Base Class: Wizard
Arcanists work hard to explore the secrets of magic, only through deep understanding of formulas and geometrical figures can they produce magical effects. Their tomes and grimoires are filled with fascinating formulas and diagrams, which when fed magical energy from the arcanist's body burst forth into powerful spells. Ever thirsty for greater knowledge, an Arcanist seeks knowledge and then puts it to the test.
Tactics
Beginning at the 1st level, you have developed a head for tactics during battle. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest. You learn your first tactic at 1st level from the following list. You learn additional tactics at the 2nd, 6th, 10th and 14th level. Some tactics may require you be at least a certain level or have taken a specific specialization.
Advantageous
When rolling initiative, you may expend one use of tactics to increase an ally or your own initiative roll by your proficiency bonus. You may only do so once per initiative roll.
Aetherial Barrier
When a creature you can see attacks a target other than you that is within 15ft. of you or your aetherial ally, you can use your reaction to impose disadvantage on the attack roll.
Castle
As a bonus action, your aetherial ally and a willing creature within 30ft. of it instantaneously switch positions. This does not provoke attacks of opportunity.
Devotion
When a creature within 10ft. of your aetherial ally attacks another creature with a melee attack successfully, as a reaction you may add your Intelligence modifier and proficiency bonus to the damage roll.
Elemental Attunement
As an action, you may grant resistance to fire, cold, lightning, poison or sonic damage to yourself or a creature within 5ft. of you for a number of rounds equal to your Intelligence modifier.
Logistics Preparation
As a bonus action, all allied creatures within 20ft. of you or your aetherial ally gain 10ft. of movement until the start of your next turn.
Plan of Attack
As a reaction, you may add your proficiency bonus to the attack roll of an allied creature within 10ft. of you.
Quick Summoning
As an action, you may summon an aetherial ally as though you just completed a long rest. You may do so once, use of this tactic recovers after a long rest.
Rouse
When your aetherial ally takes its action within 30ft. of you, as part of their action you may empower it further. For a number of rounds equal to your Intelligence modifier, add your Intelligence modifier to the damage rolls and healing effects of your aetherial ally.
Spreading Strike
When your aetherial ally takes the attack action, as part of their action you may empower them. They may make a second attack on a creature 5ft. from the first target.
Spur
When your Egi takes an action, as part of their action you may empower them. They gain advantage on their attack roll. The additional damage from your proficiency bonus is doubled for this attack.
Switching Step
As a bonus action, you may switch places with your aetherial ally instantly if they are within 60ft. of you. This does not provoke attacks of opportunity.
Tri-bind
As an action all creatures within 10ft. of your aetherial ally must make a Dexterity saving throw against your Spell Save DC or become restrained for 1 minute. As an action on their turn an affected creature may make a Strength saving throw to end the effect.
Aetherial Ally
The summoner's Egis are elementals created in the image of far more powerful beings. Their bodies are formed of aether and reflect the summoner's mental image of these more powerful beings.
Ifrit-Egis are bathed fire, their bodies sporting large horns and claws. Some depictions swing between demonic, lizard like or beastial in nature.
Titan-Egis are bulky in nature, their bodies formed of stone with gemstones inlaid in its body that glow softly. Their upper body tends to sport broad shoulders, thick arms, and jagged hair tied back. Some depictions of Titan-Egis show them in a more humanoid form.
Garuda-Egis are sleek in their build with large wings and are bathed in aetherial winds that course around their body. Their bodies are usually tinged in green hues. Some other depictions of Garuda often appear as a winged woman with a wicked grin.
In combat, your aetherial ally acts during your turn. It can move and use its reaction on its own, but the only action it takes 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. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge.
If your aetherial ally is reduced to 0 hit points, its body dissipates into a fog of magical energy which remains intact for one minute. You can use your action to touch it and expend a spell slot of 1st level or higher. Aetherial ally's body returns to life after 1 minute with all its hit points restored.
You summon your aetherial ally when you complete a long rest. At this time you can summon a different aetherial ally. The new summon appears in an unoccupied space within 5 feet of you, and you choose its stat block. If you already have an aetherial ally from this feature, it vanishes when the new summon appears. The summon also vanishes if you die.
Egi's Boon
Beginning at the 2nd level, while you have your Ifrit Egi summoned you know the Firebolt Cantrip and have resistance against fire damage. While you have your Garuda Egi summoned you know the Thunderclap cantrip and have resistance against thunder damage. While you have your Titan Egi summoned you know the Magic Stone cantrip and have resistance against bludgeoning damage.
Channeled Casting
Beginning at the 6th level, when you cast a spell you may cast the spell as if you were standing where your egi is. Spells which use you as their point of origin may instead use your egi as the point of origin. These spells do not cause damage to your egi. You can use this feature three times. You regain any expended uses when you finish a long rest.
Fester
Beginning at the 10th level, when you cast a spell that deals damage and requires a target creature to make a saving throw, if it fails you may deal additional necrotic damage to the target creature equal to #d8, where # is equal to your Intelligence modifier. You can use this feature three times. You regain any expended uses when you finish a long rest.
According to Plan
Beginning at the 14th level, you recover half of your expended tactics uses when you roll for initiative.
Previous Versions
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