Eidolist
Hit Points
Hit Dice: d8 per Eidolist level
Hit Points at first Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Eidolist level after 1st
Proficiences
Armor: Light armor
Weapons: Simple weapons, Simple Ranged Weapons
Tools: One of Your Choice
Saving Throws: Dexterity and Wisdom
Skills: Choose 3 from Animal Handling, Arcana, Religion, Investigation, Insight, Intimidation, Perception, Persuasion, or Nature.
Class Features
Summon Eidolon
You gain the ability to summon to your side an powerful outsider called eidolon. The eidolon forms a link with the summoner, who, forever after, summons an aspect of the same creature. An eidolon has the same alignment as the summoner that calls it and can speak all of your languages. An eidolon shares the summoner's proficiency bonus. Conjuring a creature with a spell does not return your Eidolon to its plane. Summoning your Eidolon does not cause other conjured creatures to be returned to their plane.
An eidolon acts on its own initiative, and it obeys any commands that you issue to it (no action required by you).
As your summoned eidolon is just an aspect of the eidolon you are bound to, if it is killed, a new identicle one can be manifested after a long rest, through a ten minute ritual. If your eidolon is sent to another plain through banishment or another similar effect, it cannot be summoned again until the effect ends or the same ritual to summon a new one it preformed.
An eidolon is incapacitated after being reduced to 0 hit points. It is killed after reaching a negative amount of hitpoints equal to its Constitution score. An eidolon that is summoned after a long rest returns with all its hit points. A banished eidolon that was not killed is not healed, until you take a long rest. During a short rest, you may use your Hit Die to heal your eidolon just as you would heal yourself, using your Wisdom modifier with the amount rolled instead of Constitution. An eidolon remains until is killed, banished, or dismissed by you as an action.
The eidolon’s physical appearance is up to the summoner, but it always appears as some sort of fantastical creature. It's general appearance is based on the chosen eidolon form, which may not be changed. As it gains new evolutions, an eidolon's appearance may change appropriately. The eidolon also bears a glowing tattoo that is identical to a tattoo that appears on the summoner as long as the eidolon is summoned. While this tattoo can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph.
Evolution
You have a number of evolution points indicated by the evolution points column of the Eidolist table. Whenever you level up you can spend these points to buy evolutions for your eidolon, which will grant your eidolon new features and powers. Additionally when you level up you can chose to get rid of evolutions you chose previously, and regain the points spent on them. Some evolutions require the Eidolon to have a specific base form, specific evolutions, or for the eidolist to have reached a certain level. Evolution points can be saved between levels but they can only be spent during level up's.
Starting Equipment
- (a) a simple weapon or (b) a shortbow and 10 arrows
- (a) leather armor or (b) hide armor
- (a) a component pouch or (b) an arcane focus
- (a) an explorer's pack or (b) A diplomat's pack
Spellcasting
Drawing on the raw power used to give shape to your avatar allows you to cast spells. The list of Eidolist spells can be found at the end of this class.
Cantrips
At 1st level you know two cantrips of your choice from the eidolist spell list. You learn additional Eidolist cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Eidolist table.
Spell Slots
The Eidolist table shown how many spell slots you have to cast your spells of 1st levl and higher. To cast one of these spells you must expend a slot of the spell's level of higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st level spell spell cure wounds, and 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
Starting at 2nd-level you know 1st-level spells of your choice from the Eidolist spell list. The "Spells Known" column 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 spell slots. Additionally, when you gain a level in this class, you can choose one eidolist spell you know and replace it with another spell from the eidolist spell list, which must also be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your eidolist spells, since your magic comes from the bond and connection between you and your Eidolon. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for an eidolist spell you cast or your Eidolon ability, and when making an attack roll with one.