Sorcerer
Base Class: Sorcerer

The Eidolon Archive is a living record of every spell, strike, and shape it witnesses. Born from a mimic's forgotten evolution, you are not merely a copy — you are an answer to everything you’ve seen.

Your body adapts with uncanny speed, allowing you to shift into the form of any creature or class you’ve observed, excluding their physical health. Forms you've seen are etched into memory and may be recalled instantly. As you grow stronger, your ability to cast spells, combine magical effects, and react to the world around you becomes more fluid — and more dangerous.

This subclass also contains a buried fail-safe: when your control slips or you are pushed to the brink of death, your form collapses into a mindless frenzy driven by raw instinct and violence. This temporary state grants immense physical power, regenerative ability, and brutal arcane projections.

The Eidolon Archive is perfect for players who enjoy flexibility, strategic mimicry, and shape-based storytelling. Whether imitating friend or foe, the Archive always remembers — and always adapts.

Awakened Archive

Your body becomes a living ledger of everything you’ve seen. When you observe a creature or class using unique traits, combat styles, or spells, your form records their essence. You may then assume that form in the future, excluding their hit points.

  • You can shift into any class or monster you’ve witnessed in action. While assuming a class, you gain its basic core features such as martial style, spellcasting, or mobility, at a level appropriate to your own. While assuming a monster, you gain its physical traits, actions, and natural abilities except for its hit points and legendary/lair actions.

  • You can assume forms of up to Medium size using a bonus action or reaction. Assuming a Large form requires a full action. Shifting into forms larger than Large takes extended effort: either a full turn of transformation or concentration for up to 2 turns (DM’s discretion).

  • Any form you shift into must be something you’ve witnessed directly, either in combat or narrative observation. Forms are stored in your memory for 1 week. You may store as many forms as you like, but only those seen within the past week are usable.

  • At level 8, you unlock permanent recall. Every form you’ve ever witnessed becomes available indefinitely for future shifts, even if time has passed since your last encounter with it.

This transformation alters your physical presence slightly — your skin may shift tone, your limbs may morph subtly, but your general size and humanoid appearance remain. You do not gain the target’s hit points, resistances, or immunities unless otherwise granted by your subclass.

Reactive Assimilation

Your form reacts instinctively to harm, integrating hostile energy into your structure.

When you take damage from a specific damage type (such as fire, lightning, necrotic, etc.), you gain resistance to that damage type until the end of your next turn. If you take damage from that same type again before the resistance expires, the duration resets.

Additionally, you gain the ability to inflict that same damage type without needing a weapon or spell. For the next minute, your unarmed strikes, natural weapons, or shapeshifted form abilities can deal that damage type instead of their normal damage type (you choose which on each hit).

You may only adapt to one damage type at a time with this feature. Taking damage from a different type does not override the first, but you can choose to switch if you take another type and are not currently benefiting from Reactive Assimilation.

You can benefit from this feature once per round, and it functions automatically—no reaction required.

Level 14: Frenzied Eidolon

When your consciousness is shattered by pain or emotion, your true nature rises — no longer a mimic, but a raging eidolon of unrelenting instinct.

You may enter the Frenzied Eidolon state in one of two ways:

  1. Triggering by Collapse: When you are reduced to 0 HP, you instead immediately regain a number of hit points equal to half your level + your Charisma modifier and enter the Frenzied Eidolon state as a reaction. You do not fall unconscious or make death saving throws. You cannot enter Frenzied Eidolon this way again until you finish a long rest.

  2. Triggering by Resistance: After you succeed on three saving throws against mind-altering effects (such as fear, charm, domination, confusion, etc.) during an adventuring day, you may choose to enter the Frenzied Eidolon state as a bonus action. This version of entry does not impose penalties when the state ends.


Frenzied Eidolon Rules:

  • The state lasts for 2 minutes unless ended early.

  • If the Frenzied Eidolon state ends early (not from hitting 0 HP again), you retain half of your remaining temporary hit points as regular healing.

  • While in this state, your mind is overwhelmed by aggression. You must attack enemies you recognize as hostile each turn if able.


Arcane Projected Claws:

While in this state, your arms become extensions of raw energy and rage, forming a pair of arcane projected claws:

  • Slash Attack (Dexterity-based): Make two swift slashing attacks that deal 1d8 + Dex modifier slashing damage each.

  • Pierce Attack (Strength-based): A brutal, focused thrust that deals 2d6 + Strength modifier piercing damage.

All claw attacks deal nonmagical physical damage but can bypass resistance to nonmagical damage due to your altered state.

Whenever you deal damage with these claws, you gain temporary hit points equal to 25% of the damage dealt (rounded down).


Resilience Features (starting at level 14 and scaling):

  • You gain advantage on saving throws against effects that target the mind (charm, fear, confusion, etc.).

  • When you succeed on one of these saves during Frenzied Eidolon, you gain a +2 bonus to attack and damage rolls until the end of your next turn ("poking the bear" mechanic).

  • At level 17, you gain resistance to all nonmagical damage during the first minute of the frenzy.

  • At level 20, the healing at the end of Frenzied Eidolon is increased to equal the full amount of remaining temporary HP, not half.


Limitations:

  • You may not enter this state again via the 0 HP trigger until you complete a long rest.

  • Entering via the mind-effect trigger does not apply this restriction, but if ended early still causes exhaustion unless stated otherwise.

Spellweaving

Your evolving nature allows you to mimic not just spells, but the structure behind them, letting you weave their threads into something entirely new.

Once per short rest, you may cast a Spellweave, a unique fusion of two spells you have previously witnessed or copied. You do not need to have the spells prepared or known — only to have seen them cast or used (by allies, enemies, or yourself).

When using Spellweaving, select two spells with a spell level you are capable of casting (each must be 4th level or lower). You may then cast them together in one of two ways:

  • Combined Effect: Fuse both spells into a single, enhanced effect. This may combine damage types, overlapping areas, or simultaneous effects (DM discretion may be required).

  • Tandem Cast: You may cast both spells in the same action, treating them as if cast simultaneously. Each spell functions normally, and targets can be the same or different.

You must use a single spell slot of the higher level between the two (e.g., combining a 2nd-level spell and a 4th-level spell requires a 4th-level slot).

You may only Spellweave once per short rest. The spells used cannot be woven together again until after a long rest.

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