Base Class: Warlock
A warlock calls upon the powers of a primal being and summons a fragment of it's power. Pulling a creature from thin air, the Warlocks Eidolon spawns and attacks the Warlocks enemies. With a few commands from the Warlock, the Eidolon attacks with flurries of claw swipes and bites. Enemies fall, and the Eidolon and warlock remain, tied together through the bond they made.
Summon Eidolon
Beginning at 1st level, the Summoner gains the benefit of being able to call upon souls of the pact that he has made. As an action he can summon a creature from his pact that acts as an ally to him and his allies. It appears in an unoccupied space of your choice within 30 feet of you.
When the Eidolon is summoned. You can choose what the creature looks like and what form it will be in. Choose either Assault, Guardian, or Support. Each has a special property notes in the creatures description. The form lasts until it is resummoned, or until you spend 1 hour doing a ritual to change its form.
The Eidolon is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Warlock Eidolon stat block, which uses your proficiency bonus (PB) in several places. When the Eidolon is summoned. You can choose what the creature looks like and what form it will be in. Choose either Assault, Gaurdian, or Support. Each has a special property notes in the creatures description. The form lasts until it is resummoned, or until you spend 1 hour doing a ritual to change its form.
In combat, the Eidolon, shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Eidolon can take any action of its choice, not just Dodge.
The Eidolon remains until it is reduced to 0 hit points, until you use this feature to summon the Eidolon again, or until you die. Anything the Eidolon was wearing or carrying is left behind when the Eidolon vanishes.
Once you summon the Eidolon , you can’t do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it.
Warlock's Eidolon
Medium Construct
Armor Class 14 + PB (natural armor)
Hit Points 5 + five times your warlock level (the Eidolon has a number of Hit Dice [d8s] equal to your warlock level)
Speed 30 ft.
Saving Throws Str +3 plus PB, Con +2 plus PB
Senses darkvision 60 ft., passive Perception 12
Languages Cannot speak, but understands Common
Challenge — Proficiency Bonus (PB) equals your bonus
Assault Form. In Assault Form, instead of the normal attack action, the Eidolon can attack all enemies within 5 feet of it. Make a separate attack roll against each target. Any target that this attack hits takes 2d4 + str in slashing damage.
Guardian Form. In Guardian Form, the Eidolon can forego one of its claw attacks to cause any enemy hit by its first attack to have disadvantage on its next attack that does not target the Eidolon.
Support Form. In Support Form, the Eidolon can forego one or both attacks to instead heal an ally within 30 feet. The target recovers 1d6 points of damage for each attack it did not use.
Actions
Claws. The Eidolon makes two Claw attacks. The Eidolon uses the Warlock's proficiency bonus in addition to its own strength modifier to calculate the to hit and damage rolls.
Claw. Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d4 plus PB piercing damage.
Reactions
Edicts
Also at 1st level, the Warlock gains Edicts, detailed at the end of this subclass, to command the Eidolon to push his boundaries while in combat. The Warlock knows two Edicts at 1st level, and learns an additional edict at levels 6, 10, and 14. As a bonus action and part of the same command given to your Eidolon you can use an Edict and it will augment their abilities in combat. You can use an Edict a number of times equal to your charisma modifier.
Block
You command your companion to evade or block incoming attacks rather than taking them. Until the end of your next turn your companion can add your Charisma modifier to any saving throw it has to make, and add half your Charimsa modifier (rounded up) to its AC.
Elemental Attunement
You command your Eidolon to pull energy from the primordial plane and attune to it. Your Eidolons attacks damage deals damage of your chosen element. The Eidolon also gains a ranged attack option that deals 1d8 + your charisma modifier of the chosen elements damage type.
Life Transfer
You command your Eidolon to heal others with its own vitality. The Eidolon takes 1d8 damage and your target is healed for the damage dealt to the Eidolon plus your charisma modifier.
Move
You tell your companion that it needs to move fast, or move safely. When given this command your companion can take the Disengage or Dash action as a bonus action on this turn.
Strike
This Edict allows you to command your Eidolon with extra ferocity. The target of your Eidolons attack takes additional damage equal to your charisma modifier.
Terrifying Presence
You command your Eidolon to attempt to terrify creatures around it. Any target you choose within 10 feet of the eidolon must make a wisdom saving throw against your spell save DC. If they fail they are terrified and must use their action to move away as far as possible from the Eidolon.
Toughen Up
You command your companion to toughen up and be ready to withstand even more blows. Your companion gains temporary hit points that equals your level plus your charisma modifier that last for 10 minutes.
Soul Link
Beginning at 6th level, you and your Eidolon are more connected than before. When you cast a spell of self, your Eidolon can be the target of the spell. The Eidolon has to be able to be seen and within 30 feet for the spell to take on the Eidolon.
Eidolon's Protection
Beginning at 10th level, if you are the target of a melee attack and your Eidolon is within 15 feet of you, you can use your reaction and roll 1d10 and add your level. Your Eidolon takes that much damage of what would have been dealt to you. Any damage that this does not affect, still damages you.
Eidolon's Infusion
Beginning at 14th level, you can infuse your companion with all your energy to make it into a behemoth of raw power.
As an action while your companion is within 120 feet, you can choose to transform it, while it is transformed it gains the following benefits:
- It increases its size by two category – from Medium to Huge, for example
- Its attacks deal an extra 2d4 damage per attack.
- It deals double damage to structures.
- Its current and maximum hit points are increased by 50.
- Its movement speed is doubled.
The transformation ends after 1 hour has passed, the companion goes unconscious or you end it as an action. Once you have used this feature you must finish a long rest before you can use it again.
Previous Versions
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Posted May 4, 2025This is maybe the best warlock subclass I have ever encounter, good work man!!!!!
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Posted Jan 11, 2024Hey man, I noticed with the subclass that when you pick it you can’t select your edicts in your class, what do I do?