Base Class: Wizard
As conjuration study has pushed your magical presence beyond the material plane, you have learned to draw upon powers from other realms. In this exploration, you have developed a bond with a certain extraplanar creature, leading this being to protect you and fight for you when the time comes. As time passes, and your bond strengthens, your eidolon's strength increases, making it a formidable and intimidating foe as well as a protective, valiant friend.
Extraplanar Exploration
When taking this subclass at 2nd level, you gain abilities based on your curiosity for the unknown. You gain proficiency in the animal handling skill as you interact with new creatures. Additionally, you become skilled at casting while on a mount. Mounting another creature only costs you 5 feet of movement, you have advantage on saving throws against falling off of your mount, and you can perform somatic components for spells while mounting another creature.
Eidolon Companion
Beginning at 2nd level, you learn to summon a creature from another plane. This creature is friendly to you and will follow your instructions as you develop a special bond with this creature. You begin by determining a form for the eidolon, which provides it with a physical shape, ability scores, and one special ability:
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Biped: walks on two legs, can attack with upper limbs or bite
Strength: 16, Dexterity: 12, Constitution: 12, Intelligence: 7, Wisdom: 10, Charisma: 10
Ranged Attack: When holding something that can be thrown or fired, your eidolon can make a ranged attack instead of a melee attack, using its regular attack bonus for the ranged attack.
Quadruped: walks on four legs, can attack with front limbs or bite
Strength: 14, Dexterity: 14, Constitution: 14, Intelligence: 7, Wisdom: 12, Charisma: 10
Trample/Pounce: When moving the creature's entire movement in a straight line and then hits with a melee attack, the eidolon can force target must make a strength saving throw (equal to your spell save DC) or be knocked prone.
Serpentine: snake-like, moves in a slithering motion, can attack with a bite or constriction
Strength: 16, Dexterity: 10, Constitution: 12, Intelligence: 7, Wisdom: 10, Charisma: 10
Constrict: Using an action, the eidolon can attempt to constrict a target of equal size or smaller. The target must make a strength saving throw (equal to your spell save DC) or be restrained. When constricted, the target takes damage equal to one attack made by the eidolon at the start of each of its turns. Using an action, the target can escape by using an action to attempt to succeed on an athletics or acrobatics check (equal to your spell save DC), being freed from restraint on a success.
Avian: Flies for movement, attacks with claws or beak
Strength: 14, Dexterity: 16, Constitution: 10, Intelligence: 7, Wisdom: 10, Charisma: 10
Flying: The eidolon has a flying speed of 30 feet
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The following stats are consistent for each eidolon form.
Hit points: equal to half of your hit point maximum
Hit Dice: equal to one half of your hit dice
Actions: Help, Dodge, Dash, Disengage, Hide, Ready. Search, or Attack
Attack: The eidolon makes one-melee attack, using its strength modifier plus your proficiency bonus. The eidolon's initial damage is 1d8 + the eidolon's strength modifier.
AC: Equal to 11 + the eidolon's dexterity modifier
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You can summon your eidolon by performing a ten minute ritual, calling your companion from its original plane. Your eidolon can be returned to its home plane using an action, and is immediately sent back upon dropping to zero hit points. After summoning your eidolon, you cannot summon it again until you complete a long rest. With each summoning, your eidolon returns with full hit points and abilities, as if it has taken a long rest on its original plane.
Strengthened Bond
At 6th level, you begin to acquire knowledge of how to enhance your eidolon through arcane manipulation and genuine connection. At level 6, you can select two of the following features to improve your eidolon. You can select another feature at level 10, 14, and 18.
Ability Score Improvement: You can raise one ability score of your eidolon by 2, or 2 ability scores by 1. This feature can be taken more than once.
Extra Attack: Your eidolon can take two attacks when taking an attack action instead of one.
Thick Skin: Your eidolon's armor class increases by 2.
Protective Instinct: When within 10 feet of your eidolon, you gain a +1 bonus to AC and a +1 bonus to all saving throws.
Arcane Burst: When your eidolon hits on an attack, you can expend a spell slot to increase the damage of the attack. The increased damage is equal to 1d8 for every level of the spell slot expended, with a maximum damage increase of 5d8.
Connected Perception: Using an action, you can begin to see through the eyes of your eidolon and hear what it hears until the start of your next turn. When using this feature, any perception checks use the perception bonus of your eidolon if your eidolon's perception bonus is higher, using your own perception bonus otherwise. Checks made in this fashion are also made at advantage.
Transposition: Using your bonus action, you can manipulate the locations of your and your eidolon. In doing this, you can choose to teleport to a location adjacent to your eidolon, teleport your eidolon to a location adjacent to you, or swap places with your eidolon. This can only be done if you are within 500 feet of your eidolon, and there is space available where the teleportation will occur.
Lifebond: You acquire abilities to manipulate the arcane nature of your eidolon in relation to your own magical ability. Using a bonus action, you can expend a spell slot to heal your eidolon, healing 1d8 hit points plus an additional 1d8 hit points for each level of the spell slot expended. Additionally, you can sacrifice your own hit points to heal your eidolon, using your bonus action to heal your eidolon a number of hit points equal to the number of hit points you sacrifice.
Lifelink: Prerequisite: Requires, lifebond. When taking damage that would drop you below 1 hit point, you can choose to remain at 1 hit point. If you remain at 1 hit point, all damage that has not been taken due to this negating effect is dealt to the eidolon, as long as the eidolon is above 0 hit points. If your eidolon is below one hit point, or is not on the same plane as you, this feature takes no effect. Once your eidolon has taken damage in this way, it enters an enraged state, where it has advantage on all attacks for the next round.
Mage Puppet
At 10th level, you can channel your magic through your eidolon. If your eidolon is within range of a spell you intend to cast, you can cast the spell from your eidolon. The spell continues to use your spell save DC and, if there is a spell attack roll, you will continue to use your spell attack modifier.
Residual Power
Once you reach 14th level, part of each spell you cast is channeled into your eidolon. Whenever you are within 30 feet of your eidolon and you cast a spell, your eidolon gains hit points equal to 1d4 for each level of the spell cast.
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Posted Dec 29, 2022Nice