WARNING! The 'Eidolons' referred to by this feat DO NOT refer to the CR 12 Undead from Monsters of the Multiverse, these are, instead, highly variable companion Elementals whose base CR is 5! Please do NOT mix the two up.!GNINRAW
Over the course of your life, you have attuned yourself to a peculiar force, be it a God of dreams, or simply through meditation, or the divine touch of a higher power. Regardless, you have been granted a Companion, borne from your own thoughts and dreams. This powerful Tulpa-like creature is an Eidolon, and they will fight by your side to the bitter end.
You may take this Feat at any point you could normally or, with your DM's permission, at Character creation.
When this feat is taken, you have manifested, either through meditation or extreme emotion, a living embodiment of a part of your psyche. These entities can take all kinds of forms, from the reasoanble to the utterly bizarre. These entities originate from the Plane of Dreams and are intrinsically tied to your psyche.
An Eidolon whose HP goes below 0 will De-manifest, essentially a temporary banishment to the Plane of Dreams. They cannot truly 'die' unless you do. If they De-manifest, then you must meditate over the course of a Long Rest, fully awake and committed, to re-manifest your Eidolon. Doing so will result in either Negative Levels[a temporary loss of character levels] or a point of Exhaustion, depending on DM fiat.
As you level up, your Eidolon gains certain abilities and options to customization of your Eidolon that can alter how they function in and out of combat.
Keep track of your Eidolon and their growth via your Notes section. Eidolons gain an Ability Score Increase at the same levels you do, they cannot gain Feats.
1st Level Options:
Modified standard array: 18, 15, 14, 13, 12, 10
All eidolons use a modified Standard Point Arrray for their stats, and you can choose where each number goes to which stats based on how your Eidolon functions.
Pick a class: Brawler, Medic, or Wall
Brawlers: Heavy DPS-focused brute warriors. Brawlers are built for getting into the front lines and doling out impressive damage, either from melee attacks or spells. Brawlers gain the Multiattack option, where they may attack a number of times equal to your proficiency modifier. Brawlers have average AC and HP, their base attack is 1D8 times your proficiency modifier. Armor Class is 10+Proficiency Bonus. HP is 5 + 5X your level, Base D10.
Medic: Back-line Healers that shield and protect allies. Medics specialise in buffing and healing their allies and forego impressive damage in favor of keeping people alive. Unlike brawlers, Medics have the 'Healing Shiv' option, where any attack damage they do to an ally can be reduced by half and converted into healing instead. They have low AC and HP, their base attack is 1D6 times your proficiency modifier. Their Armor Class is 8 + your proficiency modifer, and their HP is 2+2X your level, Base D4.
Wall: Mid-line living barricades, Wall-type Eidolons are massive guardians that stop incoming damage outright. Walls have the weakest attack out fo all Eidolons, but make up for it be bing so absurdly durable that they could, potentially, outlive their summoners. They have incredibly high AC and HP, their base attack is 1D2 times your proficiency bonus. Their Armor Class is 14+ your proficiency bonus, and their HP is 6+6X your level, Base D12.
Base damage type: You can choose between Slashing, Piercing, or Bludgeoning.
Additional Movement type: You may select Climbing, Swimming, or Flying. Your eidolon has a base 30 movement speed in that field.
Scale: You select your Eidolon's size. Your eidolon can by any size you choose. It affects no other stats. If your eidolon is Large or higher, you may willingly demanifest your Eidolon, bringing it inside your mind to allow transporting your Eidolon through areas to small for its movement.
3rd Level Options:
Elemental Affinity: An Eidolon's equivalent to a Sub-Class. you select a Primordial Element, and your Eidolon gains access to spells in their field. Your Eidolon may also do an additional 1D4 of one of their element's options. You CANNOT pick multiple elements, so choose wisely.
Fire: Fire and Slashing
Water: Cold and Piercing
Earth: Acid, Poison and Bludgeoning
Air: Thunder and Lightning
Holy: Radiant and Psychic
Shadow: Necrotic and Force
Spellcasting: Not so much a 'choice' but while Cantrips can be used indefinitely, you only get one use of each Leveled spell slot, so use them with caution. Spell slots are restored on a short rest.
Level 1: Cantrip Spells, Level 1 Spells
Level 3: Level 2 Spells
Level 5: Level 3 Spells
Level 7: Level 4 Spells
Level 9: Level 5 Spells
Level 11: Level 6 Spells
Level 13: Level 7 Spells
Level 15: Level 8 Spells
Level 17: Level 9 Spells
5th Level Options:
Energy Weapons: Your Eidolon gains a potent Energy Weapon, dealing double its base damage in its Primordial Element of Choice. This weapon can only be used once per long rest.
Line: Your Eidolon's Energy Weapon takes the form of a powerful piercing beam of energy.
Cone: Your Eidolon's Energy Weapon takes the form of a cone over 50 feet long.
Blast: Your Eidolon's Energy Weapon takes the form of a powerful blast with a 50 foot radius emanating from your Eidolon.
7th Level Options: Mini-Rage: Your Eidolon can enter a state simmilar to a Barbarian's Rage. For Brawler-type Eidolons, they gain double their strength bonus on attack rolls, but cannot cast any spells above 1st level, all spell slots they have access too are treated as 1st level so long as it is active. For Medic-type Eidolons, they add their damage rolls too all healing attempts and take half-damage from non-magical Slashing, Bludgeoning, and Piercing attacks. For Wall-type Eidolons, they gain no atttack bonus, but gain total immunity to all non-magical damage and resistance to magical Piercing, Bludgeoning, and Slashing damage.
9th Level Options: Select 1 or the other.
Magical Immunity Override: Enemies immune to your Eidolon's chosen damage types are instead Resistant.
Arcane Firepower: Increase your Eidolon's base damage and elemental bonus damage to the next Die-level[1d2>1d4>1d6>1d8>1d10>1d12>1d20>1d100]
11th Level Options: Choose 1
Bond of Heart: Your Eidolon can sense when you're in danger and teleport between you and a threat if it would have landed a killing blow against you, taking the hit in your stead. This can only be done once per long rest.
Bond of the Mind: You and your Eidolon are mentally linked, abl to sense what each other senses, giving you a new perspective to work from when gathering information or planning.
Bond of the Soul: Once per long rest, you and your Eidolon may move in tandem, adding your Eidolon's Elemental bonus damage to one successful spellcast of your own.
13th Level Options: Choose 1
Augmented Arcane Talents: Gain an additional spell slot for each level.
Augmented Mobility: Increase base movement speed by 30, and increase Bonus movement speed by 15[flying, climbing, or swimming]
Augmented durability: Increase AC by 2 and increase Hit Dice to next level[1d2>1d4>1d6>1d8>1d10>1d12>1d20>1d100]
15th Level Options: Choose 1 option
Viciousness: your Eidolon has become utterly vicious in combat. Increase your Eidolon's base damage and Elemental affinity bonus damage to next Die-Level[1d2>1d4>1d6>1d8>1d10>1d12>1d20>1d100], if it doesn't have Multiattack, it now has Multi-attack equal to your proficiency bonus. If it already has Multi-attack it now sues double your proficiency bonus.
Patience: Your Eidolon has become 'the sane one' of the two of you and now has endless patience. Your Eidolon increases it's AC by 2, and its Hit-die to the next level[1d2>1d4>1d6>1d8>1d10>1d12>1d20>1d100]. Your Eidolon now restores 1d2 HP to all allies[not enemies] within a 50 foot radius aura at the start of each player's turn.
Allure: Your Eidolon has tapped into your inner flirt and is letting themselves fly free. Your Eidolon may now use the Persuasion, Intimidation, and Seduction skills[all Charisma-based] as if they had Expertise and your proficiency bonus.They are treated as if they have the Divine Pressure Feat for the purposes of these checks. Their charisma is no longer capped at 20.
17th Level Options: Selection based on Eidolon's Class.
Master Warrior: Brawler Ultimate: Your Eidolon now generates a shockwave with a 10 foot radius with each of its attacks, dealing additional damage based on their elemental affinity. While their Mini-Rage is active, they cause enemies to Panic and flee.
Master Magus: Medic Ultimate: Your Eidolon generates a healing aura around themselves in a 50 foot radius. if they already have the healing aura, the range is doubled. The healing is based on their Base Attack and triggers at the start of each player's turn. While their Mini Rage is active, the healing from this aura is further doubled.
Master Guardian: Wall Ultimate: Your Eidolon becomes an Immovable Object while their Mini-Rage is active. During this, they take no damage from ANY sources. Without their Mini Rage they are immune to non-magicala ttacks and have resistance to magical physical attacks[bludgeoning, piercing, and slashing] and will lure enemies to prioritize them as a target when available.
Previous Versions
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4/17/2023 10:33:40 PM
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4/19/2023 5:41:42 PM
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