An eidolon acts on its own initiative but must obeys any verbal or telepathic commands that you issue to it. Whenever you make a ranged weapon attack with a ranged summoned weapon, you don't have disadvantage on the attack roll. Unfortunately, pretty much all of the major summoning spells from 3.5 (the summon monster line, the summon nature's ally line, etc.) Level 16 changed to +5 AC, drains 0 health. See more ideas about dnd classes, dnd 5e homebrew, dungeons and dragons. The summoner and all eidolons recover 1 HP for every time another eidolon hits a creature. The eidolon can use this ability 1 additional time per rest by spending an additional 1 evolution point (maximum 3/rest). Strong Bond now protects against any kind of teleportation. Choose some of your eidolon's evolutions (excluding Basic/Minor/Major/Ultimate Magic, Large, Toughness), totaling no more than Triple your Hit Dice in Evolution points. With a grin as an confused expression is formed on the bugbear face, she drops the sword, that keeps floating in the same position, as if it was held by an invisible warrior, while she raises both hands on the air, and an greataxe mystically appear on the empty hands. This evolution can be selected more than once. Whenever the eidolon makes a successful attack of the selected type, it can attempt a strength check versus the target's dexterity saving throw. At 20th level, this allows all allies within 10 feet of either the summoner or eidolon to receive the effect of the bonuses. The eidolon can breathe a 30-foot cone (or 60-foot line) that deals 1d6 points of damage of the selected type for every 2 summoner levels you possess (rounded down). Without a second of hesitation, she just lunges forward, and a blade appear on her hand, pulled from thin air, and she swings in a wide arc, carving a wound on the enemy's chest. This attack is made with advantage and, on a hit, you deal the additional damage of your Deadly Trickery feature. -*Swallow Whole: An eidolon gains the swallow whole ability, giving it the ability to consume its foes. You start with the following equipment, in addition to the equipment granted by your background: You have learned to master the school of conjuration, but you can also cast spells from the other school of magic. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. While fused with your eidolon, you can use all of your own abilities and gear. -*No Breath: An eidolon no longer needs to breathe. -*Gore: An eidolon grows a number of horns on its head, giving it a gore attack. Faultless Tracker: The stalker has been given the quarry by its summoner. Weapon summoners are specialists in a specific type of conjuration, using this magic and combining it with weapons to control and enhance them. I'm creating tokens for my 3.5 game and I thought it would be neat to have tokens that represent things that are summoned via spells or magic items. Success indicates that it has returned to the eidolon's mouth, where it can attempt to escape or be swallowed again. This counts as light activity. Alternatively, the eidolon can replace the claws from its base form with this slam attack (this still costs 1 evolution point). While fused both the summoner and eidolon regain 1 HP at the start of their turn. -*Advanced Magic: An eidolon can cast one of the following spells as a 4th-level spell without a spell slot, using Charisma as its spell casting ability. Does it prioritize protecting you over protecting your party members? Can only be used once per turn. As an action, you may re-fuse while adjacent to each other. -*Skilled: An eidolon becomes especially adept at a specific skill, gaining a proficiency bonus on that skill. As a summoner, you are linked to a powerful outsider called "eidolon". Pick one energy type: acid, cold, lightning, fire, thunder, radiant, or necrotic. -*Breath Weapon: An eidolon learns to exhale a cone or line of magical energy, gaining a breath weapon. The eidolons will continue to be under the summoner's control and last until defeated. While either are below 10 HP, you both gain +5 damage and +5 move speed. The "Evolution Points" column of the summoner table shows how many you have at each level. This effect only works while they are within 100 feet of each other. Opponents within 30 feet of the eidolon must make a Wisdom save or become frightened for 1 minute. Each time an eidolon selects this evolution, it applies to a different energy type. The summoner must be at least 6th level before selecting this evolution. The DC is equal to 8+ the eidolon's Constitution modifier+ the eidolon's proficiency bonus. 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