Base Class: Wizard
As a wizard of the Order of Summoners, you have learned to make better use of your familiar, and conjure more useful familiars.
Quick Conjuring
2nd-level Order of Summoners feature
You learn the Find Familiar spell if you don't already know it. Additionally, you do not require material components when you cast the spell, and the spell has a 1 minute casting time for you.
Awakened Familiar
2nd-level Order of Summoners feature
Using a special arcane ritual, you solidify your familiar's presence on this plane, granting it sentience.
While your familiar is alive and within 30 feet of you, you gain the following benefits:
- When you cast find familiar, your summoned familiar can be a crawling claw, faerie dragon (younger), flying sword, flying dagger, gazer (familiar variant), homunculus, imp (familiar variant), pixie, pseudodragon (familiar variant), quasit (familiar variant), sprite, or tressym.
- Your familiar's Intelligence, Wisdom, and Charisma scores become 10 if they aren't already 10 or higher.
- Your familiar can speak any languages it knows and any languages you know.
- When you cast a wizard spell that requires a Ranged Spell Attack, you can add your Spellcasting Modifier to the Damage Roll.
- When you cast a wizard spell that requires concentration, you can have your familiar concentrate for you.
Greater Familiar
6th-level Order of Summoners feature
Your familiar gains greater combat prowess:
- When you cast find familiar, it can take the form of an aurumvorax, faerie dragon (older), flameskull, intellect devourer, meenlock, puppeteer parasite, rain, redcap, spined devil, or will-o'-wisp.
- Your familiar gains a bonus to it's Armor Class Equal to your Proficiency Bonus.
- Your familiar gains a bonus to it's Hit Point Maximum equal to your level x 5.
- You can use your bonus action to command your familiar to take the Attack action.
- While your familiar is within 30 feet of a creature, they have disadvantage on Saving Throws against your spells.
- Whenever you cast a wizard spell on your turn, you can cast it as if you were in the familiar's space, instead of your own, using its senses. You can do so a number of times per day equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Symbiotic Summon
10th-level Order of Summoners feature
Your connection to your familiar grows stronger, allowing you to gain one of it's traits. When you successfully cast find familiar, you can choose one of your familiar's senses, movement speed, natural weapons, or natural armor. You gain that trait as long as your familiar is alive and on the same plane as you. When you finish a short or long rest, you can choose a different trait. You can also use your Bonus Action to transpose yourself and your familiar a number of times per long rest equal to your proficiency bonus.
Sacrificial Summon
14th-level Order of Summoners feature
Your connection to your familiar has become so profound that your soul has become entwined with it. While your familiar is within 30 feet of you:
- You have advantage on all Dexterity checks, as the familiar helps you.
- When you cast find familiar, your summoned familiar can be an air elemental myrmidon, allip, barbed devil, battleforce angel, bheur hag, black abishai, bodak, cambion, dhergoloth, dream eater, dusk hag, earth elemental myrmidon, fire elemental myrmidon, flesh golem, gallows speaker, gauth, hollyphant, invisible stalker, korred, maurezhi, mezzoloth, necrichor, night hag, starlight apparition, vampire spawn, water elemental myrmidon, wraith, or xorn.
- If you take damage, you can prevent all of that damage to you by using your reaction to transpose yourself with the familiar. Until you finish 1d6 long rests, you are incapable of summoning your familiar again. After you finish the required number of rests. Once you use this reaction, you can’t do so again until you finish a long rest.
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