TEXT: WEIRDERMEISTER
  5E WIZARD SUBCLASS
  BY CLINTON ANDERSON
  
  1
  WEIRDERMEISTER
  Weirdermeister are wizards that research and experiment with
  combining different elements to form elemental weirds as
  helpers and guardians. Sometimes they develop a bond with
  one of the more intelligent specimens, known as a
  spellfilament weird.
  These tiny elemental weirds are contained in an
  obsidian orb that glows with arcane power much like a light
  bulb. They float gracefully within the air providing light for
  their wierdermeister as well as protection with their arc fire, a
  flaming lighting strike.
  WEIRDERMEISTER FEATURES
  Wizard
  Level
  Feature
  1st 
  Spellfilament Weird, Arcane Conduit
  6th 
  Dual Spell
  10th 
  Spell Recall
  14th 
  Overload
  SPELLFILAMENT WEIRD
  Starting at 2nd level, through your research, experimentation
  and magic, you create and form a bond with a chaotic
  elemental weird made of wild magics, lightning, and the
  obsidian element.
  In combat, the spellfilament weird shares your
  initiative count, but it takes its turn immediately after yours. It
  can move and use its reaction on its own, but the only action it
  takes on its turn is the Dodge action, unless you take a bonus
  action on your turn to command it to take one of the actions in
  its stat block or the Dash, Disengage, Help, Hide or Search
  action. The spellfilament weird adds your Proficiency Bonus to
  its ability checks, attack, damage and saving throw rolls.
  If the Spellfilament weird died within the last hour,
  you can use an action and a 1st level or higher spell slot to
  revive it, if you are within 5 feet of it. The spellfilament weird
  returns to life after 1 minute with all its hit points restored.
  At the end of a long rest, you can create a new
  spellfilament weird if you have a grapefruit size piece of
  obsidian and expend a 1st level or higher spell slot. If you
  already have a spellfilament weird from this feature, the first
  one immediately perishes.
  ARCANE CONDUIT
  Beginning at 2nd level, your close connection with your
  spellfilament weird allows you to grant it additional benefits.
  When you cast a 1st level or higher spell and are within 30 feet
  of your spellfilament weird, it heals 1d4 hit points and gains
  an additional +1 to attack, damage and saving throw rolls,
  until you finish a long rest.
  SPELLFILAMENT WEIRD
  Tiny elemental, chaotic neutral
  Armor Class 19
  Hit Points equal to the spellfilament weird’s Constitution modifier +
  your Intelligence modifier + five times your level in this class
  Speed 0 ft., 40 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  1 (-5) 
  28 (+9) 
  10 (+0) 
  6 (-2) 
  10 (+0)
  10 (+0)
  Damage Resistances fire, bludgeoning, piercing, and slashing from
  nonmagical attacks
  Damage Immunities lightning, poison
  Condition Immunitites exhaustion, grappled, paralyzed, poisoned,
  restrained, prone, unconscious
  Senses darkvision 60 ft., passive Perception 10
  Languages understands all but doesn’t speak
  Death Flash. When the spellfilament weird dies, it explodes in a
  flash of burning lightning. Each creature within 10 feet of the
  exploding weird must make a DC 13 Dexterity saving throw, taking 3
  (1d6) fire damage and 3 (1d6) lightning damage plus being blinded
  until the end of their next turn on a failed save, or half as much
  damage without blindness on a successful one.
  Magic Resistance. The spellfilament weird has advantage on saving
  throws against spells and other magical effects.
  Variable Illumination. The spellfilament weird can shed bright light
  in a 5 to 20 foot radius and dim light for an additional number of
  feet equal to the chosen radius or it can be completely dark. The
  spellfilament weird can turn on/off or alter the radius as a bonus
  action.
  ACTIONS (REQUIRES YOUR BONUS ACTION)
  Arc Fire. Range Spell Attack: +1 to hit, range 30 ft., one target. Hit: 4
  (1d6+1) lightning damage plus 5 (2d4) fire damage, and jumps to
  another target within 5 ft. The second creature must succeed on a
  DC 13 Dexterity save throw or take 3 (1d4+1) lightning damage and
  3 (1d6) fire damage.
  REACTION
  Pilfer Magic. When a spell is cast within 30 feet of the spellfilament
  weird, it can use a reaction to consume some of the magic used in
  the spell to heal 1d4 hit points and gain a +1 to attack, saving throws
  and damage rolls, until the end of its next turn.
  DUAL SPELL
  Beginning at 6th level, when you cast a non-concentration
  spell and are within 30 feet of your spellfilament weird, you
  can have it duplicate your spell. The duplicate spell effects do
  not change, except the point where the spell is cast from,
  which is the spellfilament weird. Any benefits or detriments
  that the original spell would have on the you, also applies to
  the duplicate spell.
  
  2
  You must expend a spell slot to fuel the duplicate
  spell, that meets or exceeds the requirement to cast the original
  spell. Cantrips use a 1st-level spell slot if duplicated.
  Lastly, your spellfilament weird must use its reaction
  to cast the spell.
  SPELL RECALL
  At 10th level, when you cast a 1st - 5th level spell and are
  within 30 feet of your spellfilament weird, your spell is copied
  and stored within it. You can store up to your Intelligence
  modifier worth of spells in this way, choosing to exchange a
  copied spell with another one, once your maximum is reached.
  You can use a bonus action to recall your choice of
  one of the spells, if you are within 30 feet of your spellfilament
  weird. You must cast this spell during your turn or the spell is
  lost as the spellfilament weird’s arcane magic fades.
  Once you use this feature to recall a spell, you can’t
  use it again until you finish a long rest.
  OVERLOAD
  Starting at 14th level, as an bonus action, you can have your
  spellfilament weird charge and expel a great destructive force
  of arcane energy in the area surrounding it. Take the number
  of copied spells that your spellfilament weird has stored and
  add up their total spell level. This is the number of 1d10s that
  you roll for the fire and lightning damage (divide the damage
  in half respectively) in a 20-foot-radius.
  Once you use this feature, the copied spells are erased
  from the spellfilament weird and you can’t use it again until
  you finish a long rest.
  WEIRD
  Weirds are the products of wizards and others to combine
  opposing elemental types in hopes of creating elementals that
  are more stable than the norm and easier to control. However,
  these experiments then to lend themselves to the opposite
  outcome.
  Elemental Nature. Weird doesn’t require air, food, drink or
  sleep.
  SPELLFILAMENT WEIRD
  A spellfilament weird is a tiny orb of obsidian infused with a
  core of wild magic and lightning, which causes light to pour
  through the black glass. Spellfilament weirds pilfers magic
  from spells cast in its proximity to heal and increase their
  power. Sometimes spellfilament weirds become wild when
  their masters die do to unfortunate circumstances. Those
  unlucky enough to get caught near a spellfilament weird when
  it dies are assaulted by blinding light and an explosion of
  scorching fire and lightning.
  WILD SPELLFILAMENT WEIRD
  Tiny elemental, chaotic neutral
  Armor Class 19
  Hit Points 7 (3d4)
  Speed 0 ft., 50 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  1 (-5) 
  28 (+9) 
  10 (+0) 
  6 (-2) 
  10 (+0)
  10 (+0)
  Damage Resistances fire, bludgeoning, piercing, and slashing from
  nonmagical attacks
  Damage Immunities lightning, poison
  Condition Immunitites exhaustion, grappled, paralyzed, poisoned,
  restrained, prone, unconscious
  Senses darkvision 60 ft., passive Perception 10
  Languages understands all but doesn’t speak
  Challenge 1 (200 xp)
  Death Flash. When the spellfilament weird dies, it explodes in a
  flash of burning lightning. Each creature within 10 feet of the
  exploding weird must make a DC 13 Dexterity saving throw, taking 3
  (1d6) fire damage and 3 (1d6) lightning damage plus being blinded
  until the end of their next turn on a failed save, or half as much
  damage without blindness on a successful one.
  Magic Resistance. The spellfilament weird has advantage on saving
  throws against spells and other magical effects.
  Variable Illumination. The spellfilament weird can shed bright light
  in a 5 to 20 foot radius and dim light for an additional number of
  feet equal to the chosen radius or it can be completely dark. The
  spellfilament weird can turn on/off or alter the radius as a bonus
  action.
  ACTIONS
  Arc Fire. Range spell Attack: +1 to hit, range 30 ft., one target. Hit: 4
  (1d6+1) lightning damage plus 5 (2d4) fire damage, and jumps to
  another target within 5 ft. The second creature must succeed on a
  DC 13 Dexterity save throw or take 3 (1d4+1) lightning damage and
  3 (1d6) fire damage.
  REACTION
  Pilfer Magic. When a spell is cast within 30 feet of the spellfilament
  weird, it can use a reaction to consume some of the magic used in
  the spell to heal 1d4 hit points and gain a +1 to attack, saving throws
  and damage rolls, until the end of its next turn.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Subclasses/Wizard/Weirdermeister.pdf