Base Class: Wizard
Countless wizards bind familiars to themselves or conjure temporary servants to assist them with basic tasks. You, however, have taken the time to permanently improve the forms and functions of such entities so that they can accomplish far more under your guidance. A familiar that can explore places for you or accompany you without arousing suspicion about its true nature has many applications. A familiar that can hold back a charging orc and act as an additional set of hands or a strong back is infinitely more useful.
Combat Familiar
At 2nd level, your familiars are always created with the maximum possible hit points for their form and use your proficiency bonus instead of their own. Their maximum hit points are further increased by an amount equal to half your level in this class, rounded down. Your familiars may also use their own action to make attacks, but cannot use any multiattack until you reach level 10.
Additionally, your familiars automatically succeed all saving throws against spells that you cast and may use their reaction to take no damage from spells that you cast.
Snap Summons
Starting at 2nd level, you may call or dismiss your familiars with a bonus action. When one of your familiars is targeted by an attack you may use your reaction to dismiss them, causing the attack to automatically miss. A familiar dismissed using your reaction cannot be recalled until you complete a short or long rest.
Greater Familiar
Starting at 6th level, your familiars become far more potent than they ever could be before. The maximum combined CR of your familiars is equal to your wizard level divided by 3, rounded down. Familiars with CRs less than 1 count as 1 for calculating this total. Your familiars may take the form of any non-incorporeal and non-sapient Beast, Elemental, Plant, or Undead of any size smaller than Huge.
As a general guideline for determining sapience; if the creature can speak a language, it is most likely sapient. No matter what its Intelligence score is.
Arcane Menagerie
Beginning at 10th level, you can have more than one familiar active at a time. You can direct any number of your familiars with the same action. The maximum number of familiars you may have is equal to 2 at level 10, 3 at level 16, and 4 at level 20.
Empowered Familiars
Starting at 14th level, you are able to charge your familiars with the power of your lesser spells so that they may use them in a limited manner. You can use an action to imbue one familiar that you are touching with a cantrip that you know. The options for this cantrip is not limited to touch range only. An empowered familiar can use their attack action to cast the cantrip a number of times equal to your INT mod per long rest, using your spell attack modifier and spell save DC.
You cannot change the cantrip that you have bestowed on one of your familiars until you take a short rest. This does not reset the number of times that your familiar can cast the spell.
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