Wizard
Base Class: Wizard

Circus Magic wizards are spellcasters who infuse the magic of the circus into their spellcasting, transforming their familiars into enchanting circus animals. Through rigorous training and a deep connection, they turn their familiars into versatile performers, creating captivating and magical displays that transport their audiences to a world of wonder and amazement.

Instant Familiar

2nd-level Circus Magic feature

Your connection with your familiar is so strong that you can summon or reconfigure it with remarkable speed. Once per day, as a bonus action on your turn, you can instantly cast the Find Familiar spell without expending a spell slot. This allows you to resummon your familiar if it has defeated or reconfigure its shape, choosing from any form available through the Find Familiar spell. The familiar retains any cantrips or tricks it had learned from your Trickster's Companion feature.

Familiar Performer

2nd-level Circus Magic feature

You gain the ability to enhance your familiars in the following ways:

  • Trickster's Companion: Your familiar gains the ability to perform tricks. When you cast the Find Familiar spell, choose one known cantrip from the Wizard spell list. Your familiar can now use this cantrip, and it uses your spellcasting ability for its spell attack rolls and spell save DC. Your familiar can use this cantrip as a bonus action on its turn, and it cannot cast it more than once per round.
  • Acrobat's Agility: Your familiar gains a +2 bonus to its Dexterity score, increasing its agility and nimbleness.
  • Proficient Performer: Your familiar adds your proficiency bonus to its Performance and Sleight of Hand checks.
  • Magical Weapon: Your familiar can now make one weapon attack from its stat block as part of its actions. The attack uses your proficiency bonus for its attack roll, and it deals damage according to the familiar's stat block. If your familiar does not have a natural weapon, it can conjure a magical weapon appropriate to its form, such as a tiny sword or claw dealing 1d4 slashing.

Distracting Display

6th-level Circus Magic feature

Your familiars' tricks have become even more dazzling. When your familiar uses a cantrip granted by the Trickster's Companion feature to make a spell attack, it can choose to impose disadvantage on one enemy's attack roll until the start of its next turn. Additionally, your familiars can now perform acrobatic feats, granting them advantage on Dexterity (Acrobatics) checks.

Spellcasting Familiar

10th-level Circus Magic feature

Your connection with your familiars deepens, allowing them to cast spells using your spell slots. Your familiar can cast known spells of 1st or 2nd level from the Wizard spell list, consuming your spell slots of the same level. Your familiar uses your spellcasting ability for its spell attack rolls and spell save DC. Your familiar must be within 100 feet of you to use this feature.

Spectacular Swap

14th-level Circus Magic feature

Your familiars' magical prowess reaches its peak. You and your familiar can swap locations (within 100 feet) once per short rest as a reaction to being attacked or targeted by a spell. This sudden exchange of positions confounds your enemies, granting both you and your familiar advantage on your next attack roll or saving throw, respectively.

Additionally, your familiars can cast known spells of 3rd level or lower from the Wizard spell list using your spell slots. Your familiar uses your spellcasting ability for its spell attack rolls and spell save DC. Your familiar must be within 100 feet of you to use this feature.

Circus Magic Image

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