Wizard
Base Class: Wizard

Your academic focus is the school of magic dedicated to manipulating the fragile veil between planes. Portals and gates are your specialty giving you a particular aptitude for teleporting and summoning. 

Level 3: Conjuration Savant

Choose two Wizard spells from the Conjuration school, each of which must be no higher than level 2, and add them to your spellbook for free.

In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Conjuration school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.

Level 3: Extraplanar Familiar

You always have the Find Familiar spell prepared and can cast it as a Magic action once per short rest without expending a spell slot. When you cast the spell, you can choose one of the normal forms for your familiar or from one of the following special forms: Blink Dog, Modron Duodrone, Mud Mephit, Pseudodragon, Smoke Mephit, or Steam Mephit. 

Familiars conjured as one of the special forms retain their creature type as outlined in the monsters statblock. 

You can telepathically command your familiar to take the Attack action on its turn.

Level 6: Positional Shift

You learn to take advantage of the pliable nature of space and the material. As a Bonus Action, you can teleport one large or smaller creature or object you can see within 90 feet to an unoccupied space near it that you can also see. The chosen space must be within 30 ft. of the original, and must be on a surface or in a liquid that can support the target without the target having to squeeze. If a target is unwilling, it must succeed a Constitution Saving Throw against your Spell Save DC or be moved. 

You can do this a number of times equal to your Intelligence Modifier per Long Rest.

Level 10: Resilient Summons

You learn to stabilize the portals you use to conjure aid and grant your summons a portion of your power. When a familiar you conjured with the Find Familiar forces a creature to make a saving throw, it uses your Spell Save DC.

Additionally, when you break or end concentration on a Conjuration spell, any creatures summoned by that spell remain until the end of their next turn. 

Finally, when you teleport yourself or another creature, your familiar and any creatures summoned by spells you are currently holding concentration on gain temporary hit points equal to 1d4 + your Intelligence modifier. 

Level 14: Divest Empowerment

When you cast a Wizard spell with a spell slot that has a range of self or touch and does not deal damage or require a saving throw, you can choose one of your familiars or summoned creatures gain the benefits of that spell as well. 

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