Aeoncaller
Aeoncallers are spiritual intermediaries who commune with vast guardian spirits called aeons. They combine prayer, ritual song, and empathy to call towering allies into battle. An Aeoncaller excels at shaping a fight through a single, powerful ally — protecting allies, turning the tide with a perfect Overdrive, or sacrificing an aeon for a decisive effect.
Class Features
Proficiencies
Starting Equipment
Class Resources
Class Abilities
Martial Abilities
Call Aeon
Action: Call forth one aeon you know which appears in an unoccupied space within 30 feet and acts on your initiative count starting immediately. The aeon obeys basic commands you give (attack a target, protect a target, hold a position); it otherwise acts on its instincts. Calling an aeon is free the first round, but to keep it you must spend 1 Aeon Point at the end of each of your turns (see Sustain the Summon). An aeon lasts until it is reduced to 0 HP, you dismiss it using the Recall Aeon action (bonus action), or you fail to pay maintenance.
Aeon Bond
Recall Aeon
Bonus Action: Dismiss your active aeon. If you dismiss it normally it returns to its realm unharmed (though any Overdrive state ends).
Call Aeon
Liturgy — Blessing of the Summon
Action: As part of calling an aeon you can perform a short liturgy (10 seconds) to grant the aeon and up to two allies within 10 feet a +1d4 bonus to attack rolls or saving throws for 1 minute. At higher levels this bonus increases (see subclass features).
Call Aeon
Hymn — Soothing Chord
Action: You sing a brief hymn that soothes. Spend 1 Aeon Point to heal an ally for 1d8 + Wisdom mod, or spend 2 points to heal up to three creatures within 15 feet for 1d8 + Wisdom mod each.
Hymn of Calling
Aeon Empowerment
Bonus Action: Spend Aeon Points to empower your aeon or allies (see feature).
Hymn of Calling
Send (Tactical Reposition)
Action: You may order your aeon to summon a gust/warp effect and reposition to a new space within 60 feet line of sight; the aeon passes through difficult terrain but cannot pass through solid walls. Enemies in the path may get a Dexterity save to avoid being knocked prone (effect depends on aeon).
Call Aeon
Aeon Sacrifice (Combat Use)
Action: Sacrifice the aeon (see Aeon Sacrifice feature) to produce a major effect in combat (burst heal, mass condition removal, or temporary mass advantage).
Aeon Bond, Aeon Sacrifice
Overdrive Trigger
Reaction (special): When your aeon reaches 0 HP you may trigger Aeonic Overdrive (see feature).
Aeonic Overdrive
Merge (Short Fusion)
Action: For 1 minute you may fuse briefly with your aeon, gaining one of its signature attacks or a flight speed depending on the aeon; after fusing you cannot fuse again until you finish a short rest. At high levels and for certain Callings this becomes more potent (see subclass features).
Call Aeon
Ward of the Summoner (Aura)
Action: Create a 10-foot radius aura centered on either you or your active aeon for 1 minute by spending 2 Aeon Points. Allies in the aura gain +1 to saving throws and resistance to one damage type chosen when the aura is created (fire, cold, lightning, or necrotic).
Aeon Bond
Transformations
Avatar Merge (Short)
A brief fusion where you gain limited use of the aeon’s attacks and a boost to defensive stats. You become partially towering and your voice becomes otherworldly. Lasts 1 minute; once per short rest. You cannot cast spells or maintain concentration while merged unless you expend an Aeon Point to anchor concentration.
Gain one signature aeon attack as a melee/ranged attack, Gain +2 AC or resistance to one damage type, Your unarmed strikes (if any) deal 1d8 + Wisdom modifier damage of the aeon’s type
Use the aeon’s signature attack once per turn
Cannot cast spells (unless using Aeon Point) or use items requiring complex manipulation, After merging you have disadvantage on Dexterity (Stealth) checks for 1 minute
Final Merge — Avatar of the Bond
The 20th-level capstone allows full merge into an avatar form representing the bond — see Final Summon feature.
You adopt the aeon’s full stat-block attacks as yours, You share HP with the aeon (merged pool), Gain flight or a major defensive boost depending on aeon
Use all aeon signature effects while merged
After merging you are stunned until end of next turn, One use per long rest
Auras
Summoner's Presence
Passive: While an aeon is active, creatures hostile to you have disadvantage on Wisdom (Insight) checks to detect your party's intentions and advantage on attacks against the aeon if they single it out, representing the aeon's role as a focus of threat.
Soft control of social checks and battlefield threat management
Ward of the Summoner
Create a protective aura centered on you or your aeon that grants saving throw bonuses and resistances (see Martial Abilities).
Allies gain +1 to saves and resistance to chosen damage
Action to create
Companions
Valefor
Level 1A swift sky aeon. Valefor specializes in ranged wind attacks and area control.
Perception + proficiency
Passive Perception 12
Aerial Assault: Valefor makes a ranged wind attack that deals 1d8 + Wisdom modifier force damage., Dive Strike: On its turn Valefor can knock a target prone (Strength save DC = 8 + your proficiency + Wisdom modifier)., Overdrive - Wingstorm: When Overdrive triggers, Valefor creates a 20-foot cone of buffeting wind that deals 4d6 force damage (Dex save for half) and pushes non-flying creatures 20 feet.
Attack (melee/ranged target), Guard (protect target, interpose), Watch (hold position, use reaction to attack intruders)
Level 5: Damage increases by +1d4 and attack bonus equals your proficiency + Wisdom modifier
Level 11: Overdrive damage increases and cone becomes 30-foot cone
Level 17: Valefor's fly speed increases by 20 ft; Dive Strike DC increases by 2
Ifrit
Level 1A blazing aeon of molten fury. Ifrit excels at single-target damage and zone fire attacks.
Darkvision 60 ft.
Flame Lash: Ifrit makes a melee attack dealing 2d6 + Wisdom modifier fire damage., Eruption: As an action, Ifrit can detonate the ground in a 10-foot radius for 3d6 fire damage (Dex save half)., Overdrive - Inferno: When Overdrive triggers, Ifrit erupts for 6d6 fire damage to all nearby creatures and ignites flammable objects.
Attack, Breath (area fire), Overwatch (deal reaction fire when enemy enters area)
Level 5: Flame Lash becomes 3d6; Eruption increases to 4d6
Level 11: Ifrit can expand Eruption to a 15-foot radius
Level 17: Overdrive damage increases by 50%
Shiva
Level 1An elegant ice aeon built for control and chilling defenses.
Passive Perception 13
Glacial Blade: Melee attack deals 1d10 cold damage and reduces movement of hit target by 10 ft until end of next turn (Con save negates)., Frost Field: Action to create a 10-foot radius slick that forces Dexterity saves or fall prone., Overdrive - Absolute Zero: When Overdrive triggers Shiva can freeze an area; enemies failing Con save are stunned for 1 round and take 4d6 cold damage.
Attack, Freeze zone, Protect (create icy barrier for ally)
Level 5: Glacial Blade gains +1d4 cold damage and movement reduction increases
Level 11: Frost Field radius increases
Level 17: Absolute Zero adds ongoing slow effect
Ixion
Level 1A storm aeon, fast and deadly — controls lightning and swift charges.
Lightning Charge: Melee or ranged lightning damage 2d6, may chain to a second adjacent target for half damage., Thunderclap: Action to stun a single target if it fails a Con save., Overdrive - Storm Breaker: A massive bolt deals 6d6 lightning damage to a target and 3d6 to nearby creatures.
Charge (rush and strike), Chain (target multiple foes), Shock (electrify area)
Level 5: Chains to two extra targets
Level 11: Thunderclap stun DC increases
Level 17: Storm Breaker deals additional secondary damage
Bahamut
Level 11A noble draconic aeon of overwhelming might. Bahamut is high-level and requires a mature bond; he is a late-tier summon.
Darkvision 60 ft., Truesight (limited while Overdrive)
Dragon Roar: Frightening shout (Wis save) and 4d8 radiant damage to targets in a 30-foot cone (Dex save for half)., Tail Sweep: Swipe knocks enemies prone., Overdrive - Megaflare: Massive radiant burst for 10d8 radiant damage in 40-foot radius (Dex save for half).
Smash (focus single target), Roar (area control), Protect (interpose for allies)
Level 11: Dragon Roar damage increases and radius expands
Level 16: Bahamut’s AC and HP scaling improve
Anima
Level 10A tormented, powerful aeon bound by sorrow. Anima is dangerous and strong, dealing heavy damage with area and debuff effects.
Painflare: Area necrotic/psychic damage 4d6 (Wis save for half) and imposes -1d4 to attack rolls for 1 minute on failure., Bind: Once per combat Anima can attempt to root a strong target (Str save) for 1 round., Overdrive - Dark Resonance: Massive psychic burst that deals 8d8 necrotic and forces Wisdom saves or be frightened for 1 minute.
Unleash (area damage), Bind (control), Sorrow (debuff)
Level 11: Painflare increases to 6d6
Level 17: Overdrive gains added debuff effects
Yojimbo
Level 9A mercenary aeon: unpredictable, honor-bound, and skilled with blade and unique tactics. Often requires negotiation (roleplay) to unlock his best effects.
Zanmato (Rare): Yojimbo sometimes offers a unique one-shot finishing strike on a powerful foe; the precise effect depends on roleplay and bargaining. He can also perform a precise critical strike on a target (attack auto-critical on 19-20 when paid with Aeon Points and roleplay)., Blade Dance: Multiple quick attacks in one action., Overdrive - Final Bargain: A massive single-target strike that ignores resistances if Yojimbo consents.
Attack, Negotiate (roleplay ability to bargain), Guard
Level 9: Blade Dance gains an extra attack
Level 15: Zanmato-like effects become more reliable when you spend resources and succeed on a Charisma (Persuasion) check during summoning
Class Features
Aeon Bond (Level 1)
Hymn of Calling (Level 2)
Resource Cost: Uses Aeon Points
Prerequisite: Aeon Bond
Summoner's Vigil (Choose Your Calling) (Level 3)
Prerequisite: Level 3
Sustain the Summon (Level 4)
Prerequisite: Aeon Bond
Aeon Empowerment (Level 6)
Resource Cost: Aeon Points
Prerequisite: Aeon Bond
Aeonic Overdrive (Level 10)
Resource Cost: 3 Aeon Points
Prerequisite: Aeon Bond
Aeon Sacrifice (Level 14)
Prerequisite: Aeon Bond
Final Summon — Avatar of the Bond (Level 20)
Resource Cost: One use per long rest
Prerequisite: Aeon Bond, Level 20
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