Magician A woman in the middle of a bar of thugs emits an aura of calmness like an still ocean as the men who were about to attack her suddenly forgive her for trying to pickpocket them earlier, much to the surprise of the regulars who know the men well. A half-elf grows tired of toying with the thugs that tried to jump him in the alley. Rather than killing them, he disappears, enveloped in the Shade that accompanies him. The thugs do not discern the hole in their vision as the half-elf walks away. A dwarf loses his temper after losing a game of wits against a Sphinx. Rather than allow the Sphinx to win, his Flame flares and charges at the Sphinx. The flames engulf the Sphinx before he can even begin swiping at the dwarf. A halfling stabs the goblin invading his home as his elemental partner fires off a minor spell defeating the goblin long before it ever even knew what hit him. Companionship and Life Bonds Magicians gain their power from their bonded elemental, in some ways very similar to a smaller version of a Warlock’s patron. The elementals trade their great individual power for a life with a partner. The result is a less powerful elemental, but a more powerful duo. Magicians are almost always introduced to their bond mate at a very young age and are usually bonded by 5-6 years old. A Magician’s lifespan is linked to the natural lifespan of their elemental, usually increasing it by several hundred years. However, if the Magician or his elemental were to die, the other would as well. The personality of the two is not necessary linked, but years of being together makes the pair very similar. A Life of Training A Magician usually spends their early years training with others of people with similar elementals. This makes them great candidates for an adventurer’s life. Some Magicians stay and train the new initiates while others go on quests for the orders. More still go out on their own to pursue their own goals. The Magician Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th 1st +2 Bond Magic, Bond Feature 1 — — — — 2nd +2 Elemental Armor (d6) 2 — — — — 3rd +2 Telepathic Bond 3 — — — — 4th +2 Ability Score Improvement 3 — — — — 5th +3 Extra Attack, Elemental Armor (d8) 4 2 — — — 6th +3 Bond Feature, Elemental Banishment 4 2 — — — 7th +3 Elemental Restoration 4 3 — — — 8th +3 Ability Score Improvement 4 3 — — — 9th +4 ─ 4 3 2 — — 10th +4 Bond Feature 4 3 2 — — 11th +4 Elemental Armor (d10) 4 3 3 — — 12th +4 Ability Score Improvement 4 3 3 — — 13th +5 ─ 4 3 3 1 — 14th +5 Bond Feature 4 3 3 1 — 15th +5 Elemental Armor (d12) 4 3 3 2 — 16th +5 Ability Score Improvement 4 3 3 2 — 17th +6 ─ 4 3 3 3 1 18th +6 Bond Healing Improvement 4 3 3 3 1 19th +6 Ability Score Improvement 4 3 3 3 2 20th +6 Elemental Damage 4 3 3 3 2 1

Class Features HIT POINTS Hit Dice: 1d6 per magician level Hit Points at 1st Level: 6 + your Constitution modifier Hit Points at Higher Levels: 1d6(or 4) + your Constitution modifier per magician level after 1st. PROFICIENCIES Armor: Light armor Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords Simple weapons, hand crossbows, longswords, rapiers, shortswords Tools: None None Saving Throws: Dexterity, Charisma Dexterity, Charisma Skills: Choose four from Acrobatics, Arcana, Deception, Nature, Perception, Persuasion, and Stealth EQUIPMENT You start with the following equipment, in addition to the equipment granted by your background: (a) rapier or (b) a quarterstaff

(a) a scholar’s pack or (b) an explorer’s pack

Padded armor Bond Mate At 1st level, you have bonded with an Elemental of your choice: A Shade, Fire Elemental, or Water Elemental, each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level. Bond Magic Your bond mate has granted you the ability to cast Arcane spells through them as the Arcane Focus. Spell Slots The Magician table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. Spells Known of 1st Level and Higher You know a number of spells equal to your Charisma modifier + half your Magician level (rounded down, minimum of 1) Each of these Spells must be of a level for which you have spell slots. Additionally, when you gain a level in this class, you can choose one of the Magician spells you know and replace it with another spell from the Magician spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Charisma is your spellcasting ability for your Magician spells, since the power of your magic relies on your friendship with your bondmate. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Magician spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier Magicians use the first 5 levels of the Sorcerer spell list. Spellcasting Focus Your bondmate acts as an Arcane Focus for your Magician spells. In addition, if you know Arcane spells through any other method, your bondmate can also act as the Arcane Focus for them. Elemental Armor At 2nd level, your elemental has learned to stretch itself over you as a second skin as a reaction giving you +5 to AC and resistance to damage that matches the type of your elemental(Shades give cold resistance). The effect lasts until the start of your next turn, including the triggering attack. Your elemental stores the energy from the triggering attack and unleashes it through your next attack dealing an extra 1d6 of damage of its elemental type. The extra damage increases to 1d8 at 5th level, 1d10 at 11th level, and 1d12 at 15th level. You can use this feature a number of times equal to your Charisma modifier per long rest. Telepathic Bond At 3rd level, you and your partner gain the ability to communicate telepathically with one another. Additionally, you have advantage on saves against mind reading or forced telepathic communication. Ability Score Increase When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Elemental Banishment At 6th level, your elemental can envelop 1 enemy that is Medium or smaller, grappling them. A successful grapple banishes the target to the origin plane of your elemental as in the Banishment spell. Doing so takes an action. You may use this feature once per long rest. Elemental Restoration At 7th level, your partner can wrap itself around your wounds as an action, healing you for a number of points equal to your Magician level + your charisma modifier. At 18th level, this increases to your Magician level + your charisma modifier * 3. You can heal in this way once per short rest. 2

Elemental Damage At 20th level, your elemental has gained enough power to enchant your weapon, making the weapon a +4 weapon that does damage that matches your elemental’s type, while still feeding enough power to feed your abilities. Your weapon counts as magical for the purposes of resistances and vulnerabilities and this effect stacks on top of any enchantments your weapon may already have. (If your weapon is +1,2, or 3, the +4 replaces it.) Magician Elemental Bonds The elementals that choose to bond to a being of the Material Plane are almost always misfits in their own world. They are usually much smarter and almost always good or evil, unlike the standard elementals that are usually neutral. An elemental will try to bond to someone with a similar alignment, although mismatches aren’t impossible. The person they choose to bond with is always their number one priority. The elemental always chooses who they bond to, but never the other way around. It’s not impossible for someone to choose an elemental that ends up bonding to them, but never be fooled into thinking they made the decision. Your elemental takes its turns on your initiative. Aside from any abilities listed, it cannot take an action and the actions listed use your action. It can move up to 50 ft by hovering. You can use your elemental to flank enemies. Your Elemental is Tiny. It has the same AC as you and attacks that hit it deal damage to you. If at any point you die, your elemental joins you in the afterlife and may be revived in the same action that could revive you. Your Elemental has its own personality and can speak in Common and one other language. Flame Bond Your bonded elemental is from the Plane of Fire. It is a small Fire elemental that most commonly takes on a humanoid shape, but can be found in nearly any form. Beings from the Plane of Fire are usually passionate about the things they care about, quite accepting of change, short tempered and don’t always think things through as carefully as they should. Fire Bolt At 1st level, your Fire Elemental can cast the Fire Bolt cantrip. Doing so uses up your bonus action. Fiery Anger At 6th level, your elemental’s fiery personality begins to affect you. When you take damage, you may use your reaction to make an opportunity attack with advantage. If this attack hits, you deal 1d8 extra Fire damage. You can use this feature once per short or long rest. Roaring Flames At 10th level, you may feed your energy to your Fire Elemental as an action. Doing so causes him to cast bright light for 60 ft and gives all beings who can see the light truesight for 60 ft from your Elemental. This also causes all creatures who begin or end their turn or pass through 5 ft from your elemental to make a Dex save vs your Spell Save DC or take 8d6 damage on a failed save or half as much on a success. The effect lasts for 10 minutes. You can do this once per long rest. Dancing Flames At 14th level, your Elemental gains the ability to engulf all creatures in a 30 ft cone in front of you as an action. All creatures in the cone must make a Dex save or take 10d10 damage and be restrained. On a successful save, they take half damage and are not restrained. Any creature restrained in this way takes 1d6 damage on the end of their turn and must make a Str save or remain restrained. On a success, the creature is free of the restraint and its turn ends. The saves are your Spell Save DC. You can use this feature once per long rest. Water Bond Your bonded Elemental is from the Plane of Water. It is a small Water Elemental that most commonly takes on a humanoid shape, but can be found in nearly any form. Elementals from the Plane of Water are usually calm, but are quick to excite given the correct circumstances. They are always very patient and thoughtful, especially when dealing with friends. Ray of Frost At 1st level, your Water Elemental can cast the Ray of Frost cantrip. Doing so uses up your bonus action. Watery Emotion At 6th level, your Water Elemental’s calming effect extends around you. Once per rest, you can cause all hostile creatures within a 15ft radius of you to make a Wisdom saving throw or be Charmed by you for 10 minutes. Healing Waters At 10th level, as an action, your Water Elemental can cause a rain that heals all friendly creatures and harms all hostile creatures for 2d8 + your Charisma modifier. You can use this feature a number of times equal to your Charisma modifier (minimum of 1). One with Water At 14th level, you gain the ability to walk on water. In addition, you can breathe underwater. Once per long rest you can extend one of these effects to up to 4 other beings for 20 minutes. 3