Base Class: Wizard
Enkindling Wizards specialize in conjuring life into objects and evoking strong magic to complete their goals.
Invoke Elements
Beginning at 2nd level, you can summon a minor elemental creature that can act as your familiar. You select one of the following element types that you summon: Fire, Cold, or Lightning. It lasts for one minute, until it dies, or until you dispel it as a bonus action. You can summon this creature a number of times equal to your proficiency bonus per long rest.
The elemental you summon cannot take the attack action, and will dodge if not given on order as a bonus action on your turn. The creature is tiny, can occupy the space of a medium or larger creature, and has a movement speed of 20 feet. As a bonus action you can command your summons to do one of the following:
- Help. Your elemental gives the help action to one of your allies within 5 feet of it.
- Expel. The elemental expels a small cloud of energy in the space around it. Any creature within 5 feet of it must make a Dexterity save against your spell save DC, suffering 1d6 of the elemental type on a failure.
- Defend. The elemental defends one of your allies, potentially sacrificing itself in the process. If the creature it's protecting is hit with an attack, you make a dexterity saving throw (DC 10 + half the attack's damage rounded down) to block the hit. If you successfully block the attack, all the damage goes to the elemental for that attack instead of the intended recipient.
The Elemental has an armor class of 10 + your Intelligence modifier, and hit points equal to twice your maximum spell level + your proficiency modifier. For example, if you're a 5th level wizard and have an intelligence of 15, the elemental has an armor class of 12 and 9 hit points.
Conjurer's Tongue
At 2nd level you learn two additional languages from the following list: Abyssal, Celestial, Draconic, Infernal, Primordial, or Sylvan.
Potent Cantrip
Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip.
Greater Invocation
Your elemental's damage die is now 2d6 instead of one. Additionally, while your elemental is summoned, you gain resistance to the same element as summoned. You elemental can now also take new forms: Radiant, Acid, or Necrotic.
Grand Evocation
Beginning at 14th level, when you cast an Evocation or Conjuration spell you can add an additional 2d8 to either the spell's damage or a summoned Creature's hit points. This ability can apply to your familiar or summoned elemental. Once you use this ability you cannot do so again until you finish a long rest. Additionally, your elemental lasts for 1 hour, and gains resistance to all nonmagical bludgeoning, piercing and slashing damage.
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