Homebrew Eidolon Species Details

When a mortal soul traumatically sacrifices its identity in order to escape the Underworld as a Returned, its identity manifests as a spirit-like eidolon. While eidolons possess many of the skills and details related to their past lives, they’re disconnected from those experiences, choosing to wander the world or brood in haunts they’re drawn to in death. They care nothing for morbid reunions with their lost bodies or Returned remnants. However, one who chooses this race is special in some way, a spark of will from their past life clinging to their once-departed soul. What gave you this spark? Will it grow into a flame of power and brilliance?

Eidolon Traits

Eidolons have the following racial traits:

Fight for Your Right to Survive

You have damage resistance to Cold, Fire, Acid, Thunder, and Lightning, as well as immunity to Necrotic and Poison damage due to your wispy presence. On top of this, you have the been quite literally through Hell and back, or in this case Therosi hell, and therefore have immunity to the Charmed, Petrified, Frightened, Grappled, Paralyzed, Poisoned, Prone, and Restrained conditions.

Darkvision

You are able to see in black and white while in the dark to a range of 60ft.

Ethereal Form

You may move through objects and creatures as if they were difficult terrain. Ending your turn in a square occupied by an object or creature causes you to be pushed to the nearest unoccupied square and take 1d10 force damage.

Turn Resistance

The eidolon has advantage on saving throws against any effect that turns undead.

A Life Long Ago

A creature receives the same ability score improvements it would have had during its life. Choose a race that you used to be, long ago.

Wispy Appendages

Your strength is set to 7. Your Charisma get a bonus of +3.

Anchored

While within 10 ft. of your anchor, you are able to move at your proper speed. Each 10 feet further you move from your anchor, your speed is reduced by 10 ft, unless moving directly towards your anchor, until eventually reaching zero and being forced to return to it.

Possession

You have the ability to possess a living host or construct and use their body. As an action, you can enter the space of another creature and then attempt to possess them. A willing creature will allow you to enter them immediately. An unwilling creature will have to succeed a save against 8 + your proficiency bonus+ your charisma modifier. You gain their physical stats, such as Strength, Dexterity, and Constitution, but retain your mental traits, such as Intelligence, Wisdom, and Charisma. You are able to use any of its actions, bonus actions, or reactions, but no spellcasting, or any legendary actions or resistances. For an unwilling creature, this lasts for 5 minutes, after which time they are able to make another save with advantage. For a willing creature, this can last as long as you wish, or until they choose they would like it to end. At that point, the creature can make a save against the save DC for unwilling creatures, with advantage if they have been possessed for over 5 minutes. A creature that is possessed can use all of their senses, but is unable to take any actions. If the possessed creature reaches 0 hit points, you are ejected out of its body and are rapidly brought back to your own if over your movement speed away from it. Any damage over 0 transfers over to you upon being ejected. If the host is your anchor, you are able to enter it with 5 feet of movement or a bonus action while within 5 ft., but leaving any host takes a bonus action.

This trait can only be used once per long rest, unless used on your anchor, which takes no action.

Undead are immune to this ability. Any creature with a Charisma higher than 20 is immune to this ability. Constructs have advantage against this ability.

Rather Obvious

Your AC is set to 9.

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