Wizard
Base Class: Wizard

Those who practice this school of wizardry delve deep into the arts of binding creatures to their will. Utilizing occult and supernatural secrets, these wizards track down and bind through diplomacy or coercion powerful servants to do their bidding.

Note: You cannot bind players or creatures that are not official content or in homebrew approved.

True Name

At 2nd level, you have begun to learn the secrets of the occult. In particular, you have learned to extract the true names of creatures you face. As a bonus action, you can attempt to extract a creatures true name. The creature must succeed on an Intelligence save against your spell save DC. On a failed save, you acquire the creature’s true name. You may hold a total number of true names equal to your Intelligence score. While you hold a creature true name, you always know its precise location and may use its senses alongside your own. A creature may voluntarily fail this save if it wishes. You may discard any true name you know as a bonus action.

Supernatural Conjurations

At 6th level, you may learn three spells that conjure or summon a creature that you have the spell slots to cast. These spells are always prepared for you and don’t count against the total number of wizard spells you can have prepared. When you summon or conjure a creature with this spell, you may choose to learn its True Name. If you do, that creature is friendly to you, obeys your commands in the manner that best fulfills your objectives, and even if you lose control of the creature, it remains friendly to you and your allies. When you complete a long rest, you may swap which spells you select.

Occult Familiars

At 10th level, you have learned to use the creatures you summon as conduits for your magic. You may cast spells from creatures you control, summon, or conjure from your spells or abilities as if you were in their space. If the spell originates from you, you can choose to have it originate from the creature instead. If you know the True Name of a creature you use this feature from, that creature also gains temporary hit points equal to the level of the spell multiplied by your intelligence score.

If you were to drop to 0 or die, you may choose to sacrifice a creature you have conjured or summoned instead and negate the triggering instance against you. Once you use this feature, you cannot do so again until you have completed a long rest.

Friends On the Other Side

At 14th level, your ability to conjure creatures improves dramatically. Your spells that conjure or summon creatures are considered to be upcasted by a number of levels equal to your intelligence modifier. Moreover, they may use your spell attack, spell save DC, and saving throws in place of their own attack, spell save DC, and saving throws. 

When you cast a spell that summons or conjures a creature, you may choose to add your proficiency bonus when calculating the CR of the summoned creature. Once you do so, you cannot do so again until you have finished a long rest.

Previous Versions

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