grapple.  

Illumination

  As a bonus action, your avatar can shed bright light in a 10-foot radius and dim light for an additional 10 feet.  

Pack Tactics

  Your avatar has advantage on an attack roll against a creature if at least one of the avatars allies is within 5 feet of the creature and the ally isn't incapacitated.  

Pounce

  If the avatar moves at least 20 feet straight towards a creature and then hits it with a claw attack on the same turn, that target must succeed on a Strength saving throw or be knocked prone. If the target is prone, the avatar can make one attack against it as a bonus action.  

Poison

  Your avatar secretes venom, gaining a poison attack. Pick one of the avatars natural attacks that does slashing or piercing damage. Whenever the selected attack hits, the target makes a Constitution saving throw, on a failed save the target is poisoned for 1 minute. On a successful saving throw, the creature is immune to the poison for 1 hour.  

Rampage

  When your avatar reduces a creature to 0 hit points with a melee attack on it s turn it can take a bonus action to move up to half its speed and make a melee attack.  

Spiked

  Your avatar grows spikes making it hazardous to strike. When your avatar is dealt melee daage, the attacking creature takes damage equal to your proficiency bonus.  

Swallow

  The avatar makes one bite attack against a creature one size smaller than itself that it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the avatar, and it takes 10 (3d6) acid damage at the start of each of the avatar's turns. The avatar can only have one target swallowed at a time.  

Tremorsense

  Your avatar becomes attuned to the vibrations in the ground, gaining tremorsense out to a range of 15 feet.  

Three Point Evolutions

 

Adept

  Your avatar gains 2 ability points it can spend to increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can purchase this evolution multiple times.  

Blindsight

  Your avatar gains blindight out to a range of 30 feet.  

Burrow

  Large claws or mandibles allows your avatar to tunnel through earth. Your avatar gains a burrow speed equal to half its movement speed.  

Deflect

  Your avatar adds 3 to its AC against one attack that would hit it as a reaction.  

Flight

  Your avatar grows large wings, makes a small whirlwind around its waist, or manifests a cloud that can support it gaining the ability to fly. The avatar gains a fly speed equal to its base speed.  

Incorporeal Movement

  Your avatar can move through other creatures and objects as if they were difficult terrain. Your avatar takes 5 (1d10) force damage if it ends its turn inside an object.  

Magic Resistance

  Your avatar has advantage on saving throws against spells and other magical affects that would target it.  

Martial Prowess

  Once per turn, your avatar can deal an extra 7 (2d6) damage to a creature it hits with an attack if that creature is within 5 feet of an ally of your avatar that isn't incapacitated.  

Multi-Attack

  Your avatar grows another head, an additional pair of arms, or simply becomes more swift. Your avatar gains the multiattack action if it does not already have it, allowing it to make two attacks. These attacks can be with the same or separate natural weapons.  

Spider Climb

  Your avatar can climb difficult surfaces including upside down on ceilings, without needing to make an ability check.  

Stench

  Any creature other than you that starts its turn within 5 feet of your avatar must succeed on a Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench for 1 hour.  

Web

  Your avatar grows a pair of spinnerets allowing it to spin webs. (Recharge 5-6), Ranged Weapon Attack, Range: 30/60 ft, target: One creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a Strength check vs your DC, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning,poison, and psychic damage).  

Life Link

  Startog at 2nd level, an Eidolist and her avatar can share their pain. When you or your avatar is dealt damage, you may use your reaction or your avatars reaction to divide the damage between one another. Should the damage divided exceed you or your avatar's maximum hitpoints the rest is dealt normally to you or your avatar.  

Eidolist Archetype

  At 3rd level you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Evolutionary or Bonded One, all detailed in the Subclass Options section. The archetype you choose grants you features at 3rd level, and again at 6th and 14th level.  

Ability Score Improvement

  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, or you can increase two ability scores of your choice by 1. As normal, you can't increase an bility score above 20 using this feature.  

Protector

  Beginning at 5th level, when you are within 5 feet of your avatar you gain +2 AC.  

Major Evolution

  Beginning at 5th level, you can select one evolution for your avatar from the Major Evolutions listed here. You can select another major evolution at 10th, and 15th level. You cannot select the same major evolution more than one.  

Major Evolutions

 

Breath Attack

  When you choose this major evolution, choose one of the following breath weapon attacks. You can use your action to exhale destructive energy. Your choice determines the size, shape,and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throqw, the type of which is determined by yoru breath weapon type. A creature takes 3d6 damage on a failed save, and half as much on a successful one. The damage increases to 4d6 at 7th level, 5d6 at 13th level, and 6d6 at 18th level.  
 

Elemental Attack

  Your avatar adds an elemental daage type that deals an additional 2d4 damage of the chosen type to one of its natural attacks. Choos one of the following types: Acid, fire, cold, or lightning.  

Eye Rays

  As an action your avatar shoots up to two of the following magical eye rays at one or two creatures it can see within 90 feet of it. It can use each ray only once a turn.  
  1. Confusion Ray. The target must succeed on a Wisdom saving throw, or it can't take reactions until the end if its next turn. On its next turn, the target can't move, and it uses its action to make a melee or ranged attack against a randomly determined creature within range. If the target can't attack, it does nothing on its turn.
  2. Paralyzing Ray. the target must succeed on a Constitution saving throw or be paralyzed for 1 mintue. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  3. Fear Ray. The target must succeed on a Wisdom saving throw or be fightened for 1 minute. The target can repeat the saving throw at each of its turns, with disadvantage if the avatar is visible to the target, ending the effect on itself on a success.
  4. Wounding Ray. The target must make a Constitution saving throw, taking 16 (3d10) necrotic damage on a failed save, or half as much on a successful one.
 

Growth

  Your avatar grows in size becoming one size larger. The avatar gains a +2 bonus to Strength, a +2 bonus to Constitution, to a maximum of 20, and has disadvantage on Stealth checks. Your avatar also gains reach.  

Invisibility

  As a bonus action, your avatar can magically turn invisible for 1 hour or until it makes an attack. Any equipment the avatar wears or carries is invisible with it. After using this power your avatar must complete a short rest before it can use it again.  

Regeneration

  Your avatar regains hit points equal to its constitution modifier (minimum 1) at the start of its turn. If your avatar takes acid or fire damage this trait doesn't function at the start of the avatar's next turn. The avatar dies only if it starts its turn with 0 hit points and doesn't regenerate.  

Teleport

  (Recharge 4-6). As an action your avatar magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the avatar can make one attack.  

Unassailable

  Choose two damage types when you select this evolution. Your avatar has resistance to the chosen damage types.  

Call

  Beginning at 7th level, you can call your avatar to your side. As an action you can teleport your avatar to your side regardless of distance, but you must be on the same plane of existence. Once you use this power you must complete a long rest before you can use it again.  

Bonded Senses

  Beginning at 7th level, you are able to perceive the world through your avatar. Additionally, you can communicate telepathically with your avatar as long as you are on the same plane of existence. As an action you can see and hear what your avatar sees and hears and gain the benefit of any special senses it may have. You can use a bonus action to stop perceiving the world through your avatar.  

Same Soul

  At 11th level, when you target yourself with a spell, you may also target your avatar if they are within 60 feet.  

Master's Call

  When you reach 17th level, you can use an action to manifest your avatar immediately if it would be slain. You must complete a long rest before you can use this feature again.  

Avatar Embodiment

  When you reach 18th level you gain 5 additional evolution points and 1 major evolution. You can only spend these evolution points and major evolution on yourself.  

Apex of Evolution

  At 20th level you can meld with your avatar as an action if you are within 5 feet of your avatar. While melded you are inside your avatar and cannot be targeted by spells or attacks. If your avatar is slain you appear in the last space your melded form occupied. You and your avatar canstill take actions normally while melded. You can seperate from your avatar as an action.
subclass options:

Evolutionary

  You seek to perfect your avatar making it into the pinnacle of greatness.  

Resilient

  Beginning at 3rd level, when you choose this archetype, your avatar's hitpoints increase by 6, plus an additional 2 for every eidolist level past 3rd.  

Evolve

  At 6th level, your avatar gains 3 ability points. You can spend these points to increase any of your avatars stats to a maximum of 20.  

Superior Evolution

  At 14th level, Your avatar gains an additional Major Evolution.  

Bonded One

  You learn from your avatar's growth, gaining strengths of your own.  

Forced Evolution

  At 3rd level, when you choose this Archetype, you gain 3 evolution points to purchase evolutions that are applied to you and not your avatar.  

Greater Being

  At 6th level, you gain 3 additional evolution points to purchase evolutions for yourself.  

Perfection

  At 14th level, you gain 1 evolution of your choice and 1 major evolution.
LevelProfiency BonusEvolution PointsFeaturesCantrips KnownSpells Known1st2nd3rd4th5th
1st+21Avatar, Evolution121--------
2nd+22Spellcasting, Life Link122--------
3rd+23Archetype233--------
4th+24Ability Score Improvement343--------
5th+35Protector, Major Evolution3542------
6th+36Archetype Feature3642------
7th+37Bond Sense, Call3742------
8th+38Ability Score Improvement4843------
9th+4949432----
10th+410Major Evolution410432----
11th+411Same Soul411432----
12th+412Ability Score Improvement412433----
13th+5135124332--
14th+514Archetype Feature5134332--
15th+515Major Evolution5134332--
16th+516Anility Score Improvement5144333--
17th+617Master's Call51443331
18th+618Avatar Embodiment51543331
19th+619Ability Score Improvement61543332
20th+620Apex of Evolution61543332

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