[b][url=http://www.myth-weavers.com/sheet.html#id=594988]Walter O'Dim[/url][/b] [i]Human/Blueveined Warlock/Eidolon 1 NE[/i] [b]AC[/b] 11 [b]HP[/b] 9 [b]Speed[/b] 30ft [b]Str[/b] 8 (-1) [b]Dex[/b] 10 (0) [b]Con[/b] 13 (1) [b]Wis[/b] 14 (2) [b]Int[/b] 14 (2) [b]Cha[/b] 16 (3) [b]Attacks[/b] [b]Quarterstaff[/b] +1 1d6 [b]Dagger[/b] +1 1d4 [b][/b] [b][/b] [b][/b] Eidolon Summoning: 2 hour long summon ritual, Wormed Tail understands all the same languages as Walter and vice versa. He is treated as a native of the plane for sharing a soul with Walter and reacts accordingly. An eidolon returns to their home plane when dismissed as an action, or when they are reduced to 0 hp. A summoned eidolon has the same number of hit points as when it was dismissed. If it was slain, you must wait till the following day and it instead appears with half its total hit points. The eidolon has a maximum number of hit points equal to five times your warlock level. Add your proficiency bonus to the eidolon's AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. The eidolon obeys your commands as best as it can. It takes its turn on your initiative, though it doesn't take an action unless you command it to. On your turn, you can verbally command the beast where to move, and command it to take the Attack, Dash, Disengage, Dodge, or Help action, as a bonus action. How it makes its attacks is up to you. Some examples include bites, claws, slams, stings, slaps, punches, etc. This attack does a d8 in damage. At 10th level, this increases to 2d8. Starting Statistics: Size Medium Armor Class 12 Speed 30 ft. Ability Scores Str 14 (+2), Dex 14 (+2), Con 13 (+1), Int 10 (+0), Wis 11 (+0), Cha 10 (+0) Skills Acrobatics, Athletics, Stealth Energy Blast: You can use your action to channel your energy into a beam of light which can be fired at an enemy. It has a range of 60 feet, and your attack roll bonus is your Charisma modifier + your proficiency bonus. If it hits, it deals 1d10 + your Charisma modifier radiant damage. The damage increases to 2d10 at 5th level, 3d10 at 11th level and 4d10 at 17th level. After you use your energy blast, you can't use it again until the next combat encounter. Condensed Energy: Beginning at 5th level, you gain the ability to transfer one of your Hit Dice into a small vial, directly after a long rest. You will always be one HD down if you do this. The liquid inside of the bottle can function as a healing potion that heals hit points equal to one of your HD plus your Constitution modifier. You can regain the lost Hit Die at the end of another Long Rest. Healing Touch: During a short rest you can touch a creature to heal it. To do so you expend one of your Hit Dice, you roll the die and the subject regains that many hit points. You do not add your Constitution modifier to this roll.