Base Class: Wizard
Command the Forces Beyond
You specialize in conjuring beings from distant planes to fight at your side. Through powerful magical bonds, your summoned allies become more resilient, more capable, and an inseparable part of your battlefield strategy.
Level 3: Summoner Savant
Choose two Wizard spells from the Conjuration school, each of which must be 2nd level or lower, and add them to your spellbook. 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: Hub of Wonders
Your understanding of the Find Familiar spell surpasses that of other wizards. Through your mastery of arcane bonds, you may either maintain several familiars at once or concentrate your power into fewer, stronger companions. Your companions can vocalize in Common. Whenever a familiar you control perishes, you regain one expended 1st-level spell slot.
Multiple Familiars
Beginning at 7th level, you can maintain an additional familiar whenever you cast Find Familiar as a ritual. The maximum number of familiars you can maintain increases as shown below.
| Wizard Level | Maximum Familiars |
|---|---|
| 1–6 | 1 |
| 7–10 | 2 |
| 11–14 | 3 |
| 15+ | 4 |
Each familiar must be summoned with a separate casting of Find Familiar. Each acts independently and follows the normal rules of the spell unless otherwise stated.
Stronger Familiars
Instead of increasing the number of familiars you control, you may invest your magical bond into more powerful companions.
| Wizard Level | Available Choice |
| 7 | One CR 1/8 familiar instead of two CR 0 familiars |
| 11 | One CR 1/4 familiar instead of three CR 0 familiars |
| 15 | One CR 1/2 familiar, or Two CR 1/8 familiars instead of four CR 0 familiars. |
When you summon a stronger familiar, choose a creature of the appropriate Challenge Rating (CR), subject to your DM's approval. The creature retains all normal limitations of a familiar unless your subclass states otherwise.
Arcane Burden
Whether you choose multiple familiars or stronger familiars, maintaining multiple familiar bonds places a strain on your mind.
For each familiar beyond your second, your Intelligence score is reduced by 1 while those familiars remain summoned.
Even if your familiar perishes, the Arcane Burden remains until your next Long Rest.
| Active Familiars | Intelligence Penalty |
| 1 | — |
| 2 | — |
| 3 | -1 |
| 4 | -2 |
If your subclass or another feature allows you to control more than four familiars in the future, this penalty continues to increase by 1 for each additional familiar (unless your Game Master dictates otherwise).
Level 6: Transposition
As a reaction, when a creature makes an attack roll but before its effects are resolved you may take the following action.
You can magically exchange the positions of any two willing participants chosen from yourself and your familiars.
The chosen participants instantly teleport, swapping places, provided that:
- Both participants are within 25 feet of each other.
- Each participant can fit into the space previously occupied by the other.
- The destination spaces are unoccupied except by the participants being swapped.
This teleportation does not provoke opportunity attacks.
The attack is resolved against the new target instead.
You can use this feature a number of times equal to half your Wizard level (rounded down) per long rest.
You may swap places with one of your familiars.
You may swap the positions of two of your familiars without moving yourself.
Example:
On Level 7 you will be able to do this 3 times (7÷2 = 3.5 rounded down = 3) per Long Rest
The range of this feature doubles at level 13.
Level 10: Shared Bond
Once per short or long rest, you can take the Magic action to deepen the bond between yourself and your familiars.
While this bond is active, you and all of your summoned familiars are treated as a single connected entity:
- You share one pool of hit points (the sum of your current hit points). Damage dealt to any member of the bond is deducted from this shared pool, regardless of which creature is hit.
- Any beneficial magical effect affecting one member of the bond affects all members of the bond. For example, if you are under the effects of Bless or Resistance, each of your familiars gains the same benefit. Likewise, if one of your familiars possesses a feature such as Darkvision, every member of the bond, including you, benefits from it for the duration of the bond.
- Features or effects that cannot logically be shared, at the DM's discretion, are not transferred.
As a bonus action, you can end this bond at any time. When the bond ends, divide the remaining hit points among yourself and your familiars in any manner you choose, provided no creature exceeds its normal hit point maximum.
If ending the bond would leave one or more familiars with 0 hit points, those familiars immediately vanish as though they had been reduced to 0 hit points.
A familiar that perishes by redistributing the hit points after ending the Shared Bond does not restore a spell slot through your Hub of Wonders feature.
Level 14: Familiar Resonance
When you cast a Wizard spell of 1st through 5th level that deals damage, you can telepathically command any number of your familiars to enter a state of Familiar Resonance with you. This requires no action and can only be initiated when you cast the qualifying spell.
Each chosen familiar skips its next turn to reinforce your spell through the Familiar Resonance.
For each active familiar participating in Familiar Resonance, roll each damage die of the triggering spell one additional time. For each original damage die, choose one result from among its original roll and all additional rolls. The chosen results determine the spell’s damage.
For example, if you cast Fireball using a 5th-level spell slot (10d6) while three familiars are in Familiar Resonance, you roll 30d6 and choose 10 results of your choice as the spell's final damage. It can be max damage or it can be a number of your choice the Resonance allows you to have more control over your destructive power.
After casting a spell empowered by Familiar Resonance, you enter Resonance fatigue and cannot cast spells yourself for a number of rounds equal to the number of familiars used multiplied by the level of the spell slot expended. During this time, you may cast spells only through your familiars, following the normal rules of your subclass.
Following the example above, you used three familiars to empower a Fireball cast using a 5th-level spell slot (upcast from 3rd level) will make you fatigued for 15 rounds.
3 (familiars) × 5 (spell slot level) = 15 rounds of Resonance Fatigue.
If all of your familiars perish while in Resonance fatigue, you are unable to cast spells by any means.
For ease of play, it is recommended that players prepare enough dice or use a digital dice roller when resolving Familiar Resonance with multiple familiars.
This feature does not create multiple casts of the spell. It is still a single spell being cast, so a single Counterspell can stop it. Your familiars merely resonate with the spell, amplifying its power rather than creating additional copies.
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