Wizard
Base Class: Wizard

Wizards are commonly associated with dusty tomes and secretive rituals. Wizards who practice the school of arcanozoology buck this stereotype by venturing forth from the safety of their studies to examine the natural world directly. As a result, these talented mages are much more skilled in matters of the wild than those of the lecture hall. Due to their acute understanding of the intersection between the natural world and the magical one, they are often accompanied by an especially empowered familiar companion. While most wizards have a magical companion, few can claim to have such a formidable ally as the arcanozoologist, whose familiar can take on a variety of forms and directly aid the wizard in battle. Still, most arcanozoologists would sooner hide themselves amongst the foliage and observe a dangerous beast than attempt to slay it. After all, the study of such creatures is what these wizards live for.

Soulbound Familiar

2nd-level Arcanozoology feature

Your knowledge of magical creatures has let you form a closer bond with your familiar, and to summon much more potent creatures as familiars. You add the find familiar spell to your spellbook if it isn’t there already. When you cast find familiar, you can summon a Kindled Fire Beetle, Mimicling, Mossback Newt, or Phase Spiderling in addition to the normal options.

Your familiar uses your spell attack bonus in place of its own attack modifiers, uses your spell save DC in place of its own save DCs for its traits, and it adds your proficiency bonus to its AC and saving throws. In combat, your familiar shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, your familiar can take any action of its choice, not just Dodge. In addition, when you see through your familiar's eyes, you can do so as a bonus action. Furthermore, your familiar can deliver any spell, not just spells with a range of touch. At 6th level, when you cast find familiar, you can also summon a Grick Wormling, Griffon Fledgling, Hell Puppy, Jackalope, or Ooze Dollop, and at 10th, you can summon a Hydra Hatchling, Mantikitten, Owlbear Cub, or Wyvern Chick.

Wilderness Loremaster

2nd-level Arcanozoology feature

Your knowledge of the arcane animal kingdom is unmatched. You have advantage on ability checks to track, interact with,
or recall information about magical creatures

Bestial Linguistics


6th-level Arcanozoology feature

Your affinity for wild creatures enables you to commune with them, and to call on them in your time of need. Add the animal messenger, conjure animals, and speak with animals spells to your spellbook. They count as wizard spells for you. Additionally, when you cast conjure animals, for the duration you can use a bonus action to see through any one of the summoned creatures’ eyes and hear what they hear until the start of your next turn, gaining the benefits of any special senses that the creature has. The creature must be within 100 feet of you. During this time, you are deaf and blind with regard to your own senses.

Supernatural Strikes

6th-level Arcanozoology feature

Your familiar’s attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Scholar’s Veil

10th-level Arcanozoology feature

You can magically hide yourself to better study—or evade—magical creatures. As an action, you can become invisible for the next minute, or until you attack or cast a spell. For the
duration, your movement is silent, you leave no tracks, and you have no discernable scent. You can use this feature a number of times equal to your proficiency bonus, and regain expended uses when you finish a long rest.

Nature’s Abundance

14th-level Arcanozoology feature

Your connection to your familiar grows strong enough to encompass two beings rather than only one. You can have up to two familiars at one time, you can command both as part of the same bonus action. Moreover, as an action, you can cause either one or both of your familiars to adopt a new form.

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