Base Class: Wizard
School Of Familiarity
You specialize in a magical tradition of companionship. As long as spellcasters have crafted magic, they have summoned spirits to keep them company. This School of Wizardry works in tandem with their familiars. In a situation of practice and working with their familiars, these wizards have a specialized level of expertise when it comes to working with Familiars.
Bonus Proficiency
At the 2nd level, when you take this feature, you gain proficiency in the Animal Handling skill. If you already have proficiency, you may gain proficiency in another skill from the Wizard skill list.
Familiar Companion
At the 2nd level, when you take this feature, you learn the Find Familiar spell if you haven't already learned it. The Find Familiar spell is always considered prepared for you and doesn't count against the number of spells you have prepared. If the familiar you summon with Find Familiar is the same animal type as you had the last time you casted the spell, the material components are not consumed.
Spellcasting Companion
At the 2nd level, familiars you summon now have the attack action. Their hit point maximum also increases by an amount equal to 5 x your Wizard level + your Intelligence Modifier.
When casting a spell that has a range of self, you can choose to cast it on your Familiar instead of you.
Additionally, once per short or long rest, you can store a spell in your familiar. You can spend 1 minute and choose a spell from your known spell list. The level of the spell can be no greater than your Wizard level divided by 3 (rounded down, min. 1) and if it has material components you the caster must have them. The spell must have a casting time of an action or bonus action. At this point, as long as it is your turn, your Familiar can use its reaction to cast this spell.
Transmogrify Familiar
At 6th level, you learn augmentation magic through study to increase the ability of your familiar to assist. As a bonus action, you can transform your Familiar into a larger form of itself to increase their abilities in combat. You change their stat block for 1 hour or until dismissed (no action required).
The Transmogrify table shows which stat block your Familiar becomes. Your familiar's current HP becomes temporary hit points for the large familiar form, and when it changes back, however many hit points it has will become its current hit points (up to its max.). Its AC increases by an amount equal to your Intelligence Modifier. While in this state, they can cast spells, and when you dismiss them they will come back as their original size.
This feature can be used once per long rest. You can use a 3rd level or higher spell slot to regain this feature.
Transmogrify Table
Arcanic Strike
At 10th level, you imbue strength through magical means. Any attacks your familiar makes are made with your Spell attack modifier and add your Intelligence modifier for damage instead of their normal modifiers. Any Saving Throws made through the familiar's abilities are now your Spell Save DC. Additionally, their attacks are considered magical.
Sacrifical Protection
At 14th level, the life force of you and your familiar have an inherent connection, and willfully share energy between the two of you.
As a reaction, which you or your familiar can take whenever the other hits zero hit points, you can share arcanically imbued life energy. If you take the reaction, you subtract your hit points equal to your Familiar's max hp, and your Familiar is healed to its full hp as if they did not hit 0 hit points. If your familiar takes this reaction, your familiar subtracts all of their current hit points down to zero and you regain hit points equal to how much they had. If your familiar uses its reaction this way, the next time you cast Find Familiar, it must be a different creature type.
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