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

Hit Die d8
Primary Ability Wisdom
Saving Throws Wisdom, Charisma

Proficiencies

Armor Light armor
Weapons Simple weapons, Staves
Skills Choose two from Insight, Medicine, Religion, Persuasion, Nature, and Perception

Starting Equipment

• A staff or a simple weapon
• Light armor (robes, leather) and a holy token or focus related to the aeonic tradition
• Explorer's pack or a priest's pack

Class Resources

Aeon Points 1 (Starts at 1 + Wisdom modifier, regains on long rest; some subclass features or magic items can increase max. (Players should track current Aeon Points separately; many abilities cost 1–3 points.))

Class Abilities

Martial Abilities

Resource Aeon Points
Call Aeon
Action Maintenance: 1 Aeon Point per round Level 1

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.

Prerequisites:

Aeon Bond

Summon Effect
Duration: Until dismissed or reduced to 0 HP (requires maintenance each round)
Recall Aeon
Bonus Action Level 1

Bonus Action: Dismiss your active aeon. If you dismiss it normally it returns to its realm unharmed (though any Overdrive state ends).

Prerequisites:

Call Aeon

Utility Effect
Duration: Instant
Liturgy — Blessing of the Summon
Action Optional: 1 Aeon Point to increase bonus by +1d4 Level 2

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).

Prerequisites:

Call Aeon

Buff Effect
Duration: 1 minute
Hymn — Soothing Chord
Action Aeon Points Level 2

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.

Prerequisites:

Hymn of Calling

Healing Effect
Duration: Instant
Aeon Empowerment
Bonus Action 1–3 Aeon Points Level 6

Bonus Action: Spend Aeon Points to empower your aeon or allies (see feature).

Prerequisites:

Hymn of Calling

Buff Effect
Duration: Until start of your next turn (unless otherwise noted)
Send (Tactical Reposition)
Action 1 Aeon Point to bypass saves or increase range Level 3

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).

Prerequisites:

Call Aeon

Control Effect
Saving Throw: Dexterity
Conditions: prone
Duration: Instant
Aeon Sacrifice (Combat Use)
Action Level 14

Action: Sacrifice the aeon (see Aeon Sacrifice feature) to produce a major effect in combat (burst heal, mass condition removal, or temporary mass advantage).

Prerequisites:

Aeon Bond, Aeon Sacrifice

Mass-Healing Or Mass-Debuff Removal Or Buff Effect
Duration: Instant or 1 round depending on choice
Overdrive Trigger
Reaction 3 Aeon Points Level 10

Reaction (special): When your aeon reaches 0 HP you may trigger Aeonic Overdrive (see feature).

Prerequisites:

Aeonic Overdrive

Revive/Boost Effect
Duration: Immediate
Merge (Short Fusion)
Action 1–3 Aeon Points depending on power Level 11

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).

Prerequisites:

Call Aeon

Transformation Effect
Duration: 1 minute
Ward of the Summoner (Aura)
Action 2 Aeon Points Level 8

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).

Prerequisites:

Aeon Bond

Aura Effect
Duration: 1 minute

Transformations

Avatar Merge (Short)
1 minute 1–3 Aeon Points Level 11

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.

Changes:

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

Special Actions:

Use the aeon’s signature attack once per turn

Limitations:

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
1 minute Long rest (one use) Level 20

The 20th-level capstone allows full merge into an avatar form representing the bond — see Final Summon feature.

Changes:

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

Special Actions:

Use all aeon signature effects while merged

Limitations:

After merging you are stunned until end of next turn, One use per long rest

Auras

Summoner's Presence
Within 30 feet of active aeon Level 1

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.

Effect:

Soft control of social checks and battlefield threat management

Ward of the Summoner
10-foot radius 2 Aeon Points Level 8

Create a protective aura centered on you or your aeon that grants saving throw bonuses and resistances (see Martial Abilities).

Effect:

Allies gain +1 to saves and resistance to chosen damage

Activation:

Action to create

Companions

Valefor
Sky Aeon
Level 1

A swift sky aeon. Valefor specializes in ranged wind attacks and area control.

Statistics:
HP 6 + 2 per summoner level
AC 15
STR 12
DEX 18
CON 12
INT 6
WIS 14
CHA 10
Speed:
Walk 30 ft.
Fly 60 ft.
Skills:

Perception + proficiency

Senses:

Passive Perception 12

Features:

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.

Commands:

Attack (melee/ranged target), Guard (protect target, interpose), Watch (hold position, use reaction to attack intruders)

Scaling:

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
Fire Aeon
Level 1

A blazing aeon of molten fury. Ifrit excels at single-target damage and zone fire attacks.

Statistics:
HP 8 + 3 per summoner level
AC 16
STR 16
DEX 12
CON 16
INT 8
WIS 12
CHA 10
Speed:
Walk 30 ft.
Senses:

Darkvision 60 ft.

Features:

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.

Commands:

Attack, Breath (area fire), Overwatch (deal reaction fire when enemy enters area)

Scaling:

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
Ice Aeon
Level 1

An elegant ice aeon built for control and chilling defenses.

Statistics:
HP 7 + 2 per summoner level
AC 16
STR 10
DEX 14
CON 14
INT 12
WIS 14
CHA 12
Speed:
Walk 30 ft.
Senses:

Passive Perception 13

Features:

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.

Commands:

Attack, Freeze zone, Protect (create icy barrier for ally)

Scaling:

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
Lightning Aeon
Level 1

A storm aeon, fast and deadly — controls lightning and swift charges.

Statistics:
HP 6 + 2 per summoner level
AC 15
STR 14
DEX 16
CON 12
INT 10
WIS 13
CHA 9
Speed:
Walk 40 ft.
Features:

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.

Commands:

Charge (rush and strike), Chain (target multiple foes), Shock (electrify area)

Scaling:

Level 5: Chains to two extra targets

Level 11: Thunderclap stun DC increases

Level 17: Storm Breaker deals additional secondary damage

Bahamut
Draconic Aeon
Level 11

A noble draconic aeon of overwhelming might. Bahamut is high-level and requires a mature bond; he is a late-tier summon.

Statistics:
HP 12 + 4 per summoner level
AC 19
STR 20
DEX 12
CON 18
INT 14
WIS 16
CHA 18
Speed:
Walk 40 ft.
Fly 80 ft.
Senses:

Darkvision 60 ft., Truesight (limited while Overdrive)

Features:

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).

Commands:

Smash (focus single target), Roar (area control), Protect (interpose for allies)

Scaling:

Level 11: Dragon Roar damage increases and radius expands

Level 16: Bahamut’s AC and HP scaling improve

Anima
Tortured Aeon
Level 10

A tormented, powerful aeon bound by sorrow. Anima is dangerous and strong, dealing heavy damage with area and debuff effects.

Statistics:
HP 10 + 3 per summoner level
AC 17
STR 18
DEX 12
CON 16
INT 12
WIS 14
CHA 12
Speed:
Walk 30 ft.
Fly 40 ft.
Features:

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.

Commands:

Unleash (area damage), Bind (control), Sorrow (debuff)

Scaling:

Level 11: Painflare increases to 6d6

Level 17: Overdrive gains added debuff effects

Yojimbo
Mercenary Aeon
Level 9

A mercenary aeon: unpredictable, honor-bound, and skilled with blade and unique tactics. Often requires negotiation (roleplay) to unlock his best effects.

Statistics:
HP 8 + 3 per summoner level
AC 17
STR 16
DEX 16
CON 14
INT 12
WIS 12
CHA 14
Speed:
Walk 30 ft.
Features:

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.

Commands:

Attack, Negotiate (roleplay ability to bargain), Guard

Scaling:

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)

You form a mystical bond with the aeonic realm. You can summon a single aeon as a semi-autonomous companion using the Call Aeon action (see Martial Abilities). You maintain a linked pool of Aeon Points equal to 1 + your Wisdom modifier (minimum 1). These refresh on a long rest. While an aeon is present, you and that aeon share certain benefits: when either you or your aeon would gain temporary hit points, you may split them between you and the aeon as you choose. You can have only one aeon active at a time.

Hymn of Calling (Level 2)

You learn special invocations (non-spell effects) keyed to your aeon bond. As an action, you may expend Aeon Points to produce potent supportive effects: spend 1 point to grant an ally within 30 feet a small heal (1d6 + Wisdom modifier) and advantage on their next saving throw; spend 2 points to grant temporary hit points equal to twice your level to up to two allies; spend 3 points to remove one condition (charmed, frightened, poisoned, blinded, or stunned) from a target you touch. You can’t use the same invocation more than once between short rests unless otherwise noted.

Resource Cost: Uses Aeon Points

Prerequisite: Aeon Bond

Summoner's Vigil (Choose Your Calling) (Level 3)

At 3rd level you choose a Calling — a philosophy and style that shapes how you call and command aeons. Each Calling grants features at 3rd, 7th, 11th, and 15th level. (See Subclasses for details.)

Prerequisite: Level 3

Sustain the Summon (Level 4)

Maintaining a summoned aeon costs Aeon Points each round. When you first call an aeon you pay 0 points; at the end of your turn you must expend 1 Aeon Point to keep the aeon active this round. If you cannot or choose not to pay, the aeon fades at the end of your turn. While an aeon is active, you cannot have concentration on spells (if you cast as a multiclass or via magical items) unless you spend an additional Aeon Point that round to anchor both effects.

Prerequisite: Aeon Bond

Aeon Empowerment (Level 6)

You can expend Aeon Points to empower either your aeon or allies while the aeon is active. As a bonus action, spend 1 point to give your active aeon +1 to attack rolls and damage until the start of your next turn; spend 2 Aeon Points to grant allies within 10 feet of the aeon a +1 bonus to AC until the start of your next turn; spend 3 Aeon Points to add your Wisdom modifier to one damage roll the aeon makes (minimum +1).

Resource Cost: Aeon Points

Prerequisite: Aeon Bond

Aeonic Overdrive (Level 10)

Once per long rest, when your aeon drops to 0 hit points you may immediately expend 3 Aeon Points to trigger Overdrive: the aeon regains hit points equal to its hit dice (minimum 1 hit die) + your level and acts immediately. When you trigger Overdrive, the aeon gains one of its Overdrive effects (unique to each aeon; see Companion entries).

Resource Cost: 3 Aeon Points

Prerequisite: Aeon Bond

Aeon Sacrifice (Level 14)

Starting at 14th level, you can sacrifice your aeon to produce a powerful one-time effect. As an action while an aeon is present, you may choose to expend the aeon’s remaining hit points to either: (a) restore hit points to creatures of your choice equal to the aeon’s remaining HP + your Wisdom modifier, divided among them as you choose; (b) remove up to two conditions from each creature you touch; or (c) grant allies advantage on all saving throws until the end of your next turn. Once you use this feature, you cannot call that specific aeon again until you complete a Long Rest and perform a short ritual (10 minutes) requiring focus and prayer.

Prerequisite: Aeon Bond

Final Summon — Avatar of the Bond (Level 20)

At 20th level you gain the ability to temporarily become one with your aeon. As an action, you may merge with your active aeon and transform into an avatar form for up to 1 minute (you and your aeon share HP; you gain the aeon’s attacks as your own). While merged you cannot use Aeon Points. After the effect ends, you are stunned until the end of your next turn. Once you use this feature, you cannot use it again until you finish a long rest.

Resource Cost: One use per long rest

Prerequisite: Aeon Bond, Level 20

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