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# Twin Soul From birth, your soul has been linked to one specific extraplanar being, called an eidolon, and with that link sorcerous powers have awoken in you. This link might be the result of a pact your parents made with a powerful extraplanar being, a curse placed on you, or perhaps you're the chosen of a specific deity. In times of need, you have the ability to call your eidolon for help to fight at your side. Your eidolon may have its own mind and alignment, but yet remains fiercely loyal to you, as one of you would be powerless without the other. ### Summon Eidolon At 1st level, you discover your connection to an extraplanar being known as an eidolon. Choose if your eidolon is of celestial, fiendish or fey nature. The statistics for the different types of eidolons are listed below, which use your proficiency bonus (PB) in several places. The specific appearance of your eidolon is up to you: it can resemble a humanoid, a beast or have an even more exotic shape. Your eidolon spends most of its time on its home plane. As an action, you can summon your eidolon and cause it to appear in an unoccupied space you can see within 30 feet of you. In combat, the eidolon shares your initiative count, but takes its turn immediately after yours. For your eidolon to use its powers, your link with it must be constantly maintained. The eidolon can move and take reactions on its own, but can only take the Dodge action on its turn, unless you use a bonus action on your turn to maintain the link and allow it to take any action (and possibly bonus action) of its choice. If you are incapacitated, your eidolon can take any action of its choice, not just Dodge. While your eidolon stays within 100 feet of you, you can communicate with it telepathically. Whenever you cast a spell that targets only you, you can cause it to target your eidolon, instead of you.
´ > **Above:** A half-elf Twin Soul and her fey beast eidolon Your eidolon remains for a number of hours equal to your proficiency bonus, until it is reduced to 0 hit points, until you dismiss it as an action, or until you die, at which point it returns to its home plane. When your eidolon is banished, it leaves behind all worn or carried equipment, except for magic items it is attuned to. Each time you summon your eidolon thereafter, it is restored to maximum hit points. Once you summon your eidolon, you can't do so again until you finish a long rest. Starting at 2nd level, you can spend 2 sorcery points to summon your eidolon even if you haven't regained use of this feature yet. ### Eidolon Evolution At 6th level, your eidolon grows more powerful. All attacks listed in the eidolon's stat block deal an additional die of damage (for example, the celestial eidolon's radiant slam now deals 2d6 damage). In addition, your eidolon gains one of the following benefits: - The eidolon gains a flying speed equal to its walking speed. - The eidolon learns one cantrip from the cleric or druid spell lists. When casting this cantrip, it uses your spell attack bonus and spell save DC. - Your eidolon gains a swimming speed equal to its walking speed, and can breathe underwater indefinitely. - The eidolon grows to large size if it is medium, or to medium size if it is small. It can carry a rider of up to one size category smaller than it. In addition, the eidolon's walking speed increases by 20 feet. \pagebreak
### Life Link By 14th level, you and your eidolon have grown more capable of protecting each other. All attacks listed in the eidolon's stat block deal an additional die of damage (for a total of 2 additional damage die). In addition, when you or your eidolon takes damage from an attack or spell, you can use your reaction to distribute the damage taken freely between you and your eidolon. Both you and your eidolon must take at least 1 damage. Apply any damage resistances or vulnerabilities you may possess after you distribute the damage. If your eidolon isn't currently summoned, this ability instead invokes a ghostly image of your eidolon for a split second, halving the damage you take from the attack or spell. Once you use this ability, you can't do so again until you finish a long rest unless you spend 3 sorcery points to use it again. ### Everlasting Bond When you reach 18th level, your bond with your eidolon defies the planar boundaries separating you, granting you the following benefits: - When you summon your eidolon, it stays with you until you dismiss it as an action, it is reduced to 0 hit points, or you die. - If you are killed while your eidolon is currently summoned, it can grant you a fraction of its life force to save you. You immediately return to life with half your hit points and rise to your feet, while your eidolon vanishes. After you are revived in this way, you cannot summon your eidolon for 1d4 days. ___ > ## Celestial Eidolon >*Medium celestial, neutral good* > ___ > - **Armor Class** 16 (natural armor) > - **Hit Points** 5 + five times your sorcerer level (the eidolon has a number of hit dice [d8s] equal to your sorcerer level) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|10 (+0)|16 (+3)|8 (-1)|14 (+2)|12 (+1)| >___ > - **Saving Throws** STR +2 plus PB, WIS +2 plus PB > - **Damage Resistances** radiant > - **Condition Immunities** charmed, frightened > - **Senses** darkvision 60 ft., passive Perception 12 > - **Languages** Celestial, understands the languages you speak > - **Challenge** - **Proficiency Bonus (PB)** equals your bonus > ___ > **Protective Stance.** As long as the celestial eidolon isn't incapacitated, allied creatures within 5 feet of the celestial eidolon always have at least an AC of 13 + PB, regardless of what armor they are wearing. > > ### Actions > ***Radiant Slam.*** *Melee Weapon Attack:* +2 plus PB to hit, reach 5 ft., one target. *Hit:* 1d6 plus PB radiant damage. > > ***Healing Touch.*** The celestial eidolon expends one of your spell slots and touches a willing creature. The creature regains hit points equal to 1d6 + PB, plus an additional 1d6 for each slot level above 1st.
> While celestial, fey and fiend eidolons are the most common types of eidolon, there are many more types of creatures your sorcerer could be linked to. Your eidolon could be a creature from the shadowfell, or perhaps the ghost of a passed family member. You are encouraged to use these stat blocks as examples and invent your own types of eidolon! > > Two examples of more exotic types of eidolon, the aberrant and the spectral eidolon, can be found at the end of the document.
> **To the left:** A celestial eidolon taking the shape of a winged lion. \pagebreak ___ > ## Fiendish Eidolon >*Medium fiend, neutral evil* > ___ > - **Armor Class** 15 (natural armor) > - **Hit Points** 5 + five times your sorcerer level (the eidolon has a number of hit dice [d8s] equal to your sorcerer level) > - **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|14 (+2)|12 (+1)|8 (-1)|10 (+0)|14 (+2)| >___ > - **Saving Throws** STR +3 plus PB, CON +1 plus PB > - **Damage Resistances** fire > - **Damage Immunities** poison > - **Condition Immunities** poisoned > - **Senses** darkvision 60 ft., passive Perception 10 > - **Languages** Abyssal, Infernal, telepathy 60 ft. > - **Challenge** - **Proficiency Bonus (PB)** equals your bonus > ___ > ### Actions > ***Claws.*** *Melee Weapon Attack:* +3 plus PB to hit, reach 5 ft., one target. *Hit:* 1d8 plus PB slashing damage. > > ***Flame Toss.*** *Ranged Spell Attack:* +2 plus PB to hit, range 60 ft., one target. *Hit:* 1d6 plus PB fire damage. > > ### Reactions > ***Fiendish Rage.*** The fiendish eidolon moves up to its speed and makes one attack when you or the fiendish eidolon reduces a hostile creature to 0 hit points with an attack or spell.
> ##### Art Credit > Inquisitor Lavellan and the Dread Wolf by Josephine Chang >
https://www.artstation.com/artwork/8lbZgE
> ___ > Winged Lion by Yu Cheng Hong >
https://www.artstation.com/artwork/BV26
___ > ## Fey Eidolon >*Small fey, chaotic neutral* > ___ > - **Armor Class** 14 > - **Hit Points** 5 + five times your sorcerer level (the eidolon has a number of hit dice [d8s] equal to your sorcerer level) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|14 (+2)|12 (+1)|14 (+2)|8 (-1)|16 (+3)| >___ > - **Saving Throws** DEX +2 plus PB, CHA +3 plus PB > - **Skills** Deception +3 plus PB > - **Condition Immunities** charmed > - **Senses** darkvision 60 ft., passive Perception 9 > - **Languages** Sylvan, understands the languages you speak > - **Challenge** - **Proficiency Bonus (PB)** equals your bonus > ___ > **Fey Magic.** They fey eidolon knows the *faerie fire* and *charm person* spells, and can cast these spells using your spell slots, using your spell save DC. When you reach 5th level in this class, the fey eidolon can cast *invisibility* using this ability, and at 14th level it can cast *hypnotic pattern.* > > ### Actions > ***Fey Step.*** Immediately after making an attack or casting a spell through its fey magic ability, the fey eidolon can teleport to an unoccupied space it can see within 30 ft. as a bonus action. > > ***Swift Strike.*** *Melee Weapon Attack:* +2 plus PB to hit, range 5 ft., one target. *Hit:* 1d4 plus PB piercing damage. \pagebreak ## Additional Eidolon Types ___ > ## Aberrant Eidolon >*Medium aberration, neutral evil* > ___ > - **Armor Class** 15 (natural armor) > - **Hit Points** 5 + five times your sorcerer level (the eidolon has a number of hit dice [d8s] equal to your sorcerer level) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|12 (+1)|14 (+2)|14 (+2)|10 (+0)|8 (-1)| >___ > - **Saving Throws** STR +3 plus PB, INT +2 plus PB > - **Skills** Athletics +3 plus PB > - **Damage Immunities** psychic > - **Senses** darkvision 60 ft., passive Perception 10 > - **Languages** Deep Speech, understands the languages you speak. > - **Challenge** - **Proficiency Bonus (PB)** equals your bonus > ___ > **Constriction.** The aberrant eidolon has advantage on attack rolls against creatures it has grappled. > > ### Actions > ***Writhing Limbs.*** *Melee Weapon Attack:* +3 plus PB to hit, reach 5 ft., one target. *Hit:* 1d6 plus PB bludgeoning damage. On a hit, the aberrant eidolon can make an attempt to grapple the target as a bonus action. > > ***Psychic Thrust.*** The aberrant eidolon expends one of your spell slots and overloads the mind of a creature it can see within 60 feet. The creature takes 2d6 psychic damage, plus an additional 1d6 damage for each slot level above 1st. The creature can halve the damage taken with a successful Intelligence saving throw against your spell save DC.
___ > ## Spectral Eidolon >*Medium undead, neutral* > ___ > - **Armor Class** 12 > - **Hit Points** 5 + five times your sorcerer level (the eidolon has a number of hit dice [d8s] equal to your sorcerer level) > - **Speed** 0 ft., fly 30 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|8 (-1)|14 (+2)|10 (+0)|12 (+1)|14 (+2)|16 (+3)| >___ > - **Saving Throws** WIS +2 plus PB, CHA +3 plus PB > - **Damage Resistances** Bludgeoning, Piercing and Slashing From Nonmagical Attacks > - **Damage Immunities** Necrotic, Poison > - **Condition Immunities** Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained > - **Senses** darkvision 60 ft., passive Perception 12 > - **Languages** Understands the languages you speak. > - **Challenge** - **Proficiency Bonus (PB)** equals your bonus > ___ > **Spectral Tether.** The spectral eidolon takes 5 (1d10) force damage each time it ends its turn more than 100 feet away from you. In addition, when the spectral eidolon uses its fly speed, it cannot rise higher than 5 feet off the ground, unless it has a fly speed from a different source. > > **Incorporeal Movement.** The spectral eidolon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. > > **Soul Bound.** While it isn't summoned, a spectral eidolon rests within your mind, where it can communicate telepathically with you, but take no other actions. > > ### Actions > ***Incorporeal Touch.*** *Melee Spell Attack:* +2 plus PB to hit, reach 5 ft. one target. *Hit:* 1d4 plus PB necrotic damage.