Wizard
Base Class: Wizard

A novice wizard sits alone in a dim lit room, his eyes growing weary from scouring ancient text that haven’t seen the light of day in a millennia. The hour grows late, his eyes start to droop when something catches his eyes. It’s a small rectangular piece of reinforced parchment, on it is inscribe a single word and a depiction of a creature he’s never seen before. He utters the word and the illustration comes to life. In a flash of light the creature comes to life and stares at its new master, awaiting its first command. The wizard smiles, at long last he finds what he’s been searching for. 

Master of Summons

As an action you can select a number of creatures you control equal to your INT modifier and sacrifice them to summon a more powerful creature. The new creatures CR can not exceed the combined CR of the sacrificed creatures. You can use this feature a number of times equal to your proficiency bonus and regain all uses after completing a long ret. 

Reinforced Summons

When you use a spell slot to summon a creature, the creature is imbued with vitality. A summoned creature you control gains temporary HP equal to your wizard level when summoned. 

Additional Summons

Your mastery and understanding of the summoning arts has bolstered your abilities and allows you to control more creatures. When you expend a spell slot to summon a creature you may choose to summon one additional creature of the same type as part of the summoning. 

Through your mastery of summoning you now understand your creatures better than anyone. At fourteenth level you gain the ability to share hit points and certain features with your summons. When you or one of your summons receives damage you may use your reaction to reduce the damage done to you or your summon and split the damage evenly between the two. In addition if you receive damage and must make a CON saving throw to maintain concentration on your summoning spell you may choose to use the CON score of your summon instead of your own. 

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