Base Class: Wizard
A summoner has directed their studies towards harnessing the powers of elementals from another plane, summoning fragments of their strength as Egis to serve them.
Egi's Boon
Beginning at 2nd level you learn to summon an aetherial creature to assist you in battle. The creature is friendly to you and your companions and obeys your commands. Select the relevant stat block when summoning your aetherial ally. These summons use your proficiency bonus (PB) in several places.
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.
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. The aetherial ally's body returns to life after 1 minute with all its hit points restored.
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.
Ifrit-Egi
Small Elemental
Armor Class 12 + PB (natural armor)
Hit Points 5 + five times your wizard level (the egi has a number of Hit Dice [d8s] equal to your wizard level)
Speed 0 ft., fly 30 ft. (hover)
Damage Immunities Fire
Senses Passive Perception 10
Languages Understands the languages of its summoner, but cannot speak
Challenge — Proficiency Bonus (PB) equals your bonus
Actions
Burning Strike. Melee Weapon Attack: your spell attack modifier to hit, Reach 5ft., one target. Hit: 12 (1d6 + 3 + PB) slashing damage plus 1d4 fire damage.
Flame Charge (Recharge 6). The Ifrit-Egi releases a burst of flames in a 10ft. radius circle around itself. Each creature in the affected area must succeed on a Dexterity saving throw against your spell save DC. Each creature takes 8 (1d12 + PB) fire damage, or half as much damage on a success.
Enkindle
Inferno (Requires Wizard Level 14). Ifrit-Egi releases an explosive pillar of fire around itself in a 30ft. radius, severely burning all creatures in range. All affected creatures must make a Dexterity saving throw against your spell save DC. Creatures that fail the Dexterity check take 45 (7d12) fire damage, or half as much on a successful save.
Titan-Egi
Small Elemental
Armor Class 13 + PB (natural armor)
Hit Points 5 + five times your wizard level (the egi has a number of Hit Dice [d8s] equal to your wizard level)
Speed 0 ft., fly 30 ft. (hover)
Damage Immunities Bludgeoning
Senses Passive Perception 11
Languages Understands the languages of its summoner, but cannot speak
Challenge — Proficiency Bonus (PB) equals your bonus
Actions
Rock Buster. Melee Weapon Attack: your spell attack modifier to hit, Reach 5ft., one target. Hit: 7 (1d4+2+PB) bludgeoning damage.
Earthen Armor (Recharge 6). Creates a barrier or stone around Titan-Egi and either the summoner or any other ally within 30ft. of the Titan-Egi. Both targets obtain temporary Hit Points equal to Titan-Egi's Constitution modifier + PB.
Enkindle
Earthen Fury (Requires Wizard Level 14). Titan-Egi instantaneously pulverizes the land around it, turning a 30ft. radius circle of land into a swampy mire. The affected area is considered difficult terrain and all creatures other than the Summoner or Titan-Egi that start their turn in the mire receive 18 (4d8) poison damage. The area remains for a number of turns equal to your Intelligence modifier.
Garuda-Egi
Small Elemental
Armor Class 14 + PB (natural armor)
Hit Points 5 + five times your wizard level (the egi has a number of Hit Dice [d8s] equal to your wizard level)
Speed 0 ft., fly 30 ft. (hover)
Damage Immunities Thunder
Senses Passive Perception 11
Languages Understands the languages of its summoner, but cannot speak
Challenge — Proficiency Bonus (PB) equals your bonus
Actions
Shred. Melee Weapon Attack: your spell attack modifier to hit, Reach 5ft., one target. Hit: 6 (1d6 + PB) slashing damage.
Wind Blade. Ranged Magical Attack: your spell attack modifier to hit, Reach 30ft., one target. Hit: 8 (1d6 + 2 + PB) thunder damage.
Aerial Slash (Recharge 6). A target creature within 30ft. of Garuda-Egi becomes the center point of a massive burst of wind. All creatures within 10ft. must made a Dexterity saving throw against your spell save DC. On a failed save, the creatures takes 12 (2d6+2+PB) thunder damage and half as much on a successful save.
Enkindle
Aerial Blast (Requires Wizard Level 14). Garuda-Egi unleashes a thunderous burst of wind in a 20ft. radius circle within 30ft. of it. All creatures wtihin range must make a Strength save equal against your spell save DC. Each creature that fails the save is knocked back 20ft. from the central point of Aerial Blast and takes 39 (6d12) thunder damage. Creatures that succeed on the save take half as much damage and are not knocked back. Garuda-Egi is immune to this attack.
Channeled Casting
Beginning at 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.
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 the creature fails its saving throw you may deal additional necrotic damage to it equal to a number of d8s equal to your Intelligence modifier (minimum of 1). You can use this feature a number of times equal to your proficiency bonus. You regain any expended uses when you finish a long rest.
Enkindle
Beginning at the 14th level, as an action you are able to call on your egi to release the great power hidden within it, unleashing a devastating attack. You must then finish a short or long rest to use Enkindle again. The power is described in the summon's statblock.
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