Arcane Representation. Whenever the Artificial Eidolon is summoned, the school that was chosen in the casting of Summon Artificial Eidolon empowers the Artificial Eidolon further. This ability can only be used at the summoning of the Artificial Eidolon at the time of casting.
- Abjuration: When the Artificial Eidolon begins the battle, it does so with additional temporary hp equal to your caster level + spellcasting modifier, and regain 1 hp at the start of each round.
- Conjuration: You can conjure a second weapon for the Artificial Eidolon, and can use the Second Summoned Weapon ability.
- Divination: Roll two d20s. The Artificial Eidolon can use these values to replace any one attack roll or check the Artificial Eidolon or an enemy attempts during its duration.
- Enchantment: Once per the Artificial Eidolon's duration when the Artificial Eidolon would be hit, you can force the enemy to reroll and try to hit itself or another creature within 5 feet of it instead, should the reroll beat the creature's armor class. Either way, the attack misses the Artificial Eidolon.
- Evocation: When you deal additional damage with an attack as in the Enhance Magic Channel, you can change the damage dice to 1d8 if the Artificial Eidolon also takes 1d4 for each level of the spell slot used for its Offense value (E.G if a 3rd level slot was used for Offense, then the Artificial Eidolon takes 3d6); This damage done to the Artificial Eidolon can't be reduced in any way.
- Illusion: Twice before the Artificial Eidolon disappears, before it knows the result of an attack, it can cause the attack to automatically miss the Artificial Eidolon.
- Necromancy: Each time the Artificial Eidolon hits, it regains a number of hit points equal to half the damage for the summoned weapon attack.
- Transmutation: The Artificial Eidolon can switch the values of it's Defense and Offense at the start of each round. If the values are the same, it can instead switch to a different special property than this one, but once this switch is made it remains for the battle.
Anti-Magic Susceptibility. Whenever Artificial Eidolon is the target of a Dispel Magic Spell, the caster of the Dispel Magic must make a spell casting ability check, where the DC is 10 + the max spell level used on the Eidolon's Defense (E.G. if a 3rd level slot was used for the Artificial Eidolon's Defense, then the DC is 13). Upon success, the Artificial Eidolon has its maximum hit points reduced by 1d6 per level of Dispel Magic. In addition, whenever the Artificial Eidolon starts its turn in an anti-magic field, it has its maximum hit points reduced by 10d6. If the Artificial Eidolon is reduced to 0 HP in any way, the magic leaves the statue, which then disintegrates into nothing.
Enhance Magic. The creator of the Artificial Eidolon can use an action and expend a spell slot to gain one of the following effects. Only one affect can be applied per round and only one effect can be active at a time.
- Channel: The Artificial Eidolon's next attack deals the spell slot's level times 1d4 in extra damage if it hits.
- Ward: The Artificial Eidolon's AC goes up by the spell slot's level until the start of the next round.
- Guide: The Artificial Eidolon's next attack roll is increased by the spell slot's level.
- Restore: The Artificial Eidolon's hit points are restored by the spell level times three.
Summoned Weapon. Melee Weapon Attack: +(Caster's Spell Attack Roll) to hit, reach 5 ft., one target. Hit: (Offense) x 1d6 force damage.
Seconded Summoned Weapon (Conjuration Artificial Eidolon only). Melee Weapon Attack: +(Spell casting ability) to hit, reach 5 ft., one target. Hit: (Offense) x 1d6 force damage, halved.
Protect Master. If the Artificial Eidolon is within 5 feet of its creator and it's creator is hit with a weapon attack, it can impose disadvantage on the attack roll. If the attack still connects, the creator takes half the damage done, while The Artificial Eidolon takes the other half.
Description
Since the creation of the Prime Tomes and the introduction of the Arcane Arts, spell casters have always pushed the boundaries to create new and glorious ways to utilize this gift. However, that also makes them prime targets for those who would want to abuse that gift. As such, most spell casters learned how to imbue their magic into guardians to protect them in times of need. Learning from the Animagus of eld, rather than creating a representation of their soul, they instead make temporary guardians of arcane and magic. These guardians, known as Eidolons, are an extension of a mages spell casting prowess, though they are artificial and not true Eidolons. While Artificial Eidolon are most often used for protection, certain magic users use these Eidolon for sports, creating Mage Duels to show off their abilities and challenge other magical competitors.
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