Base Class: Wizard
There are many wizards who claim mastery over the weave, saying it bends to every beck and call they wish for, but these are false in comparison to the real power a veil shaper has acquired. These wizards are the ones who claim their mastery over the weave and have the ability to demonstrate it from the simplest of spells to the mightiest, but of course, that's not all. These few mages have the power to pull the raw arcane might itself into a physical form which fights alongside them in times of need.
Level 3: Arcane Guardian
At Level 3, You gain the ability to summon an Arcane Guardian, a being made of pure magic pulled from the weave itself. When you finish a long rest you can preform a ritual to summon the Arcane Guardian which requires an arcane focus to maintain it's shape and form in the material plane and must be within 120ft of said arcane focus.
In combat
The Guardian is an ally to you and your allies. In combat, it shares your initiative count. It can move and use it's reaction on it's own, but the only action it takes is the dodge action unless you use a bonus action to command it to take an action on it's stat block. If you have the incapacitated condition, the Guardian takes it's turn immediately after yours and acts independently, focusing on protecting you.
Disappearance of the Guardian
The Guardian disappears if it moves farther than 120ft from it's arcane focus, if it drops to 0 Hit Points, or if you die. As a magic action, you can temporarily dismiss the Guardian to a pocket dimension. Alternatively, you can dismiss it until it is resummoned by your ritual. As a magic action, whist it is in the pocket dimension, you can cause it to reappear in an occupied space within 30ft of you. Whenever the guardian drops to 0 Hit Points or disappears into the pocket dimension it leaves behind anything it was carrying or holding.
Arcane Bond. The Guardian adds your proficiency bonus to any ability check or saving throw it makes.
Tethered. When the Guardian is within 120ft of you, you can communicate with it telepathically. Additionally, as a bonus action, you can see through the eyes of the Guardian and hear what it hears until the start of your next turn gaining the benefits of any special senses it has. You are blind to your own senses when you do so.
Arcane Strike. Melee Weapon Attack: Bonus equal to your intelligence modifier, reach 5ft, single target, Hit: Deal 1d8+2+Intelligence modifier force damage.
Recover (3/Day). The Guardian recovers hit points equal to 2d8+intelligence modifier. Alternatively, You can expend a spell slot of 1st level plus to recover 1d8 per level of spell slot used to heal the Guardian.
Level 3: Spell Sculpting
At level 3, The nature of studying the weave has gifted you greater knowledge in casting your spells and altering them to better suit your needs.
When you cast a spell that deals Acid, Cold, Fire, Poison, Lightning, Or Thunder, damage you can substitute the spells damage type to one other type from the list (You can only change one damage type per casting of a spell. Example being a spell dealing slashing and fire damage, you can only alter the fire damage.)
Level 6: Empowered Guardian
At 6th Level, your guardian draws more power from the weave, gaining additional benefits.
Multi-attack. The Guardian makes two strikes as apart of it's attack action.
Magic Resistance. The Guardian has advantage on spell saving throws.
Improved Damage. The Guardians Arcane Strike's damage increases to 2d8
Level 10: Advanced Spell Sculpting
When you use your spell sculpting ability, you can now substitute Force, Necrotic, Radiant, or Psychic damage in addition to the damage types previously listed. Additionally, when you cast a spell with a saving throw, you can change the saving throw from one ability saving throw to another of your choice. You can only do this a number of times equal to your Proficiency Bonus + Your Intelligence Modifier.
Level 14: Enweaved Guardian
Your Guardian pulls as much energy from the weave as it can, gaining these final changes to it's abilities.
Improved Recovery. Your Guardian's Recovery ability die increases to 4d8 Naturally, In addition, when spending a spell slot above first level the die is 2d8 per level used. I.E. 1st 2d8, 2nd 4d8. 3rd 6d8 ECT.
Improved Multi-Attack. Your Arcane Guardian makes three Arcane Strikes as apart of it's attack action.
Resistance. Your Guardian gets resistance to all damage types.
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