Eidolist Class Guide for RPGs
Eidolist Class Guide for RPGs
Hit Points
Hit Die: 1d4 per Eidolist level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d4 (or 3) + your Constitution
modifier per Eidolist level after 1st
Proficiencies
Armor: Light armor
Weapons: Simple weapons
Tools: Choose one from Disguise kit, Forgery kit, Poisoner's kit, or
Thieves tools
Saving Throws: Dexterity, Intelligence
Skills: Choose three from Arcana, Deception, History, Insight,
Nature, Religion, Stealth, or Survival
Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
• Any simple weapon
• (a) a scholar's pack (b) dungeoneer's pack or (c) an explorer's
pack
• Any musical instrument
Class Features
As an Eidolist, you gain the following class features, which are
summarized in the Eidolist table.
Avatar
Beginning at 1st level, a fragment of your soul morphs into its own
creature. This creature is called an Avatar. Your Avatar can take the
form, size, and appearance of whatever you want, so long as its size
isn’t greater than medium. You may choose to change the form your
Avatar takes, upon gaining a level in this class.
You can communicate telepathically with your Avatar so long as
you are within 500 feet of it. Your Avatar knows any languages you
know but can’t speak. In addition, you can use your Action to peer
into your Avatar’s senses, seeing and hearing what it does, gaining
the benefits of any special senses that your Avatar possesses. During
this time, you’re deaf and blind in regard to your own senses. You
can end this effect on your turn as a Bonus Action.
The Eidolist
Proficiency Evolution Spells
Level Bonus Class Features Points Known 1st 2nd 3rd 4th 5th
1st +2 Avatar, Spellcasting, Dual Mind, Summoning Arts - - - – – – –
2nd +2 Call, Evolution 2 4 2 – – – –
3rd +2 Summoning Style Feature 2 5 3 – – – –
4th +2 Ability Score Improvement 3 6 3 – – – –
5th +3 Life Rationing 3 7 4 2 – – –
6th +3 Summoning Style Feature 4 8 4 2 – – –
7th +3 Major Evolution 4 9 4 3 – – –
8th +3 Ability Score Improvement 5 10 4 3 – – –
9th +4 Improved Summons 5 10 4 3 2 – –
10th +4 Ability Score Improvement 6 12 4 3 2 – –
11th +4 Advanced Control 6 12 4 3 3 – –
12th +4 Ability Score Improvement 6 14 4 3 3 – –
13th +5 7 14 4 3 3 1 –
14th +5 Summoning Style Feature 7 16 4 3 3 1 –
15th +5 Improved Summons 7 16 4 3 3 2 –
16th +5 Ability Score Improvement 7 18 4 3 3 2 –
17th +6 8 18 4 3 3 3 1
18th +6 8 20 4 3 3 3 1
19th +6 Ability Score Improvement 8 20 4 3 3 3 2
20th +6 Summoning Style Feature 8 22 4 3 3 3 2
When your Avatar drops to 0 hit points or when you die, your
Avatar dies outright. Evaporating into nothing, and returning to Creating your Avatar
your soul. At the end of your next long rest, you may resummon When creating your Avatar, you may freely choose its shape and
your Avatar by expanding hit dice equal to half your Eidolist level. appearance, so long as its size isn’t greater than medium. When
When resummoned, your Avatar gains the benefits of a long rest determining your Avatar’s stats you can choose to either create it
regaining all expended charges and lost hit points. by using a pre-existing stat-block, through a Template
Your Avatar obeys your telepathic or spoken commands as best (recommended), or completely by scratch with your GM. When
it can, sharing your initiative in combat. On your turn, you can use using a stat-block, the creature must be a beast, elemental, fey,
an Action to mentally command your Avatar, deciding its Action, monstrosity, ooze, or undead with a CR of 1 or lower.
Bonus Action, and movement for that turn. You can mentally Regardless of what form your Avatar takes, its hit point
command your Avatar to take Reactions outside of your turn, as maximum and ability scores are determined separately. Using the
long as you used your Action that round to command it. Your Avatar same system as a character with a d8 hit dice (see chapter 1, “Step
will follow out your command until it is slain or given a new by Step Characters” in the PHB).
command. If no command is given, your Avatar will follow you and The Avatar uses your Proficiency Bonus for its skills, saving
defend itself, but otherwise takes no Actions. throws, and abilities. An in depth overview for creating your Avatar
is detailed on page 6 under Creating an Avatar.
Evolutions
Starting at 2nd level, you gain a number of Evolution Points
Spell Slots
The Eidolist class table shows you how many spell slots you have to
indicated by the class table. Using these points, you can alter your
cast your spells of 1st level and higher. To cast one of these spells,
Avatar by taking Evolutions (detailed on page 13). Taking an
you must expend a slot of the spell's level or higher. You regain all
Evolution requires a number of points based on its category; One
expended spell slots when you finish a long rest.
Point, Two Point, Three Point. The point value of your Evolutions
can’t exceed the number of Evolution Points you have. Upon gaining Spells Known of 1st Level or Higher
a level in this class, you may choose to remove any number of
You know two 1st level spells of your choice from the Eidolist spell
Evolutions, regaining the Evolutions Points used. You can’t select
list. The Spells Known column of the Eidolist class table shows when
the same Evolution more than once, unless stated otherwise.
you learn more spells of your choice. Each of these spells must be of
a level for which you have spell slots, as shown on the table.
Spell Casting When you gain a level in this class, you can choose an Eidolist
Drawing upon the abstract nature of your soul allows you to cast spells you know and replace it with another spell from the Eidolist
spells. The list of Eidolist spell can be found on page 19. spell list, which must be of a level you have spell slots for.
Spellcasting Ability Advanced Control
Intelligence is your spellcasting ability for your Eidolist spells, since
the power within your magic relies on your ability to project your Beginning at 11th level, when you cast a spell of 1st level or higher.
will upon the world. You use your Intelligence whenever a spell You can use your Bonus Action to command your Avatar for that
refers to your spellcasting ability. In addition, you use your turn.
Intelligence modifier when setting the saving throw DC for a Eidolist
spell you cast and when making an attack roll with one. Summoning Arts
Spell save DC = 8 + your proficiency bonus + your The magic of one’s soul is ancient and unknown, with many styles
Intelligence modifier and techniques to harness its mysteries power. These differences
Spell attack modifier = your proficiency bonus + your culminate in four major Summoning Arts: Bonded One,
Intelligence modifier Evolutionist, Heretic, and Monarch.
The majority of Eidolists will from their Summoning Art
Dual Mind through instinct after using their Avatar for the first time. However,
Summoning Arts can be taught and inherited to Eidolists, from their
Beginning at 1st level, due to your soul being divided between two mentors.
creature it becomes difficult for someone to pierce your mind. You
and your Avatar both have advantage on saving throws made to
resist effects on your mind; including charm effects. However,
Bonded One
psychic damage and metal effects, like charm, effect both you and Bonded One’s seek to deepen the link between them and their
your Avatar simultaneously. Avatar. Even beginning to morph their own form along with their
For example, if you were to be the target for a spell like Vicious Avatar’s, Extending its power onto themselves.
Mockery, you would have advantage on the Wisdom saving throw
for the spell. However, on a failed save, both you and your Avatar Bonded Form
would take psychic damage from the spell. When you choose this style at 1st level, you gain 1 Evolution Point
that you can spend gaining Evolutions for yourself. You gain an
Summoning Style additional Evolution Point to spend in this way at 6th level, and 14th
level.
At 1st level choose a Summoning Style, which describes the way in
which you summon and interact with your Avatar: Bonded One, Linked Perception
Evolutionist, Heretic, and Monarch. Your choice grants you features Beginning at 3rd level, you and your Avatar’s senses become link
when you choose it at 1st level then again at 3rd, 6th, 14th, and 20th together. You perceive your Avatar’s senses as if they were your own.
level. As long as you and your Avatar are on the same plane of existence,
you can hear, see, touch, and taste everything your Avatar does,
Call without sacrificing your own senses.
Additionally, you can communicate telepathically with your
Starting at 2nd level, you gain the ability to call your Avatar to your
Avatar as long as you’re on the same plane of existence.
side, regardless of distance, so long as you are on the same plane of
existence. You can use a Bonus Action to cause your Avatar to Protector
teleport to any unoccupied space within 5 feet of you.
Starting at 6th level, while you are within 5 feet of your Avatar you
gain a +2 to your AC.
Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 12th, 16th, and Parallel Body
19th level, you can choose to increase either one of your scores or Beginning at 14th level, your Avatar’s form become a suitable vessel
one of your Avatar’s scores by 2. Alternatively, you can choose to for your soul. Upon your death, your soul and consciousness inhabit
increase two of either your scores or your Avatar’s by 1. You can’t your Avatar, replacing its will with your own. Your original body
increase your Avatar’s ability scores above your Intelligence score, evaporates into nothing, merging with the Avatar. You may revive
using this feature. (Avatars can’t take feats) your form at the end of the next long rest, restoring it in the same
manor you would resummon your Avatar. If your Avatar dies while
Life Rationing you’re inhabiting it; its corpse remains and reviving it will restore
both you and your Avatar.
Beginning at 5th level, whenever you or your Avatar take damage,
you can use your Reaction to share that damage between you and Parallel Soul
your Avatar. Both you and your Avatar take half of the damage dealt. At 20th level, the difference between you
If the damage dealt drops you or your Avatar to 0 hit points, any and your Avatar are no longer
excess damage carries over to the other creature. distinguishable. You no longer age or
require food and drink. You no longer need
Major Evolution to use an Action or Bonus Action to
command your Avatar.
Starting at 7th level, you can select one Evolution for your Avatar
As a Bonus Action, you may borrow
from the Major Evolutions listed on page 16. Upon gaining a level in
any Evolution from your Avatar and
this class, you may choose to replace your chosen Major Evolution
apply it to yourself, lasting until your
for a different Evolution of your choice.
next long rest. You may only borrow one
Improved Summons Evolution at a time. You can use this feature a
number of times equal to your proficiency
At 9th level, the maximum CR of your Avatar increases to 2. This bonus, regaining all charges on a long rest.
occurs again at 15th level increasing to a CR of 3. This increase in CR
is different for the Monarch subclass.
Evolutionist Talents
The Talents your Avatar can gain are listed below.
Seeking to perfect their mysterious craft, an Evolutionist is obsessed
Armor Harding. On your turn, your Avatar can use its Bonus
with the creation of the their Avatar. Slowly morphing its form in
Action and expend one Talent Die to bolster its defenses. Your
pursuit of perfection.
Avatar gains a bonus to their AC until the start of your next turn.
Resilient The bonus is determined by rolling one Talent Die and add the
number rolled to your Avatar’s AC.
When you choose this style at 1st level, your Avatar gains resistance
to a damage type of your choose from: Acid, Cold, Fire, Lightning, Backlash. When your Avatar is hit by a melee attack from a
Necrotic, Poison, Radiant, or Thunder. creature within 5 feet of it, your Avatar can use a Reaction to
retaliate against the creature. Your Avatar makes an melee attack
innate talents against the creature, on a hit, add the Talent Die to the damage
Beginning at 3rd level, your Avatar gains unique talents which are dealt.
fueled through using Talent Dice. Erratic Movements. Your Avatar can use a Reaction at the
Talents. Your Avatar gains three Talents of your choose, which end of someone’s turn to expend one Talent Die. Afterward, your
are detailed under “Talents”. Your Avatar can only preform one Avatar can move a distance equal to its movement speed. This
Talent per turn. movement doesn’t provoke opportunity attacks.
Your Avatar gains one additional Talent of your choice at 6th, Furious Attacks. On your turn, you can have your Avatar
14th, and 20th level. Each time your Avatar gains new Talents, you preform an all out attack. Dedicating its entire turn to attacking,
can choose to replace any number of Talents your Avatar has with your Avatar takes the attack Action performing an additional attack
different ones. as a Bonus Action. All attacks your Avatar makes while in this frenzy
Talent Dice. Your Avatar has four Talent Dice, which are d8s. have advantage, but attack rolls made against your Avatar have
A talent die is expended whenever your Avatar consumes it to advantage until the start of your next turn.
preform a Talent. Your Avatar regains all expended Talent Dice Grappling Attack. After your Avatar hits a creature with a
when you finish a short or long rest. Melee attack, they can expend one Talent Die, adding the Talent Die
Your Avatar gains another Talent Die at 6th level and again at to the damage dealt. Additionally, the target of the attack is
14th level. grappled, if they are a size equal to or less then the size of your
Avatar. While the creature is grapple, your Avatar can’t preform the
Ability Growth attack used in grappling the creature.
At 6th level your Avatar gains one additional Ability Score Inspiring Roar. On your turn, your Avatar can use a Bonus
Improvement, which can only be used on your Avatar. Action to let out an Inspiring Roar. Up to 3 creatures of your choose
within 60 feet of your Avatar, that can hear the roar, gain advantage
Superior Evolution on one of their Attack Rolls, Saving Throws, or Ability Checks they
Starting at 14th level, you gain an additional 3 Evolution Points to make. If not used, this effect lasts until the end of your next turn.
spend on your Avatar. Spiteful Roar. On your turn, your can use a Bonus Action to
let out a Spiteful Roar. Up to 6 creature of your choose within 60
Pinnacle of Evolution feet of your Avatar, that can hear the roar, are filled with spite. The
Beginning at 20th level your mastery over Evolution allows you to creatures effected must success on a Wisdom saving throw DC
perfect your Avatar. You may increase one of your Avatar’s ability {CHA}, or have disadvantage on all attack against creatures other
scores by 4, or two ability scores by 2, to a maximum of 24. This than your Avatar, until the end of your next turn.
increase isn’t limited by your Intelligence score. Tossing Attack. On your turn, when your Avatar makes a
melee attack, they can expend one Talent Die and attempt to throw
the target. On a Hit, add the Talent Die to the damage dealt from the
attack, and if the target is of a size equal to or small then your
Avatar, they must make a Strength saving throw DC {STR}. On a
failed save, the target is thrown up to 15 feet in a direction of your
choosing.
Vitality Buffer. On your turn, your Avatar can use a Bonus
Action and expend one or more Talent Dice to buffer itself from
harm. Your Avatar the gains Temporary hit points equal to the
Talent Dice rolled, for the next hour.
Heretic
A Heretic seeks to better their understanding of the mystic forces
that crafted their Avatar. Tapping into that power to further build
their own prowess in the arcane.
Arcane Channel
Starting at 1st level, whenever you cast a spell you can choose to
deliver the spell through your Avatar, so long as they’re within 500
feet of you. The spell behaves as if your Avatar had cast it, using your
spell save DC and attack modifier. With you preforming any verbal
or somatic components required for the spell. If the spell specifies a
target that you can see, then you still must be able to see the
creature being targeted.
Heretic Spells Monarch
Your deepened understanding of the arcane has given you the ability
to cast certain spells. At 3rd, 5th, 9th, 13th, and 17th level you gain Monarch’s are given their name through their style’s unique ability
access to the heretic spells associated with that level, as shown in the to fracture their Avatar into multiple entity's. Controlling massive
columns below. swarms of creatures to attack their target.
Once you gain access to a heretic spell, you always have it Avatar Swarm
prepared, and it doesn’t count against the total number of spells you
When you choose this style at 1st level, your Avatar takes the form of
can know. If you gain access to a spell that doesn’t appear on the
a collection of small creatures, instead of a single beast. These
Eidolist spell list, the spell is nonetheless a Eidolist spell for
creatures are called swarmlets. The swarmlets all have the same
you.
stat-block and share Evolutions. All swarmlets act together during
Eidolist Level Spells your initiative; you can only give one command to all of your
swarmlets on your turn.
3rd Hellish Rebuke, Identify
Limited use or recharge abilities for your Avatar, are shared
5th Detect Thoughts amongst all of your Swarmlets, instead of each having their own. For
9th Blink, Lightning Bolt example if one of your Swarmlets were to use Wilted Howl, that
ability can’t be used again by any of your Swarmlets until the ability
13th Arcane Eye has recharged.
17th Telekinesis, Teleportation Circle Swarmlets. Your Avatar takes the form of a collection of
swarmlets, the number of which determines the maximum CR for
each swarmlets, as shown below.
Spell Catalyst
Starting at 6th level, your Avatar becomes a catalyst for your spells, Swamlets Challenge Rating
increasing their effectiveness within the space around it. When
Two ½ or lower
casting a spell targeting a creature within 10 feet of your Avatar, you
gain a +1 to your spell save DC and attack modifier against that Three ¼ or lower
creature. Four ¹⁄₈ or lower
Impenetrable Soul Five 0 or lower
Beginning at 14th level, your practice has solidified your minds into Hit Points. When determining the Hit Points for the
an impenetrable fortress. You or your Avatar’s thoughts can’t be swarmlets, take the Hit Points used for your Avatar (1d8 + Con
read through telepathy or other means unless you allow it. modifier per level) and divide it by the number of swarmlets you
Additionally, you and your Avatar have resistance to psychic have, rounding up if necessary.
damage, are immune to being charmed, and can’t be put to sleep by
magical means. Modular Commands
Starting at 3rd level, you gain the ability to issue the same or
Mystic Echo different commands to each of your swarmlets separately, instead of
At 20th level, you gain the ability to reflect spells between you and issuing the same command to all of them.
your Avatar. If either you or your Avatar are targeted by a spell or
other magical effect, you can use a Reaction to swap the spell’s Devour
target from either you to your Avatar, or from your Avatar to you. Beginning at 6th level, your swarmlets gain the ability to feast upon
The spell’s effects are otherwise unchanged. This ability must be those they have killed. When one of your swarmlets reduces a
used after the spell's targets are decided but before the spell's creature to 0 hit points, they can use a Reaction to regain 2d4 + 2 hit
outcome (attack roll/saving throw) is determined. If you or your points.
Avatar are targets of multiple spells or magical effects, you may only
swap one at a time.
Improved Summons Climbing. Your Avatar gains a climbing speed equal to its
movement speed
Starting at 9th level, the maximum CR for your swarmlets increases
as follows: (Two) CR of 1 or lower, (Three) CR of ½ or lower, Crush. This accessory adds the following attack to your Avatar,
(Four) CR of ¼ or lower, (Five) CR of ¹⁄₈ or lower. This occurs again as an Action.
at 15th level changing to the following: (Three) CR of 1 or lower, • [CR: ½] Crush. Melee Weapon Attack {STR}: reach 5 ft.,
(Four) CR of ½ or lower, (Five) CR of ¼ or lower. one creature. Hit: [CR: ½] 1d8, [CR: 1] 2d8, [CR: 3] 4d8,
bludgeoning damage. The target is grappled (escape DC
Supernatural Forces {STR}), if it’s of a size equal to or less than your Avatar. Until
At 20th level, you gain the power of an unyielding swarm. If one of this grapple ends, the creature is restrained. Your Avatar may
your swarmlets dies you my use a Reaction to call a new swarmlet, us its Bonus Action to deal an additional [CR: ½] 1d4, [CR: 1]
doing so consumes a 1st level spell slot or higher. the new swarmlet 1d6, [CR: 2] 2d6 bludgeoning damage to the grappled target.
will appear in 1d4 rounds, in an unoccupied space of your choosing, The Avatar can only crush one creature at a time.
within 60 feet of you. Darkvision. Your Avatar can see in dim light within 60 feet of
them as if it were bright light, and in darkness as if it was dim light.
Creating An Avatar Your Avatar can’t discern color in darkness, only shades of gray.
Flight. Your Avatar gains a flying speed equal to its movement
When creating your Avatar from scratch, you may freely choose its speed
shape and form, so long as its size doesn’t exceed medium. Flyby. Your Avatar doesn’t provoke opportunity attacks when it
However, regardless of what form your Avatar takes, its Hit Points, flies out of an enemy’s reach.
Ability Scores, and Traits are determined separately. Using a d8 hit
Hidden Flight. Your Avatar can attempt to hide while flying at
die, your Avatar has 8 + its Constitution modifier at 1st level, gaining
an altitude of 500 feet or higher, or while in dim light or darkness.
1d8 (or 5) + its Constitution modifier per Eidolist level after 1st.
Ice Elemental. When your Avatar’s gains this Accessory their
When determining your Avatar’s ability scores use the same system
form hardens and freezes to ice, gaining the follow effects.
used when creating a character (see chapter 1, “Step by Step
Characters” in the PHB). • Your Avatar loses the “[CR: 0] Freeze” and the “[CR: 0]
After deciding your Avatar’s hit points and ability scores, you Water Form” ability.
additionally need to determine the creatures basic abilities. This is done • [CR: 0] Immunities and Weaknesses. Your Avatar
through choosing a Template for your Avatar. A Template provides your gains immunity to cold damage and weakness to fire damage.
Avatar with their Base AC, Speed, Proficiencies, Creature Type, as well as • [CR: 0] Splinter. Whenever a creature within 5 feet of
their Abilities and Attacks. your Avatar hits them with a melee attack, that deals
Which abilities your Avatar gets from its Template depends on bludgeoning damage. The attacker takes piercing damage
their CR. A minimum CR requirement is shown in front of abilities equal to your proficiency bonus, as shards of ice shoot out of
and attacks; as well as when determining the damage dealt by each your Avatar.
attack. • [CR: 1] Ice Cage. Melee Weapon Attack {BOTH}: reach 5
Different attacks and abilities will use your Avatar’s ability ft. one creature. Hit: [CR: 1] 1d6, [CR: 2] 2d6, [CR: 3] 3d6 cold
scores when determining its attack and damage bonus. Which damage. The target must make a Constitution saving throw DC
ability score is used is shown with the attack, after the attack type or {BOTH}. On a failed save, the creature is restrained as ice
saving throw. It is here were it will specify {STR} Strength, {DEX} begins to form around the creature. The target must repeat the
Dexterity, {CON} Constitution, {INT} Intelligence, {WIS} Wisdom, saving throw at the end of its next turn, becoming petrified in
{CHA} Charisma, or {BOTH}; in the case of both, you may choose ice on a failure or ending the effect on itself on a success.
either Strength or Dexterity for the ability. The creature is petrified for the next hour, or until the
Some of your Avatar’s abilities require a target to make a saving creature takes 10 or more fire damage. This ability can be used
throw. When this is the case, the DC is determined as 8 + your a number of times equal to your proficiency bonus, regaining
proficiency bonus + the feature’s ability score modifier; as stated all expended charges upon finishing a long rest.
above. Invisibility. Your Avatar may use its Action to become
invisible, until it’s concentration ends (as if concentrating on a
Accessories spell), to a maximum of 10 minutes. Anything your Avatar is
wearing or carrying is invisible with it. This effect ends if your
After choosing an Template for your Avatar, you can choose a Avatar attacks or casts a spell. Once this ability has been used it
number of Accessories from that Template. Each Template has their can’t be used again until you finish a short or long rest.
own Accessories to choose from, each either modifying or adding Keen Hearing. Your Avatar has advantage on Wisdom
abilities to your Avatar. You can’t choose an Accessory outside of (Perception) checks that rely on hearing.
your Avatar’s Template.
Keen Sight. Your Avatar has advantage on Wisdom
Each Template has 3 Accessory Points to spend on it’s (Perception) checks that rely on sight.
Accessories, once an Accessory Point has been used it can’t be used
Keen Smell. Your Avatar has advantage on Wisdom
again. Each Accessory costs either 1 or 2 points. Upon gaining a level
(Perception) checks that rely on smell.
in this class, you may choose to remove one Accessory and replace it
Magma Elemental. When your Avatar’s gains this Accessory
with a number of Accessories equal to it’s point value. A list of
their body thickens in to molten rock, gaining the follow effects.
Accessories and their effects is shown below.
Acidic Form. A creature that enters the Avatar's space for the • [CR: 1] Magma Hurl. Ranged Weapon Attack {BOTH}:
first time or ends its turn within the space, takes [CR: 0] 1d4, [CR: 1] range 60/80 ft., one creature. Hit: [CR: 1] 1d12, [CR: 2] 2d12,
1d6, [CR: 3] 1d8 acid damage. [CR: 3] 3d12 fire damage. The target and each creature within
10 feet must succeed on a Dexterity saving throw DC {BOTH}
Blindsight. Your Avatar gains blindsight out to a range of 10
or take [CR: 1] 2d6, [CR: 3] 3d6 fire damage. This
feet.
ability can be used a number of times equal to your proficiency
Burrow. Your Avatar gains a burrowing speed equal to half its
bonus, regaining all expended charges upon finishing a long
movement speed
rest.
Mud Elemental. When your Avatar’s gains this Accessory they
gain a body made of tick mud, gaining the follow effects.
• [CR: o] False Appearance. While your Avatar remains
motionless, it is indistinguishable from an ordinary mound of
mud.
• [CR: 1] Mud Shot. Ranged Weapon Attack {STR}:
range 60/80 ft., one creature. Hit: [CR: 1] 2d12, [CR: 2]
3d12, [CR: 3] 4d12 bludgeoning damage. The target is
restrained (escape DC {STR}), if it’s of a size equal to or
less than your Avatar.
This ability can be used a number of times equal to your
proficiency bonus, regaining all expended charges upon
finishing a long rest.
Natural Agility. Upon choosing this Accessory increase your
Avatar’s Dexterity score by 1.
Natural Armor. Upon choosing this Accessory increase your
Avatar’s Base AC by 1.
Natural Might. Upon choosing this Accessory increase
your Avatar’s Strength score by 1.
Natural Stealth. Your Avatar can take the Hide action
while within dim light or darkness.
Natural Vigor. Upon choosing this Accessory increase your
Avatar’s Constitution score by 1.
Pack tactics. Your Avatar has advantage on attack rolls against
a creature if at least one of its allies is within 5 feet of the creature
and the ally isn’t incapacitated.
(Prerequisite: your Avatar must be of CR: ½ or higher).
Paralyzing. Your Avatar’s poison becoming more effective
against a creature’s nervous system. The following effect is added to
your Avatar’s attacks that apply the poisoned condition.
• While poisoned, the target’s speed is halved. In addition,
the creature can’t take Reaction, and it can take either an
Action or Bonus Action on its turn, not both.
Poisonous Bite. The following effect is added to your Avatar’s bite
attack.
• The target must succeed on a Constitution saving throw DC
{CON} or take [CR: 0] 1d4, [CR: ½] 2d4, [CR: 1] 3d4, [CR: 2]
4d4, [CR: 3] 5d4 poison damage and be poisoned for 1 minute. • Your Avatar’s “Slam” attacks dealt lightning damage instead
A creature can repeat the save at the end of each of its turns, of slashing damage.
ending the effect on itself with a success. On a successful save • [CR: 0] Immunities. Your Avatar has immunity to
the creature is immune to the poison for the next hour. Lightning damage.
Pounce. If your Avatar moves at least 20 feet straight towards • [CR: 0] Lightning Form. On top of your Avatar’s “Air
a creature and then hits it with an attack on the same turn, the Form” if a creature enters or ends its turn within the same
target must succeed on a Strength saving throw DC {BOTH} or be space as your Avatar the creature takes [CR: 0] 1d4, [CR: 1]
knocked prone. If the target is knocked prone, your Avatar can 1d6, [CR: 3] 1d8 lightning damage.
preform an additional claw attack against it as a Bonus Action. • [CR: 1] Stormwave. Your Avatar may use a Bonus Action
Relentless. When your Avatar is reduced to 0 hit points but to send out a wave of thunder and lighting. Each creature
not killed outright, they can drop to 1 hit point instead. Once this within 10 feet of your Avatar must make a Dexterity saving
ability has been used it can’t be used again until you finish a long throw DC {DEX}. On a failed save, a creature takes [CR: 1] 1d6,
rest. [CR: 2] 2d6, [CR: 3] 3d6 lightning damage and is paralyzed
Resistance. Your Avatar gains resistance to the damage type until the end of its next turn. On a successful save, the creature
specified, either: Resist[Acid], Resist[Cold], Resist[Fire], takes half damage and isn’t paralyzing.
Resist[Poison], Resist[Necrotic], Resist[Radiant], Resist[Thunder], This ability can be used a number of times equal to your
or Resist[Lightning]. proficiency bonus, regaining all expended charges upon
Running Leap. With a 10-foot running start, your Avatar can finishing a long rest.
long jump up to 25 feet. Sure Footed. Your Avatar has advantage on Strength and
Spider Climb. Your Avatar can climb difficult surfaces, Dexterity saving throws made against effects that would knock it
including upside down on ceilings, without needing to make an prone.
ability check. Swimming. Your Avatar gains a swimming speed equal to its
Storm Elemental. When your Avatar’s gains this Accessory movement speed.
they become a elemental of a raging thunder storm, gaining the Tremorsense. Your Avatar gains tremorsense out to a range
follow effects. of 20 feet.
Weapon Use. Your Avatar can use weapons and is proficient
with Simple Weapons as well as three other weapons of your choice.
Brawler Beast
Whelm. This Accessory adds the following attack to your
Requirements: Avatar Strength of 12 or higher
Avatar, as an Action. A tough but straight forward creature, a Brawler Beast favors brute
strength over more complicated means.
• [CR: 1] Whelm. Any creature in your Avatar’s space must
make a Strength saving throw DC {STR}. On a failure, the Base AC: [CR: 0] 11, [CR: 2] 12
target takes [CR: 1] 1d12, [CR: 2] 2d12, [CR: 3] 3d12 Speed: [CR: 0] 30 ft., [CR: 2] 40ft.
bludgeoning damage. If the creature is same size as your Saving Throws: Choose either Strength or Constitution
Avatar or smaller, it is also grappled. Until this grapple ends, Skill Proficiencies: Athletics and choose one from: Intimidation
the target is restrained and unable to breather unless it can or Survival
breathe water. On a successful save, the target takes half Creature Type: Beast, Fey, Fiend, or Monstrosity
damage, isn’t grappled, and is pushed out of your Avatar’s
space. Actions
This ability can be used a number of times equal to your
proficiency bonus, regaining all expended charges upon [CR: 2] Multiattack. The Avatar makes two attacks: one with its
finishing a long rest. bite and one with its claws.
Your Avatar can grapple a number of creature at a time [CR: 1] Bite. Melee Weapon Attack {STR}: reach 5 ft., one target.
determined by how many sizes smaller a target is compared to Hit: [CR: 1] 1d12 [CR: 2] 2d12, [CR: 3] 3d12 piercing damage.
your Avatar. With it being: 1 for the same size, 2 for 1 size
smaller, and 8 for 2 or more sizes smaller. In addition, your [CR: 0] Claw. Melee Weapon Attack {STR}: reach 5 ft., one target.
Avatar may use a Bonus Action to deal an extra [CR: 1] 1d6, Hit: [CR: 0] 1d4, [CR: ½] 1d6, [CR: 3] 2d6 slashing damage.
[CR: 2] 2d6, [CR: 3] 3d6 bludgeoning damage to each grappled
creature. A creature next to the Avatar cam pull a creature or Accessories
object out of it as an Action, by succeeding on a Strength check Name Points Name Points
DC {STR}. Climb 1 Natural Vigor 1
Crush 2 Pounce 1
Templates Keen Smell 1 Relentless 1
You may choose one of the following Templates for your Avatar. Natural Might 1
Abilities Abilities
[CR: 0] Keen Smell. The Avatar has advantage on Wisdom [CR: 0] Immunities. Your Avatar has immunity to Poison
(Perception) checks that rely on hearing or smell. damage, as well as the Exhaustion and Poisoned conditions.
[CR: 0] Claw. Melee Weapon Attack {DEX}: reach 5 ft., one [CR: 1] Bite. Melee Weapon Attack {BOTH}: reach 5 ft., one
target. Hit: [CR: 0] 1d4, [CR: ½] 1d6, [CR: 3] 2d6 slashing damage. target. Hit: [CR: 1] 1d8 [CR: 3] 2d8 piercing damage. The target
must succeed on a Constitution saving throw DC {CON} or become
Accessories poisoned for 1 minute.
Name Points Name Points A creature can repeat the save at the end of each of its turns,
Darkvision 1 Pack Tactics 2 ending the effect on itself with a success. On a successful save the
creature is immune to the poison for the next hour.
Keen Hearing 1 Pounce 1
Natural Stealth 1 Running Leap 1 [CR: 0] Claw. Melee Weapon Attack {BOTH}: reach 5 ft., one
target. Hit: [CR: 0] 1d4, [CR: ½] 1d6, [CR: 3] 2d6 slashing damage.
Accessories Actions
Name Points Name Points [CR: 2] Multiattack. The Avatar makes two attacks.
Darkvision 1 Relentless 1 [CR: 0] Slam. Melee Weapon Attack {DEX}: reach 5 ft., one
Natural Vigor 1 Resist[Necrotic] 1 target. Hit: [CR: 0] 1d4, [CR: 1] 1d6, [CR: 3] 2d6 slashing damage.
Paralyzing Bite 2 Weapon Use 1
Accessories
Creeping menace Name Points Name Points
Requirements: Avatar Dexterity of 12 or higher Blindsight 1 Resit[Thunder] 1
Hidden Flight 1 Storm Elemental 2
Poisonous arthropods that hunts in the shadows for their prey.
Invisibility 2
Base AC: [CR: 0] 10, [CR: 1] 11
Speed: [CR: 0] 30 ft., [CR: 2] 40 ft.
Saving Throws: Choose either Strength or Dexterity Elemental Spirit of Earth
Skill Proficiencies: Choose Two from: Acrobatics, Intimidation, Requirements: Avatar Strength of 12 or higher
Perception, or Stealth A tough beast forge from elemental earth.
Creature Type: Beast, Fey, Fiend, or Monstrosity Base AC: [CR: 0] 11, [CR: 1] 12, [CR: 2] 13, [CR: 3] 14
Speed: 25 ft., Burrow 25 ft.
Abilities Saving Throws: Choose either Strength or Constitution
[CR: 0] Immunities. Your Avatar has immunity to Poison Skill Proficiencies: Choose one from: Athletics, Intimidation,
damage as well as the Poisoned condition. or Perception
Creature Type: Elemental, Fey, or Fiend
Actions
[CR: 2] Multiattack. The Avatar makes two attacks one with its
Abilities
claw and another with its bite/sting. [CR: 0] Earth Glide. Your Avatar can burrow through
nonmagical unworked earth and stone. While doing so, the Avatar
[CR: 1] Bite/Sting. Melee Weapon Attack {DEX}: reach 5 ft., one doesn’t disturb the material it moves through.
target. Hit: [CR: 1] 1d6, [CR: 3] 1d8 Piercing damage. The target
must succeed on a Constitution saving throw DC {CON} or take [CR: 0] Immunities. Your Avatar has immunity to Poison
[CR: 1] 3d4, [CR: 2] 4d4, [CR: 3] 5d4 poison damage and be damage, as well as the Exhaustion, Paralyzed, Petrified, and
poisoned for 1 minute. Poisoned conditions.
A creature can repeat the save at the end of each of its turns,
ending the effect on itself with a success. On a successful save the Actions
creature is immune to the poison for the next hour.
[CR: 2] Multiattack. The Avatar makes two attacks.
[CR: 0] Claw. Melee Weapon Attack {BOTH}: reach 5 ft., one
[CR: 0] Slam. Melee Weapon Attack {STR}: reach 5 ft., one target.
target. Hit: [CR: 0] 1d4, [CR: ½] 1d6, [CR: 3] 2d6 Piercing damage.
Hit: [CR: 0] 1d4, [CR: 1] 1d6, [CR: 3] 2d6 bludgeoning damage.
Accessories Accessories
Name Points Name Points
Name Points Name Points
Blindsight 1 Natural Stealth 1
Mud Elemental 2 Resist[Acid] 1
Burrow 1 Paralyzing Bite 2
Natural Might 1 Sure Footed 1
Natural Armor 1 Spider Climb 1
Natural Vigor 1 Tremorsense 1
Relentless 1
Elemental Spirit of Air
Requirements: Avatar Dexterity of 14 or higher Elemental Spirit of Fire
Semi-Incorporeal Spirit of elemental air. Requirements: Avatar Dexterity of 12 or higher
Base AC: 10 A raging storm of elemental fire, even the slightest touch is enough
Speed: 0 ft., Fly 40 ft. (hover), [CR: 2] Fly 60 ft. (hover) to leave one permanently scared.
Saving Throws: Choose either Dexterity or Wisdom Base AC: 10
Skill Proficiencies: Choose two from: Acrobatics, Investigation, Speed: 0 ft., Fly 30 ft. (hover),
Sleight of Hand, or Stealth [CR: 2] Fly 40 ft. (hover)
Creature Type: Elemental, Fey, or Fiend Saving Throws: Choose either
Dexterity or Constitution
Abilities
Skill Proficiencies: Choose one
[CR: 0] Air Form. The Avatar can occupy another creature’s from: Acrobatics, Intimidation, or
space and vice versa. It can move through a space as narrow as 1 Perception
inch wide without squeezing. Creature Type: Elemental, Fey, or
[CR: 0] Immunities. Your Avatar has immunity to Poison Fiend
damage, as well as the Exhaustion, Grappled, Paralyzed, Petrified,
Poisoned, Prone, and Restrained conditions.
[CR: 0] Freeze. If your Avatar takes cold damage, it partially
freezes; its speed is reduced by 20 feet until the end of its next turn.
[CR: 0] Illumination. Your Avatar sheds bright light in a 15 foot [CR: 0] Slam. Melee Weapon Attack {DEX}: reach 5 ft., one
radius and dim light in an additional 15 feet. target. Hit: [CR: 0] 1d4, [CR: 1] 1d6, [CR: 3] 2d6 bludgeoning
damage.
[CR: 0] Immunities. Your Avatar has immunity to Poison and
Fire damage, as well as the Exhaustion, Grappled, Paralyzed, Accessories
Petrified, Poisoned, Prone, and Restrained conditions. Name Points Name Points
[CR: 0] Water Susceptibility. For every 5 feet of water your Blindsight 1 Natural Might 1
Avatar moves through, or for every gallon of water splashed on it, it Ice Elemental 2 Resist[Acid] 1
takes 2 cold damage. Natural Agility 1 Whelm 2
Abilities Abilities
[CR: 2] Impaling Charge. If the Avatar moves at least 20 feet [CR: 0] Magic Resistance. The Avatar has advantage on saving
straight toward a creature and then hits it with a gore attack on the throws against spells and other magical effects.
same turn, the damage of the gore attack increases by 1d8 for every
10 feet moved, to a maximum of 4d8. Actions
[CR: ½] Innate Spellcasting. The Avatar’s innate spellcasting
Actions ability is Intelligence. It can cast the following spells, requiring no
material components to cast:
[CR: 3] Multiattack. The Avatar makes two attacks: one with its
gore and one with its claws. [CR: ½] At will: Dancing lights, Druidcraft
[CR: 1] 2/each day: Choose three from: Charm Person, Cure
[CR: 1] Gore. Melee Weapon Attack {STR}: reach 5 ft., one target. Wounds, Detect Evil And Good, Detect Magic, Entangle, Faerie
Hit: [CR: 1] 1d8, [CR: 2] 2d8, [CR: 3] 3d8 piercing damage. Fire, Feather Fall, Silent Image, or Fog Cloud
[CR: 0] Claw. Melee Weapon Attack {STR}: reach 5 ft., one target. [CR: 2] 1/each day: Choose two from: Barkskin, Blindness/
Hit: [CR: 0] 1d4, [CR: ½] 1d6, [CR: 2] 2d6 slashing damage. Deafness, Enlarge/Reduce, Enhance ability, Find Traps, Pass
Without Trace, Sleep, or Spike Growth
Accessories [CR: 3] 1/each day: Choose two from: Confusion, Conjure
Name Points Name Points Animals, Hypnotic Pattern, Plant Growth, or Protection From
Burrow 1 Relentless 1 Energy
Climb 1 Sure Footed 1
Natural Might 1 Tremorsense 1 Accessories
Pounce 1 Name Points Name Points
Blindsight 1 Invisibility 2
Malignant Spirit Darkvision
Flight
1
2
Natural Agility
Weapon Use
1
1
Requirements: Avatar Charisma of 14 or higher
A cruel being from the lower planes.
Base AC: 10
Unformed Mass
Speed: 30 ft.
Requirements: Avatar Constitution of 12 or higher and Avatar is an
amorphous mass
Saving Throws: Choose either Charisma or Constitution
A limbless mass of flesh or ooze slowing shifting towards its prey.
Skill Proficiencies: Choose two from: Deception, Insight,
Base AC: [CR: 0] 10
Investigation, Perception, Stealth, or Sleight of Hand
Speed: 15 ft.
Creature Type: Fey, or Fiend
Saving Throws: Choose either Dexterity or Constitution
Abilities Skill Proficiencies: Choose two from:
Investigation, Perception, Stealth, or
[CR: 0] Immunities. Your Avatar has immunity to Poison and
Survival
Fire damage, as well as the Poisoned conditions.
Creature Type: Aberration,
Ooze, or Undead
Actions
[CR: o] Bite/Sting. Melee Weapon Attack {BOTH}: reach 5 ft., Abilities
one target. Hit: [CR: 0] 1d4, [CR: 2] 1d6 piercing damage. The target [CR: 0] Amorphous.
must succeed on a Constitution saving throw DC {CON} or take The Avatar can occupy
[CR: 1] 3d4, [CR: 2] 4d4, [CR: 3] 5d4 poison damage and be another creature’s space
poisoned for 1 minute. and vice versa.
A creature can repeat the save at the end of each of its turns, It can move through
ending the effect on itself with a success. On a successful save the a space as narrow as 1
creature is immune to the poison for the next hour. inch wide without
squeezing.
Accessories
Name Points Name Points
Darkvision 1 Paralyzing Bite 2
Flight 2 Relentless 1
Natural Armor 1 Weapon Use 1
[CR: 0] Blindsight. The Avatar has Blindsight out to a range of
60 feet, but is blind beyond this radius. Accessories
Name Points Name Points
[CR: 0] Immunities. The Avatar is immune to Acid and Poison
Blindsight 1 Keen Smell 1
damage, as well as the Blinded, Charmed, Deafened, Exhaustion,
Poisoned, and Prone conditions. Climb 1 Natural Stealth 1
Crush 2 Poisonous Bite 2
Actions Darkvision 1 Swim 1
Chameleon Poisonous
Your Avatar’s form changes color to camouflage with it’s Prerequisite: Natural Attack that deals piercing or slashing damage.
environment, giving it advantage on Dexterity(Stealth) checks.
Your Avatar secretes venom through it’s fangs or claws, gaining a
Charm poisonous attack. Pick one of the Avatar natural attacks (an attack
from a Template, Accessory, or Evolution; that doesn’t involve a
Your Avatar gains the ability to captivate others at a glance. As a
weapon) that deals piercing or slashing damage. The selected attack
Bonus Action, your Avatar can attempt to charm another creature
gains the following:
looking at it. The target must make a Wisdom saving throw DC
{CHA}. On a failed save the creature is charmed by your Avatar for • On a hit, The target must succeed on a Constitution saving
10 minutes. The target is friendly to you and your allies, and regards throw DC {CON} or take [CR: 0] 1d4, [CR: ½] 2d4, [CR: 1]
you as a friendly acquaintance. 3d4, [CR: 2] 4d4, [CR: 3] 5d4 poison damage and be poisoned
A creature can repeat the save at the end of each of its turns, or for 1 minute.
if you or your companions harm them, ending the effect on a A creature can repeat the save at the end of each of its turns,
success. On a successful save the target is immune to the effect for ending the effect on itself with a success. On a successful save
the next hour. the creature is immune to the poison for the next hour.
Colossus Rampage
Your Avatar’s size permanently increases, becoming one size larger. Whenever your Avatar reduces a creature to 0 hit points, it can use a
Additionally, your Avatar’s Strength score increases by 1 as well as Reaction to immediately move up to its movement speed and
gaining advantage on Strength and Athletics checks. perform one additional melee attack against a new target. This
movement doesn’t provoke opportunity attacks.
Expert
Upon gaining this Evolution, choose two skills in which your Avatar
Resistance
has proficiency. Your Avatar gains expertise in those skills, meaning Your Avatar gains resistance to one type of damage of your choice
your proficiency bonus is double for any ability checks make with it. from the following: Acid, Cold, Fire, Lightning, Necrotic, Poison,
Radiant, or Thunder.
Form Alteration
Your Avatar is able to alter its size to best suit a situation. As a
Spider Climb
Bonus Action, your Avatar can change its size, so long as it doesn’t Your Avatar gains the ability to climb difficult surfaces, including
go above its original size or go below tiny. The Avatar’s stats and upside down on ceilings, without the need to make an ability check.
abilities are unaffected by this change.
Spiked
Lancer Your Avatar grows a set of bony spikes along its spin. Whenever a
Your Avatar gains the ability to fire a projectile of force over long creature within 5 feet of your Avatar, hits it with a melee attack, the
distances. As an Action, your Avatar can fire an illusory projectile attacker takes piercing damage equal to your Avatar’s Strength
towards a point of your choosing within 240 feet. From that point, a modifier.
sphere of force erupts out to a 20 foot radius. Any creature within
the sphere must make a Dexterity saving throw DC {BOTH}. Taking
Stench
Your Avatar emits an aura of blight. Any creature that moves or
[CR: 0] 1d12, [CR: 1] 2d12, [CR: 2] 4d12, [CR: 3] 6d12 thunder
starts their turn within 5 feet of your Avatar, must make a
damage on a failed save, or half as much on a successful save. This
Constitution saving throw {CON} or be poisoned for 1 minute.
ability can be used a number of times equal to your proficiency
bonus, regaining all expended uses on a long rest. A creature can repeat the save at the end of each of its turns,
ending the effect on itself with a success. On a successful save the
creature is immune to this effect for the next hour.
Superior Darkvision Mind Siphon
Upon choosing this Evolution, your Avatar can see in dim light Your Avatar gains the ability to slowly poison the minds of other
within 120 feet of them as if it were bright light, and in darkness as if creatures. As a Action, your Avatar stares into the mind of a creature
it was dim light. Your Avatar can’t discern color in darkness, only within 80 feet of it, that it can see, and that can see it in return. The
shades of gray. creature must make a Wisdom saving throw DC {INT}. On a failed
save, the target takes [CR: 0] 2d8, [CR: 1] 3d8, [CR: 2] 4d8, [CR: 3]
Swallow 5d8 psychic damage and has its mind poisoned for 1 minute. While
Prerequisite: Natural Attack: Bite. under this effect, the target takes [CR: 0] 1d4, [CR: ½] 1d6, [CR: 1]
On a Hit: your Avatar’s Bite attack grapples the target (escape DC 1d8, [CR: 3] 2d8 psychic damage at the start of its turn.
{STR}). If the grappled target is a size smaller than your Avatar and Additionally, upon using this ability choose either Intelligence,
remains grappled until the start of your next turn, the creature is Wisdom, or Charisma. While under this effect, the chosen ability
swallowed. A swallowed creature is blinded, restrained, and has score is reduced by 2, for the target, at the start each of its turn. If
total cover. At the start of each of it turns, the target must make a that score is reduced to 0, the target is stunned until the ability score
Constitution save throw DC {CON}. Taking [CR: 0] 2d4, [CR: ½] increases above 0. This reduction lasts until the target finishes a
3d4, [CR: 1] 4d4, [CR: 2] 5d4, [CR: 3] 6d4 acid damage on a failed long rest, or is targeted by a Greater Restoration or similar spell.
save, or half as much on a successful save. A creature can repeat the save at the end of each of it turns,
A swallowed creature can use its Action to attempt to free itself, ending the effect on itself with a success. On a successful save the
the creature must make a Strength or Dexterity check against the creature is immune to the Avatar’s Mind Siphon for the next 24
grapple escape DC. Your Avatar can swallow a number of creatures hours. This ability can be used a number of times equal to your
at a time determined by how many sizes smaller a target is proficiency bonus, regaining all expended uses on a long rest.
compared to your Avatar. With it being: 1 for 1 size smaller, 2 for 2
sizes smaller, and 8 for 3 sizes smaller. For example, if your Avatar Paralytic Poison
is large it could swallow: 1 medium creatures, 2 small creatures, or 8 Upon taking this Evolution, your Avatar’s poison becomes more
tiny creatures. effective against a creature’s nervous system. Adding the following
effect to one of your Avatar’s natural attacks (an attack from a
Wilted Howl Template, Accessory, or Evolution; that doesn’t involve a weapon)
Your Avatar can use an Action to release a screeching howl. Each that applies the poisoned condition:
creature of your choice within 30 feet, that can hear your Avatar • If the creature’s saving throw fails by 5 or more, the creature
must make a Wisdom saving throw {INT, WIS, or CHA}. On a failed is paralyzed. Otherwise on a failed save, the target’s speed is
save, the target takes [CR: 0] 1d6, [CR: ½] 1d10, [CR: 1] 2d10, [CR: halved and the target can’t take Reaction. Additionally, it can
3] 3d10 psychic damage and is deafened for 1 minute, as the howl take either an Action or a Bonus Action on its turn, not both.
echos through its ear. In addition, whenever a target makes an The creature must reroll the save at the end of its next turn. On
attack roll or saving throw, the target must roll a d4 and subtract the a failed save, the creature is paralyzed. These effects last for the
number rolled from the attack roll or saving throw. duration of the poison, and ends with the poison.
A creature can repeat the save at the end of each of its turns,
ending the effect on itself with a success. Once this ability has been Parasitic
used, it can’t be used again until you finish a short or long rest. Once your Avatar gains this Evolution, they gain the ability to
parasitize larger creatures. As an Action, your Avatar can attempt to
Three Point Evolutions attach itself to a creature within 5 feet of it, that it can see. The
creature must be at least two sizes larger than your Avatar. The
Dazzling Scales target must succeed on a Dexterity saving throw DC {BOTH}, to
Your Avatar gains scales capable of blinding nearby creatures. avoid your Avatar. Otherwise, the Avatar latches itself onto the
Whenever a creature with 5 feet of your Avatar, hits it with a melee creature’s skin. While on the target’s skin, the Avatar can be attack
attack, your Avatar can use its Reaction to dazzle the creature. The by normal means or scraped off using an Action. If the Avatar
target must make a Constitution saving throw DC {CHA}, or become remains on the target’s skin at the start of your next turn, the
blind until the end of its next turn. creature takes 1 piercing damage as the Avatar burrows into its
flesh. While burrowed into the creature’s flesh, your Avatar is blind
Flight and has total cover.
Your Avatar gains a flying speed equal to its movement speed. While infesting a creature, your Avatar can use its Action to deal
[CR: 0] 2d4, [CR: ½] 3d4, [CR: 1] 4d4, [CR: 2] 8d4, [CR: 3] 10d4
Frightful Presence necrotic damage to the target. Additionally, your Avatar regains a
Your Avatar becomes a beacon of fear to creature’s near it. As a number of hit points equal to your Avatar’s Constitution modifier. If
Bonus Action, your Avatar attempts to frighten all creatures of its a infested creature is targeted by an effect that cures diseases or
choice within 60 feet of it. If the target is aware of your Avatar, it curses, the Avatar is expelled from that creature and stunned until
must make a Wisdom saving throw DC {CHA} or become frightened the end of your next turn.
for 1 minute. This ability doesn’t work on undead, constructs or creatures
A creature can repeat the save at the end of each of its turns, without flesh, such as oozes or incorporeal creatures.
ending the effect on itself with a success. On a successful save the
creature is immune to the Avatar’s Frightful Presence for the next Regeneration
hour. Once this ability has been used, it can’t be used again until you Your Avatar gains abnormal quick regeneration. it regains a number
finish a short or long rest. of hit points equal to 1 + its Constitution modifier, every 10 minutes,
provided that they have at least 1 hit point remaining. If its
Magic Resistance maximum hit points were reduced by a previous effect, your Avatar
Your Avatar has advantage against saving throw for spells and other regains maximum hit points equal to the amount the hit points
magical effects. restored. If they lose a body part, the missing part will regrow and
return to full functionality after a long rest.
Toxic Blood While marked in this way, your Avatar knows the exact location
of the marked creature, while on the same plane as each other. The
The Blood of your Avatar becomes highly acidic and toxic to the
marked creature’s hit point maximum also increases by [CR: 0] 1d4,
touch. Your Avatar gains resistance to acid damage. Additionally,
[CR: ½] 1d6, [CR: 1] 1d8, [CR: 2] 1d10, [CR: 3] 2d10, and it gains
whenever your Avatar takes slashing or piercing damage from an
the same number of hit points.
attack, the following occurs:
As an Action, your Avatar can shift its senses to the marked
• Each creature within 5 feet of your Avatar must succeed on a
creature, seeing and hearing through the mark as if it was there.
Dexterity saving throw DC {CON}, or take [CR: 0] 1d4, [CR:
During this time, your Avatar is deaf and blind in regard to its own
½] 1d6, [CR: 1] 2d6, [CR: 3] 3d6 acid damage.
senses. Your Avatar can end this effect on its turn as a Bonus Action.
• If the attack was made by a nonmagical weapon made from
Additionally, your Avatar may use its Bonus Action to rally the
common metal or wood, the weapon corrodes. After dealing
marked creatures near it. For the next minute, whenever a marked
damage, the weapon takes permanent and cumulative -1
creature within 60 feet of your Avatar makes an attack roll or a
penalty to damage rolls. If its penalty drops to -5, the weapon is
saving throw, the creature can roll a d4 and add the number rolled
destroyed.
to the attack roll or saving throw. Once this ability has been used, it
• Nonmagical ammunition made of common metal or wood are can’t be used again until you finish a short or long rest.
destroyed after dealing damage.
Your Avatar can mark a maximum number of creatures equal to
Truthsayer your proficiency bonus.
Upon taking this Evolution, your Avatar gains the ability to more Divine Grace
easily see through the lies and deceptions of others. Your Avatar
Your Avatar gains the favor of the divine, granting them the
gains proficiency in Wisdom (Insight). If your Avatar already has
following:
proficiency in Wisdom (Insight), they instead gain expertise.
Immunities and Resistances. Your Avatar gains resistance
Doubling your proficiency bonus for any Wisdom (Insight) checks
to Radiant damage as well as Immunity to Poison damage and the
made.
Charmed, Frightened, and Poisoned conditions.
Additionally, your Avatar may use a Reaction to deduce the
Healing Grace. Your Avatar’s presence can heal those around
veracity of the words said by a creature it can see, withing the last 6
them. Your Avatar has a pool of healing power that replenishes upon
seconds. Your Avatar learns whether what was spoken was a
completing a long rest. The pool can restore a total number of hit
deliberate lie or act of deception, but doesn’t learn any deeper intent
points equal to your Eidolist level x 3.
behind it. This ability can be used a number of times equal to your
proficiency bonus, regaining all expended uses on a short or long As an Action, your Avatar can touch a creature and draw from
rest. the pool to restore a number of that creature’s hit points, up to the
remaining amount in the pool.
Web Alternatively, your Avatar can expend 5 hit points for its pool to
Your Avatar gains the following abilities: cure the target of one disease or neutralize one poison affecting it.
• Web. Ranged Weapon Attack {DEX}: reach 30/60 ft., one They can cure multiple diseases and neutralize multiple poisons
target. Hit: The target is restrained by webbing. As an Action, with a single use of this feature, expending hit points separately for
the restrained target can make a Strength check {CON}, each one.
bursting the webbing on a success. The webbing can also be This feature has no effect on Undead or Constructs
attacked and destroyed (AC 10; hp 5; vulnerability to fire
damage; immunity to bludgeoning, poison, and psychic
Draconic Ancestry
damage). This ability can be used a number of times equal to Your Avatar gains the essence of a draconic type of your choice from
your proficiency bonus, regaining all expended charges upon the Draconic Ancestry table. Your Avatar then gains the following
finishing a short or long rest. determined by the table:
• Web Sense. While in contact with a web, your Avatar Resistances. Your Avatar gains resistance to the damage type
knows the exact location of any other creature in contact with associated with their Draconic Ancestry, as shown on the table.
the same web. Breath Weapon. As an Action, your Avatar exhales a wave of
• Web Walker. Your Avatar is unaffected by the movement destructive energy. The size, shape, saving throw, and damage type
restrictions caused by webbing is determined by your Avatar’s Draconic Ancestry; as shown on the
table. Each creature within the area must make a saving throw
Major Evolutions {CON}. The target takes [CR: 0] 6d6, [CR: ½] 8d6, [CR: 1] 10d6,
[CR: 2] 14d6, [CR: 3] 18d6 damage on a failed save, or half as much
Brood Mother on a successful save. Once this ability has been used, it can’t be used
Your Avatar gains a mother instinct to care for those around it, again until you finish a long rest.
gaining the following: Dragon Type Breath Weapon
Mother’s Protection. If a creature your Avatar can see within Black Acid (Dex. save) 5 by 60 ft. line
15 feet of it takes damage, your Avatar can use its Reaction to Blue Lightning (Dex. save) 5 by 60 ft. line
redirect up to half of the damage taken onto itself. This damage Brass Fire (Dex. save) 5 by 60 ft. line
ignores any resistances or immunities your Avatar may have. If the Bronze Lightning (Dex. save) 5 by 60 ft. line
damage dealt drops your Avatar to 0 hit points, any excess damage Copper Acid (Dex. save) 30 ft. cone
carries over to the other creature.
Gold Fire (Dex. save) 30 ft. cone
Brood Mark. As an Action, your Avatar touches a creature it
Green Poison (Con. save) 30 ft. cone
can see within 5 feet of it. Marking the creature while leaving a
Red Fire (Dex. save) 30 ft. cone
visible piece of your Avatar on the creature. This could range from a
scale, a glob of snot, or a tiny creature from your Avatar’s swarm. If Silver Cold (Dex. save) 5 by 60 ft. line
that visible piece is removed from the creature, all effects from this White Cold (Dex. save) 30 ft. cone
ability end. Optional, your Avatar can use its Bonus Action to end
the effects on a marked creature of its choice.
Eldritch
Your Avatar becomes an Abjuration from the outer world. Shifting Immunities and Weakness. Your Avatar gains resistance to
into a many eyed creature with a twisted gaze and black leathery Necrotic damage as well as Immunity to Poison damage and the
skin. Charmed, Exhaustion, Frightened, Paralyzed, and Poisoned
conditions. However, your Avatar gains weakness to radiant
Devil’s Sight. Your Avatar can see normally in darkness, both
damage.
magical and nonmagical, to a distance of 120 feet.
Sunlight Sensitivity. Your Avatar has disadvantage on
Eye Rays. As an Action, your Avatar can shoot 2 of the
attack rolls and Wisdom (Perception) checks that rely on sight if
following rays at random (reroll duplicates), choosing one to two
you, the target of the attack, or whatever you are trying to perceive is
targets it can see within 120 feet of it.
in direct sunlight.
• Charm Ray. The target must succeed on a Wisdom saving
Undead Vitality. Your Avatar gains near perfect immortality.
throw {CHA or INT} or be charmed by your Avatar for 1
When dropped to 0 hit points they immediately stabilize, instead of
minute, or until you or your Avatar harms it.
dying outright. Moreover, any effect that would kill them outright
• Paralyzing Ray. The target must succeed on a Constitution instead drops them to 0 hit points.
saving throw {CHA or INT} or be paralyzed for 1 minute. The
While Unconscious with 0 hit points, your Avatar will return to
target can repeat the saving throw at the end of each of its
consciousness with 1 hit point after 1 minute. However, if while
turns, ending the effect on itself on a success.
unconscious with 0 hit points they take radiant damage from any
• Fear Ray. The target must succeed on a Wisdom saving source, they die instantly.
throw {CHA or INT} or be frightened for 1 minute. The target
Undead Type: Lich. Your Avatar gains the following:
can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success. • Your Avatar’s hit point maximum increases by an amount
equal to your Eidolist level.
• Slowing Ray. The target must succeed on a Dexterity saving
throw {CHA or INT}. On a failed save, the target’s speed is • Blighted Touch*. As an Bonus Action, your Avatar reaches
halved for 1 minute. In addition, that creature can’t take out to touch a creature it can see, within 5 feet of it. The target
Reactions, and it can take either an Action or a Bonus Action must succeed on a Constitution saving throw DC {CON}.
on its turn, not both. The target can repeat the saving throw at Taking [CR: 0] 1d8, [CR: ½] 2d8, [CR: 1] 4d8, [CR: 2] 6d8,
the end of each of its turns, ending the effect on itself on a [CR: 3] 8d8 necrotic damage, on a failed save, or half as much
success. damage on a successful save.
This ability can be used a number of times equal to your
• Telekinetic Ray. If the target is a creature, it must succeed
proficiency bonus, regaining all expended uses on a long rest.
on a Strength saving throw {CHA or INT} or be thrown 30 feet
in a direction of your Avatar’s choice. Undead Type: Vampire. Your Avatar gains the following:
If the target is an object weight 300 pounds or less that isn’t • Your Avatar can gain nutrients from the blood of other
being worn or carried, it’s moved up to 30 feet in a direction of creatures. If your Avatar hits a target with a bite attack, the
your Avatar’s choosing. attack deals an additional [CR: 0] 1d4, [CR: 1] 1d6, [CR: 3] 2d6
Your Avatar can also exert fine control on objects with this necrotic damage. The target’s hit point maximum is reduced by
ray. Such as manipulating a weapon or opening a door or the amount of necrotic damage taken, and the Avatar regains
container. Doing so outside of combat doesn’t consume uses hit points equal to half of the damage taken (rounded up). The
for this ability. reduction lasts until the target finishes a long rest.
• Wounding Ray. The target must succeed on a Constitution Undead Type: Wisp. Your Avatar gains the following:
saving throw {CHA or INT}. Taking [CR: 0] 2d8, [CR: ½] 4d8, • Your Avatar can move through creatures and objects (other
[CR: 1] 6d8, [CR: 2] 8d8, [CR: 3] 10d8 force damage on a failed than walls or ceilings) as if it were difficult terrain. Your Avatar
save or half as much on a successful one. takes 1d10 force damage if it ends its turn inside an object or
This ability can be used a number of times equal to your occupied space, and is immediately ejected to the nearest
proficiency bonus, regaining all expended uses on a long rest. unoccupied space.
• Your Avatar may choose to pass through solid terrain, like a
Higher Undead wall, as part of their movement. Treating it as difficult terrain.
Your Avatar evolves into a higher form of undead. Choose an This ability can be used a number of times equal to your
Undead Type for your Avatar to evolve into, gaining the following proficiency bonus, regaining all expended uses on a long rest.
features:
Sanguine Transmutation Soul Sworn
Upon gaining this Evolution you learn the ability to transmute your Upon gaining this Evolution, your Avatar learns how to mimic the
Avatar life force into a suitable source for spells. When casting a emotions of the soul and impose it on other creatures around them.
spell of 5th level or lower you may choose to consume your Avatar’s As an Action, your Avatar can use this ability to apple one of the
hit points instead of consuming a spell slot. Causing your Avatar to following effects at random:
take 1d8 + 6 necrotic damage per spell level. Your Avatar’s hit point 1. Anger. Your Avatar may choose up to 8 creatures it can see,
maximum is reduced by the amount of necrotic damage taken. This within 60 feet of it. Each creature must succeed on a Wisdom
damage ignores resistance and immunity. If this damage causes saving throw {CHA or INT} or become enraged at your Avatar.
your Avatar to drop to 0 hit points, your Avatar dies and the spell Until the start of your next turn, enraged creatures have
fails. disadvantage on attacks against creatures other than your
Avatar.
Savage Champion Until the start of your next turn, each successful attack
Upon gaining this Evolution, your Avatar becomes a champion in against your Avatar adds an additional 1d4 damage to the first
combat gaining the following: attack your Avatar hits on its next turn (maximum 10d4).
Ability Score Increase. Your Avatar Dexterity or Strength 2. Confusion. Your Avatar may choose up to 6 creatures it can
(your choice) score increases by 2 to a maximum of 20. see, within 60 feet of it. Each creature must succeed on a
Savage Stance. Your Avatar may use its Bonus Action to Wisdom saving throw {CHA or INT} or become confused for
enter a combative stance. For the next minute, your Avatar gains the the next minute. On a confused creature’s turn, that target uses
follow: all its movement to travel in a random direction. To determine
• Your Avatar gains a +1 to its attack and damage rolls. the direction, roll a d8 and assign a direction to each die face.
• Your Avatar’s movement speed Increases by 10 feet. The creature doesn't take any other actions this turn.
• Your Avatar has advantage on Dexterity saving throws against A creature can repeat the saving throw at the end of each of
effects it can sense. to gain this benefit, your Avatar can't be its turns, ending the effect on itself on a success.
blinded, deafened, or incapacitated. 3. Disgust. Your Avatar may choose up to 8 creatures it can
• At the start of your turn choose one damage type from the see, within 60 feet of it. Each creature must succeed on a
following: Acid, Cold, Fire, Lightning, Necrotic, Poison, Constitution saving throw {CHA or INT} or be poisoned for 1
Radiant, or Thunder. Your Avatar has resistance to that minute. While poisoned, the target takes [CR: 0] 1d4, [CR: ½]
damage type, until the start of your next turn. 1d6, [CR: 1] 2d6, [CR: 2] 3d6, [CR: 3] 4d6 poison damage at
the start of its turn.
Once this ability has been used, it can’t be used again until you
A creature can repeat the saving throw at the end of each of
finish a short or long rest.
its turns, ending the effect on itself on a success.
Shapeshifter 4. Ecstasy. Your Avatar may choose up to 4 willing creatures it
Upon gaining this Evolution your Avatar form becomes malleable, can see, within 60 feet of it. Each creature regains [CR: 0] 1d8,
being able to alter its form to its wishes. Your Avatar can use its [CR: ½] 2d8, [CR: 1] 4d8, [CR: 2] 6d8, [CR: 3] 8d8 Hit Points
Bonus Action to alter its shape to that of a creature or object it has and must succeed on a Wisdom saving throw {CHA or INT} or
seen before, and the same size as it. This alteration extends down to be overwhelmed by ecstasy. Giving them disadvantage on
the smallest of details, such as a scar on a person’s face or a chip on attack rolls, ability checks, and saving throws; until the start of
a weapon’s blade. With your Avatar in its new form being your next turn.
functionally indistinguishable from the original. While in this new 5. Fear. Your Avatar attempts to frighten up to 8 creatures of
form, your Avatar’s statistics remain the same; with any equipment its choice within 60 feet of it. If the target is aware of your
it is wearing or carrying being absorbed or worn by the new form Avatar it must succeed on a Wisdom saving throw {CHA or
(your choice). INT} or become frightened for 1 minute.
A creature can repeat the saving throw at the end of each of
Shifted Shadows its turns, ending the effect on itself on a success.
Your Avatar has been adept a lurking and preying from the shadows, 6. Grief. Your Avatar may choose up to 6 creatures it can see,
granting them the following: within 60 feet of it. Each creature must succeed on a Wisdom
Dark Meld. When in dim light or darkness, your Avatar can saving throw {CHA or INT} or be enveloped in sorrow, for 1
squeeze through spaces no smaller than 1 inch. minute. Falling prone, becoming incapacitated and being
Hidden Stride. While within dim light or darkness, your unable to stand up for the duration. A creature with an
Avatar’s movement speed increases by 10 feet. If your Avatar has a Intelligence score of 4 or less isn't affected.
climbing, swimming, hover, or flying speed; this increase applies to A creature can repeat the saving throw at the end of each of
that speed as well. its turns, and each time it takes damage, ending the effect on
Shadow Stalker. Your Avatar can take the Hide action while itself on a success. The target has advantage on the saving
lightly obscured from the creature they’re hiding from. Additionally, throw if it’s triggered by damage.
when your Avatar misses a ranged attack against a creature they’re On a successful save a creature is immune to the effect that was
hidden from, the attack doesn’t reveal your Avatar’s location. targeting it, for the next hour. This ability can be used a number of
Unseen. When your Avatar is in an area of dim light or times equal to your proficiency bonus, regaining all expended uses
darkness, it can use its Action to become invisible. This invisibility on a long rest.
remains until it makes an attack, casts a spell, or enters an area of
bright light.
Eidolist Spell Ray of Enfeeblement
See Invisibility
Dimension Door
Freedom of Movement
Credits
1st Level Shatter Greater Invisibility Author: TheHatedCTAT
Bane Silence Hallucinatory Terrain Proofreaders: Charcoal Cat,
Spider Climb Phantasmal Killer Coffee Elemental
Bless
Suggestion Polymorph Original Concept by:
Charm person
Web Poundtown00
Command
Detect Magic
5th Level Artist: Arelix, Camilkuo,
Disguise Self
3rd Level Awaken Correa, DomCritelli, Iobard,
Animate Dead Cloudkill Karikka, Lauro, Refluo, Shpak
Expeditious Retreat Anton, Tithi Luadthong, T
Bestow Curse Dominate Person
False Life Studio, Warm Tail
Blink Dream
Faerie Fire
Clairvoyance Hold Monster
Fog Cloud
Counterspell Legend Lore
Illusory Script
Dispel Magic Mislead
Inflict Wounds
Fear Modify Memory
Mage Armor
Gaseous Form Raise Dead
Silent Image
Haste Scrying
Sleep
Hypnotic Pattern Seeming
2nd Level Major Image Telekinesis
Alter Self Nondetection Wall of Force
Blindness/Deafness Remove Curse
Calm Emotions Revivify
Darkness Sending
Detect Thoughts Slow
Enlarge/Reduce Tongues
Gentle Repose Vampiric Touch
Hold Person
Invisibility
4th Level
Banishment
Levitate
Blight
Mirror Image
Confusion
Misty Step
Death Ward
License
OPEN GAME LICENSE Version 1.0a 5. Representation of Authority to Contribute: If You are
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2000, Wizards of the Coast, Inc. System Reference Document
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Copyright 2000–2003, Wizards of the Coast, Inc.; Authors Jonathan
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Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David
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