A Familiar is a magical companion, a supernatural entity summoned and magically bound to a person. What makes a Familiar unique compared to a standard creature is this magical bond. It is not a tamed beast or a hired ally; it is a loyal extension of its summoner's own power and will, often sharing a telepathic or empathic connection. A Familiar's purpose varies greatly: some, like the Mystic's Anima, are non-combat companions designed purely for skill assistance, while others, like the Geomancer's Spirit Guide, act as living cantrips to boost out-of-combat utility. Then there are those like the Conduit's Eidolon, which are powerful, combat-ready entities that fight on their summoner's behalf. Regardless of its form, a Familiar is a loyal and supernatural extension of its summoner.
All Familiars have the following feature - Bound Will: Familiars are magically and mentally bound to their summoner. They are immune to the Charmed condition and cannot be magically compelled to act against their summoner's will.
An Anima is a unique subtype of Familiar, an arcane familiar summoned and bound by a Mystic. It is a living manifestation of a pure concept, an idea given just enough tangible form to interact with the world. The Anima's purpose is one of utility and assistance. Each forms a permanent, symbiotic bond with its summoner, granting them a unique, passive, non-combat benefit while it remains nearby.
Tiny Anima (golem)
Armor: 0 Passive Armor: 2
Health: 1 Vitality: 0
Movement: 4, climb 4
STR END DEX AGL INT CUN ACU WIL
-3 -2 4 2 0 0 0 2
Damage Immunities: disease
Status Immunities: charm
Golem Form. The eidolon is a golem. It is immune to disease.
Silent Scuttle. The Articulus gains a +5 bonus on its own Stealth skill checks.
Nimble Fingers. While the Articulus is within 30 feet, you gain a +2 bonus on all Thievery skills.
Reaction
Dodge. 1 Action Point, 1d6 + 2 + your Will
An Articulus is a disembodied, hand-shaped homunculus, summoned by the Mystic to serve as their physical agent. Its form is a personal expression of its creator: it might be a clockwork marvel of brass gears, a carved wooden hand, or even a stitched-flesh golem. It moves with a nimble, spider-like grace, skittering across surfaces on its fingertips. It is a dutiful and silent assistant, existing only to perform delicate tasks of manipulation.
Tiny Anima (construct)
Armor: 0 Passive Armor: 2
Health: 1 Vitality: 0
Movement: 0, fly 3
STR END DEX AGL INT CUN ACU WIL
-4 -2 1 1 4 0 1 2
Damage Immunities: poison, disease
Status Immunities: charm, exhaustion, poisoned
Construct Form. The eidolon is a mechanical construct. It is immune to exhaustion, poison, and disease.
Reconfigure. The Factotum can transform into a perfect, non-magical copy of any single artisan's tool, thieves' tool, or any other simple, mundane tool (such as a scalpel or wedge).
Structural Insight. While the Factotum is within 30 feet, you gain a +2 bonus on all Intelligence checks made to understand, interact with, or assess complex mechanisms, structures, or constructs, including weak points.
Reaction
Dodge. 1 Action Point, 1d6 + 1 + your Will
This Anima is a floating device, roughly the size of a fist. It is a complex construct of interlocking brass gears, copper plates, and delicate lenses, all spinning around a faintly glowing aetheric core. It is a piece of intricate, physical machinery. When its master needs a tool, the Factotum hovers over their hand and its plates and gears rapidly shift, whir, and reconfigure, transforming into a perfect, functional, mechanical version of the required item.
Tiny Anima
Armor: 0 Passive Armor: 2
Health: 1 Vitality: 0
Movement: 0, fly 3
STR END DEX AGL INT CUN ACU WIL
-4 -2 -1 1 4 0 1 2
Status Immunities: charm
Bound Object. The Intellectum animates its host object. It can store information (up to a small book's worth of text or 10 minutes of visual data) and display it on command as writing on its pages or a holographic-like image from its core.
Academic Recall. While the Intellectum is within 30 feet, you gain a +2 bonus on all knowledge (Intelligence) rolls made to recall lore, history, or other general and academic knowledge.
Reaction
Dodge. 1 Action Point, 1d6 + 1 + your Will
The Intellectum is an entity of pure thought, an arcane intelligence with no form of its own. To interact with the physical world, it must bind itself to an object associated with information, such as a heavy, rune-covered book, a long and sinuous scroll, a perfectly clear crystal, or even a crystal ball. It animates this chosen body, which levitates and moves at its command. It is a living library, slow, ponderous, and communicating in pure, unfiltered information.
Tiny Anima (contruct)
Armor: 0 Passive Armor: 2
Health: 1 Vitality: 0
Movement: 0, fly 3
STR END DEX AGL INT CUN ACU WIL
-4 -2 -1 1 1 0 4 1
Damage Immunities: poison, disease
Status Immunities: charm, exhaustion, poisoned
Construct Form. The eidolon is a mechanical construct. It is immune to exhaustion, poison, and disease.
Telescopic. You can look through the Oculus to see clearly at great distances, as if using a powerful telescope.
Focused Acuity. While the Oculus is within 30 feet, you gain a +2 bonus on all Awareness skills.
Reaction
Dodge. 1 Action Point, 1d6 + 1 + your Will
This Anima is a complex, floating construct of interlocking brass and copper gears, lenses, and a polished orb that serves as its central eye. It is an Anima of pure observation. It moves with a quiet, clockwork whir, and its runic iris audibly clicks as it pivots to focus on new objects.
Tiny Anima (beast)
Armor: 0 Passive Armor: 2
Health: 1 Vitality: 0
Movement: 4, (fly 4, swim 3, climb 4)
STR END DEX AGL INT CUN ACU WIL
-3 -2 1 2 0 3 1 1
Status Immunities: charm
Mutable Beast. The Protean's form is a perfect physical copy of a Level 0 Tiny beast. The Mystic can perform a 10-minute ritual to have the Protean assume a new, different Tiny beast form. This transformation is mostly cosmetic; the Protean's core attributes and features do not change. However, it gains any new movement types associated with its new form, such as a Fly speed, Swim speed, or Climb speed.
Animal Instinct. While the Protean is within 30 feet, you gain a +2 bonus on all Survival skills.
Reaction
Dodge. 1 Action Point, 1d6 + 2 + your Will
This Anima is a true arcane beast, but its form is not static. It is an animalistic Anima of pure, adaptive energy, a perfect companion for a Mystic who must blend into any environment. It can reshape its physical form to perfectly assume the shape of any Level 0 Tiny beast, such as a cat, rat, toad, or raven. While it may adopt the personality of the creature it mimics, its loyalty remains solely with its summoner.
Tiny Anima
Armor: 0 Passive Armor: 2
Health: 1 Vitality: 0
Movement: 0, fly 3
STR END DEX AGL INT CUN ACU WIL
-5 -2 -1 0 0 4 1 2
Status Immunities: charm
Glyph. The Sigil can communicate by forming a complex sigil that conveys a single meaning, such as "Danger", "Truth", or "Confusion."Â
Silver Tongue. While the Sigil is within 30 feet, you gain a +2 bonus on all Speechcraft skills.
Reaction
Dodge. 1 Action Point, 1d6 + your Will
The Sigil is a living rune, an Anima of pure, silent communication. It manifests as a complex, three-dimensional sigil of pure, glowing light that floats silently near its summoner. It is a creature of expression rather than knowledge. Its form is in constant, subtle motion, with intricate arcane symbols and glyphs shifting and reforming within its glowing core. This silent, ever-changing dance of symbols is its only voice, a visual language that intuitively conveys its thoughts and emotional state to those who observe it.
Tiny Anima
Armor: 0 Passive Armor: 2
Health: 1 Vitality: 0
Movement: 4, fly 5
STR END DEX AGL INT CUN ACU WIL
-3 -2 3 2 0 3 1 1
Status Immunities: charm
Treasure Sense. The Vex instinctively perks up and chitters when it is within 10 feet of a concentration of precious metals or gems.
Versatile Agility. While the Vex is within 30 feet, you gain a +2 bonus on all Movement skills.
Reaction
Dodge. 1 Action Point, 1d6 + 2 + your Will
This Anima is a small, quadrupedal creature about the size of a housecat, somewhat resembling a tiny, winged dragon. It's covered in fine, iridescent scales, has raccoon-like paws, a pair of leathery wings folded against its back, and a long tail. It is an Anima of pure, clever mischief, forming a deep, protective bond with its summoner.
An Eidolon is a combat-focused familiar, a magical being summoned and given tangible, physical form by a Conduit. Where an Anima is a subtle, permanent companion, an Eidolon is a temporary manifestation of power, built for the singular purpose of battle. It is a direct extension of its summoner's will, a living weapon that acts only on their command. Because this is a demanding and strenuous summoning, an Eidolon can only be manifested for a limited time, making it a powerful and tactical expression of its summoner's magical source.
Small Eidolon
Armor: 0 Passive Defense: 1 Armor Reduction: 0 + Spell Skill Rank
Health: 8 Vitality: 5 + 3x Conduit's level
Movement: 4
STR END DEX AGL INT CUN ACU WIL
2 2 1 1 0 0 1 2
Status Immunities: charm
Actions
Claw. Melee Weapon Attack: 5 Action Points, 1 + (Spell skill) to hit, reach 5 ft. Hit: 6 (1d8 + 2) slashing damage.
The Gremlin is a Small, bipedal Eidolon built for the fray. It's a wiry creature of spite and muscle, all sharp angles and tense energy. It stalks across the battlefield with a predatory, surprisingly quick gait. Once in melee, it latches onto a single foe with its sharp claws, becoming a durable and hard-to-remove problem.
Variations
Arcane Gremlin
The Arcane Gremlin's skin is a sickly, dull gray, and it seems to drip shadows. Its claws glow with a cold, purple light.
Withering Strike. Melee Weapon Attack: 7 Action Points, 1 + (Spell skill) to hit, reach 5 ft. Hit: 7 (1d10 + 2) necrotic damage and the target cannot regain Life this round.
Divine Gremlin
The Divine Gremlin's hide is bright and metallic, like polished bronze, and its eyes burn with a white-hot, judgmental fire.
Righteous Brand. 6 Action Points. The Conduit commands the Gremlin to mark a foe within 60 feet. The next successful weapon attack made against that target deals an additional 1d8 Fire damage. If the target is Infernal or Undead, this damage is increased to 2d8 Fire damage.
Primal Gremlin
The Primal Gremlin is a shaggy, bestial creature. Its claws are jagged, like obsidian shards, and its body is covered in tough, matted fur.
Rending Claws. The claws of the eidolon are serrated and longer. Any attack the eidolon makes gives the Bleeding status.
Tiny Eidolon
Armor: 0 Passive Defense: 2 Armor Reduction: 0 + Spell Skill Rank
Health: 1 Vitality: 1 + 2x Conduit's level
Movement: 1, fly 3
STR END DEX AGL INT CUN ACU WIL
-3 -1 1 -1 0 1 1 3
Status Immunities: charm
Reaction
Intercept. 4 Action Points. As a reaction to the summoner getting hit by an attack, the Parma can make a Spirit (Will) defense roll adding the summoner's spirit defense skill against the incoming attack, negating the attack on a success. On a failure, the eidolon takes all the damage of the attack instead.
The Parma is a Tiny, vigilant Eidolon that acts as a personal guardian. It often takes the form of a miniature, hovering, gargoyle-like creature with small wings. It is not an offensive creature; it is a loyal, watchful sentinel, existing only to interpose itself between its summoner and harm, or to grant its defensive blessings to an ally.
Variations
Arcane Parma
The Arcane Parma's body is carved from glowing, runic crystal, and its wings are solid, geometric planes of light.
Runic Barrier. 6 Action Points. The Parma targets a creature within 30 feet and grants them a +1 bonus to their Passive Armor. The next time that creature takes damage by an attack, they roll a d6. On a 5 or 6, the attack is negated. The effect then ends.
The Divine Parma appears as a polished, golden cherub or a miniature, winged lion made of blessed marble.
Sanctuary Ward. 6 Action Points. The Parma targets a creature within 30 feet and he next time that creature is hit by an attack, they gain temporary Vitality equal to 1d10 + your Conduit level before the damage is applied. The effect then ends.
Primal Parma
The Primal Parma is a living, moss-covered stone with wings made of thick, interwoven leaves.
Thornmantle. 6 Action Points. The Parma targets a creature within 30 feet and that creature is wreathed in thorns for 1 minute. Any creature that hits that creature with a melee attack immediately takes 1d6 Piercing damage.
Small Eidolon (elemental)
Armor: 0 Passive Defense: 1 Armor Reduction: 0 + Spell Skill Rank
Health: 6 Vitality: 4 + 3x Conduit's level
Movement: 5
STR END DEX AGL INT CUN ACU WIL
1 1 3 2 0 1 0 2
Damage Immunities: disease
Status Immunities: charm, exhaustion
Elemental Body. The eidolon is immune to disease and exhaustion.
Actions
Claw. Melee Weapon Attack: 4 Action Points, 3 + (Spell skill) to hit, reach 5 ft. Hit: 3 (1d4 + 1) slashing damage.
The Pyroclast is a Small, humanoid Eidolon of barely-contained, volatile energy. Its form is a collection of distinct, tangible, solid parts: a jagged obsidian "head," a "torso" of cooled magma, and sharp, rock-like "hands" and "feet." These pieces float independently, bound together in a vaguely humanoid shape only by a churning, intangible mass of superheated ash and crackling cinders. This loose, ashen form is its true body, constantly shifting and changing its proportions—stretching thin and lanky one moment, compressing to short and squat the next. It moves with a jerky, unnatural speed, where its eyes should be are glowing fissures, crackling with internal fire.
Variations
Arcane Pyroclast
This Pyroclast's ashen form is held together by pure, shimmering heat-haze. Its body is composed of razor-sharp, magically-hardened ash and cinders, and the fissures where its eyes are, glow with the dull, oppressive red of deep magma.
Blinding Ash. 6 Action Points. The Eidolon blasts a 15-ft cone of superheated, slashing ash. Creatures in the cone must make a target 12 + Spell rank Mobility (Agility) defense roll., or take 2d6 Slashing damage and are Blinded until the beginning of the next round.
Divine Pyroclast
This Pyroclast's form is of bright, glowing-white ash, and its rocky parts are smooth, like polished marble. The fire within is a pure, judgmental white-hot flame.
Scalding Burst. 6 Action Points. The Eidolon releases a 15-ft cone of holy fire. All creatures in the cone must either take 1d10 Fire damage or be Pushed back 10 feet away from the eidolon.
Primal Pyroclast
This Pyroclast's body is a chaotic swirl of stinging sand and ash, all held together by a howling, miniature cyclone. Arcs of raw lightning constantly flicker and crackle up and down its shifting, unstable form, acting as the very force that binds the dust together.
Static Storm. 6 Action Points. The Eidolon releases a 15-ft cone of charged lightning and dust. Creatures in the cone must make a target 12 + Spell rank Body (Endurance) defense roll. On a failure, they take 2d4 Lightning damage and their Movement is halved until the beginning of the next round.
Tiny Eidolon
Armor: 0 Passive Defense: 2 Armor Reduction: 0 + Spell Skill Rank
Health: 1 Vitality: 1 + 2x Conduit's level
Movement: 1, fly 5
STR END DEX AGL INT CUN ACU WIL
-4 -1 2 3 -1 1 0 2
Status Immunities: charm
Actions
Barb. Ranged Weapon Attack: 5 Action Points, 2 + (Spell skill) to hit, reach 30 ft. Hit: 1 (1d6 - 4) piercing damage plus 1 poison damage.
The Scourge is a Tiny, fast-moving Eidolon. Its body is small and chitinous, dominated by a long, segmented, prehensile tail that more than doubles the size of the eidolon. The tail hangs low under its body and is tipped with a cluster of sharp, crystalline barbs. It flies with incredible speed on a pair of leathery wings, whipping its tail through the air to launch its barbs as stinging, ranged attacks.
Variations
Arcane Scourge
The Arcane Scourge's chitin is an iridescent, oily black, and its wings are like transparent, patterned glass. It moves with an unnatural, jerky silence.
Looming Radiance. 7 Action Points. The eidolon's iridescent chitin and wings flare with a terrifying, cold light against a target within 40 feet. The target makes a target 12 + Spell rank Spirit (Acuity) defense roll, overwhelming the target's mind, and it gains one stage of the Fear status.
Divine Scourge
The Divine Scourge has a large, bulbous, glowing stinger on the end of its tail, which visibly drips with a golden, divine toxin.
Censure Toxin. The poison damage of the bard attack increases by 1, and the next time the target attacks and deals damage, their damage is halved.
Primal Scourge
The Primal Scourge is slightly larger, with a massively thick, armored tail. The chitin plates along its back can open up, revealing a teeming hive of magical insects within.
Maddening Swarm. 6 Action Points. The eidolon hovers and launches a swarm of biting insects from its tail against a target within 30 feet. The target must make a target 12 + Spell rank Body (Endurance) defense roll or take 1d4 Piercing damage and are covered in the distracting swarm, giving them disadvantage on all attack rolls until the beginning of the next round.
Small Eidolon (elemental)
Armor: 0 Passive Defense: 2 Armor Reduction: 0 + Spell Skill Rank
Health: 6 Vitality: 5 + 3x Conduit's level
Movement: 0, fly 3
STR END DEX AGL INT CUN ACU WIL
1 2 -1 1 0 0 4 2
Damage Immunities: disease
Status Immunities: charm, exhaustion
Elemental Body. The eidolon is immune to disease and exhaustion.
Actions
Focused Energy. Ranged Energy Attack: 6 Action Points, 4 + (Spell skill) to hit, reach 60 ft. Hit: 6 (1d8 + 2) damage.
The Shard is a Small, floating Eidolon of pure, condensed power. It is a solid, jagged piece of raw material—crystal, metal, or stone—that hovers silently in the air. It has no visible eyes or limbs; it is simply a vessel of raw energy, taking aim with its summoner's will before unleashing bolts of power.
Variations
Arcane Shard
The Arcane Shard is a floating, jagged piece of purple-black crystal that crackles with internal lightning.
Concussive Jolt. Ranged Spell Attack: 6 Action Points, 2 + (Spell skill) to hit, reach 40 ft. Hit: 5 (1d10) lightning damage and the target Flinches, losing 2 Action Points.
Divine Shard
The Divine Shard is a smooth, rune-etched piece of golden, sun-like rock that radiates a palpable, searing heat.
Sun Sear. 6 Action Points. The shard targets a creature within 30 feet and the target take either 5 (1d10) fire damage or lose 3 Action Points.
Primal Shard
The Primal Shard is a rough-hewn, pockmarked chunk of volcanic rock, dripping with a volatile, hissing venom.
Venom Spit. 6 Action Points. The shard lobs a glob of venom at a target within 30 feet. The target must make a target 12 + Spell rank Body (Strength) defense roll or take 1 poison damage and gain the Poisoned status until the beginning of the next round.
Tiny Eidolon (elemental)
Armor: 0 Passive Defense: 2 Armor Reduction: 0 + Spell Skill Rank
Health: 1 Vitality: 1 + 3x Conduit's level
Movement: 0, fly 6
STR END DEX AGL INT CUN ACU WIL
-5 -1 -1 4 0 1 1 2
Damage Immunities: disease
Status Immunities: charm, exhaustion
Elemental Body. The eidolon is immune to disease and exhaustion.
Actions
Jolt. Ranged Spell Attack: 4 Action Points, 2 + (Spell skill) to hit, reach 40 ft. Hit: 4 (1d4 + 2) damage.
The Zorya is a Tiny Eidolon, manifesting as a floating, shifting mote of stellar light, like a miniature, captured star. It has no physical body, only a core of gently pulsing energy. It is a silent, watchful companion, existing to alter the battlefield's flow with bursts of celestial-like magic.
Variations
Arcane Zorya
This Zorya is a soft, calming silver-blue light, like the dusk. It's a quiet, subtle force, representing the "evening wind" that pushes things aside.
Evening Star. 5 Action Points. The Zorya of the Evening Star unleashes a blast of pure, kinetic force. One target within 30 feet must make a target 12 + Spell rank Body (Strength) defense roll or be Pushed up to 15 feet in a straight line away from the Eidolon.
Divine Zorya
This Zorya is a bright, piercing white-gold light, like the dawn. It's an energetic, healing presence, representing new life and vigor.
Morning Star. 8 Action Points. The Zorya of the Morning Star releases an instantaneous 10-ft burst of calming, silver-gold light. All allies within 10 ft of the Eidolon regain 1d8 Vitality.
Primal Zorya
This Zorya is a mysterious, deep-purple-and-green light, like a distant aurora. It represents the quiet, unseen, and entangling power of the natural world at night.
Midnight Star. 6 Action Points. The Zorya of the Midnight Star radiates an aura of unseen, primal power. It creates a 10-ft radius of Difficult Terrain centered on itself. This effect lasts until the beginning of the next round.
Medium Eidolon (undead)
Armor: 0 Passive Defense: 0 Armor Reduction: 0 + Spell Skill Rank
Health: 23 + 2x Conduit's level Vitality: 0 (2d8)
Movement: 3
STR END DEX AGL INT CUN ACU WIL
1 0 3 0 -4 -4 2 0
Darkvision (60 ft).
Damage Immunities: disease, poison
Status Immunities: charm, exhaustion, poisoned
Bound Will: Familiars are magically and mentally bound to their summoner. They are immune to the Charmed condition and cannot be magically compelled to act against their summoner's will.
Undead Nature: Immune to poison, disease, and the Exhausted status. Does not need to eat, sleep, or breathe.
Actions
Shortbow. Ranged Weapon Attack: 6 Action Points, 2 + (Spell skill) to hit, reach 80/120 ft. Hit: 4 (1d6 + 1) piercing damage.
Shortsword. Melee Weapon Attack: 4 Action Points, 3 + (Spell skill) to hit, reach 5 ft. Hit: 4 (1d6 + 1) piercing damage.
Gear: Shortsword, Shortbow
Medium Eidolon (undead)
Armor: 0 Passive Defense: 0 Armor Reduction: 0 + Spell Skill Rank
Health: 37 + 4x Conduit's level Vitality: 0 (2d8 + 4)
Movement: 3
STR END DEX AGL INT CUN ACU WIL
3 2 -2 -2 -4 -4 -2 0
Darkvision (60 ft).
Damage Immunities: disease, poison
Status Immunities: charm, exhaustion, poisoned
Bound Will: Familiars are magically and mentally bound to their summoner. They are immune to the Charmed condition and cannot be magically compelled to act against their summoner's will.
Undead Nature: Immune to poison, disease, and the Exhausted status. Does not need to eat, sleep, or breathe.
Undead Fortitude. If damage reduces the eidolon to 0 health, it must make a Body (Endurance) defense roll adding the summoner's spell skill against a target number of 5 + the damage taken, unless the damage is divine sourced. On a success, the zombie drops to 1 health instead.
Actions
Slam. Melee Weapon Attack: 4 Action Points, 3 + (Spell skill) to hit, reach 5 ft. Hit: 6 (1d3 + 3) bludgeoning damage.
A Spirit Guide is a raw, elemental spirit, an entity that embodies a fundamental principle of the world. These spirits are everywhere, from the tangible might of Earth and Fire to the conceptual power of Void and Entropy. A Geomancer is a unique individual who can perceive and form a bond with one of these spirits, binding it to their service. This bond is a symbiotic one: the spirit gains a physical anchor and a voice, while the Geomancer gains access to its primal magic, receiving a constant passive benefit and unique, cantrip-like abilities that reflect the spirit's nature. These spirits are divided into the four Primary elements, Earth, Air, Fire, Water, and their four Fundamental opposites, Void, Gravity, Cold, Entropy, and the choice of a guide is the most important decision a Geomancer makes.
Tiny Spirit
Armor: 0 Passive Armor: 2 Armor Reduction: 0
Health: 3 Vitality: 0
Movement: 0, fly 5 (hover)
STR END DEX AGL INT CUN ACU WIL
-1 1 0 0 0 0 1 1
Damage Resistances: cold, fire, lightning, necrotic, bludgeoning, piercing, and slashing
Damage Immunities: acid, poison, disease
Condition Immunities: charm, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Ethereal Sight. The spirit can see 60 feet into the Material Plane.
Incorporeal. The spirit exists only on the Ethereal Plane and is intangible to creatures on the Material Plane. It can only be affected by other creatures on the Ethereal Plane or by effects that specifically target ethereal creatures.
Stone Shaping. 7 Action Points: The spirit can manipulate earth and stone within a 2 ft. radius. This can be creating small walls, raising platforms, smoothing rough terrain, creating shallow depressions, or shaping loose earth into simple tools or containers. The changes are not permanent and revert to their original state after 1 hour unless you and the spirit spend additional time and resources to make them permanent.Â
Solid Foundation. While bound to this spirit, you have advantage on skill rolls to maintain good footing while traveling, such as rocky or uneven ground, and you automatically succeed on Movement (Endurance) – Exertion roll made to climb earthen surfaces.
Tiny Spirit
Armor: 0 Passive Armor: 2 Armor Reduction: 0
Health: 2 Vitality: 0
Movement: 0, fly 6 (hover)
STR END DEX AGL INT CUN ACU WIL
-1 0 0 1 0 1 0 1
Damage Resistances: acid, cold, lightning, necrotic, bludgeoning, piercing, and slashing
Damage Immunities: fire, poison, disease
Condition Immunities: charm, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Ethereal Sight. The spirit can see 60 feet into the Material Plane.
Incorporeal. The spirit exists only on the Ethereal Plane and is intangible to creatures on the Material Plane. It can only be affected by other creatures on the Ethereal Plane or by effects that specifically target ethereal creatures.
Flame Wisp: 7 Action Points: The spirit creates a small, controllable wisp of flame that can light candles, torches, or lamps, or extinguish them.
Will-o'-Wisp. The spirit emits a glow. It constantly sheds bright light in a 20 ft. radius, and dim light for an additional 20 ft.
Tiny Spirit
Armor: 0 Passive Armor: 2 Armor Reduction: 0
Health: 1 Vitality: 0
Movement: 0, fly 7 (hover)
STR END DEX AGL INT CUN ACU WIL
-1 -1 0 2 0 0 1 1
Damage Resistances: acid, cold, fire, lightning, necrotic, bludgeoning, piercing, and slashing
Damage Immunities: poison, disease
Condition Immunities: charm, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Ethereal Sight. The spirit can see 60 feet into the Material Plane.
Incorporeal. The spirit exists only on the Ethereal Plane and is intangible to creatures on the Material Plane. It can only be affected by other creatures on the Ethereal Plane or by effects that specifically target ethereal creatures.
Easy Breezy. 7 Action Points: The spirit creates a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 2 ft. radius. Doors and shutters being held open by someone or something aren’t affected. It can also carry whispers or small objects (weighing no more than 1 pound) up to 30 feet.
Wind at your Back. You are able to see further and hear better as the wind adjusts to help you. You hear whispers to a range of 50 feet, conversations to a range of 600 feet, and you can see a full mile with ease.
Tiny Spirit
Armor: 0 Passive Armor: 2 Armor Reduction: 0
Health: 2 Vitality: 0
Movement: 0, fly 6 (hover)
STR END DEX AGL INT CUN ACU WIL
-1 0 0 1 0 -1 2 1
Damage Resistances: acid, cold, fire, lightning, necrotic, bludgeoning, piercing, and slashing
Damage Immunities: poison, disease
Condition Immunities: charm, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Ethereal Sight. The spirit can see 60 feet into the Material Plane.
Incorporeal. The spirit exists only on the Ethereal Plane and is intangible to creatures on the Material Plane. It can only be affected by other creatures on the Ethereal Plane or by effects that specifically target ethereal creatures.
Touch of Water. You create a spray of cool mist that lightly dampens creatures and objects in a 2 ft. radius. Alternatively, you create 1 cup of clean water either in an open container or on a surface, and the water evaporates in 1 minute. You can also purify water within this area.
Breath of Water. While connected to this spirit, you are able to breath, see, and move underwater as if you were in your natural environment.
Tiny Spirit
Armor: 0 Passive Armor: 2 Armor Reduction: 0
Health: 1 Vitality: 0
Movement: 0, fly 6 (hover)
STR END DEX AGL INT CUN ACU WIL
-2 0 1 1 0 0 1 1
Damage Resistances: acid, cold, fire, lightning, bludgeoning, piercing, and slashing
Damage Immunities: necrotic, poison, disease
Condition Immunities: charm, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Ethereal Sight. The spirit can see 60 feet into the Material Plane.
Incorporeal. The spirit exists only on the Ethereal Plane and is intangible to creatures on the Material Plane. It can only be affected by other creatures on the Ethereal Plane or by effects that specifically target ethereal creatures.
Void Jaunt. 8 Action Points: The spirit can target the Geomancer and connect both locations across the void, allowing the spirit and the Geomancer to swap locations. The spirit can use this feature again after a short rest.
Empty Space. While connected to this spirit, you have advantage on Awareness rolls to notice hidden passages and traps. You add 5 to your passive rolls to notice traps and hidden spaces.
Tiny Spirit
Armor: 0 Passive Armor: 2 Armor Reduction: 0
Health: 3 Vitality: 0
Movement: 0, fly 6 (hover)
STR END DEX AGL INT CUN ACU WIL
0 0 -1 1 0 0 1 1
Damage Resistances: acid, cold, fire, lightning, necrotic, bludgeoning, piercing, and slashing
Damage Immunities: poison, disease
Condition Immunities: charm, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Ethereal Sight. The spirit can see 60 feet into the Material Plane.
Incorporeal. The spirit exists only on the Ethereal Plane and is intangible to creatures on the Material Plane. It can only be affected by other creatures on the Ethereal Plane or by effects that specifically target ethereal creatures.
Localized Gravity. 5 Action Points: The spirit increases or decreases the effect that gravity has on a target. For 10 minutes, a target creature is treated as one size larger or smaller when determining its capacity.
Mass Effect. While bound to this spirit, you have advantage on all Movement skills as your mass affects you less.
Tiny Spirit
Armor: 0 Passive Armor: 2 Armor Reduction: 0
Health: 2 Vitality: 0
Movement: 0, fly 6 (hover)
STR END DEX AGL INT CUN ACU WIL
-1 0 0 1 -1 0 1 2
Damage Resistances: acid, fire, lightning, necrotic, bludgeoning, piercing, and slashing
Damage Immunities: cold, poison, disease
Condition Immunities: charm, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Ethereal Sight. The spirit can see 60 feet into the Material Plane.
Incorporeal. The spirit exists only on the Ethereal Plane and is intangible to creatures on the Material Plane. It can only be affected by other creatures on the Ethereal Plane or by effects that specifically target ethereal creatures.
Frost Touch. 5 Action Points: The Spirit causes ice to form within a small 2 ft. radius. This can be used to freeze water, chill a drink, extinguish fire, or jam complex mechanisms, giving creatures advantage on defense rolls to resist the effects of traps that they can see or know about.
Hot or Cold. While bound to this spirit, you have advantage on defense rolls made to resist extreme hot or cold environments.
Tiny Spirit
Armor: 0 Passive Armor: 2 Armor Reduction: 0
Health: 2 Vitality: 0
Movement: 0, fly 6 (hover)
STR END DEX AGL INT CUN ACU WIL
-1 0 0 1 1 0 1 1
Damage Resistances: acid, cold, fire, lightning, bludgeoning, piercing, and slashing
Damage Immunities: necrotic, poison, disease
Condition Immunities: charm, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Ethereal Sight. The spirit can see 60 feet into the Material Plane.
Incorporeal. The spirit exists only on the Ethereal Plane and is intangible to creatures on the Material Plane. It can only be affected by other creatures on the Ethereal Plane or by effects that specifically target ethereal creatures.
Decay. 4 Action Points: The spirit causes any non-living organic material within a small 2 ft. radius sphere to begin to rapidly decay. The spirit can also reduce the effects of decay on food and rations, or on a corpse.
Path of Entropy. While connected to this spirit, when you touch an object, you are able to see the history of the object from its creation to its current form. You have advantage on Intelligence rolls made to know the history of the area you are in and an advantage on rolls to know the value of an object.
Summon creatures
Small Construct
Armor: (INT) Passive Defense: 13
Health: 15 Vitality: (INT)
Movement: 5
STR END DEX AGL INT CUN ACU WIL
-5 -3 -1 2 -4 -4 1 -4
Damage Resistances: poisoned
Status Immunities: charm, exhaustion, poisoned
Ethereal Sight. The spirit can see 60 feet into the Material Plane.
Incorporeal. The spirit exists only on the Ethereal Plane and is intangible to creatures on the Material Plane. It can only be affected by other creatures on the Ethereal Plane or by effects that specifically target ethereal creatures.
Actions
(Hit). Melee Weapon Attack: 3 Action Points, (your Spell modifier) to hit, reach 1, one target. Hit: xdx + your (INT) (type) damage.
Reaction
Defend. 2 Action Points, (your Spell modifier) Block attempt
Small Construct
Armor: (INT) Passive Defense: 13
Health: 15 Vitality: (INT)
Movement: 5
STR END DEX AGL INT CUN ACU WIL
-5 -3 -1 2 -4 -4 1 -4
Damage Resistances: poisoned
Status Immunities: charm, exhaustion, poisoned
Ethereal Sight. The spirit can see 60 feet into the Material Plane.
Incorporeal. The spirit exists only on the Ethereal Plane and is intangible to creatures on the Material Plane. It can only be affected by other creatures on the Ethereal Plane or by effects that specifically target ethereal creatures.
Actions
(Hit). Melee Weapon Attack: 3 Action Points, (your Spell modifier) to hit, reach 1, one target. Hit: xdx + your (INT) (type) damage.
Reaction
Defend. 2 Action Points, (your Spell modifier) Block attempt