Eidolon Patron

Arcane energy that forms the essence of the Outer Planes can coalesce into phantoms of planar power.

These spirits are called eidolons. When not used by deities as their emissaries, Eidolons are called to exceptional individuals with strong desires that matches with the alignment of the plane that created them. When summoned this way, these phantoms act to further the manifestation of that plane’s alignment in that person.

They act as companions, mentors, or guardian figures for their warlock, and many warlocks form deep personal bonds with their Eidolon after spending so much time in their unique partnership.

It’s been said that occasionally Eidolons take on the traits of people that are no longer a part of the warlock’s life.

Opposed Eidolons

On rare occasions, an eidolon is pulled toward an individual of opposing alignment. These eidolons form shadowy reflections of the ones they choose to patronize, and attempt to distort them. For those individuals of such exceptional conviction who manage to attract the attention of an opposing eidolon, their patron represents a constant temptation. Joined with what amounts to an anticonscience, having an opposed eidolon is a constant challenge to one’s outlook and behavior.

Expanded Spell List

The Eidolon lets you choose from an expanded list of Spells when you learn a warlock spell.

Spell Level Spells
1st Bless, command
2nd Augury, enhance ability
3rd Clairvoyance, spirit guardians
4th Arcane eye, compulsion
5th Commune, raise dead eidolon expanded spells

Materialize Eidolon

At 1st level, you gain the ability to summon a phantasm known as an Eidolon. The Eidolon is friendly to you and your companions, and it obeys your commands. See its game statistics in the Eidolon stat block, which uses your proficiency bonus (Pb) in several places. You choose if it is a fiend or celestial, then determine its appearance by choosing or rolling on the Eidolon Form table.

In combat, the eidolon shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge.

Once you summon the eidolon, you can’t again until you finish a long rest, unless you choose to expend a Pact Magic spell slot to do so additional times. The eidolon remains for a number of minutes equal to 5 times your warlock level, until it is reduced to 0 hit points, until you use this feature to summon a new eidolon, or until you die.

If you later gain the Pact of the Chain feature, you can choose to make your eidolon into your familiar. Doing so gives your eidolon additional hit points equal to 3 + your warlock level, its hit die size increases to a d8, and it gains an additional 10 feet to its movement speed.

d6 Eidolon Form
1 A ghostly visage of a former loved one.
2 The dark, floating silhouette in the shape of your childhood pet.
3 An angel that appeared to you in your darkest hour.
4 The spirits of your ancestors.
5 A ghostly figure with features that invoke the imagery of your favorite song.
6 A floating pair of arms surrounded by an iridescent mist.

Medium Celestial or Fiend (chosen when summoned)

Armor Class 11+Pb
Hit Points 1 + your Charisma modifier + 3 times your warlock level (the eidolon has a number of Hit Dice [d6s] equal to your warlock level)
Speed 20 ft. (hover)

Str Dex Con Int Wis Cha
8 (-1) 8 (-1) 14 (+2) 12 (0) 16 (+3) 16 (+3)

Saving Throws Wis+3, Cha+3
Skills Arcana +1, Perception +3
Condition Immunities charmed, despondent, doomed, exhaustion, frightened, grappled, paralysed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 13
Languages understands the languages you speak
Challenge – (XP -)

Special Traits

  • Banish Immunity. The eidolon is immune to the effects that would force it off its current plane against its will.


  • Exhibition of Will (1/summon). One creature that can see the eidolon must make a Charisma saving throw against your spell save DC. On a failure the creature is either charmed (if the eidolon is a celestial) or frightened (if the eidolon is a fiend) of the eidolon until the end of its next turn. The eidolon can only use this action once each time it is summoned.
  • Phantasmal Swipe. Melee Spell Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d4+Pb force damage.
  • Phantasmal Blast. Ranged Spell Attack: your spell attack modifier to hit, range 20/60 ft., one target you can see. Hit: 1d3+Pb force damage.


  • Phantasmal Phase. If the eidolon takes bludgeoning, piercing, or slashing damage, it can use its reaction to give itself resistance to all of that attack‘s damage on this turn.

Planar Bond

Starting at 6th level, your eidolon boosts your resolve to act in concordance with its essence. When you make a saving throw against being charmed, frightened, or despondent, you can make that save with advantage. You can do so once, and can do so again after you finish a short or long rest.

Ethereal Defense

Starting at 10th level, your eidolon takes a more active role in defending you and your allies. If a creature you can see within 60 feet of you is targeted by an attack roll, you can use your reaction to teleport your eidolon to a space within 5 feet of the affected creature. The attack roll that triggered the reaction is instead made against your eidolon. If you don’t currently have an eidolon summoned, you can expend a Pact Magic spell slot to summon one as part of this reaction.

Eidolon Unleashed

Starting at 14th level, your Eidolon true power is revealed, allowing it to attack twice when you command it to attack with your bonus action.

Additionally as an action, you can force a creature that has been damaged by your eidolon within the past 24 hours to make a Charisma saving throw against your spell save DC. On a failure, the target takes 5d12 radiant or necrotic damage (your choice).

If the target is a fiend and the eidolon that damaged it is a celestial or vice versa, the target takes maximum damage. A target that successfully saves is immune to this effect for the next 24 hours. Once you deal this damage, you cannot use this feature again until you finish a long rest.

Section 15: Copyright Notice

Galder’s Gazetteer Author(s) Matt Click, Gabe Hicks, Jess Ross

This is not the complete section 15 entry - see the full license for this page