Wizard
Base Class: Wizard

Through careful study of aetherial currents, you have learned to call forth a Carbuncle and, with greater mastery, force that aether into the shapes of ancient primal entities.
Most wizards shape magic into fleeting spells and temporary constructs. You have learned a rarer art: the binding of living aether into a persistent companion. What begins as a simple Carbuncle — a loyal, luminous familiar — becomes a vessel for greater power. Through focused will and arcane precision, you reshape that aether into the forms of the primals themselves: Ruby, Topaz, Emerald, Amethyst, and finally the radiant Cinnabar.
These are not mere summons. They are extensions of your own aetherial presence, growing in strength as your mastery deepens. In time, the bond becomes so complete that you share in their resistances, command their most destructive and restorative powers, and can even sacrifice their form in a final, brilliant rebirth.

Carbuncle Familiar

You gain a special familiar in the form of a Carbuncle. It functions like the familiar from the find familiar spell, with these key differences:

  • You can summon or dismiss it as a bonus action.
  • Unlike a normal familiar, it can attack.
  • If your Carbuncle is reduced to 0 hit points or is otherwise not present, you can re-summon it as a bonus action (expending a spell slot of 1st level or higher if it was destroyed). It appears in an unoccupied space within 30 feet of you with full hit points.

Commanding the Familiar: You can use an action or a bonus action to command your familiar to take an action (Attack, Dash, Disengage, Dodge, Help, or use one of its traits that specify an action). If you issue no command, it will follow its last command.

Carbuncle

Armor Class 13 (natural armor) + Int modifier (starting at 6th Level)

Hit Points 27 (6d4+12)

Speed 30 ft., climb 20ft.

STR
6 (-2)
DEX
15 (+2)
CON
14 (+2)
INT
10 (0)
WIS
12 (+1)
CHA
14 (+2)

Saving Throws Dex +4, Wis +3

Skills perception +3, Stealth +4

Damage Resistances Radiant

Senses darkvision 60 ft., passive Perception 13

Languages Understands the languages you speak; telepathy 100 ft. (with you only)

Challenge — Proficiency Bonus (PB)

Traits

Aetherial Link. The Carbuncle acts on your initiative. You can command it with an action or a bonus action. If you issue no command, it will continue to follow its last command until completed.

Familiar Traits. The Carbuncle can deliver touch spells for you, and you can see and hear through its senses as normal for a familiar.

Actions

Bite. Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage.

Aether Bolt. Melee or Ranged Spell Attack: your spell attack bonus to hit, reach 5 ft. or range 30 ft., one target. Hit:1d10 + 4 radiant damage.

Aether Lash. Melee Spell Attack: your spell attack bonus to hit, reach 10 ft., one target. Hit:1d6 + 4 radiant damage, and the target’s speed is reduced by 10 feet until the start of your next turn.

Reactions

Radiant Aegis (1/Short or Long Rest). When you or an ally within 30 feet of the Carbuncle takes damage, the Carbuncle can grant that creature temporary hit points equal to 2 + your Intelligence modifier.

 

Aethereal Bond

While your Carbuncle is within 100 feet of you:

  • You can cast any spell as though you were in the Carbuncle’s space. The spell originates from the Carbuncle for the purpose of range, line of effect, and cover.
  • The Carbuncle has advantage on saving throws against effects that would banish or dismiss it.

Egi Manifestation

Starting at 6th level, as a bonus action while your Carbuncle is present, you can transform it into one of three Egis for up to 10 minutes:

  • Ruby Egi
  • Topaz Egi
  • Emerald Egi

You can use this feature a number of times equal to your proficiency bonus + your Intelligence modifier, and you regain all expended uses when you finish a long rest.

While transformed, your familiar becomes significantly stronger in combat and gains a signature attack based on the chosen Egi:

  • Ruby Egi — Hellflame
  • Topaz Egi — Gaia’s Wrath
  • Emerald Egi — Aerial Blast

When the transformation ends or the Egi drops to 0 hit points, it reverts to Carbuncle form.

Additionally, starting at 6th level, your familiar adds your Intelligence modifier to its Armor Class (this applies in both Carbuncle and Egi form).

Ruby Egi

Armor Class 14 (natural armor) (+ Int modifier) 

Hit Points 58 (8d8 + 16)

Speed 40 ft.

STR
14 (+2)
DEX
16 (+3)
CON
16 (+3)
INT
10 (0)
WIS
12 (+1)
CHA
14 (+2)

Damage Resistances Fire

Senses darkvision 60 ft., passive Perception 11

Languages Understands the languages you speak; telepathy 100 ft. (with you)

Challenge — Proficiency Bonus (PB) equals your bonus

Saving Throws Str +2 plus PB, Con +3 plus PB

Actions

Multiattack. The Ruby Egi makes two attacks with its Hellfire Claw.

Hellfire Claw. Melee Spell Attack: your spell attack bonus to hit, reach 5 ft., one target.
Hit: 1d10 + 5 fire damage.

Hellflame. The Ruby Egi unleashes a 15-foot cone of hellish fire. Each creature in the area must make a Dexterity saving throw against your spell save DC.
This action consumes a spell slot of 3rd level or higher.

On a failed save, a creature takes fire damage and is engulfed in hellfire. While engulfed, the creature takes ongoing fire damage at the start of each of its turns and has disadvantage on attack rolls and ability checks. The creature (or another creature within 5 feet of it) can use an action to extinguish the flames.

When the Ruby Egi uses Hellflame, it gains temporary hit points equal to half the damage it delt.

Slot Level - Damage - Ongoing Damage - Extra Effect
3rd             - 6d6 fire   - 1d8                     - Disadvantage while burning

4th             - 7d6 fire   - 1d10                   - Disadvantage while burning

5th             - 8d6 fire   - 2d6                     - Disadvantage while burning, Cone becomes 20 ft

6th             - 9d6 fire   - 2d8                     - Disadvantage while burning, Cone becomes 20 ft

7th+           - 10d6 fire - 2d10                  - Disadvantage while burning, Cone becomes 20 ft

 

topaz egi

Armor Class 15 (natural armor) + (Int modifier)

Hit Points 60 (8d8 + 24)

Speed 30 ft.

STR
16 (+3)
DEX
12 (+1)
CON
18 (+4)
INT
10 (0)
WIS
12 (+1)
CHA
12 (+1)

Saving Throws Str +3 plus PB, Con +4 plus PB

Damage Resistance bludgeoning, piercing, and slashing from nonmagical attacks

Senses darkvision 60 ft., passive Perception 11

Languages Understands the languages you speak; telepathy 100 ft. (with you)

Challenge — Proficiency Bonus (PB) equals your bonus

Actions

Stone Fist. Melee Spell Attack: your spell attack bonus to hit, reach 5 ft., one target.
Hit: 2d8 + 5 bludgeoning damage.

Gaia’s Wrath. The Topaz Egi slams the ground in a 10-foot radius. Each creature of its choice in that area must make a Strength saving throw against your spell save DC.
This action consumes a spell slot of 3rd level or higher.

On a failed save, a creature takes bludgeoning damage and is knocked prone. On a successful save, it takes half damage and isn’t knocked prone.

When the Topaz Egi uses Gaia’s Wrath, it gains temporary hit points equal to twice the level of the spell slot expended.

Slot Level        - Damage                   - Extra Effects
3rd                    - 5d8 bludgeoning     - Prone

4th - 6d8 bludgeoning - Prone and pushed all who failed the save 10 feet

5th - 7d8 bludgeoning - Prone, pushed 10 feet, and the area becomes difficult terrain until the start of your next turn

6th - 8d8 bludgeoning - Same as 5th, radius becomes 15 feet

7th+ - 9d8 bludgeoning - Same as 6th

 

emerald egi

Armor Class 13 (natural armor) + (int modifier)

Hit Points 45 (7d8 +14)

Speed 30 ft., Fly 40 ft.

STR
12 (+1)
DEX
18 (+4)
CON
14 (+2)
INT
10 (0)
WIS
12 (+1)
CHA
14 (+2)

Saving Throws Dex +4 plus PB, Cha +2 plus PB

Damage Resistance Thunder

Senses darkvision 60 ft., passive Perception 11

Languages Understands the languages you speak; telepathy 100 ft. (with you)

Challenge — Proficiency Bonus (PB) equals your bonus

Draconic Essence. When you summon the drake, choose a damage type: acid, cold, fire, lightning, or poison. The chosen type determines the drake’s damage immunity and the damage of its Infused Strikes trait.

Actions

Multiattack. The Emerald Egi makes two attacks with its Wind Slash.

Wind Slash. Melee or Ranged Spell Attack: your spell attack bonus to hit, reach 5 ft. or range 30 ft., one target.
Hit: 1d8 + 5 thunder damage.

Aerial Blast. The Emerald Egi unleashes a blast of cutting wind at a point it can see within 30 feet. It chooses either a 20-foot line that is 5 feet wide or  a 10-foot-radius burst. Each creature in the area must make a Dexterity saving throw against your spell save DC.
This action consumes a spell slot of 3rd level or higher.

On a failed save, a creature takes thunder damage, is pushed away from the center of the effect, and has its speed reduced by 10 feet until the start of your next turn. On a successful save, it takes half damage and suffers no other effects.

Slot Level      - Damage         -Push            - Extra Effects
3rd                  - 5d8 thunder   - 10 ft            - Speed reduced by 10 ft

4th                  - 6d8 thunder   - 15 ft            - Speed reduced by 10 ft

5th                  - 7d8 thunder   - 15 ft            - Speed reduced by 10 ft, area becomes 25-ft line or 15-ft radius

6th                  - 8d8 thunder   - 20 ft            - Speed reduced by 10 ft, Area from level 5, Blinded until the end of their next turn

7th+                - 9d8 thunder   - 20 ft            - Same as 6th

 

Amethyst Egi

Beginning at 10th level, when you use your Egi Manifestation feature, you can choose to transform your Carbuncle into an Amethyst Egi.

  • Amethyst Egi is Large.
  • It uses the Amethyst Egi statistics and has access to Judgment Bolt.
  • All other rules of Egi Manifestation still apply.

Additionally, while your familiar is transformed into any Egi (Ruby, Topaz, Emerald, or Amethyst), you gain the damage resistances of that Egi.

Amethyst Egi

Armor Class 15 (natural armor) + Int modifier

Hit Points 85 (10d10 + 30)

Speed 40 ft.

STR
16 (+3)
DEX
16 (+3)
CON
18 (+4)
INT
12 (+1)
WIS
14 (+2)
CHA
16 (+3)

Saving Throws Dex +3 plus PB, Con +4 plus PB

Damage Resistance Lightning, Thunder

Senses darkvision 60 ft., passive Perception 12

Languages Understands the languages you speak; telepathy 100 ft. (with you)

Challenge — Proficiency Bonus (PB) equals your bonus

Actions

Bite. Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage.

Multiattack. The Amethyst Egi makes two attacks with Levin Arrows.

Levin Arrows. Ranged Spell Attack: your spell attack bonus to hit, range 60 ft., one target.
Hit: 2d8 + 5 lightning damage.

Judgment Bolt. The Amethyst Egi calls down a bolt of judgment at a point it can see within 60 feet. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on that point must make a Dexterity saving throw against your spell save DC.
This action consumes a spell slot of 3rd level or higher.

On a failed save, a creature takes lightning damage and suffers the extra effect listed below. On a successful save, it takes half damage and no extra effect.

Slot Level   - Damage           - Extra Effect

3rd               - 6d8 lightning   - 

4th               - 7d8 lightning   - Speed reduced by 15 ft until the start of your next turn

5th               - 8d8 lightning   - Speed reduced by 15 ft and disadvantage on the next attack roll or saving throw

6th               - 9d8 lightning   - Stunned until the end of their next turn

7th+             - 10d8 lightning - Stunned until the end of their next turn

Cinnabar Egi

When you use your Egi Manifestation feature, you can choose to transform your Carbuncle into a Cinnabar Egi.

Cinnabar Egi is Large.
It is the most powerful Egi form, with superior durability, flight, a strong healing aura, and access to two signature attacks plus a final sacrificial ability.
All other rules of Egi Manifestation still apply (duration, commanding, number of uses, etc.)

Cinnabar egi

Armor Class 16 (natural armor) + Intelligence modifier

Hit Points 110 (13d10+39)

Speed 40 ft., fly 40 ft.

STR
16 (+3)
DEX
18 (+4)
CON
18 (+4)
INT
12 (+1)
WIS
14 (+2)
CHA
18 (+4)

Saving Throws Dex +4 plus PB, Wis +2 plus PB, Cha +4 plus PB

Damage Resistance Fire, radiant

Senses darkvision 60 ft., passive Perception 12

Languages Understands the languages you speak; telepathy 100 ft. (with you) 

Challenge — Proficiency Bonus (PB) equals your bonus

Everlasting Flight.
At the start of each of your turns while Cinnabar Egi is within 30 feet of you, you and every ally within 15 feet of the Egi regain hit points equal to 8 + your proficiency bonus + your Intelligence modifier.

Actions

Bite. Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage.

Multiattack. The Cinnabar Egi makes two attacks with its Flame Talon.

Flame Talon. Melee or Ranged Spell Attack: your spell attack bonus to hit, reach 10 ft. or range 30 ft., one target. Hit: 16 (2d10 + 5) fire damage.

Signature Attack. The Cinnabar Egi chooses one of the following. Each costs a spell slot of 3rd level or higher.

Flames of Rebirth
20-foot radius centered on itself. Dexterity saving throw. Creatures of your choice in the area take fire damage (half on a successful save). You and every ally in the area regain hit points.

Slot Level   - Fire Damage   - Healing
3rd               - 5d8                    - 2d8 + Int mod

4th               - 6d8                    - 3d8 + Int mod

5th               - 7d8                    - 4d8 + Int mod, and temp hit points equal to Int mod

6th               - 8d8                    - 5d8 + Int mod, and temp hit points equal to Int mod

7th+             - 9d8                    - 6d8 + Int mod + temp HP

Scarlet Cyclone
20-foot radius centered on itself. Dexterity saving throw. On a failed save, a creature takes fire damage and is marked by scarlet flames. Attack rolls against it have advantage until the start of your next turn, and it takes ongoing fire damage at the start of it's turn. A creature can use an action to extinguish the flames (ending both effects).

Slot Level         - Damage        - Ongoing Damage

3rd                     - 8d8 fire         - 1d8

4th                     - 9d8 fire         - 1d10

5th                     - 10d8 fire       - 2d6

6th                     - 11d8 fire       - 2d8

7th+                   - 12d8 fire       - 2d10

Final Rebirth (1/Transformation)
As an action, the Cinnabar Egi overcharges and explodes. Each creature of your choice within 30 feet must make a Dexterity saving throw against your spell save DC, taking 6d10 fire + 6d10 radiant damage on a failed save, or half as much on a successful one. You and every ally within 30 feet regain hit points equal to half the total damage dealt. The Cinnabar Egi is then destroyed and must be re-summoned normally.

 

Summoner Image

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