Fetch Mage (D&D Wizard variant)
A fetch adept has a direct link to a supernatural agency that powers his magic in the form of a fetch. This means that the fetch adept uses Charisma to cast spells, does not have a spellbook, and is in many ways more similar to a sorcerer than to a wizard. Still, fetch adept prepare spells much like ordinary wizards do, and thus are a variant of wizards rather than sorcerers.
Models for this variant include the Sha'ir of the Al-Qadim setting and the sandivistans of Jack Vance's Dying Earth.
Spellcasting
Fetch adepts have Charisma as their spellcasting attribute: it determines bonus spells, how high level spells they can cast, and saving throw DCs.
Fetch wizards prepare spells much like wizards do, but they do not have a spellbook. Instead, they send their spirit ally out into the planes beyond to find them the spells they want. This means that they can prepare any spell they like in each spell slot, as long as that spell is on the sorcerer/wizard spell list. Sometimes, they can even prepare spells from the cleric spell list, more on that below.
The Fetch
A fetch adept does not have a familiar: instead they have a fetch. Opinions vary on exactly what a fetch is; some claim it is a part of the adept's soul awakened to a separate existence, others that it is a supernatural ally given to the sorcerer as payment for their soul. Either way, it is clear that the relationship between a fetch and it's master is closer than that between a familiar and master. The fetch adept is utterly dependent on his fetch for his magic.
A beginning fetch adept has an immaterial fetch that cannot interact with the physical world except to provide the fetch adept with his daily spells. At seventh level, the fetch gains the ability to assume material form and manifests as a particular type of material creature. At this level, the fetch also gains all bonuses and abilities of a normal familiar.
If the fetch dies, the fetch adept must spend eight hours summoning a new one, and the new one remains in immaterial form only until the adept has received an atonement or been made some deal with a creature of the fetch's type (and subtype, if relevant) and a challenge rating higher than the adept's level. Such a deal generally involves a gift of 100 gp per level of the adept, or an equivalent service.
Table: The Fetch
Type | Reference | Alignment | Type |
Lantern Archon | MM | Lawful Good | Outsider |
Coure Eladrin | BE 168 | Neutral good | Outsider |
Musteval Guardinal | BE 174 | Chaotic Good | Outsider |
Quasit 46 | MM | Chaotic Evil | Outsider |
Imp | MM 56 | Lawful Evil | Outsider |
Aerie | New | Neutral Good | Fey |
Grig (without fiddle) | Neutral Good | MM 235 | Fey |
Fireling Gen | New | Lawful Evil | Elemental |
Djinnling Gen | New | Chaotic Good | Elemental |
Daolani Gen | New | Neutral Evil | Elemental |
Maridling Gen | New | Chaotic Neutral | Elemental |
Pseudodragon | MM 210 | Neutral Good | Dragon |
Reference: This is where the creature is described. "New" indicates it can be found on this site.
Alignment: The fetch's alignment. A fetch will never serve a master of an opposed alignment.
Type: The type of creature the fetch is. The adept gains certain advantages against creatures of this type, and the fetch allows the adept to prepare spells from one additional class depending on it's type.