Base Class: Wizard
Learning the Find Familiar spell is a rite of passage among fledgling Wizards, as the spell offers a useful, if limited, magical servant. As a Familiar Master or “evolutionist,” your studies focus on unlocking the full potential of the humble Find Familiar spell in the hopes of evolving your familiar into new and more powerful forms.
Level 3: Beckon Familiar
Add the Find Familiar spell to your spellbook for free. You can cast the spell as an action without a spell slot or Material components. You can cast it in this way a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Level 3: Arcane Evolution
When you start casting Find Familiar, you can modify it to summon an empowered familiar. If you do so, the spell is modified in the following ways.
Attacks. Your familiar can attack.
Duration. The spell requires Concentration and its duration becomes 10 minutes for that casting. The spell ends if the familiar disappears or is temporarily dismissed.
Evolved Familiar. Your familiar’s game statistics are replaced with the Evolved Familiar stat block, but the familiar retains its senses, traits, speeds, alignment, personality, and creature type. The familiar disappears when it drops to 0 Hit Points or when the spell ends.
Spell Slot Level. If you cast the spell using a higher level spell slot, use the spell slot’s level for the spell’s level in the stat block. Its effective spell level is 1 if you cast it without a spell slot.
Level 6: Servitor's Agility
While you have a familiar, you have one of the following benefits based on your familiar’s Speed. If a familiar has more than one special Speed, you choose the benefit in such cases.
Burrow Speed. Difficult Terrain doesn’t cost you extra movement.
Climb Speed. You have a Climb Speed equal to your Speed.
Fly Speed. As a Bonus Action, you can gain a Fly Speed equal to half your Speed until the end of the current turn.
Swim Speed. You can breathe underwater and have a Swim Speed equal to your Speed.
No Special Speed. Opportunity Attacks against you have Disadvantage.
Level 10: Bolster Familiar
You can take a Bonus Action to give your familiar a number of Temporary Hit Points equal to twice your Wizard level. When you do, you can also change the familiar’s creature type and the form it takes from the list provided in the Find Familiar spell.
Once you use this feature, you can’t use it again until you finish a Short or Long Rest. You can also restore your use of it by expending a level 2+ spell slot (no action required).
Level 14: Planar Familiar
Your familiar gains a benefit based on its creature type.
Celestial. When a creature your familiar can see within 60 feet of itself fails a D20 Test, the familiar can take a Reaction to let the creature reroll the test with Advantage. The creature must use the new roll.
Fey. Your familiar can take a Bonus Action to teleport up to 30 feet to an unoccupied space it can see. Attack rolls against the familiar have Disadvantage until the start of its next turn.
Fiend. When your familiar takes the Attack action, it can replace an attack with a 5-foot Emanation of hellfire. Each creature within the area must succeed on a Dexterity saving throw against your spell save DC, taking 4d6 Fire damage on a failed save or half as much damage on a successful one.
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