Summoner

You can magically beckon a powerful being called an eidolon to your side, serving as the mortal conduit that anchors it to the world. Whether your eidolon is a friend, a servant, or even a personal god, your connection to it marks you as extraordinary, shaping the course of your life dramatically.

Class Details

Hit Points10
Key AbilityCHA
PerceptionTrained
FortitudeExpert
ReflexTrained
WillExpert

Class Progression

FeatureLevels
Class Feats2, 4, 6, 8, 10, 12, 14, 16, 18, 20
Skill Feats2, 4, 6, 8, 10, 12, 14, 16, 18, 20
General Feats3, 7, 11, 15, 19
Skill Increases3, 5, 7, 9, 11, 13, 15, 17, 19

Roleplaying the Summoner

During Combat Encounters...

You and your eidolon fight together as one. You can rely on your eidolon for mundane challenges, saving your spells for when they're needed most.

During Social Encounters...

Your powerful personality allows you to take the lead when negotiating. You and your eidolon might engage with others in different ways, but even if your guardian remains silent, its presence reminds those around you of your power.

While Exploring...

Whether you remain on alert for the presence of strange magic or keep an eye out for trouble, you and your eidolon act together to cover more ground, pool your knowledge, and leverage each other's abilities.

In Downtime...

You might attempt to learn more about the nature of your eidolon and delve deeper into the secrets of its magical tradition to Learn a Spell, Craft magic items with your eidolon's help, or make allies using your social skills.

You Might...

  • Rely on your eidolon to accomplish physical tasks while you handle the mental ones.

  • Develop attitudes and mannerisms in line with your eidolon's way of thinking, even as your nature shapes its behavior.

  • Consider your eidolon a close friend, a guiding figure, a protector, or a rival bound to you.

Others Probably...

  • Feel safe with you (and your eidolon) at their side.

  • Expect that since you know information about your eidolon, you might know details about other sorts of strange monsters.

  • View you with awe or fear because of the powerful, strange creature that accompanies you.

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

Trained in Perception

Saving Throws

Expert in Fortitude

Trained in Reflex

Expert in Will

Skills

Trained in one or more skills determined by your eidolon

Trained in a number of additional skills equal to 3 plus your Intelligence modifier

Attacks

Trained in simple weapons

Trained in unarmed attacks

Defenses

Trained in unarmored defense

Spells

Trained in spell attack rolls of your spellcasting tradition, determined by your eidolon

Trained in spell DCs of your spellcasting tradition, determined by your eidolon

Class Features

You gain these features as a Summoner. Abilities gained at higher levels list the levels at which you gain them next to the features' names.

Your Level

Class Features

1

Ancestry and background, attribute boosts, initial proficiencies, eidolon, summoner spellcasting, spell repertoire, link spells, evolution feat

2

Skill feat, summoner feat

3

2nd-rank spells, general feat, shared vigilance, signature spells, skill increase

4

Skill feat, summoner feat

5

3rd-rank spells, ancestry feat, attribute boosts, eidolon unarmed expertise, skill increase

6

Skill feat, summoner feat

7

4th-rank spells, eidolon symbiosis, eidolon weapon specialization, general feat, skill increase

8

Skill feat, summoner feat

9

5th-rank spells, ancestry feat, expert spellcaster, shared reflexes, skill increase

10

Attribute boosts, skill feat, summoner feat

11

6th-rank spells, eidolon defensive expertise, general feat, simple weapon expertise, skill increase, twin juggernauts

12

Skill feat, summoner feat

13

7th-rank spells, ancestry feat, defensive robes, eidolon unarmed mastery, skill increase, weapon specialization

14

Skill feat, summoner feat

15

8th-rank spells, attribute boosts, general feat, greater eidolon specialization, shared resolve, skill increase

16

Skill feat, summoner feat

17

9th-rank spells, ancestry feat, eidolon transcendence, master spellcaster, skill increase

18

Skill feat, summoner feat

19

Eidolon defensive mastery, general feat, instant manifestation, skill increase

20

Attribute boosts, skill feat, summoner feat

Ancestry and Background

In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.

Attribute Boosts

In addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers.

At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers. If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost and must boost that attribute again at a later level to increase it by 1.

Eidolon

You have a connection with a powerful and usually otherworldly entity called an eidolon, and you can use your life force as a conduit to manifest this ephemeral entity into the mortal world. Magic also flows through this conduit from your eidolon into you, so your eidolon determines the type of spells you cast and the spell list you choose from.

Choose a type of eidolon you have access to. When you choose your eidolon, you also determine their appearance and general form, within the parameters for that particular type of eidolon. Once you establish your eidolon's type and general appearance, these features can't be changed later, except by selecting special evolution feats that can cause your eidolon to develop new features.

Your magical connection with your eidolon takes the form of a sigil on each of your bodies. As long as your eidolon is manifested, the sigil glows with light and can't be covered or disguised via any means; it will shine through clothing, appear over cloaks, and remain unaffected by obfuscating magic. This, combined with the way that the two of you clearly act in tandem, makes it readily apparent to an intelligent observer that the two of you are connected in some way, even if the person has never encountered a summoner before.

You bring your eidolon into reality with the Manifest Eidolon action.

Your eidolon is no mere minion. They don't have the minion or summoned trait, and the two of you work together and coordinate your actions.You and your eidolon share your actions and multiple attack penalty. Each round, you can use any of your actions (including reactions and free actions) for yourself or your eidolon.

You coordinate your actions with your eidolon more efficiently when you Act Together.

Your connection with your eidolon allows you to communicate with them telepathically at all times, even when they aren't manifested. You also gain the Share Senses action.

Lastly, the connection between you and your eidolon means you both share a single pool of Hit Points. Damage taken by either you or the eidolon reduces your Hit Points, while healing either of you recovers your Hit Points. You share temporary Hit Points as well. Like with your actions, if you and your eidolon are both subject to the same effect that affects your Hit Points, you apply those effects only once (applying the greater effect, if applicable). For instance, if you and your eidolon get caught in an area effect that would heal or damage you both, only the greater amount of healing or damage applies.

Gear and Your Eidolon

Your eidolon can't wear or use magic items, except for items with the eidolon trait. An eidolon can have up to two items invested. Your eidolon's link to you means they can benefit from certain magic items invested by you.

  • Your eidolon gains item bonuses to Perception and skills from any magical items that you have invested.

  • Your eidolon increases their item bonus to AC based on your armor's armor potency rune or bands of force. They also gain an item bonus to their saves from the Resilient rune on your armor or from your Bands Of Force. Other permanent items that grant or increase item bonuses to AC and saves might convey a similar benefit, as determined by the GM.

  • Your eidolon's Strikes benefit from the fundamental and property runes on your Handwraps Of Mighty Blows. Alternatively, you can Invest a magic weapon (even though magic weapons can't normally be Invested) to share its fundamental and property runes with your eidolon. You share these benefits only while you're holding the weapon, and you can have no more than one weapon invested in this way at a time. In either case, the eidolon gains only the benefits that can apply to their attacks, with the same limitations noted in handwraps of mighty blows.

Lost and Altered Actions

If you or your eidolon become Slowed, Stunned, Quickened, or otherwise affected by something that changes the actions you gain at the start of each turn, it affects your shared actions. However, if you are both subject to such an effect, apply only the more severe one. For instance, if either you or your eidolon were slowed 1, you would start your turn with one fewer action, but if you were both slowed 1, you would still lose only 1 action, rather than adding the two slowed effects together. However, if you were slowed 1 and your eidolon slowed 2, you'd have 2 fewer actions, because that's the more severe effect. If only one of you becomes restricted in how you can spend your actions, that restriction doesn't automatically extend to the other; for example, if your eidolon became Immobilized or Petrified, they wouldn't be able to move, but you could still use your actions to move. The GM resolves any situation that's unclear.

You, as the player, control both your summoner and your eidolon, and the two are generally considered to cooperate unless you decide for them not to. While a summoner's link with an eidolon is a partnership, ultimately the eidolon is linked to you, not the other way around. If there's ever a conflict of who should act, you win out over your eidolon. This means that if the eidolon comes under an effect that would take their actions out of your control, such as the Confused or Controlled condition, you can use all of your shared actions so your eidolon doesn't have any actions remaining to cause trouble (as long as you are able to act). However, if you came under such an effect, you would simply use all your shared actions, preventing your eidolon from acting.

Unmanifested Eidolon

While your eidolon is unmanifested, they typically can't be targeted or take any actions. The duration of anything affecting the eidolon still passes. Effects that change over time, such as the frightened condition, still advance at the typical time; effects that can be adjusted using actions, such as reducing the sickened condition, can't be reduced by an unmanifested eidolon. The GM makes the ruling for how specific effects work when it's unclear.


Summoner Spellcasting

Your link to your eidolon grants you limited magic connected to your eidolon's nature. You are a spellcaster and can cast spells using the Cast a Spell activity. As a summoner, when you cast spells, your incantations call upon forces related to the spellcasting tradition determined by your eidolon, and your gestures often echo the shape of the rune that you and your eidolon share.

Each day, you can cast one 1st-rank spell. You must know spells to cast them, and you learn them via the spell repertoire class feature. The number of spells you can cast each day is called your spell slots.

As you increase in level as a summoner, the magical link with your eidolon grants you additional spell slots per day, as well as higher ranks of spells. Your total number of spell slots and the highest rank of spells you can cast are shown on the Summoner Spells per Day table.

Some of your spells require you to attempt a spell attack to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key attribute is Charisma, your spell attack modifier and spell DC use your Charisma modifier.

Heightening Spells

When you gain spell slots of 2nd rank and higher, you can fill those slots with stronger versions of lower-rank spells. This increases the spell's rank, heightening it to match the spell slot. You must have a spell in your spell repertoire at the rank you want to cast it in order to heighten it to that rank. Many spells have specific improvements when they are heightened to certain ranks. The signature spells class feature lets you heighten certain spells freely.

Cantrips

Some of your spells are cantrips. A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded up—this is usually equal to the highest rank of summoner spell slot you have. For example, as a 1st-level summoner, your cantrips are 1st-rank spells, and as a 5th-level summoner, your cantrips are 3rd-rank spells.


Spell Repertoire

The collection of spells you can cast is called your spell repertoire. At 1st level, you learn one 1st-rank spell of your choice and five cantrips of your choice. You choose these from the common spells from the tradition corresponding to your eidolon, or from other spells from that tradition to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell rank.You add to this spell repertoire as you increase in level. Each time you get a spell slot (see the Summoner Spells per Day table), you add a spell to your spell repertoire of the same rank. At 2nd level, you select another 1st-rank spell. At 3rd level, you add the first 2nd-rank spell to your repertoire. At 4th level, you gain your second 2nd-rank spell, and so on. When you add spells, you might select a higher-rank version of a spell you already have so that you can cast a heightened version of that spell.Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn't give you another spell slot or vice versa

Swapping Spells in Your Repertoire

As you gain new spells in your repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same rank. This spell can be a cantrip, but you can't swap out link spells. You can also swap out spells by retraining during downtime.

Your Level

Cantrips

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

1

5

1

2

5

2

3

5

2

1

4

5

2

2

5

5

2

2

1

6

5

2

2

2

7

5

2

2

2

1

8

5

2

2

2

2

9

5

2

2

2

2

1

10

5

2

2

2

2

2

11

5

2

2

2

2

2

1

12

5

2

2

2

2

2

2

13

5

2

2

2

2

2

2

1

14

5

2

2

2

2

2

2

2

15

5

2

2

2

2

2

2

2

1

16

5

2

2

2

2

2

2

2

2

17

5

2

2

2

2

2

2

2

2

1

18

5

2

2

2

2

2

2

2

2

2

19

5

2

2

2

2

2

2

2

2

2

20

5

2

2

2

2

2

2

2

2

2

Link Spells

Your connection to your eidolon allows you to cast link spells, special spells that have been forged through your shared connection with your eidolon. Link spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to specifically connect with your eidolon, such as by having a heart-to-heart conversation, playing together, or meditating in unison on the nature of your bond.

Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don't require spell slots; you can't cast them using spell slots. Certain feats give you more focus spells. The maximum Focus Points your focus pool can hold is equal to the number of focus spells you have, but can never be more than 3 points.

You learn the Evolution Surge link spell, which allows you to grant your eidolon one of several useful benefits.

Link Cantrips

Link cantrips are special link spells that don't cost Focus Points, so you can cast them as often as you like. Link cantrips are in addition to the cantrips you choose from your tradition's spell list. Generally, only feats can give you more link cantrips. Unlike other cantrips, you can't swap out link cantrips gained from summoner feats at a later level, unless you swap out the specific feat via retraining.

You learn the Boost Eidolon link cantrip, which briefly improves your eidolon's capabilities, allowing them to attack with greater power.


Evolution Feat

Evolution feats are a special type of summoner class feat that allow you to customize your eidolon through your shared link. You select one evolution feat for your eidolon at 1st level, representing the differences that make them unique from other eidolons of their type. If you retrain this feat, the feat you replace it with must also be an evolution feat.


Skill Feats Level 2

At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.

Summoner Feats Level 2

At 2nd level and every even-numbered level thereafter, you gain a summoner class feat.

General Feats Level 3

At 3rd level and every 4 levels thereafter, you gain a general feat.

Shared Vigilance Level 3

You and your eidolon work together to remain alert to threats around you, allowing you to perceive far more together than you could individually. Your proficiency rank in Perception and your eidolon's proficiency rank in Perception increase to expert.


Skill Increases Level 3

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you're untrained in, or to increase your proficiency rank in one skill in which you're already trained to expert.

At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you're already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you're already a master.

Signature Spells Level 3

You've learned to cast some of your spells more flexibly. For each spell rank you have access to, choose one spell of that rank to be a signature spell. You don't need to learn heightened versions of signature spells separately; instead, you can heighten these spells freely. If you've learned a signature spell at a higher rank than its minimum, you can also cast all its lower-rank versions without learning those separately. If you swap out a signature spell, you can choose a replacement signature spell of the same spell rank at which you learned the previous spell. You can also retrain specifically to change a signature spell to a different spell of that rank without swapping any spells; this takes as much time as retraining a spell normally does.


Your eidolon also gets four attribute boosts at these levels. The eidolon's attribute boosts follow the same rules as yours.

Ancestry Feats Level 5

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.

Eidolon Unarmed Expertise Level 5

Your eidolon becomes more capable of using their unarmed attacks. Their proficiency rank for unarmed attacks increases to expert.


Eidolon Symbiosis Level 7

Your connection with your eidolon strengthens, granting your eidolon access to a new ability depending on their type, as described in Eidolon Abilities in each eidolon's entry.


Eidolon Weapon Specialization Level 7

Your eidolon has learned how to inflict greater injuries with their unarmed attacks. They deal 2 additional damage with unarmed attacks in which they're an expert. This damage increases to 3 if they're a master, and 4 if they're legendary.


Expert Spellcaster Level 9

As your connection to your eidolon deepens, the power of your spells increases. Your proficiency ranks for your spell attack modifier and spell DC statistics increase to expert.

Shared Reflexes Level 9

You and your eidolon boost each other's reflexes, allowing you both to roll away from danger. Your proficiency rank for Reflex saves and your eidolon's proficiency rank for Reflex saves increase to expert.


Eidolon Defensive Expertise Level 11

Your eidolon increases their ability to avoid attacks. Their proficiency rank for unarmored defense increases to expert.


Simple Weapon Expertise Level 11

Training and magic have improved your weapon technique. Your proficiency rank for simple weapons and unarmed attacks increases to expert.

Twin Juggernauts Level 11

You and your eidolon boost each other's reflexes, allowing you both to roll away from danger. Your proficiency rank for Reflex saves and your eidolon's proficiency rank for Reflex saves increase to expert.


Defensive Robes Level 13

The flow of magic around you increases your ability to avoid attacks. Your proficiency rank in unarmored defense increases to expert.


Eidolon Unarmed Mastery Level 13

Your eidolon truly masters their unarmed attacks, reaching greater heights. Their proficiency rank for unarmed attacks increases to master.


Weapon Specialization Level 13

You've learned how to inflict greater injuries with the weapons you know best. You deal an additional 2 damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master, and 4 if you're legendary.


Greater Eidolon Specialization Level 15

Your eidolon's damage from weapon specialization increases to 4 with unarmed attacks in which they're an expert, 6 if they're a master, and 8 if they're legendary.


Shared Resolve Level 15

You and your eidolon steel your mind together against effects that threaten you, each protecting the others' minds from danger. Your and your eidolon's proficiency ranks for Will saves increase to master. When you roll a success on a Will save, you get a critical success instead. When your eidolon rolls a success on a Will save, it gets a critical success instead.


Eidolon Transcendence Level 17

Your connection with your eidolon approaches its peak, granting your eidolon access to a powerful new ability depending on their type, as described in Eidolon Abilities in each eidolon's entry. In addition, choose one of your eidolon's attribute modifiers to increase by 1.


Master Spellcaster Level 17

Your connection to your eidolon is strong enough to grant you mastery over associated spells. Your proficiency ranks for spell attack modifiers and spell DCs increase to master.

Eidolon Defensive Mastery Level 19

Your eidolon's form becomes particularly difficult to assail. Their proficiency rank for unarmored defense increases to master.


Instant Manifestation Level 19

You can manifest your eidolon with incredible speed. You can use Manifest Eidolon as a single action, instead of a three-action activity.



Eidolons

Aberrant Eidolon

Your eidolon is a terrifying, incomprehensible nightmare patterned after the creatures who owe their existence to the Outer Gods and Great Old Ones. Aberrant eidolons come in a variety of forms, though their anatomies often appear twisted and impossible. Most people can't even look at any aberrant eidolon without developing a splitting headache or having a panic attack, but your studies of the occult have inured your mind to these dread terrors.

Tradition occult

Traits aberration, eidolon

Home Plane Dimension of Dreams or the Universe


Size Medium or Small

Suggested Attacks claw (slashing), jaws (piercing), tentacle (bludgeoning)

Eidolon Attributes Con +2, Int +1, Wis +1, Cha –1

Skills Athletics, Occultism

Senses darkvision

Language Aklo

Speed 25 feet


Initial (1st)—Surprising Anatomy R (eidolon)

Trigger An enemy adjacent to your eidolon deals damage to your eidolon


Effect Your eidolon's form shifts horribly to retaliate against the attacker. Your eidolon makes a melee unarmed Strike against the triggering enemy.

Symbiosis (7th)—Unfathomable Mind (mental, nonlethal) Those who try to touch your eidolon's mind find their own minds shattered. When your eidolon succeeds at a saving throw against a mental effect from a creature, that creature takes 4d6 mental mental damage with a basic Basic Will save against your spell DC. A creature who fails this save is also Stupefied 1 (Stupefied 2 on a critical failure). At 9th level and every 2 levels thereafter, the damage increases by 1d6.

Transcendence (17th)—Maddening Whispers Your aberrant eidolon utters terrible secrets about the true nature of the universe. They can cast Unfathomable Song once per day as an innate occult spell. Your eidolon can Sustain this spell as a free action if they spend at least one action Striding toward one of the targets.


Angel Eidolon

Your eidolon is a celestial messenger, a member of the angelic host with a unique link to you, allowing them to carry a special message to the mortal world at your side. Most angel eidolons are roughly humanoid in form, with feathered wings, glowing eyes, halos, or similar angelic features. However, some take the form of smaller angelic servitors like the winged helmet cassisian angel instead. The two of you are destined for an important role in the plans of the celestial realms. Though a true angel, your angel eidolon's link to you as a mortal prevents them from casting the Angelic Messenger ritual, even if they somehow learn it.

Tradition divine

Traits angel, celestial, eidolon, holy

Home Plane Elysium, Heaven, or Nirvana


Size Medium or Small

Suggested Attacks fist (bludgeoning), wing (bludgeoning), unarmed attacks shaped like a weapon

Eidolon Attributes Con +1, Int –1, Wis +1, Cha +2

Skills Diplomacy, Religion

Senses darkvision

Language Empyrean

Speed 25 feet


Initial (1st)—Hallowed Strikes Your eidolon's unarmed Strikes gain the holy trait and deal 1 extra spirit damage to unholy creatures and creatures with weakness to holy. Additionally, your eidolon can make nonlethal attacks with their unarmed attacks without taking the usual –2 circumstance penalty.

Symbiosis (7th)—Traveler's Aura Your eidolon emanates a powerful aura that protects creatures as they travel. The aura has the aura and divine traits. Your eidolon and their allies (including you) within a 20-foot emanation are protected from severe heat and cold, and your eidolon is never Off Guard to creatures inside the aura that are of a lower level than you. When you gain the transcendence class feature, your eidolon and allies in the aura are protected from environmental damage from any plane, including severe and extreme heat and cold as well as more unusual dangers.

Transcendence (17th)—Angelic Mercy Your eidolon can cast Cleanse Affliction, Clear Mind, and Heal once per day each as 9th-rank divine innate spells.


Anger Phantom Eidolon

Your eidolon is a lost soul, bound to the mortal world by undying anger or a bitter grudge. Most phantom eidolons are humanoids with a spectral or ectoplasmic appearance, though some take far stranger forms. Your link with your eidolon prevents them from succumbing to corruption and undeath. Together, you will need to decide whether to work with your eidolon to control their anger or channel their wrath into power.

Tradition occult

Traits eidolon, ethereal, phantom

Home Plane Ethereal Plane


Size Medium or Small

Suggested Attacks fist (bludgeoning), tendril (bludgeoning), unarmed attacks shaped like a weapon

Eidolon Attributes Con +3, Int +0, Wis –1, Cha +1

Skills Intimidation, Occultism

Senses darkvision

Language one common mortal language the eidolon spoke in life

Speed 25 feet


Initial (1st)—Furious Strike 2 (eidolon) Your eidolon makes a melee Strike. This counts as two attacks when calculating your multiple attack penalty. If this Strike hits, your eidolon deals an extra die of weapon damage and gains a +1 circumstance bonus to the damage roll.

If you're at least 10th level, increase this to two extra dice with a +2 circumstance bonus, and if you're at least 18th level, increase it to three extra dice with a +3 circumstance bonus.

Symbiosis (7th)—Seething Frenzy 1 (concentrate, eidolon, emotion, mental) Your eidolon's fury boils over into a reckless, out-of-control frenzy. While frenzied, your eidolon is affected by Boost Eidolon and gains temporary Hit Points equal to your level, but takes a –1 penalty to AC. Your eidolon can't voluntarily end the frenzy or start another frenzy while in the frenzy. The frenzy and the accompanying temporary Hit Points last for 1 minute or until your eidolon is no longer manifested, whichever comes first, after which they can't start another frenzy for 1 minute.

When your eidolon makes a Furious Strike while in a Seething Frenzy, the status bonus from boost eidolon is 3 per damage die. The extra damage die from Furious Strike still doesn't count toward boost eidolon's bonus, as normal for weapon dice added by abilities.

Transcendence (17th)—Anger Aura (aura, emotion, mental, occult) Your eidolon exudes wrath in an aura, rousing the ire of nearby creatures and causing their defenses to crack as they seethe with rage. Your eidolon gains an anger aura in a 20-foot emanation. The resistances of any creature in the aura, including you, your allies, your enemies, and your eidolon, are reduced by 10. Your eidolon can hold in their rage by spending a single action, which has the concentrate trait. This reduces the aura's effect to affect only your eidolon. They can take this action again to reinstate the full effect of their aura. Creatures in a barbarian Rage, Seething Frenzy, or similar ability that allows them to channel their anger (such as Blood Frenzy) aren't affected by the anger aura.


Beast Eidolon

Your eidolon is a manifestation of the life force of nature in the form of a powerful magical beast that often has animal features, possibly even several from different species. You might have learned the way to connect with the world's life force via a specific philosophy or practice, such as the beliefs of the god callers of Sarkoris, or formed a bond on your own. Regardless, your link to your eidolon allows you both to grow in power and influence to keep your home safe from those who would despoil it.

Tradition primal

Traits beast, eidolon

Home Plane the Universe


Size Medium

Suggested Attacks claw (slashing), fangs (piercing), hoof (bludgeoning), horn (piercing), jaws (piercing)

Eidolon Attributes Con +3, Int –1, Wis +1, Cha +0

Skills Intimidation, Nature

Senses low-light vision

Language Fey

Speed 25 feet


Initial (1st)—Beast's Charge 2 (eidolon) Your eidolon rushes forward, using their momentum to increase the power of their attack. Your eidolon Strides twice and then Strikes. If the eidolon moved at least 20 feet away from their starting position and moved entirely in a straight line, they gain a +1 circumstance bonus to this attack roll.

Symbiosis (7th)—Primal Roar 2 (auditory, eidolon) Your eidolon unleashes a primal roar or other terrifying noise that fits your eidolon's form. Your eidolon attempts to Demoralize each enemy that can hear the roar, comparing the result of a single Intimidation check to the Will DC of each target; this check doesn't take any penalty for not sharing a language.

Transcendence (17th)—Whirlwind Maul 2 (eidolon) Your eidolon lashes out in all directions. They make a melee unarmed Strike against up to four enemies within reach. They can choose different unarmed attacks for each enemy. Each attack counts toward your multiple attack penalty, but you don't increase your penalty until the eidolon has made all their attacks.


Construct Eidolon

Your eidolon is a mental construct based on an astral thoughtform and given physical presence and life by their connection to you, their shape limited only by your imagination. Your eidolon's appearance and physical form vary based on your shared vision for their construction, from clockworks to stuffed dolls and everything between, and it's not uncommon for that appearance to change greatly as your construct gains evolutions. Because they arise from an astral entity, your construct is no mindless servitor, but a fully thinking being with their own ideas, goals, and even emotions. These entities are extremely diverse; while many construct eidolons come from a powerful symbiotic connection with astral denizens, just as many arise from the forgotten memories of ancient empires and craftworks drifting across the Silver Sea of the Astral Plane.

Tradition arcane

Traits astral, construct, eidolon

Home Plane Astral Plane


Size Medium

Suggested Attacks fist (bludgeoning)

Eidolon Attributes Con +3, Int +1, Wis +0, Cha –1

Skills Arcana, Crafting

Senses darkvision

Language one common mortal language

Speed 25 feet


Initial (1st)—Construct Heart Your construct eidolon has a link directly to your life force, which renders them a living creature and therefore susceptible to many ailments that bother only the living, though they do possess some resistances to these effects. They don't have a construct's normal immunities, but they do gain a +2 circumstance bonus to saving throws against death effects, disease, poison, and spirit effects, as well as effects causing the Fatigued or sickened conditions. Additionally, their astral essence bleeds off slowly. The flat check to remove persistent bleed damage from the eidolon is DC 10 (or DC 5 after receiving particularly effective aid).

Symbiosis (7th)—Reconfigured Evolution Your construct eidolon is particularly easy to reconfigure, gaining an additional evolution that suits both of your whims. Choose one additional evolution feat of 6th level or lower. Your eidolon gains that feat. You can Retrain this feat for any other evolution feat of 6th level or lower with only a single day of downtime if you succeed at a Crafting check with a standard DC of your eidolon's level. If you fail, you can try again on a later day. Many summoners choose Eidolon's Wrath for this ability.

Transcendence (17th)—Ultimate Reconfiguration Your construct eidolon becomes even more customizable. Choose an evolution feat of 16th level or lower. Your eidolon gains that feat. You can spend downtime to adjust it using Crafting, just like the feat from reconfigured evolution. Many summoners select Ever-Vigilant Senses for this ability.


Demon Eidolon

Your eidolon is a demon, born of mortal sin congealed amid the chaos and evil of the Outer Rifts, using their link to you to spread chaos at your side. Choose an associated sin for your demon. Demon eidolons have appearances as varied as the infinite Outer Rifts. While demons are inherently untrustworthy, your demon eidolon has reached an accord with you and generally keeps it, though that doesn't mean your eidolon isn't actively working to bring your life deeper into their associated sin. Though a true demon, your demon eidolon's link to you as a mortal prevents them from casting the demonic pact ritual, even if they somehow learn it.


Tradition divine

Traits demon, eidolon, fiend, unholy

Home Plane The Outer Rifts


Size Medium or Small

Suggested Attacks claw (slashing), horn (piercing), jaws (piercing), tail (bludgeoning), tentacle (bludgeoning), wing (bludgeoning)

Eidolon Attributes Con +3, Int +0, Wis –1, Cha +1

Skills Intimidation, Religion

Senses darkvision

Language Chthonian

Speed 25 feet


Initial (1st)—Demonic Strikes Your eidolon's attacks are corrupted by the Outer Rifts and imbued with pure malice and shifting chaos. Your eidolon's unarmed Strikes gain the unholy trait and deal an additional 1spirit damage to holy creatures and creatures with weakness to unholy. Additionally, choose one of your eidolon's unarmed attacks that deals physical damage; it gains your choice of versatile B, versatile P, or versatile S.

Symbiosis (7th)—Visions Of Sin 2 (divine, eidolon, emotion, mental)

Frequency once per 10 minutes


Effect Your eidolon summons images of their sin into the mind of a target creature within 30 feet, tormenting and confusing the target. The target must attempt a Will save against your spell DC with the following effects. The effects last until the end of your next turn, but your eidolon can Sustain the effects to a maximum duration of 1 minute. If the target is unholy, it takes a –2 circumstance penalty to its save. Regardless of whether it succeeds, the target becomes temporarily immune for 1 day.


Critical Success The target is unaffected.

Success The target can't use reactions.

Failure The target is Slowed 1 and can't use reactions.

Critical Failure As failure, and the target is also Confused for 1 round. The confusion can't be extended, but the other effects can.

Transcendence (17th)—Blasphemous Decree Your demon utters indescribable words writhing with their associated sin. They can cast Divine Decree once per day as a 9th-rank spell. You are unaffected by this decree. At 19th level, this becomes a 10th-rank divine decree instead.


Devotion Phantom Eidolon

Your eidolon is a lost soul, unable to escape the mortal world due to a strong sense of duty, an undying devotion, or a need to complete a task that was of vital importance to the soul during their life. Most phantom eidolons are humanoid with a spectral or ectoplasmic appearance, though some take far stranger forms. Your link with your eidolon prevents them from succumbing to corruption and undeath, and together, you will grow in strength and fulfill your phantom's devotion.

Tradition occult

Traits eidolon, ethereal, phantom

Home Plane Ethereal Plane


Size Medium or Small

Suggested Attacks fist (bludgeoning), tendril (bludgeoning), unarmed attacks shaped like a weapon

Eidolon Attributes Con +3, Int +0, Wis +0, Cha +0

Skills Medicine, Occultism

Senses darkvision

Language one common mortal language the eidolon spoke in life

Speed 25 feet


Initial (1st)—Dutiful Retaliation R (eidolon, occult)

Trigger An enemy within 15 feet of you hits you with a Strike and deals damage to you

Requirements Your eidolon is within 15 feet of you


Effect Your eidolon instinctively flashes with ectoplasmic energy, allowing them to strike back against an enemy who dares to harm you. Your eidolon makes a melee unarmed Strike against the triggering enemy, even if that enemy isn't within your eidolon's reach.

Symbiosis (7th)—Steadfast Devotion Your eidolon's dedication makes it extremely challenging for your foes to bend their mind. Your eidolon gains a +2 circumstance bonus to saving throws against mental effects, and if they roll a success against such an effect, they get a critical success instead. If you have the shared resolve class feature and your eidolon rolls a critical failure against a mental effect, they get a failure instead.

Transcendence (17th)—Devotion Aura (aura, occult) After fighting at your side for so long, your eidolon has become as devoted to protecting you and your allies as they are to their original cause. Your eidolon gains a 20-foot devotion aura. Whenever one of your eidolon's allies (including you) within the aura takes damage, you can reduce the damage by 6. You lose a number of Hit Points equal to half the amount by which the eidolon reduced the damage, rounded down. If the damage was lower than 6, base the damage you take on the actual amount of damage prevented. For instance, if the eidolon prevented 5 damage, you would lose 2 HP.


Dragon Eidolon

Because dragons have a strong connection to magic, their minds can often leave an echo floating in the Astral Plane. Such an entity is extremely powerful but unable to interact with the outside world on their own. Dragon eidolons manifest in the powerful, scaled forms they had in life; most take the form of great dragons (albeit smaller), but some manifest as drakes or other draconic beings. You have forged a connection with such a dragon eidolon and together, you seek to grow as powerful as an archdragon.

Tradition choose arcane, divine, occult, or primal

Traits astral, dragon, eidolon, and the trait matching the eidolon's tradition

Home Plane Astral Plane


Size Medium

Suggested Attacks claw (slashing), horn (piercing), jaws (piercing), tail (bludgeoning), wing (bludgeoning)

Eidolon Attributes Con +1, Int +1, Wis +0, Cha +1

Skills Intimidation and the skill matching the eidolon's tradition (Arcana for arcane, Religion for divine, Occultism for occult, or Nature for primal)

Senses darkvision

Language Draconic

Speed 25 feet


Initial (1st)—Dragon Breath 2 (eidolon) Your eidolon exhales a blast of destructive energy that deals 1d6 damage to all creatures in an area with a basic Basic Reflex save against your spell DC. Your eidolon then can't use Dragon Breath again for the next 1d4 rounds. At 3rd level and every 2 levels thereafter, the damage increases by 1d6. When the eidolon gains this ability, you choose the area—a 60-foot line or a 30-foot cone—as well as the damage type—acid, cold, electricity, fire, piercing, poison, or void. You can instead choose force if your eidolon has the arcane trait, spirit if they have the divine trait, or mental if they have the occult trait. If you model your eidolon after a specific type of dragon, your GM might allow you to choose from additional damage types. Dragon Breath has the tradition trait of your eidolon and the trait matching the damage type chosen (unless you choose piercing damage).

Symbiosis (7th)—Draconic Frenzy 2 (eidolon) Your eidolon makes one Strike with their primary unarmed attack and two Strikes with their secondary unarmed attack (in any order). If any of these attacks critically hits an enemy, your eidolon instantly recovers the use of their Dragon Breath.

Transcendence (17th)—Empower Breath F (concentrate, eidolon)

Frequency once per minute


Effect Your eidolon gathers the power of the mightiest archdragons to make their magical breath even more spectacular. If your eidolon's next action is to use Dragon Breath, both the number of damage dice and area of Dragon Breath are doubled.


Elemental Eidolon

Your eidolon is a primal chunk of elemental matter infused with sapience, power, and identity, but unable to manifest a true form of their own without the life force you provide via your connection. Most elementals in their natural environment already have different sorts of forms, from vaguely humanoid, to animalistic, to simple masses of their component element. As your life force provides your eidolon the instincts necessary to adopt a physical form, their appearance varies based on the strength of their own self image and your prior exposure to elementals.

Elemental eidolons tend to reach their unusual state—powerful but formless—as the result of large scale events or cataclysms, such as the war to seal the benevolent Elemental Lords or their recent unsealing. Whether elemental eidolons possess any memories of a previous life or are a new sapience formed from left-over essence of a mighty servant of the Elemental Lords brought low varies from eidolon to eidolon. Together, you might undertake a journey to understand your eidolon's mysterious past or leave the past behind and forge a new destiny of your own.

Tradition primal

Traits eidolon, elemental, and one more (see Elemental Core, below)

Home Plane: elemental plane matching their Elemental Core


Size Medium

Suggested Attacks branch (bludgeoning), fist (bludgeoning), spike (piercing), tendril (bludgeoning), wave (bludgeoning)

Adaptable Elemental Str +1, Dex +4, Con +3, Int +0, Wis +1, Cha +0; +1 AC (+4 Dex cap)

Primordial Elemental Str +4, Dex +2, Con +3, Int –1, Wis +1, Cha +0; +2 AC (+3 Dex cap)

Skills Nature, Survival

Senses darkvision

Language s Sussuran (air elemental), Petran (earth elemental), Pyric (fire elemental), Talican (metal elemental), Thalassic (water elemental), or Muan (wood elemental),

Speed 25 feet


Eidolon Abilities Initial elemental core; Symbiosis elemental burst; Transcendence elemental maelstrom

Elemental Core

Your elemental eidolon is an amalgam of elemental matter and mortal life force, which helps protect them from certain effects that are more harmful to mortals than elementals. They gain a +2 circumstance bonus to saving throws against poison and sleep effects, as well as effects causing the Paralyzed condition. Additionally, their elemental essence bleeds less easily than flesh, so the DC of any flat check they make to remove persistent bleed damage is 10 (or 5 after receiving particularly effective aid). Choose for your eidolon to be an air, earth, fire, metal, wood, or water elemental. Your eidolon and all their unarmed attacks gain the trait of the chosen element, and the eidolon gains additional effects based on your choice.

Air: Your eidolon is formed from elemental air and is light as a breeze. Your eidolon can Leap, High Jump, and Long Jump twice as far, and doesn't take falling damage.

Earth: Your eidolon is formed from elemental earth, and is incredibly hard to move by force. Your eidolon gains a +2 circumstance bonus to their Fortitude or Reflex DCs against attempts to Shove or Trip them. This bonus also applies to saving throws against spells or effects that attempt to knock them Prone. In addition, if any effect would force them to move 10 feet or more, they're moved only half the distance.

Fire: Your eidolon is formed from elemental fire and burns with embers of flame. Your eidolon gains resistance equal to half your level (minimum 1) to fire and an equal amount of weakness to cold and water. Their unarmed attacks deal 1 additional fire damage.

Metal: Your eidolon is formed from elemental metal and can adapt their metallic form to battle. One of your eidolon's starting melee unarmed attacks gains the versatile bludgeoning, piercing, or slashing trait, as your eidolon learns how to shift the metal into various weaponlike forms.

Water: Your eidolon is formed from elemental water and swims with ease. Your eidolon gains the amphibious trait, allowing them to breathe in water and air and to avoid the normal –2 penalty for making bludgeoning and slashing unarmed Strikes underwater. Your eidolon's land Speed is reduced to 15 feet, and they gain a swim Speed of 25 feet. You can take the Amphibious Form feat to increase their land Speed back up to 25 feet, as described in the feat.

Wood: Your eidolon is formed from elemental wood, and its living wooden form twists and regrows as you focus your elemental energies. You can choose to have your eidolon gain the plant trait. Whenever you Refocus, your eidolon regains a number of Hit Points equal to double your level.

Elemental Burst7th

Your eidolon can form projectile attacks from their own body. Your eidolon gains the Elemental Burst activity.

Elemental Maelstrom17th

Your eidolon can form a swirling vortex of elemental matter and move across the battlefield, damaging everything in their path. Your eidolon gains the Elemental Maelstrom activity.


Fey Eidolon

Your eidolon is a fey, a capricious being of the mysterious First World. Many fey appear similar to mortal humanoids, with unusual features such as pointed ears, wings, or bodies composed of natural elements, but the full variety of fey is endless, and many others appear completely inhuman. Fey from the First World never truly die, instead eventually forming into a new creature after being destroyed. Fey eidolons usually come about when a summoner helps stabilize a difficult reincarnation. This means your fey eidolon likely lived a different life just before meeting you and might remember fragments of their old memories. Together, you might have to unravel a memory from your eidolon's past life among the fey.

Tradition primal (but see Fey Gift Spells below)

Traits eidolon, fey

Home Plane First World


Size Small or Medium

Suggested Attacks fist (bludgeoning), wing (bludgeoning), attacks shaped like a weapon

Eidolon Attributes Con +0, Int +1, Wis –1, Cha +3

Skills Deception, Nature

Senses low-light vision

Language Fey

Speed 25 feet


Initial (1st)—Fey Gift Spells Your eidolon expands your primal magic with illusion and mental magic, allowing both of you to wield the power of fey glamour. When you add spells to your repertoire, you can choose from the primal list as well as from spells that have the illusion or mental traits that appear on the arcane spell list. As usual for when you add spells of a different tradition to your spell list, you're still a primal spellcaster, so all your spells are primal spells. Your eidolon gains the Magical Understudy summoner feat, despite not meeting the prerequisite level, and can choose fey gift cantrips in addition to primal cantrips. As normal for a feat you are granted by name, you can't retrain Magical Understudy into another feat.

Symbiosis (7th)—Fey Mischief Your eidolon's fey magic becomes more powerful and mischievous. Your eidolon gains the Magical Adept feat, despite not meeting the prerequisite level, and can choose from fey gift spells in addition to primal spells.

Transcendence (17th)—Fey Chicanery Ever full of tricks, your fey eidolon twists magical protections into your shared life force, granting them a contingency in their back pocket for desperate situations. During your daily preparations, your eidolon can cast a Contingency spell. The 4th-rank spell they choose must come from the primal or fey gift list, and must either be common or be another spell you have access to.


Ooze Eidolon

Your eidolon is a simple creature of protoplasm held together by magic and your mind. They often appear as creeping blobs of a single color, but this doesn't mean they can't have distinctive features, such as moss or fungus growing on their surface or bones and other debris floating within. Because they have been formed by your thoughts, your ooze eidolon isn't mindless, but likely doesn't have a complete personality. Though your ooze eidolon speaks no language, you might believe you can interpret the constant burbles and plops they make as a form of speaking.

Tradition arcane

Traits eidolon, ooze

Home Plane the Universe


Size Medium

Suggested Attacks pseudopod (bludgeoning)

Eidolon Attributes Con +3, Int –1, Wis +1, Cha +0

Skills Arcana, Athletics

Senses motion sense (precise) 60 feet, no vision

Language none

Speed 20 feet


Initial (1st)—Ooze Physiology You and your ooze eidolon are directly connected in both body and mind, which renders your eidolon susceptible to effects that wouldn't normally bother an ooze. They don't have an ooze's normal immunities, but do gain resistance equal to half your level (minimum 1 resistance) against acid, critical hits, and precision damage and a +2 circumstance bonus to saving throws against mental effects. Additionally, their surface closes quickly after being wounded. The flat check to remove persistent bleed damage from the eidolon is DC 10 (or DC 5 after receiving particularly effective aid).

Symbiosis (7th)—Stretching Pseudopods Your eidolon's pseudopods can stretch farther. All your eidolon's melee unarmed attacks gain the reach trait.

Transcendence (17th)—Flowing Engulf 3 (eidolon) Your eidolon Strides up to double their Speed and can move through the spaces of any creatures in their path. Any creature of the eidolon's size or smaller whose space your eidolon moves through is engulfed unless it succeeds at a Reflex save against your spell DC. Your eidolon can attempt to engulf the same creature only once in a single use of Flowing Engulf, and they can contain as many creatures as can fit in their space. An engulfed creature is pulled into your eidolon's body. It is Grabbed, Slowed 1, and moves along with your eidolon as long as it is engulfed. It can get free by Escaping against your spell DC, moving to a space of its choice adjacent to your eidolon.


Plant Eidolon

Your eidolon is an intelligent plant, formed from the same disembodied fragments of nature's life energy that become leshies. Plant eidolons tend to be curious and adaptable, with temperaments based on the parts of mortal culture they feel affinity toward. Despite coming from the same source, plant eidolons don't always look like leshies. Plant eidolons have forms that vary greatly and can look like almost any kind of plant creature in existence. Some even resemble plant creatures so strange they are impossible to identify.

Tradition primal

Traits eidolon, plant

Home Plane the Universe


Size Medium

Suggested Attacks branch (bludgeoning), root (bludgeoning), vine (bludgeoning)

Eidolon Attributes Con +3, Int –1, Wis +1, Cha +0

Skills Nature, Survival

Senses low-light vision

Language Muan

Speed 25 feet


Initial (1st)—Tendril Strike 1 (eidolon) Stretching to extend their body to its limits, your eidolon attacks a foe that would normally be beyond their reach. Your eidolon makes a melee unarmed Strike, increasing their reach by 5 feet for that Strike. If the unarmed attack has the disarm, shove, or trip trait, the eidolon can use the corresponding action instead of a Strike.

Symbiosis (7th)—Growing Vines Your eidolon's vines and branches lengthen even more. All your eidolon's melee unarmed attacks gain the reach trait.

Transcendence (17th)—Field Of Roots 2 (eidolon) Your eidolon extends their roots underground to entangle and possibly damage all foes nearby. All enemies within your eidolon's reach take damage of the same type and amount as your eidolon's most damaging Strike, depending on their Reflex saves against your spell DC. Any ongoing effects of the save last until the enemy either Escapes or leaves your eidolon's reach. After using Field of Roots, your eidolon is Immobilized until they take an Interact action to detach from the ground; this also ends any remaining effects on enemies from Field of Roots.


Critical Success The enemy is unaffected.

Success The enemy takes no damage, but takes a –10 foot circumstance penalty to its Speeds.

Failure The enemy takes half damage, takes a –10-foot circumstance penalty to its Speeds, and at the end of each of its turns, takes half damage again.

Critical Failure The enemy is immobilized, takes full damage, and at the end of each of its turns, takes full damage again.


Psychopomp Eidolon

Your eidolon is a psychopomp, a creature whose sworn duty is to usher souls safely to the afterlife and maintain the courts of the dead. Psychopomp eidolons have a variety of appearances, but since they often traffic with mortals, their form typically includes an elaborate mask. You and your psychopomp eidolon share an important fate together, whether it relates directly to your own soul or to a mission that will somehow protect the souls of others.

Tradition divine

Traits eidolon, monitor, psychopomp

Home Plane The Boneyard


Size Medium

Suggested Attacks beak (piercing), claw (slashing), fist (bludgeoning), jaws (piercing), unarmed attacks shaped like a weapon

Eidolon Attributes Con +3, Int +0, Wis +1, Cha –1

Skills Intimidation, Religion

Senses darkvision

Language Requian

Speed 25 feet


Initial (1st)—Spirit Touch Your eidolon's attacks possess a psychopomp's ability to harm the living and the dead. Your eidolon's unarmed Strikes affect incorporeal creatures as though etched with a ghost touch property rune and deal an extra 1 void damage to living creatures and an extra 1 vitality damage to undead.

Symbiosis (7th)—Hidden Watcher Your eidolon can render both of you unseen. Once per hour, they can cast invisibility as a divine innate spell targeting you, them, or both of you at once. If the spell targeted both of you, the spell ends for both of you if either of you uses a hostile action.

Transcendence (17th)—Spirit Taker Your eidolon is particularly capable when it comes to handling bodiless spirits and putting undead to their final rest. Your eidolon can see incorporeal creatures inside of solid objects and can attack them with Strikes without penalty; an incorporeal creature in a solid object that takes damage from your eidolon's Strike is expelled from the object to the nearest available space, moving closer to your eidolon if possible.

Additionally, your eidolon can target or affect a creature projecting its consciousness (such as via project image) or possessing another creature, even if its body is elsewhere, though your eidolon must know about the possession or projection and choose to do so.

Finally, the spirit of an undead destroyed by your eidolon's Strikes is sent directly to the Boneyard for judgment; an undead with an ability to avoid such a fate automatically, such as a ghost's rejuvenation, can attempt a counteract check against your spell DC to return via that ability as normal. In that case, the enemy uses its Will save modifier as its counteract modifier. When your eidolon destroys an undead (even if the undead later returns), they gain temporary Hit Points equal to your level that last for 1 minute.


Swarm Eidolon

Your eidolon is a collective of primal energy and nature spirits, gathered into a single fragmentary being. This collection of natural energy has neither form nor identity until bonded with a summoner. You give these spirits purpose, connecting with them and drawing them through to the physical realm. When manifesting, these nature spirits don a simple form, adopting the guise of many Tiny animals. Each of these animals is the same creature and is marked with your summoner's sigil. The act of manifesting in this swarm form temporarily binds the spirits together into one being, making the eidolon a single entity—one mind and personality speaking with a multitude of voices, and a multitude of bodies acting in concert with a singular purpose.

Tradition primal

Traits animal, eidolon, swarm

Home Plane the Universe


Size Medium (condensed) and Large (dispersed)

Suggested Attacks beaks (piercing), claws (slashing), jaws (piercing), talons (slashing)

Brazen Swarm Str +4, Dex +2, Con +3, Int +0, Wis +0, Cha +0; +2 AC (+3 Dex cap)

Slinking Swarm Str +2, Dex +4, Con +3, Int +0, Wis +1, Cha –1; +1 AC (+4 Dex cap)

Skills Nature, Survival

Senses low-light vision

Languages Common

Speed 25 feet


Eidolon Abilities Initial swarm form; Symbiosis sudden shift; Transcendence sickening swarm

Swarm Form

Your eidolon is an intelligent swarm composed of hundreds of Tiny creatures, and it's immune to the Grabbed, Prone, and Restrained conditions. It can fit through tight spaces as though it were a Tiny creature. It has weakness to area damage equal to its level. Your eidolon has two forms: condensed and dispersed. When you Manifest Eidolon, it manifests condensed. It can switch between these two forms as a single action that has the concentrate trait.

Condensed Form: When condensed, your eidolon draws all its component bodies into a single, condensed mound that functions as a Medium creature. It has a reach of 5 feet, can make Strikes, and can't occupy the same space as other creatures. While condensed, it can use the Haunting Visage action.

Dispersed Form: When dispersed, your eidolon scatters its component bodies across a wider area, increasing its size by one category (to Large for most swarm eidolons). It has a reach of 0 feet, can't make Strikes, and can occupy the same space as other creatures. While dispersed, it can use the Swarming Assault activity.

Sudden Shift7th

Once per round, your eidolon can switch forms between condensed and dispersed as a free action, rather than a single action. In addition, your eidolon gains the Redistribute reaction.

Sickening Form17th

Your eidolon is particularly good at distracting and hindering its foes while dispersed. While dispersed, spaces your eidolon occupies are difficult terrain for other creatures. In addition, your eidolon gains the Sickening Assault action.


Undead Eidolon

Your eidolon is an undead spirit pulled from the Ethereal Plane or the Void, embodied, and bound to your life force in an unusual, potentially antithetical way that even other summoners can't quite understand. Undead eidolons take about every imaginable shape and form, as their bodies manifest from their connection to you. Their ultimate form can be influenced by an amalgamation of the echoes and memories of their old life before becoming undead, their cause of death, their encounters in the afterlife, and portions of your own essences. Together, you and your eidolon need to explore the mysteries of life, death, and undeath to understand what your bond means for both of your futures.

Tradition divine

Traits eidolon, undead

Home Plane Ethereal Plane or Void


Size Medium or Small

Suggested Attacks claw (slashing), fist (bludgeoning), jaws (piercing)

Eidolon Attributes Con +3, Int –1, Wis +1, Cha +0

Skills Intimidation, Religion

Senses darkvision

Languages Necril

Speed 25 feet


Initial (1st)—Void Essence Your undead eidolon has a link directly to your life force, which grants them a twilight state between living and undead. This renders them a living creature and therefore susceptible to many ailments that bother only the living, though they possess some resistances to these effects. The eidolon has void healing, meaning they heal from void effects that heal undead and are damaged by vitality effects that damage undead. They don't have an undead's normal immunities, but they do gain a +2 circumstance bonus to saving throws against death effects, disease, poison effects, and non-damaging effects that target only undead. Additionally, their necrotic essence stanches their wounds easily. The flat check to remove persistent bleed damage from the eidolon is DC 10 (or DC 5 after receiving particularly effective aid).

Symbiosis (7th)—Drain Life 2 (divine, eidolon, void) Your eidolon attacks a living creature and drains some of the creature's life force to feed your shared link. Your eidolon Strikes a living enemy. If the Strike hits and deals damage, the target must attempt a Fortitude save against your spell DC, with the following effects. On a critical hit, the enemy uses the result one degree worse than it rolled.


Critical Success No effect.

Success Your eidolon drains a small amount of life force. The enemy takes additional void damage equal to half your level.

Failure Your eidolon drains enough life force to satisfy itself. The enemy takes additional void damage equal to half your level and is Drained 1. Your eidolon gains temporary Hit Points equal to the enemy's level, which last for 1 minute.

Critical Failure Your eidolon drains an incredible amount of life force and is thoroughly glutted with energy. As failure, but the enemy is Drained 2 and the temporary Hit Points are equal to double the enemy's level.

Transcendence (17th)—Rejuvenation Your eidolon's unusual connection with you allows you both to rejuvenate when defeated. The first time each day your turn begins while you're dying, you instantly regain a number of Hit Points equal to three times your level (Ad)and wake up. (Increase your wounded condition as normal.) You can immediately Manifest your Eidolon as a free action. You can then take your turn as normal.


Class Features Overview