TEXT: The Namer 
  Master Summoner 
  A class compatible with 
  5th edition Dungeons and Dragons 
  Created By: John Adams 
  
  The Namer 
  With a majestic angel at his side, a young dwarf 
  summons a column of celestial flame onto the van-
  guard of rushing orcs. With another word and ges-
  ture, he sends his celestial companion into the fray. 
   
  A sly elf lurks in the shadows scanning a 
  camp of bandits. When she spies their leader, she 
  whispers a name and the shadows around her come 
  alive and begin stalking their prey. 
   
  At the entrance of a cursed tower, a wiz-
  ened gnome stands amidst an arcane circle chant-
  ing in an eldritch tongue. As her ritual concludes, a 
  trio of stones morph into hulking brutish creatures 
  of primordial power and await their master’s com-
  mand. 
   
  Namers adhere to an ancient tradition 
  wherein they bind powerful entities to their whims 
  through the use of truenames. With this bond they 
  gain the service of powerful otherworldly servants 
  to aid them in battle as well as potent magical abil-
  ities. Namers are masterful conjurers and often 
  seek greater understanding of the beings that lurk 
  beyond the mortal realm. Moreover they seek mas-
  tery of these beings through the use of an ever ex-
  panding repertoire of truenames. 
  The Risks of Power 
  The naming ceremony that gives each Namer their 
  power is a very personal endeavor, and can be ex-
  ceptionally dangerous. celestials and fiends alike 
  are rarely fond of audacious mortals stealing their 
  power for their own ends. On occasion a Namer 
  performs the binding with the consent of the enti-
  ty, but these are extremely rare cases as the bound 
  creature sacrifices a significant portion of their es-
  sence. For this reason, Namers are often wary of 
  otherworldly denizens as they can never be too 
  sure when one might be an agent of their bond try-
  ing to sever the link 
  Masters of Control 
  Namers seek control over beings far beyond their 
  mortal ken. This often leads them into forgotten 
  and dangerous locales searching for scraps of 
  knowledge to aid them in advancing their under-
  standing of these extraplanar entities.  
   
  Many are the stories of Namers who bind 
  fiends to their will, siphoning their power to 
  achieve greatness and dominance. Lesser known 
  are those who seek the names of celestials or pow-
  erful elementals. The choice of bond is very person-
  al to the individual as you are binding the essence 
  of these creatures with your own and, while they 
  cannot harm you through the bond, their influence 
  can sometimes blur the distinction of exactly who 
  is the true master. 
   
  Once they complete their binding, Namers 
  are never ones to lead quiet lives. They have a 
  thirst for knowledge of extraplanar forces and phe-
  nomena that drives them to plumb forgotten 
  depths and strange horizons expanding their reper-
  toire of truenames and the knowledge of the crea-
  tures to which they belong. 
  Creating a Namer 
  As you create your Namer, spend time thinking 
  about what sort of creature you bonded with, and 
  what drove your character to seek this path to 
  power. Were you fascinated with the tales of great 
  heroes or villains that bound the immortal crea-
  tures to their will? Did you find a forgotten tome 
  of ancient lore that taught you the rite of naming? 
  Was the bond made willingly? Do you get along 
  well with your bound servant? 
   
  Work with your DM to come up with de-
  tails about your bond, and how it affects you. 
  Binding with a demon or other fiend is likely to 
  cause a different sort of strain than an elemental or 
  celestial. Another factor to consider is whether the 
  bound creature has allies that are actively seeking 
  to free their compatriot from your bond. 
  
  Quick Build 
  You can make a Namer quickly by following these 
  suggestions. Charisma governs your spellcasting 
  and other abilities so it should be your highest 
  ability score, followed by Intelligence and Consti-
  tution. Second, choose the Sage background. Last 
  choose blade ward and ray of frost as your cantrips. 
  Class Features 
  As a Namer, you gain the following features. 
  Hit Dice: 1d6 per Namer level 
  Hit points at 1st Level:  6 plus your Constitution 
  modifier 
  Hit Points at Higher Levels: 1d6 (or 4) + your Con-
  stitution modifier per Namer level after 1st. 
  Level 
  Proficiency 
  Bonus 
  Features 
  Cantrips 
  Known 
  Spells Known 
  1st 
  +2 
  Planar Bond, Ritual Caster 
  2 
  — 
  2nd 
  +2 
  Bond Arcana, Mystical Knowledge 
  2 
  — 
  3rd 
  +2 
  Spirit Ward 
  2 
  2 
  4th 
  +2 
  Ability Score Improvement 
  2 
  2 
  5th 
  +3 
  Ritual Summoning, Potent Bond 
  2 
  3 
  6th 
  +3 
  Bond Arcana 
  2 
  3 
  7th 
  +3 
  Banishing Invocation 
  2 
  4 
  8th 
  +3 
  Ability Score Improvement 
  3 
  4 
  9th 
  +4 
  Bonded Knowledge 
  3 
  5 
  10th 
  +4 
   
  3 
  5 
  11th 
  +4 
  Bonded Arcana 
  3 
  6 
  12th 
  +4 
  Ability Score Improvement 
  3 
  6 
  13th 
  +5 
  Improved Ritual Summoning 
  3 
  7 
  14th 
  +5 
  Abjuring Smite 
  4 
  7 
  15th 
  +5 
  Bond Arcana 
  4 
  8 
  16th 
  +5 
  Ability Score Improvement 
  4 
  8 
  17th 
  +6 
  Powerful Summons 
  4 
  9 
  18th 
  +6 
  Grand Rite 
  4 
  9 
  19th 
  +6 
  Ability Score Improvement 
  4 
  10 
  20th 
  +6 
  Bonded Apotheosis 
  4 
  10 
  
  Proficiencies 
  Armor: Light Armor 
  Weapons: Daggers, darts, clubs, slings, quarter-
  staffs, light crossbows 
  Tools: None 
  Saving Throws: Intelligence, Charisma 
  Skills: Choose two from Arcana, History, Insight, 
  Investigation, Nature, Persuasion 
  Equipment 
  You start with the following equipment, in addi-
  tion to the equipment granted by your back-
  ground. 
  • 
  (a) a quarterstaff or (b) a dagger 
  • 
  (a) a component pouch or (b) an arcane focus 
  • 
  (a) a scholar’s pack or (b) a dungeoneer’s pack 
  • 
  A suit of leather armor 
  Planar Bond 
  Every Namer completes an arduous ritual, binding 
  the truename of a powerful planar entity to them-
  selves. This ritual grants you a measure of the enti-
  ty’s power in the form of spells and other arcane 
  abilities. There are 3 different types of bonds de-
  tailed after the class features, each one grants you 
  a set of unique abilities and adds a number of spells 
  to your repertoire when they become available. 
   
  It also grants you the service of a creature 
  known as a shard that increases in power along 
  with you. A shard always acts on your turn, and 
  can move where you direct them (no action) 
  through a shared telepathic link. As a bonus action 
  you can direct them to attack (or cast a spell if 
  they have any available).  
   
  Once summoned, a shard remains indefi-
  nitely until it is either destroyed, banished by hos-
  tile magic, or dismissed by you. The link between 
  you and your bond sustains a shard’s existence and 
  as such is unable to willingly move more than 120 
  feet from you. If your shard ever exceeds this dis-
  tance for any reason, it is immediately banished. 
  Likewise, if your shard is ever reduced to 0 hit 
  points it is destroyed and disappears immediately. 
  A new shard can only be summoned 24 hours after 
  it was destroyed or banished and the ritual re-
  quires 10 minutes. If you dismiss your shard, you 
  can summon it again at any point as an action.  
  Ritual Caster 
  Your knowledge of arcane rituals allows you to 
  cast a number of spells as rituals. You start know-
  ing unseen servant and floating disk. These rituals 
  are separate from the spellcasting you gain later, 
  and do not count against your spells known. You 
  can learn and transcribe new rituals into your ritu-
  al book. Any spells transcribed in this fashion can 
  only be cast as rituals. Only spells with the ritual 
  tag can be transcribed in this manner. 
  Spell Casting 
  Truenames hold power, and your research into the 
  truenames of various entities and forces has grant-
  ed you access to a number of arcane spells. You use 
  Charisma as your spellcasting ability. 
  Cantrips 
  At 1st level you know two cantrips from the wiz-
  ard spell list. You learn additional cantrips of your 
  choice at higher levels, as shown in the Cantrips 
  Known column of the Namer class table. 
  Spell Slots 
  Starting at 3rd level you are given a number of 
  spell slots that can be used to cast any spell that 
  you know, as long as you have a spell slot of the 
  appropriate level. The number of spell slots you 
  have for each level is shown in the Spells table. 
  Spells Known at 3rd Level and Higher 
  The Namer class table shows the total number of 
  spells that you know starting at 3rd level. These 
  spells are chosen from the wizard spell list, but can 
  
  only be from the 
  schools of abjuration 
  or conjuration. When 
  choosing a spell, you 
  must have a spell slot 
  of the appropriate 
  level available to you.  
   
  When you 
  gain a level, you may 
  trade a known spell 
  for another provided 
  that you have a spell 
  slot of the appropri-
  ate level of the new 
  spell. A spell can be 
  cast at a higher level 
  if you have spell slots 
  available.  
  Spell Casting Ability 
  Charisma is your 
  spellcasting ability as 
  a Namer. You use 
  your Charisma when-
  ever a spell refers to 
  your spellcasting abil-
  ity. In addition you 
  use your Charisma 
  modifier when setting 
  the saving throw DC 
  for a Namer spell you 
  cast or when making an attack roll. 
  Spell save DC = 8 + your proficiency bonus + your Cha-
  risma modifier 
  Spell Attack = proficiency bonus + your Charisma mod-
  ifier 
  Bond Arcana 
  Starting at 2nd level, your own essence begins to 
  intertwine with that of the name entity which you 
  have bound, granting you otherworldly powers. 
  These abilities are detailed 
  later in the bond options 
  after class features, You 
  gain additional abilities at 
  6th, 11th, and 15th levels. 
  Mystical Knowledge 
  Your studies of other 
  planes and the creatures 
  that reside within them 
  grants you tremendous 
  knowledge when dealing 
  with otherworldly threats. 
  Whenever you make an 
  Arcana, Religion, or Na-
  ture skill check regarding 
  celestials, fiends, or elemen-
  tals your proficiency bonus 
  is doubled. 
  Spirit Ward 
  Starting at 3rd level, your 
  experience and knowledge 
  in dealing with extraplanar 
  threats has allowed you to 
  ward yourself against the 
  attacks of these creatures. 
  As an action, you activate 
  a ward that behaves as pro-
  tection from evil and good for 
  as long as you maintain 
  concentration. 
  Ability Score Improvement 
  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 two ability scores of 
  your choice by 1. As normal, you can’t increase an 
  ability score above 20 using this feature. 
  Ritual Summoning 
  Upon reaching 5th level your knowledge of true-
  Namer 
  Level 
  1st 
  2nd 
  3rd 
  4th 
  5th 
  3rd 
  2 
   
   
   
   
  4th 
  3 
   
   
   
   
  5th 
  3 
   
   
   
   
  6th 
  3 
  2 
   
   
   
  7th 
  4 
  2 
   
   
   
  8th 
  4 
  2 
   
   
   
  9th 
  4 
  3 
  2 
   
   
  10th 
  4 
  3 
  2 
   
   
  11th 
  4 
  3 
  2 
   
   
  12th 
  4 
  4 
  3 
  2 
   
  13th 
  4 
  4 
  3 
  2 
   
  14th 
  4 
  4 
  3 
  2 
   
  15th 
  4 
  4 
  4 
  3 
  1 
  16th 
  4 
  4 
  4 
  3 
  1 
  17th 
  4 
  4 
  4 
  3 
  1 
  18th 
  4 
  4 
  4 
  3 
  2 
  19th 
  4 
  4 
  4 
  3 
  2 
  20th 
  4 
  4 
  4 
  3 
  2 
  Namer Spell Slots by Level 
  
  names and their many uses grants you the ability 
  to summon entities from beyond the veil of reality 
  to assist you in your adventures. Conjuring such 
  creatures requires you to perform a 10 minute ritu-
  al and expend 50 gold pieces worth of rare herbs 
  and incense. Upon completing the ritual a number 
  of celestials, fiends, or elementals appear. Choose 
  from the following options: 
  • 
  One creature of challenge 2 or lower 
  • 
  Two creatures of challenge 1 or lower 
  • 
  Four creatures of challenge 1/2 or lower 
  • 
  Eight creatures of challenge 1/4 or lower 
  The summoned creatures are friendly to you and 
  your companions. They act on their own initiative 
  as a group. They obey any verbal commands that 
  you issue to them (no action required). If you don’t 
  issue any commands, the creatures will follow you 
  and defend themselves if attacked. The creatures 
  remain in your service for 1 hour. If you lose con-
  centration on this ability, the creatures are ban-
  ished back to their home plane. The ritual to sum-
  mon these beings is arduous and can only be per-
  formed once until completing a long rest. 
  Potent Bond 
  At 5th level, the bond between yourself and your 
  shard strengthens. Your shard gains your profi-
  ciency bonus to attack rolls, AC, and saving 
  throws. 
  Banishing Invocation 
  At 7th level, your study of the planes and their 
  denizens has enlightened you to incantations that 
  can be used to sever the bonds of magic tying sum-
  moned creatures to the material realm. As an ac-
  tion you may use this incantation as the banish-
  ment spell. This ability recharges after completing 
  a short rest. 
  Bonded Knowledge 
  Your bond with an extraplanar entity has impart-
  ed a measure of its knowledge to you. You gain 
  proficiency in a skill or tool of your choice. 
  Improved Ritual Summoning 
  Beginning at 13th level, when you use ritual sum-
  moning, you may call more powerful creatures to 
  your aid. You may summon celestials, fiends, or 
  elementals using any of the following options: 
  • 
  One creature of challenge 5 or lower 
  • 
  Two creatures of  challenge 2 or lower 
  • 
  Four creatures of challenge 1 or lower 
  • 
  Eight creatures of challenge 1/2 or lower 
  Abjuring Smite 
  Upon reaching 14th level, you are able to channel  
  the energies used to banish extraplanar entities in 
  the instant that you strike. As an action, you make 
  a melee attack that deals normal damage. If the 
  attack is successful, your target is affected with a 
  banishment spell and has disadvantage on the sav-
  ing throw. This ability recharges after completing 
  a long rest. 
  Powerful Summoning 
  Starting at 17th level, you are able to summon 
  creatures of greater strength than their peers. Any 
  creature you summon gains a number of hit points 
  equal to your Namer level and adds half of your 
  proficiency bonus to its attacks and AC. 
  Grand Rite 
  At 18th level, your expertise and knowledge of the 
  truenames of the myriad creatures of the planes 
  has nearly reached its pinnacle. When you use 
  your ritual summoning ability, you may choose to 
  summon a single powerful celestial, fiend, or ele-
  mental of up to challenge 14. 
  Bonded Apotheosis 
  Upon reaching 20th level, your name bond has be-
  
  come so entwined with your essence that you gain 
  the ability to transform into a celestial, fiend or 
  elemental as the shapechange spell. The type of 
  creature that you transform into must be of the 
  same type as your name bond. The transformation 
  requires concentration and lasts for 1 minute. You 
  must wait until completing a long rest before using 
  this ability again. 
  Planar Bonds 
  Countless creatures hail from the planes beyond 
  reality. The gifts they bestow vary depending on 
  the type of creature you have bound. Detailed here 
  are the three most common types of bond. 
  Celestial Bond 
  You have bound the essence of a powerful being 
  from the celestial realm. Whether it is a powerful 
  angel, a stoic archon, or even a grand empyrean 
  titan, the bond imparts to you a measure of the 
  radiance and power of the heavenly realms. The 
  decision to bind a celestial could stem from an al-
  truistic desire to vanquish evil, though your mo-
  tives could just as easily lean towards control or 
  corruption. 
  Celestial Shard 
  At 1st level, when you have completed the naming 
  ritual, you gain the service of an entity known as a 
  shard. A shard is a manifestation of the power of 
  the creature bound by its truename. It can appear 
  in any form you choose. Those of the celestial 
  realm often appear as angelic figures, proud beasts, 
  or radiant silhouettes.  
  The statistics for a celestial shard are as follows: 
  Celestial Shard 
  Medium celestial 
  AC: 13 (natural armor) Hit Points: 5 per level of 
  Namer + Constitution modifier 
  Speed: 30 ft., fly 30 ft. 
  Str: 15 Dex: 12 Con: 14 Int: 7 Wis: 14 Cha: 13 
  Senses: darkvision 60 ft. passive Perception 14 
  Skills: Insight +4, Perception +4 
  Languages: Celestial, Common 
  Actions 
  Strike: melee attack +4, reach 5ft., one target 
  (1d8+2) bludgeoning, piercing, or slashing damage. 
  The type of damage dealt is dependent on the form 
  that your shard takes. Claws deal slashing damage, 
  bites deal piercing damage, and a slam deals bludg-
  eoning damage. If the shard uses a weapon, the 
  type of damage is the same as that of the weapon, 
  but the amount of damage does not change. 
  Healing Touch: The shard touches another crea-
  ture. The target regains (1d4+2) hit points. This 
  ability can only be used once before completing a 
  short rest. 
  Bond Spells 
  The following spells are added to your list of 
  known spells at the appropriate level but do not 
  count against your total spells known: 
   
   
   
   
   
   
   
   
  Flash of Radiance 
  Starting at 2nd level, when a creature attacks you 
  in melee you may use your reaction to release a 
  burst of radiant energy to temporarily blind them 
  giving disadvantage for the attack. You must de-
  clare that you are using this ability before an at-
  tack roll is made. 
  Celestial Resistance 
  Level 
  Spells 
  3rd 
  bless, shield of faith 
  6th 
  spiritual weapon, gentle repose 
  9th 
  daylight, glyph of warding 
  12th 
  death ward, freedom of movement  
  15th 
  flame strike, dispel evil 
  
  At 6th level, your bond with the celestial grants 
  both you and your shard resistance to radiant 
  damage. Additionally, your shard gains an extra 
  attack whenever you order it to take an attack ac-
  tion. 
  Judgement’s Gaze 
  Starting at 11th level, as an action, your gaze af-
  fects a single creature as though they were under 
  the effect of a zone of truth. A successful Charisma 
  saving throw negates the effect. You must com-
  plete a short rest before using this ability again. 
  Additionally, your shard gains the ability to cast 
  call lightning once per day. 
  Celestial Aura 
  At 15th level, you are able to surround yourself 
  with an aura that protects you and your allies 
  against harmful enchantments. As an action, you 
  emanate a radiant aura that casts bright light 
  within a 30 foot radius of you. This aura grants all 
  allies within it advantage on saving throws against 
  being charmed and fear. This lasts for 1 minute 
  and requires concentration. 
  Fiend Bond 
  The planes teem with powerful demons and devils 
  looking to harvest the souls of mortals. Instead of 
  striking a bargain with one of these terrible fiends 
  you sought to bind them to your will. Whether this 
  was done in a desperate grab for power or a calcu-
  lated move against any who might seek you harm, 
  you are now intrinsically bound to a creature that 
  represents evil personified. 
  Fiend Shard 
  At 1st level, your bond with the fiend has given 
  you command of a manifestation of their power 
  known as a shard. The shard can take any form 
  you wish, but fiends typically manifest as devilish 
  winged humanoids, vicious predatory beasts, or 
  shadowy menacing forms.  
  The statistics for a fiend shard are as follows: 
  Fiend Shard 
  Medium Fiend 
  AC: 14 (natural armor) Hit Points: 5 + Constitution 
  modifier per level of Namer 
  Speed: 30 ft., fly 30 ft. 
  Str: 12 Dex: 16 Con: 12 Int: 10 Wis: 10 Cha:15 
  Senses: darkvision 120 ft., passive Perception 10 
  Skills: Deception +4, Stealth +5 
  Languages: Infernal or Abyssal and Common 
  Actions 
  Strike: Melee attack +5 to hit, reach 5 ft., one tar-
  get (1d4+3) piercing, slashing, or bludgeoning 
  damage. The damage is dependent on the shards 
  form. Claws deal slashing damage, bites deal pierc-
  ing damage, fists deal bludgeoning damage, and a 
  weapon deals the type of damage listed in its de-
  scription but the amount of damage does not 
  change. 
  Touch of the Silver Tongue: The shard touches an-
  other creature. The target gains advantage on their 
  next Deception skill check that takes place within 
  the next 10 minutes. This ability can only be used 
  once before completing a short rest. 
  Bond Spells 
  The following spells are added to your list of spells 
  known but do not count against your total spells 
  known: 
   
   
   
   
   
    
   
  Level 
  Spells 
  3rd 
  Disguise self, charm person 
  6th 
  Darkness, detect thoughts 
  9th 
  Bestow curse, fear 
  12th 
  Blight, dimension door 
  15th 
  Dominate person, insect plague 
  
  Fiendish Blessing 
  At 2nd level, as a reaction, you can use your bond 
  with the fiend to manipulate the minds of others, 
  sowing doubt or hope as you deem necessary; alter-
  ing the strands of fate. You can force any creature 
  within 30 feet of you (even yourself) to reroll an 
  attack roll, ability check, skill check, or saving 
  throw. You can use this ability once before com-
  pleting a short rest. 
  Cloak of Shadows 
  Starting at 6th level, you can surround yourself 
  with an aura of shadows that grants you conceal-
  ment in low-light conditions and advantage on 
  Stealth checks. In addition to this, your shard 
  gains an extra (2d6) damage on their strike action 
  whenever they have advantage on an attack roll or 
  surprise an opponent. 
  Whispered Secrets 
  Upon reaching 11th level, your bond with the fiend 
  allows glimpses into ancient secrets. You gain ad-
  vantage on a single Arcana or Religion check. You 
  must complete a long rest before using this ability 
  again. Additionally, your shard gains the ability to 
  cast fear once per day. 
  Hellfire Aura 
  At 15th level, as an action you are able to surround 
  yourself with an aura that augments your allies 
  attacks. Any ally (including yourself) within 30 
  feet of you while this ability is active gains an ad-
  ditional (1d10) fire damage to their weapon at-
  tacks. This aura lasts for 1 minute and requires 
  concentration. 
  Elemental Bond 
  Powerful elemental beings wander the material 
  realms as well as the realms beyond. Bonding with 
  one of these powerful entities can be a very danger-
  ous prospect as the allies of such creatures are able 
  to travel to the material plane with greater ease 
  than celestials or fiends. The raw elemental might 
  offered by this bond is a tremendous boon sought 
  by many Namers, others simply prefer the lack of 
  complexity when dealing with elementals rather 
  than celestials or fiends. Some elemental beings, 
  such as genies, seek out prospective Namers as a 
  means of escaping some other sort of bondage,  
  making the agreement more akin that of a war-
  lock. No matter how the naming ritual is per-
  formed, those that bind elemental creatures gain 
  access to powerful destructive capabilities. 
  Elemental Affinity 
  At first level when you bond with an elemental, a 
  number of your abilities deal damage of a type 
  that is associated with that element. The four ele-
  ments and their associated damage type are as fol-
  lows: 
   
   
   
   
   
   
  Elemental Shard 
  At 1st level, you’re bond grants you control of a 
  shard of elemental power. Elemental shards typi-
  cally resemble entities or creatures formed from 
  the element of your bond. They are often vaguely 
  humanoid in shape, but can take any form that 
  you choose. 
  The statistics for an elemental shard are as follows: 
  Elemental Shard 
  Medium Elemental 
  AC: 15 Hit Points: 5 + Constitution modifier per 
  level of Namer 
  Speed: 30 ft. 
  Elemental 
  Damage Type 
  Air 
  Lightning 
  Earth 
  Poison 
  Fire 
  Fire 
  Water 
  Acid 
  
  Str: 16 Dex: 12 Con: 16 Int: 6 Wis: 7 Cha: 12 
  Senses: darkvision 60 ft., passive Perception 10 
  Skills: Athletics +5, Perception +0 
  Languages: Aquan, Auran, Ignan, or Terran 
  Elemental Resistance: The shard is resistant to the 
  damage type of its elemental affinity. 
  Actions 
  Strike: Melee attack +5 to hit, reach 5ft., one tar-
  get (1d8+3) bludgeoning damage  plus (1d4) points 
  of damage of the type associated with your ele-
  ment. 
  Bond Spells 
  The following spells are added to your list of 
  known spells at the listed level, but do not count 
  against your total spells known. 
   
   
   
   
   
   
   
  Elemental Aura 
  At 2nd level, as an action you are able to sheathe 
  yourself in a shroud of energy that damages near-
  by creatures. Any creature that begins its turn 
  next you while this ability is active, suffers (1d10) 
  points of damage of the type associated with your 
  elemental affinity. The damage increases to (2d10) 
  at 11th level. The aura lasts for 1 minute and re-
  quires concentration. You must complete a long 
  rest before using this ability again. 
  Elemental Blast 
  Starting at 6th level, your bond with the elemental 
  being allows to release a blast of energy at your 
  foes. As an action, you release a burst of elemental 
  energy of the same type as your affinity in a 30 
  foot cone. Any creature caught within the cone 
  suffers (8d6) points of damage. A successful Dex-
  terity saving throw halves this damage. The dam-
  age increases to (10d6) at 15th level. In addition, 
  the elemental damage of your shard’s strikes in-
  creases to (1d10). 
  Elemental Fortitude 
  Upon reaching 11th level, the elemental essence 
  within you grants you resistance to damage of the 
  type associated with your elemental affinity. In 
  addition to this, your shard’s elemental resistance 
  increases to immunity. 
  Elemental Storm 
  Starting at 15th level, you can call upon the ele-
  mental essence of your bond to unleash a stagger-
  ing conflagration of elemental energy. As an action 
  you bathe up to ten 10 foot cubes in elemental en-
  ergy of the same type as your affinity. These cubes 
  must be connected to each other and cannot ex-
  ceed a range of 120 feet. Any creature caught with-
  in the area suffers (7d10) elemental damage. A suc-
  cessful Dexterity saving throw halves this damage.  
  You must complete a long rest before using this 
  ability again. 
   
   
   
   
   
  Level 
  Spells 
  3rd 
  Chromatic orb, witch bolt 
  6th 
  Scorching ray, acid arrow 
  9th 
  Fireball, protection from energy 
  12th 
  Fire shield, ice storm 
  15th 
  Cone of cold, wall of stone 
  
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