Wizard
Base Class: Wizard

A wizard who has learned the ins and outs of summoning utilizing their conjured creatures and their trusted familiar in ways not seen before.

Summoning Savant

Beginning when you select this school at 2nd level, Summoned creatures you control have their own initiative and have advantage in initiative rolls, and conjured creatures only require one turn to summon.

Familiar Familiars

Beginning at 2nd level, you always will have a familiar by your side of your choice. You can cast Find Familiar at will. Your summoned creatures gain Hp equal to your proficiency bonus + your wizard level. If the familiar dies it can be resummoned with find familiar. You can cast any cantrip, or spells that require touch from that Familiar without using your reaction.

Elemental Allies

Starting at 6th level, you have learned to tap into the elemental planes for help. Once per day, you can summon an elemental that is CR 5 or lower, or two CR 3 or lower, elementals these creatures are loyal to you and your allies. If multiple elementals are created, they share initiative with each other. They do not require concentration to stay summoned. The summons disappears when its hp hits 0 or you take a long rest.

You and your summons gain advantage on attack rolls when an enemy is 5ft from a summoned ally or you.

Familiar Tactician

Beginning at 10th level, you can now summon one CR 7 or lower Elemental using "Elemental Allies".

You can add your INT modifier to your summoned creature's damage rolls.

You and summoned creatures you control except your familiar, become resistant to all forms of damage while within 10ft of your familiar. In addition, your Familiar can now be used to cast any spell as if from them, and in addition it can use its action to cast a cantrip you have in your spell list.

Excelling Companion

Starting at 14th level, you can cast any spell that summons a creature as a bonus action. When you summon a creature, it gains 50 temporary hit points. When you cast a wizard spell through your familiar, you or your familiar can gain temporary hp equal to 5 times the level of the spell cast.

Once per long rest: You can command your familiar to enter an empowered state for up to 1 hour. They gain the ability to cast any spell from your spell list up to 6th level on their own turn, they become resistant to all forms of damage, they grow into a huge sized creature, while you have your familiar empowered summoned enemies have disadvantage on hitting you, gain 100 max hp, and heal all conditions and hit point. If the familiar is in a space that cannot accommodate it, it will become a size that can. This effect ends when the familiar is killed/incapacitated or when you are killed.

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