Wizard
Base Class: Wizard

Most wizards have a deep connection with their familiar. For some their familiar are expandable servants and minions for other cherished companions. This is especially true for the Wizards who specialize in Monster Taming. They use their own magic to strengthen their familiar and then tap into their power to increase their own.

Enhanced Familiar

You learn the spell find familiar, if you already know the find familiar spell you learn another spell of 1st level from the Wizard spell list.

When you cast the find familiar spell additional to the normal forms, you can call forth a stronger celestial, fey or fiend spirit, which can manifest as an enhanced familiar. It is friendly to you and your companions, and it obeys your commands. See its game statistics in the Enhanced Familiar stat block, which uses your proficiency bonus (PB) in several places. You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its game statistics.

In combat, the enhanced familiar shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the enhanced familiar can take any action of its choice, not just Dodge.

Enhanced familiar
Medium beast
Armor Class: 12 + its Dexterity modifier
Hit Points: 2 + its Constitution modifier + 5 times your wizard level (the defender has a number of Hit Dice [d8s] equal to your wizard level)
Speed: 40 ft.
STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 16 (+3) 5 (−3) 13 (+1) 6 (−2)
Saving Throws: Dex +2 plus PB, Con +3 plus PB
Skills: Stealth +2 plus PB, Perception +1 plus PB x 2
Damage Immunities: -
Condition Immunities: charmed
Senses: passive Perception 11 + (PB x 2)
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus (PB): equals your bonus
Evolution. Familiar can be evolved 
Actions
Claw or Talon. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB slashing damage.
Bite. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB piercing damage.

 

Familiar Bond

As long as your familiar is within 100 feet of you, you can tap into its primal instinct and you gain proficiency in Stealth and Perception.

 

Arcane Evolution

As you invest your familiar with your magic, you can alter its abilities and skills. Whenever you touch your familiar, you can expend a spell slot to give your familiar one of the following options. When you use a higher spell slot then required the effect is the same as if you used the specified spell slot and the remaining magic is lost into the ether. Each option can only be chosen once per familiar.

The power last until you have completed a long rest or the familiar has been reduced to zero hit points. When the familiar shifts to another of its forms as stated in the spell it keeps its enhancement.

 

Hardened Scales (1st level spell)

The skin of your familiar is infused with magic and becomes tougher. The AC of your familiar increases by 2.

 

Sharpen claws (1st level spell)

The claws of your familiar sharpen. Your claws can deal additional 1D4 slashing damage when it uses a melee attack action with its hands, talons or paws. Additionally it gains a climbing speed equal to your walking speed.

 

Basic Magic (1st level spell)

The familiar shares a small part of your understanding of magic and can learn one cantrip from the Wizard spell list. It uses your spell casting modifier for any spell that requires a spell save or attack roll.

 

Mount (1st level spell)

Your familiar can be mounted and gains an increase in walking speed of 10 feet. 

 
Poison (1st level spell)

The teeth or claws of your familiar are coated with poison. When your familiar hits a target with an attack the creature hit must succeed on a constitution save against your spell DC or takes additional 1D12 poison damage. No damage when it saves.

 

Tail (2nd level spell)

Your familiar grows a tail or strengthen an already existent tail that can be used to attack their foes from a far. It gains proficiency in acrobatics and attacks made with the tail deal 1D8 bludgeoning damage on a hit and the attack have the reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.

 

Darkvision (2nd level spell)

The eyes of your familiar are attuned to Darkness like a creature that dwells under the earth. Your familiar gains Darkvision up to 60 feet.

 

Born Hunter (2nd level spell)

Your familiar becomes a deadly hunter. The familiar has advantage on stealth checks and can take hide action as a bonus action. When it attacks with advantage and it hits it deals additional 1D6 damage of the base damage type.

 

Aquatic Adaption (2nd level spell)

Your familiar adapts its body to an aquatic environment, sprouts gills and grows webbing between its paws or fingers. It can breathe underwater and gain a swimming speed equal to its walking speed.

 

Elemental power (2nd level spell)

You imbue your familiar with elemental power of either acid, cold, fire, thunder or lightning and gain resistance to that element and when you make an attack you have a +1 to attack rolls and when hit deal an additional 1D4 damage of the chosen element. Your attacks are now considered magical.

 

Web (2nd level spell)

Your familiar can produce webbing to ensnare its enemies. Your familiar can cast the web spell using your spell casting ability. After the familiar has used the spell in that way you can recharge one use by spending a first level spell slot.

 

Bodyguard (3rd level spell)

When a creature you can see hits a target, other than you, within 5 feet of your familiar with an attack, your familiar can use its reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage).

 

Wings (3rd level spell)

Your familiar sprouts wings or learns how to alter its density. It gains a flying speed equal to its walking speed.

 

Regeneration (3rd level spell)

You imbue the body of your familiar with power that fasten the natural healing process. As a bonus action, the familiar can use the cure wounds spell on itself. The spell uses your spellcasting modifier. It can do so a number of times a day equal to your proficiency bonus.

 

Multiattack (3rd level spell)

Your familiar becomes more formidable in combat and can attack a second time when taking the attack action.

 

Spell storage (3rd level spell)

You can store a spell of 3 level or lower you have prepared in you familiar. The spell must target a single creature or an area. If you are within 100 feet you can mentally trigger the spell with no action required. Alternatively, you can give the familiar a command and it will activate the spell to best of its knowledge based on your description.

 

Physical Enhancement (x level spell)

You alter the body of your familiar to increase certain characteristics. For each level of spell slot you use you can increase Strength, Constitution or Dexterity by 2 ability points and 1 additional point per spell slot used. Attributes can only be increased until 20 and not above.

 

Symbiosis (x level spell)

You create an even deeper magical link with your familiar, which allows you to share beneficial effects. As long as you are linked in that way your familiar and you can select one active spell effect or active evolution per spell level used and apply it to themselves. A specific positive effect can affect each creature only once. Active spell effects of the same type cannot be stacked.

 

 

Master Tamer

Your nearly constant connection with your familiar has strengthened the influence over all beast. Once per day you can cast dominate beast or conjure animals as if you cast it on the lowest possible spell level. Intelligence is your spell casting modifier for this spells.

While concentrating on one of this spells, you can add your familiar’s ability modifiers when you have to make a constitution saving throw and if the familiar is within 100 feet of you.

 

Twin Soul

The strength of your bond has enabled you to summon and control and additional familiar. When casting the find familiar spell each familiar can be selected the same or an individual form including two enhanced familiars. When you use your bonus action all enhanced familiars can use other actions than the standard dodge action. Each familiar must be evolved individually for the corresponding spell costs.

The body and mind of your familiars are used to your magic coursing through them that they no longer resist the changes. This missing resistance manifests in reduction for all evolutions by one spell level, but never lower then 1st spell level.

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