Eidolist

Sitting with legs crossed atop a carapace of a giant crab a man reads a book, the lapping of water and the sea breeze offering peaceful background noise. Only occasionally was he disturbed by the thrashing of a shark held firmly between the crabs massive pincers as its headed towards an island just on the horizon.

A woman snapped her fingers, causing a humanoid shape to appear before her with obsidian skin. With a simple utterance it lunged forward, tearing into the bandits attempting to rob her.

A Dwarf grumbled as he trudged through the tunnels, rocks clattering with every footfall. Finally he came upon it, a rich vein of ore. With eyes sparkling he smiled and directed his guardian to begin digging, which was made easy thanks to its large shovel like claws.

Wether giving orders from the backline, or standing side by side with their avatar, hurling spells and providing aid, eidolists and guardians are the embodiment of a twinned soul. While they have many things they fancy, nothing could replace an eidolists guardian.

## Two Bodies, One Mind

Eidolists typically learn their unique ability spontaneously. Perhaps they were bullied as children and wished for a guardian, only to have their thoughts take shape. Maybe they were reading a book and imagining the creatures there in, only to have their gaze met by one of those creatures incarnate when they lowered the tome. An eidolist can first summon their avatar in many ways, but very rarely is it not accidental.

Some families of summoners exist, nurturing their power, seeking ways to perfect it, make it stronger. The children of such families are often pruned from a young age, being prepared for the day their guardian manifest that they may make it as exceptional as possible. Once summoned an eidolist and guardian share an unbreakable bond.

## Books and Bonds

Wizards and Eidolist have always been at odds. The wizards tend to be the mind that anyone who wants to use magic should go through the proper training and not rely on barely controlled arcana, let alone manifested in a physical form to accomplish anything.

The Eidolist simply believe wizards to be jealous that they are not capable of creating such a magnificent creature to aid them.

# Class Features

As an Eidolist you gain the following features.

### Hit Points

**Hit Die:** 1d4 per Eidolist level.

**Hit Points at 1st Level:** 4 + your Constitution modifier.

**Hit Points at Higher Levels:** 1d4 (or 2) + your Constitution modifier per Eidolist level after 1st.

### Proficiencies

**Armor:** Light Armor

**Weapons:**Simple Weapons.

**Tools:** One of your choice.

**Saving Throws:** Dexterity, Wisdom

**Skills:** Choose any three.

### Equipment

You start with the following equipment, in addition to the equipment granted by your background:

* Any Simple Weapon
* (a) a diplomat's pack or (b) a scholars pack or (c) an adventurers pack.
* A dagger
* Any Musical Instrument

## Guardian

At 1st level, you have bonded with a creature that becomes a guardian that accompanies you on your adventures and fight alongside you. Choose a beast, elemental, or monstrosity to be your guardian that has a challenge rating of 1/2 or lower. Add your proficiency bonus to the creatures AC, attack rolls and damage rolls, as well as any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or five times your Eidolist level, whichever is higher and uses your spell save for any abilities it uses that require a saving throw. If your guardian is slain you can manifest a new one which is identical to your old one after taking a long rest as a 10 minute ritual. The guardian obeys your commands as best it can. It takes its turn on your initiative, though it doesn't take any action unless you command it to. On your turn, you can verbally command your guardian to attack, defend or where to move (no action required by you). Your guardian will follow out your command until it is slain or given a new command.

## Evolution

You have a number of evolution points indicated by the evolution table with which to buy evolutions for your guardian, detailed at the end of the class. You do not regain spent evolution points.

## Spellcasting

Drawing on the raw power used to give shape your guardian allows you to cast spells. The list of Eidolist Spells can be found Here

### Cantrips

At 1st level, you know one cantrip of your choice from the Eidolist Spell List. You learn an additional Eidolist cantrips of your choice at level 3, level 8, level 13 and at level 19 of this class.

### Spell Slots

The Eidolist table shows you how many spell slots you have to cast spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Cure Woundsand have a 1st-level and a 2nd-level spell slot available, you can cast Cure Wounds using either slot.

### Spells Known of 1st level and higher

You know two 1st-level spells of your choice from the Eidolist spell list. The spells known collumn of the Eidolist table shows when you learn more Eidolist spells of your choice. Each of these spells must be of a level for which you have the spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st level. Additionally, when you gain a level in this class, you can choose one of the Eidolist Spells you know and replace it with another spell from the Eidolist Spell List, which also must be of a level for which you have spell slots.

### Spellcasting Ability

Wisdom is your spellcasting ability for your Eidolist spells, since your magic draws upon your connection and attunement to your Guardian. You use your Wisdom whenever a spell refers to your spellcasting modifier when setting the saving throw DC for an Eidolist spell you cast or Guardian ability, and when making an attack roll with one.

***Spell attack modifier*** = your proficiency bonus + your Wisdom modifier.
***Spell save DC*** = 8 + your Wisdom modifier + your proficiency bonus.
## Life Link

Starting at 2nd level, an Eidolist and their Guardian can share their pain. When you or your Guardian is dealt damage, you may use your reaction or your Guardians reaction to divide the damage between one another. Should the damage divided exceed you or your Guardians maximum hitpoints the rest is dealt normally to you or your Guardian.

## Eidolist Archetype

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose:

* Evolutionary
* Bonded One

All features gained are detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 6th and 14th level.

## Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score by 2, or you can increase two ability scores by 1. As normal, you can't increase an ability above 20 using this feature.

## Protector

Beginning at 5th level, when you are within 5 feet of your Guardian you gain +2AC.

## Major Evolution

Beginning at 5th level, you can select one evolution for your Guardian from the Major Evolutions listed at the end of the class. You can select another major evolution at 10th, and 15th level. You cannot select the same major evolution more then once.

## Call

Beginning at 7th level, you can call your avatar to your side. As an action you can teleport your Guardian to your side regardless of distance, but you must be on the same plane of existence. Once you use this power you must complete a long rest before you can use it again.

## Bond Senses

Beginning at 7th level, you are able to perceive the world through your Guardian. Additionally you can communicate telepathically with your Guardian, as long as you are on the same plane of existence. As an action you can see and hear what your Guardian sees and hears and gain the benefit of any special senses it may have. You can use a bonus action to stop perceiving the world through your Guardian.

## Same Soul

At 11th level, when you target yourself with a spell you may also target your Guardian if they are within 60 feet.

## Masters Call

When you reach 17th level, you can use an action to manifest your Guardian immediately if it would be slain at. You must complete a long rest before you can use this feature again.

## Avatar Embodiment

When you reach 18th level you gain 5 additional evolution points and 1 major evolution. You can only spend these evolution points and major evolution on yourself.

## Apex of Evolution

At 20th level you can meld with your Guardian as an action if you are within 5 feet of your Guardian. While melded you are inside your Guardian and cannot be targeted by spells or attacks. If your Guardian is slain you appear in the last space your melded form occupied. You and your Guardian can still take actions normally while melded. You can separate from your Guardian as an action.

## Evolutionary

You seek to perfect your Guardian, making it into the pinnacle of greatness.

### Resilient

Beginning at 3rd level, your Guardians hitpoints increase by 6, plus an additional 2 for every Eidoist level past 3rd.

### Evolve

Your Guardian gains 3 ability points. You can spend these points to increase any of your Guardians stats to a maximum of 20.

### Superior Evolution

Your Guardian gains an additional Major Evolution.

## Bonded One

You learn from your Guardians growth, gaining strength of your own.

### Forced Evolution

You gain 3 evolution points to purchase Evolutions that are applied to you and not your Guardian.

### Greater Being

You gain 3 additional evolution points to purchase Evolutions for yourself.

### Perfection

You gain 1 evolution of your choice and 1 major evolution.

# Evolutions

Below is a list of possible evolutions your Guardian could obtain as it grows and evolves.

## One Point Evolutions

### Agile

Your Guardian can take the disengage or hide action as a bonus action on its turn.

### Improved Damage

One of the Guardians natural attacks is particularly deadly. Select one natural attack and increasethe damage die type by one step. Each time a Guardian selects this evolution, it applies to a different natural attack.

### Improved Natural Armor

Your Guardians hide grows thick fur, rigid scales, or bony plates increasing its natural armor by +2.

### Keen Smell

The Guardian gains advantage on Wisdom (perception) checks that rely on smell.

### Mimicry

The Guardian can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check.

### Natural Attack

Your Guardian gains one of the following natural attacks if they could reasonably posses it.

* **Bite:** Your Guardians maw is full of razor-sharp teeth, giving it a bite attack. The bite deals 1d6 + Strength modifier points of piercing damage.
* **Claws:**Your Guardian has a pair of vicious claws at the end of its limbs, giving it a claw attack. The claws deal 1d6 + Strength or Dexterity modifier points in slashing damage.
* **Gore:**Your Guardian grows a number of horns on its head, giving it a gore attack. This attack is a primary attack. The gore deals 1d6 + Strength modifier points in piecring damage.
* **Slam:** Your Guardian can deliver a devastating slam attack. The slam deals 1d6 + Strength modifier points in bludgeoning damage.
* **Sting:** Your Guardian possesses a long, barbed stinger, granting it a sting attack. The sting deals 1d6 + Strength or Dexterity modifier points of piercing damage.
* **Tail Slap:**Your Guardian can use its tail to bash nearby foes, granting it a tail slap attack. The tail slap deals 1d6 + Strength or Dexterity modifier points in bludgeoning damage.
* **Tentacle:**Your Guardian possesses a long, sinuous tentacle, granting it a tentacle attack. The tentacle attack deals 1d6 + Strength or Dexterity modifier points of bludgeoning damage.
* **Tusk:** Your Guardian grows a pair of large tusks, granting it a tusk attack. The tusk attack deals 1d6 + Strength or Dexterity modifier points of slashing damage.

### Scent

A Guardians sense of smell becomes acute granting it the ability to detect opponents within 30 feet by sense of smell. Scent does not allow the Guardian to precisely locate the creature, only to detect its presence. The Guardian can pinpoint the creature's location if it is within 5 feet. The Guardian gains advantage on Wisdom (Survival) checks made to track a creature by smell.

### Skilled

A Guardian becomes especially adept at a specific skill. Choose one skill from Athletics (Strength), Acrobatics (Dexterity), Sleight of Hand (Dexterity), Stealth (Dexterity), Intimidation (Charisma), or Perception (Wisdom), the Guardian can apply your proficiency bonus to the selected skill. This evolution can be selected more then once. Its effects do not stack. Each time a Guardian selects this evolution, it applies to a different skill.

### Sure-Footed

The Guardian has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

### Swift

Your Guardian gains quick reflexes, increasing its move speed by 10 feet.

### Swim

Your Guardian gains webbed hands, feet, or powersul flippers, giving it a swim speed equal to its base speed.

## Two Point Evolutions

### Amphibious

Your Guardian can breathe in both air and water.

### Chameleon Skin

Your Guardian has advantage on Dexterity (Stealth) checks made to hide.

### Charge

If your Guardian moves at least 20 feet straight toward a target and then hits it with a gore or tusk attack on the same turn, the target takes an extra 7(2d6) damage.

### Crush

A Guardian gains powerful muscles that allow it to crush those it has grappled. Whenever your Guardian has succesfully grappled a creature it deals additional damage equal to its Strength modifier to the grappled creature. At the beginning of the Guardians turn it deals this damage again for as long as it maintains the grapple.

### Illumination

As a bonus action your Guardian can shed bright light in a 10-foot radius and dim light for an additional 10 feet.

### Pack Tactics

Your Guardian has advantage on an attack roll against a creature if at least one of the Guardians allies is within 5 feet of the creature and the ally isn't incapacitated.

### Pounce

If the Guardian moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a Strength saving throw or be knocked prone. If the target is prone, the Guardian can make one attack against it as a bonus action.

### Poison

Your Guardian secretes venom, gaining a poison attack. Pick one of the Guardians natural attacks that dose slashing or piercing damage. Whenever the selected attack hits, the target makes a Constitution saving throw, on a failed save the target is poisoned for 1 minute. On a successful saving throw the creature is immune to the poison for 1 hour.

### Rampage

When your Guardian reduces a creature to 0 hit points with a melee attack on its turn it can take a bonus action to move up to half its speed and make a melee attack.

### Spiked

Your Guardian grows spikes making it hazardous to strike. When your Guardian is dealt melee damage the attacking creature takes damage equal to your proficiency bonus.

### Swallow

The Guardian makes one bite attack against a creature one size smaller then itself that it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the Guardian, and takes 10(3d6) acid damage at the start of each of the Guardians turns. The Guardian can have only one target swallowed at a time.

### Tremorsense

Your Guardian becomes attuned to vibrations in the ground, gaining tremorsense out to a range of 15 feet.

## Three point Evolutions

### Adept

Your Guardian gains 2 ability points it can spend to increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can purchase this evolution multiple times.

### Blindsight

Your Guardian gains blindsight out to a range of 30 feet.

### Burrow

Large claws or mandibles allows your Guardian to tunnel through earth. Your Guardian gains a burrow speed equal to half its movement speed.

### Deflect

Your Guardian adds 3 to its AC against attacks using its reaction.

### Flight

Your Guardian grows large wings, makes a small whirlwind around its waist, or manifests a cloud that can support it gaining the ability to fly. The Guardian gains a fly speed equal to its base speed.

### Incorporeal Movement

Your Guardian can move through other creatures and objects as if they were difficult terrain. Your Guardian takes 5(1d10) force damage if it ends its turn inside an object.

### Magic Resistance

Your Guardian has advantage on saving throws against spells and other magical effects that would target it.

### Martial Prowess

Once per turn, your Guardian can deal an extra 7(2d6) damage to a creature it hits with an attack if that creature is within 5 feet of an ally of your Guardian that isn't incapacitated.

### Multi-Attack

Your Guardian grows another head, an additional pair of arms, or simply becomes more swift. Your guardian gains the multiattack action if it does not already have it, allowing it to make two attacks. These attacks can be with the same or seperate natural weapons.

### Spider Climb

Your Guardian can climb difficult surfaces, including upside down on ceilings, without needing to make ability checks.

### Stench

Any creature other than you that starts its turn within 5 feet of your Guardian must succeed on a Constitution saving throw or be poisoned until the start of the creature's next turn. On a succesful saving throw the creature is immune to the stench for 1 hour.

### Web

Your Guardian grows a pair of spinnerets allowing it to weave and spew webs (recharge 5-6) *Ranged Weapon Attack, Range:* 30/60ft, *Target:* One creature *Hit:*The target is restrained by webbing. As an action, the restrained creature can make a Strength check vs your DC, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; HP 5; Vulnerability to fire damage; immunity to bludgeoning, poison and psychic damage)

## Major Evolutions

### Breath Attack

When you choose this major evolution choose one of the following breath attacks. You can use your action to exhale destructive energy. Your choice determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must succeed on a saving throw, the type of which is determined by your breath weapon type. A creature takes 3d6 damage on a failed save, and half as much damage on a succesful one. The damage increases to 4d6 at 7th level, 5d6 at 13th level, and 6d6 at 18th level.

 Cold
 Fire
 Lightning
 Poison

### Elemental Attack

Your Guardian adds an elemental damage type that deals an additional 2d4 damage of the chosen type to its natural attacks. Choose one of the following types, Acid, Fire, Cold, Lightning.

### Eye Rays

As an action your Guardian shoots up to two of the following magical eye rays at one or two creatures it can see within 90 feet of it. It can use each ray only once on a turn.

1. *Confusion Ray:* The target must succeed on a Wisdom saving throw, or it can't take reactions until the end of its next turn. On its turn, the target can't move, and it uses its action to make a melee or ranged attack against a randomly determined creature within range. If the target can't attack, it does nothing on its turn.
2. *Paralyzing Ray:* The target must succeed on a Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
3. *Fear Ray:* The Target must succeed on a Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with dissadvantage if the Guardian is visible to the target, ending the effect on itself on a success.
4. *Woudning Ray:* The target must succeed on a Constitution saving throw taking 16(3d10) necrotic damage on a failed saving throw or half as much on a succesful saving throw.

### Regeneration

Your Guardian regains hit points equal to its constitution modifier (minimum of 1) at the start of its turn. If your Guardian takes Acid or Fire damage, this trait doesn't function at the start of the turn.

### Growth

Your Guardian grows in size, becoming one size larger. the Guardian gains a +2 bonus to Strength, a +2 bonus to Constitution, to a maximum of 20, an has dissadvantage on Stealth (Dexterity) checks. Your guardian also gains reach.

### Teleport

(Recharge 4-6). As an bonus action your Guardian magically teleports, along with any equipment it is wearing or carrying up to 40 feet to an unoccupied space it can see. Before or after teleporting the Guardian can make one attack.

### Unassailable

Choose two damage types when you select this evolution. Your Guardian has resistance to the chosen damage types.

### Invisibility

As a bonus action, your Guardian can magically turn invisible for 1 hour or until it makes an attack. Any equipment the Guardian wears or carries is invisible with it. After using this power your Guardian must complete a short before it can use it again.