Eidolon

Each Eidolon receives a number of evolution points that reflects the highly adaptable nature that Eidolon's possess. They can be spent to give the Eidolon new abilities, powers, and other upgrades. These abilities, called evolutions, can be changed whenever the Summoner gains a new level, but they are otherwise set. Some evolutions require that the Eidolon have a specific base form or the summoner be of a specific level before they can be chosen. A number of evolutions grant the Eidolon additional natural attacks.  

Base Forms

  Although the exact details of the Eidolon is up to the discretion of the Summoner and and what evolutions it has taken, they start in one of four base forms and a multitude of types that help determine its starting abilities. Once the base form and type are chosen, they can be changed three times by Eidolon  

Serpentine

A small, snake-like Eidolon with a long, slender body. One end has a head with a wide maw, the other ends in a strong tail. This form is known for their guile and ability to climb up difficult surfaces with ease.   Size: Small
Speed: 20, climb 20
AC: 11 + Dexterity modifier
Attacks: Bite (1d6), tail slap (1d4)
Saving throws: Strength and Intelligence
Skills: Choose 2 from Athletics, Stealth, Nature, Perception, Survival, and Deception
Free evolutions: Climb, bite, reach (bite), tail, tail slap
Special: A serpentine Eidolon gains +1 Intelligence.
 

Avian

A bird or bat-like Eidolon that flits about on wings. Smaller than most forms, but capable of flying through the air where other forms are terrestrial.   Size: Small
Speed: 30, fly 30
AC: 11 + Dexterity modifier
Attacks: Claws (1d4)
Saving throws: Dexterity and Wisdom
Skills: Choose 2 from Acrobatics, Stealth, Nature, Perception, Survival, and Performance
Free evolutions: Claws, limbs (legs), flight
Special: An avian Eidolon gains +1 Dexterity.
 

Quadruped

An imposing beast-like Eidolon that dashes on four powerful legs.   Size: Medium
Speed: 40
AC: 11 + Dexterity modifier
Attacks: Bite (1d6)
Saving throws: Dexterity and Constitution
Skills: Choose 2 from Acrobatics, Stealth, Insight, Perception, Survival, and Intimidation
Free evolutions: Limbs (legs) x2, bite, tail
Special: A quadrupedal Eidolon gains +1 Wisdom.
 

Biped

An almost humanoid Eidolon that stands upright.   Size: Medium
Speed: 30
AC: 11 + Dexterity modifier
Attacks: Claws (1d4)
Saving throws: Strength and Constitution
Skills: Choose 2 from Athletics, Stealth, Sleight of Hand, Perception, Survival, and Persuasion
Free evolutions: Limbs (arms), limbs (legs), claws, basic weapon training
Special: A bipedal Eidolon gains + 1 Charisma.
 

Amorphous

An Eidolon that appears as a writhing mass of energy, goo, or flesh.   Size: Medium
Speed: 20
AC: 11 + Dexterity modifier
Attacks: Tentacles (1d6)
Saving throws: Constitution and Charisma
Skills: Choose 2 from Athletics, Stealth, Investigation, Perception, Survival, and Intimidation
Free evolutions: Tentacle x2, improved damage (tentacle) x2, energy resistance
Special: An amorphous Eidolon gains +1 Constitution.
    Evolutions are grouped by their cost in evolution points. Evolution points cannot be saved. All of the points must be spent whenever the summoner gains a level. Unless otherwise noted, each evolution can only be selected once.  

0-Point Evolutions

Eidolon Type: Choose one “monster type” from the following options; beast, celestial, construct, dragon, elemental, fey, fiend, plant, or undead. The eidolon now belongs to that type. An eidolon without this evolution is treated as being a monstrosity.   Types
After selecting its base form, choose a type from the following list. Your Eidolon gains the general appearance of a creature of the chosen type, as well as a bonus skill proficiency, and is treated as a creature of that type for spells and other effects.
  Celestial: Proficiency with Persuasion and +1 Charisma.
Dragon: Proficiency with Arcana and +1 Constitution.
Elemental: Proficiency with Investigation +1 Intelligence.
Fey: Proficiency with Nature and +1 Dexterity.
Fiend: Proficiency with Deception and +1 Charisma.
Monstrosity: Proficiency with Intimidation and +1 Strength.
Plant: Proficiency with Perception and +1 Wisdom.
Undead: Proficiency with Religion and +1 Wisdom.
Construct: Proficiency with Athletic and +1 Strength.
Beast: Proficiency with Survival and +1 Strength.
 

1-Point Evolutions

The following evolutions cost 1 point from the eidolon's evolution pool.   Bite:
An eidolon's maw is full of razor-sharp teeth, giving it a bite attack. The bite deals 1d6 + str mod points of piercing damage (1d8 if Large, 2d6 if Huge). An eidolon cannot make more bite attacks in a turn than the number of bite evolutions it has.   Claws:
An eidolon has a pair of vicious claws at the end of its limbs, giving it two claws. The claws deal 1d4+str or dex mod points of slashing damage (1d6 if Large, 1d8 if Huge). A claw attack can me made as a bonus action when the attack action is made, dealing 1d4 points of damage with no ability modifier. The eidolon must have the limbs evolution to take this evolution. This evolution can only be applied to the limbs (legs) evolution once. This evolution can be selected more than once, but the eidolon must possess an equal number of the limbs evolution. An eidolon cannot make more claw attacks in a turn than twice the number of claw evolutions it has.   Climb:
An eidolon becomes a skilled climber, gaining a climb speed equal to its base speed. This evolution can be selected more than once. Each additional time it is selected, increase the eidolon's climb speed by 20 feet.   Gills:
An eidolon has gills and can breathe underwater indefinitely.   Hooves:
The Eidolon grows a pair of sharp hooves at the end of its legs. These hooves deal 1d4 + Strength modifier points of slashing damage for a medium Eidolon. After making a successful hoof attack, the Eidolon may choose to make a contested Strength check with the target. If it wins, the target is pushed back 10 feet. This evolution can only be taken once per set of legs the Eidolon possesses.   Improved Damage:
One of the eidolon's natural attacks is particularly deadly. Select one natural attack form and increase the damage die type by one step (1d4>1d6>1d8>1d10 for Medium eidolons, 1d6>1d8>2d6>2d8 for Large eidolons, and 1d8>2d6>2d8>3d6 for Huge eidolons). This evolution can be selected more than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different natural attack.   Magic Attacks:
An eidolon is infused with magic, allowing it to treat all of its natural attacks as if they were magic for the purpose of overcoming physical damage resistance. If the summoner is 10th level or higher, all of the eidolon's weapons are treated as the alignment of the eidolon for the purpose of overcoming physical damage resistance.   Mount:
An eidolon is properly skilled and formed to serve as a combat-trained mount. The eidolon must be at least one size category larger than its rider. This evolution is only available to eidolons of the quadruped and serpentine base forms.   Pincers:
An eidolon grows a large pincers at the end of one pair of its limbs, giving it two pincers. The pincers deal 1d6+str points of bludgeoning damage (1d8 if Large, 2d6 if Huge). A pincer attack can be made as a bonus action when the attack action is made, dealing 1d6 points of damage with no ability modifier. Eidolons with the grab evolution linked to pincers gain a +2 bonus on checks made to grapple. The eidolon must have the limbs (arms) evolution to take this evolution. Alternatively, the eidolon can replace the claws from its base form with pincers (this still costs 1 evolution point). This evolution can be selected more than once, but the eidolon must possess an equal number of the limbs evolution. An eidolon cannot make more pincer attacks in a turn than the number of pincer evolutions it has.   Pounce:
An eidolon gains quick reflexes, allowing it to take a dash action as a bonus action during the attack action. This evolution is only available to eidolons of the quadruped base form.   Pull:
An eidolon gains the ability to pull creatures closer with a successful attack. Select one type of natural attack. Whenever the eidolon makes a successful attack of the selected type, it can attempt a free grapple check. If successful, the target of the attack is pulled 5 feet closer to the eidolon. This ability only works on creatures of a size equal to or smaller than the eidolon. Creatures pulled in this way do not provoke attacks of opportunity. The eidolon must have a reach of 10 feet or more to select this evolution. This evolution can be selected more than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different natural attack.   Push:
An eidolon gains the ability to push creatures away with a successful attack. Select one type of attack. Whenever the eidolon makes a successful attack of the selected type, it can attempt a strength check versus the target's dexterity saving throw. If successful, the target of the attack is pushed 5 feet directly away from the eidolon. This ability only works on creatures of a size equal to or smaller than the eidolon. Creatures pushed in this way do not provoke attacks of opportunity. This evolution can be selected more than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different attack.   Reach:
One of an eidolon's attacks is capable of striking at foes at a distance. Pick one attack. The eidolon's reach with that attack increases by 5 feet. This evolution can be selected multiple times. Its effects do not stack. Each time you select this evolution, you pick a different natural attack to gain reach.   Scent:
An eidolon's sense of smell becomes quite acute. The eidolon gains advantage on skill checks made to detect creatures by smell. Scent does not allow the eidolon to precisely locate the creature, only to detect its presence.The eidolon can pinpoint the creature's location if it is within 5 feet. The eidolon can use scent to track creatures.   Skilled:
An eidolon becomes especially adept at a specific skill, gaining proficiency in that skill. This evolution can be selected more than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different skill.   Slam:
An eidolon can deliver a devastating slam attack. The slam deals 1d8+str points of bludgeoning damage (2d6 if Large, 2d8 if Huge). The eidolon must have the limbs (arms) evolution to take this evolution. Alternatively, the eidolon can replace the claws from its base form with this slam attack (this still costs 1 evolution point). This evolution can be selected more than once, but the eidolon must possess an equal number of the limbs evolution. An eidolon cannot make more slam attacks in a turn than the number of slam evolutions it has.   Sting:
An eidolon possesses a long, barbed stinger at the end of its tail, granting it a sting attack. The sting deals 1d6+ str or dex mod points of piercing damage (1d8 if Large, 1d10 if Huge). A stinger attack can be made as a bonus action when the attack action is made, dealing 1d6 points of damage with no ability modifier. The eidolon must possess the tail evolution to take this evolution. This evolution can be selected more than once, but the eidolon must possess an equal number of the tail evolution. An eidolon cannot make more sting attacks in a turn than the number of sting evolutions it has.   Swift:
Your Eidolon becomes faster, increasing its speed by 10. This evolution can be taken multiple times. Its effects stack.   Swim:
An eidolon gains webbed hands, feet, or powerful flippers, giving it a swim speed equal to its base speed. This evolution does not give the eidolon the ability to breathe underwater. This evolution can be selected more than once. Each additional time it is selected, increase the eidolon's swim speed by 20 feet.   Tail:
An eidolon grows a long, powerful tail. This grants it advantage on any attempts to keep its balance or to stay standing.   Tail Slap:
An eidolon can use its tail to bash nearby foes, granting it a tail slap attack. The tail slap deals 1d6 + str or dex mod points of bludgeoning damage (1d8 if Large, 2d6 if Huge). A tail slap attack can me made as a bonus action when the attack action is made, dealing 1d6 points of damage with no ability modifier. The eidolon must possess the tail evolution to take this evolution. This evolution can be selected more than once, but the eidolon must possess an equal number of the tail evolution. An eidolon cannot make more tail slap attacks in a turn than the number of tail slap evolutions it has.   Tentacle:
An eidolon possesses a long, sinuous tentacle, granting it a tentacle attack. The tentacle attack deals 1d4 + str or dex points of bludgeoning damage (1d6 if Large, 1d8 if Huge). A tentacle attack can be made as a bonus action when the attack action is made, dealing 1d4 points of damage with no ability modifier This evolution can be selected more than once. An eidolon cannot make more tentacle attacks in a turn than the number of tentacle evolutions it has.   Wing Buffet:
An eidolon learns to use its wings to batter foes, granting it two wing buffet attacks. The wing buffets deal 1d4+str or dex points of bludgeoning damage (1d6 if Large, 1d8 if Huge). The eidolon must possess the flight evolution, with wings, to select this evolution. An eidolon cannot make more wing buffet attacks in a turn than twice the number of wing buffet evolutions it has.  

2-Point Evolutions

The following evolutions cost 2 points from the eidolon's evolution pool.   Ability Increase:
An eidolon grows larger muscles, gains faster reflexes, achieves greater intelligence, or acquires another increase to one of its abilities. Increase one of the eidolon's ability scores by +2. This evolution can be selected more than once. It can only be applied to any attribute once. This cannot increase an ability score above 20.   Color Change:
Your Eidolon is capable of blending in with its surroundings by changing its external colors. It gains advantage on Dexterity (Stealth) checks.   Constrict:
An eidolon gains powerful muscles that allow it to crush those it grapples. Whenever the eidolon successfully grapples a foe using the grab evolution, it deals additional damage equal to the amount of damage dealt by the attack used by the grab evolution as bludgeoning damage. This evolution is only available to eidolons of the serpentine base form.   Darkvision:
Eidolon gains the ability to see in the dark. Eidolon has darkvision out to 120 feet.   Extra Attack:
The Eidolon can Attack twice, instead of once, whenever it takes the Attack action on it's Turn. You must have 5 levels in the summoner class to take this evolution. Additionally you can take this evolution again at level 11 summoner to increase the number of attacks to three at the cost of 2 extra evolution points, and to four when you reach 20th level in this class for another 2 evolution points. Extra attacks can be done using a single or many weapons or natural weapons and replace multi-attacks.   Flight:
An eidolon grows large wings, like those of a bat, bird, insect, or dragon, gaining the ability to fly. The eidolon gains a fly speed equal to its base speed. For 2 additional evolution points, the eidolon flies by means of magic. It loses its wings, and no longer relies on physical means to fly. The eidolon's fly speed can be increased by spending additional evolution points, gaining a 20-foot increase to fly speed for each additional point spent.   Gore:
An eidolon grows a number of horns on its head, giving it a gore attack. This attack is a primary attack. The gore deals 1d8+ str mod points of piercing damage (1d10 if Large, 2d8 if Huge).   Grab:
An eidolon becomes adept at grappling foes, gaining the grab ability. Pick bite, claw, pincers, slam, tail slap, or tentacle attacks. Whenever the eidolon makes a successful attack of the selected type, it can attempt to grapple the target as a bonus action. This ability only works on creatures of a size equal to the eidolon or smaller.   Head:
An eidolon grows an additional head. The eidolon does not gain any additional natural attacks for the additional head, but the additional head does allow the eidolon to take other evolutions that add an additional attack to a head (such as a bite or breath weapon). This evolution can be selected more than once.   Improved Natural Armor:
An eidolon's hide becomes more resistant to damage (through the development of thick fur, rigid scales, bony plates, or some other adaptation) making it's armor class equal 14+ Dex. They also become resistant to the extremes of temperature.   Limbs:
An eidolon grows an additional pair of limbs. These limbs can take one of two forms. They can be made into legs, complete with feet. Each pair of legs increases the eidolon's base speed by 10 feet. Alternatively, they can be made into arms, complete with hands. The eidolon does not gain any additional natural attacks for an additional pair of arms, but it can take other evolutions that add additional attacks (such as claws or a slam). Arms that have hands can be used to wield weapons, if the eidolon is proficient. This evolution can be selected more than once.   Poison:
An eidolon secretes toxic venom, gaining a poison attack. Pick one bite or sting attack. Whenever the selected attack hits, the target makes a constitution save equaling 8+prof bonus of Eidolon + con mod of eidolon. On a failed save, the target takes 2d4 points of poison damage. This poison can be used no more than once per round.   Rake:
An eidolon grows dangerous claws on its feet, allowing it to make 2 rake attacks on foes it is grappling. These attacks are primary attacks. The eidolon receives these additional attacks each time it succeeds on a grapple check against the target. These rake attacks deal 1d4 points of slashing damage (1d6 if Large, 1d8 if Huge). This evolution is only available to eidolons of the quadruped base form.   Rend:
An eidolon learns to rip and tear the flesh of those it attacks with its claws, gaining the rend ability. Whenever the eidolon makes two successful claw attacks against the same target in 1 round, its claws latch onto the flesh and deal extra damage. This damage is equal to the damage dealt by one claw attack plus 1-1/2 times the eidolon's Strength modifier. The eidolon must possess the claws evolution to select this evolution.   Trample:
An eidolon gains the ability to crush its foes underfoot, gaining the trample ability. As a full-round action, the eidolon can overrun any creature that is at least its size or one size smaller. This works like the overrun combat maneuver, but the eidolon does not need to make a check, it merely has to move over opponents in its path. The creatures take 1d6 points of bludgeoning damage (1d8 if Large, 2d6 if Huge), plus 1-1/2 times the eidolon's Strength modifier. Targets of the trample can make attacks of opportunity at a –4 penalty. If a target forgoes the attack of opportunity, it can make a Dex save for half damage. The DC of this save is 8+ the eidolon's Strength modifier+ the eidolon's proficiency bonus. A trampling eidolon can only deal trampling damage to a creature once per round. This evolution is only available to eidolons of the biped or quadruped base forms.   Tremorsense:
An eidolon becomes attuned to vibrations in the ground, gaining tremorsense out to a range of 30 feet. This works like the blindsense evolution, but only if both the eidolon and the creature to be pinpointed are in contact with the ground.   Trip/Knock Down:
An eidolon becomes adept at knocking down foes to the ground with its bite, tail slap, slam, or tentacle attack, granting it a trip attack. Whenever the eidolon makes a successful bite, tail slap, slam, or tentacle attack, it can attempt to trip the target. The target must attempt a Dexterity saving throw against a DC of 8+ the eidolon's Strength or Dexterity modifier + the eidolon's proficiency modifier. If the target fails, they are knocked prone. This ability only works on creatures of a size equal to or smaller than the eidolon. The eidolon must possess the bite, tail slap, slam, or tentacles evolutions to select this evolution.   Weapon Training:
An eidolon learns to use a weapon, gaining Simple Weapon Proficiency as a bonus feat. If 2 additional evolution points are spent, it gains proficiency with all martial weapons as well as shields.   Armor Training:
An eidolon learns to use armor, gaining proficiency in Light Armor. If 2 additional evolution points are spent, it gains proficiency in Medium Armor. If a final 2 points are spent it also gains proficiency in Heavy Armor. 3-Point Evolutions  

3-point Evolutions

The following evolutions cost 3 points from the eidolon's evolution pool.   Blindsense:
An eidolon's senses become incredibly acute, giving it blindsense out to a range of 30 feet. This ability allows the eidolon to pinpoint the location of creatures that it cannot see without having to make a Perception check, but such creatures still have total concealment from the eidolon. Visibility still affects the eidolon's movement and creatures it cannot see still have advantage on attacks against it.   Burrow:
An eidolon grows thick and gnarled claws, allowing it to move through the earth. The eidolon gains a burrow speed equal to 1/2 its base speed. It can use this speed to move through dirt, clay, sand, and earth. It does not leave a hole behind, nor is its passage marked on the surface.   Deep Sight:
Magic infuses your Eidolon's eyes, allowing it to see perfectly in magical darkness as far as it's darkvision allows it to.   Exotic Resistance:
An eidolon's form takes on a resiliency to one of the less common energy types. Pick one energy type (radiant, necrotic, force, psychic). The eidolon gains resistance to that energy type. At level 20, this resistance becomes an immunity to the given energy type. This evolution can be selected more than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different energy type.   Frightful Presence:
An eidolon becomes unsettling to its foes, gaining the frightful presence ability. The eidolon can activate this ability as part of an offensive action, such as a charge or attack. Opponents within 30 feet of the eidolon must make a Wisdom save or become frightened. The DC of this save is equal to 8+ the eidolon's Charisma mod+ the eidolon's proficiency modifier. If the eidolon has at least 4 more Hit Dice than an opponent, that opponent is paralyzed instead. Foes with more HD than the eidolon are immune to this effect.   Healing Touch:
Your Eidolon can heal creatures with a touch. It gains a pool of healing points equal to 3 times the Summoner's class level. It can expend any number of points from this pool to heal a creature it touches. additionally you can spend more points on this evolution, for every additional evolution point spent you increase the multiplier used with the summoner's class level. This pool refreshes after a long rest.   Siphon Health:
An eidolon can siphon its own health to heal another creature. As a standard action, the eidolon can sacrifice up to 2 hit points per summoner level and then touch the target creature, thereby healing the creature for the amount sacrificed.   Shrink:
Big things come in small packages, as your Eidolon decreases in size. Your Eidolon becomes one size category smaller, to a minimum of diminutive. Each size category smaller than Small it becomes, it deals 1d4 less damage with its natural attacks (minimum 1 damage). This evolution can be taken multiple times. Each time this evolution is taken, increase your Eidolon's Dexterity score by 2, Strength decreases by 2, and the maximum for Dexterity is increased by 2. The first time this evolution is taken, your Eidolon gains advantage on Dexterity saving throws and Dexterity (Stealth) checks. The second this evolution is taken, your Eidolon gains advantage on all Dexterity checks, including saving throws. In addition, as long as your Eidolon is tiny, all attack rolls against it have disadvantage, and it is no longer able to wield manufactured weapons if it was able to do so before. This evolution provides no further bonus beyond ability score increases if taken more than twice.   Swallow Whole:
An eidolon gains the swallow whole ability, giving it the ability to consume its foes. If the eidolon begins its turn with a creature grappled using its bite attack (see the grab evolution), it can attempt to swallow the creature with a second opposed grapple check. The creature can only be up to one size category smaller than the eidolon. Swallowed creatures take damage equal to the eidolon's bite damage each round plus 1d6 points of bludgeoning damage. A swallowed creature keeps the grappled condition, but can attempt to cut its way free with a light slashing or piercing weapon. The amount of damage needed to cut free is equal to 1/10 the eidolon's total hit points. The eidolon's AC against these attacks is equal to 10 + 1/2 its natural armor bonus. If a swallowed creature cuts its way out, the eidolon loses this ability until it heals this damage. Alternatively, the swallowed creature can attempt to escape the grapple as normal. Success indicates that it has returned to the eidolon's mouth, where it can attempt to escape or be swallowed again. The eidolon must possess the grab evolution, tied to a bite attack, to take this evolution.   Web:
An eidolon gains a pair of spinnerets, giving it the ability to spin webs. The eidolon can use these webs to support itself plus up to one creature of the same size. It can throw webbing as a ranged attack up to 8 times per day, entangling a creature up to one size larger than the eidolon. The webbing has a range of 50 feet and a 10-foot range increment, and ignores bonuses from armor or a shield. Creatures entangled by the web can escape with a Dexterity (Acrobatics) check or a Strength saving throw (at a –4 penalty). The DC of these checks is equal to 8+ the eidolon's Constitution modifier+ the eidolon's proficiency modifer. The webs have a Hardness of 0 and a number of hits points equal to the eidolon's total Hit Dice. The eidolon can climb its own webs at its climb speed and can pinpoint any creature touching its webs. The eidolon must possess the climb evolution to take this evolution.   Venom:
Your Eidolon can inject enemies with a wicked venom. Select one bite or stinger. Once chosen, this cannot be changed. When it makes a successful attack, the target must make a Constitution save equal to 8 + the Eidolon's Constitution modifier + the Eidolon's proficiency bonus. On a failed save, the target is paralyzed for 1 round. This effect can only be used once per turn. 4-Point Evolutions  

4-point Evolutions

The following evolutions cost 4 points from the eidolon's evolution pool.   Blindsight:
An eidolon's senses sharpen even further, granting it blindsight out to a range of 30 feet. The eidolon can maneuver and attack as normal, ignoring darkness, invisibility, and most forms of concealment as long as it has line of effect to the target. The eidolon must possess the blindsense evolution to take this evolution.   Breath Weapon:
An eidolon learns to exhale a cone or line of magical energy, gaining a breath weapon. Select either acid, cold, lightning, or fire. The eidolon can breathe a 30-foot cone (or 60-foot line) that deals 1d6 points of damage of the selected type per level the summoner possesses. Those caught in the breath weapon can attempt a Dex save for half damage. The DC is equal to 8+ the eidolon's Constitution modifier+ the eidolon's proficiency bonus. The eidolon can use this ability once per day. The eidolon can use this ability 1 additional time per day by spending an additional 1 evolution point (maximum 3/day).   Dimension Door (Sp):
An eidolon learns to cast dimension door as a spell-like ability once per long rest. The caster level for this evolution is equal to the summoner’s caster level. The save DC for this spell is 8 + the eidolon’s proficiency bonus + the eidolon’s Charisma modifier. The eidolon must have a Charisma score of at least 14 to take this evolution. Taking this evolution more than once adds one cast per long rest.   Large:
An eidolon grows in size, becoming Large. The eidolon gains a +4 bonus to Strength, a +4 bonus to Constitution, to a maximum of 22, and a +2 bonus to its natural armor,and disadvantage on Stealth skill checks. If the eidolon has the biped base form, it also gains 10-foot reach. Any reach evolutions the eidolon possesses are added to this total. The eidolon must be Medium to take this evolution.   If 6 evolution points are spent, the eidolon instead becomes Huge. The eidolon gains a +8 bonus to Strength, a +8 bonus to Constitution, to a maximum of 24, and a +5 bonus to its natural armor, 10-foot reach, and disadvantage on Stealth checks. If the eidolon has the biped base form, its reach increases to 15 feet (10 feet for all other base forms). Any reach evolutions the eidolon possesses are added to this total. It deals an extra 2d4 damage with its natural attacks. These bonuses and penalties replace, and do not stack with, those gained from becoming Large.   Spell Resistance:
An eidolon is protected against magic, gaining spell resistance. Gain advantage on saving throws against magical effects. This spell resistance does not apply to spells cast by the summoner.  

5-Point Evolutions

The following evolutions cost 5 points from the eidolon's evolution pool.   Energy Attacks:
An eidolon's attacks become charged with energy. Pick one natural attack type and one energy type: acid, cold, lightning, fire, thunder, radiant, or necrotic. Whenever the selected attack hits, the target takes 2d8 points of damage of the selected type.   Sacrifice:
The eidolon becomes explosive at its death. As an action you can sacrifice your eidolon, you must have line of sight. Once sacrificed the eidolon releases a sphere of force centered on it. Those caught can attempt a Dex save for half damage. The DC is equal to 8+ the eidolon's Constitution modifier+ the eidolon's proficiency bonus, damage according to the eidolons hp total, size, and summoner level. Hp Total: Full to Quarter Hp - 1/4 damage, <Quarter to 2 Hp - Full damage. Size: Tiny-5 foot square, Small-10 foot sphere, Medium-20 foot sphere, Large-30 foot sphere, Huge-40 foot sphere. Damage : 1d6 of force damage per level of summoner. As a reaction you can detonate you eidolon if reduced to 0 Hp, it deals 1/2 damage, 1 Hp - X2 damage.   Share Spell:
Spells cast by the summoner on the summoner effect the eidolon as well.

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