Base Class: Wizard
As a summoner, you have taken certain teachings from the school of Conjuration and focused your efforts into the summoning of creatures. While others may boast powerful and destructive spells, you instead have focused on turning your magic into a source of manpower, capable of creating and empowering beasts to fight on your behalf, or to protect you from harm.
Studied Summoner
Starting at 2nd level the gold and time it takes to copy a spell that summons a creature is halved. You also gain the ability to learn and cast all spells that conjure or summon a creature even if they are not on the Wizard spell list.
Greater Familiar
You have learned to strengthen your familiar. Staring at 2nd level, when you cast Find Familiar, the spell gains the following benefits.
When choosing your familiars form, you gain the additional options of an imp, pseudodragon, quasit, or sprite.
The health of your familiar is equal to 2 times your Wizard Level. Your familiars AC is equal to 12 plus your proficiency bonus.
You can increase the range of your telepathic bond with your familiar to 1000 feet for 1 hour. After you use this feature, you can not do so again until you finish a long rest.
Protective Tether
Starting at 6th level, when you take damage, you can choose to transfer damage equal to your Wizard Level + PB to either your familiar or another summoned creature currently under your command.
You can do this a number of times equal to your INT modifier per long rest.
Practiced Binding
Starting at 10th level, spells that conjure a creature do not require Material components, even if they have a Gold value, unless they are consumed by the spell.
You may make an Intelligence Saving Throw for concentration checks instead of a Constitution Saving Throw.
Master Summoner
Starting at 14th level, once per long rest, when you use a spell that conjures a friendly creature, you instead summon two of that creature. They share an initiative count, and share the same pool of health, which is determined by the spell cast. Also, the duration of the spell under this effect is reduced to 1 minute, and a concentration check (DC 10+Spell Level) must be made at the end of the summoned creatures' turn. On a failure, one of the creatures disappears.
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