Base Class: Wizard
Learning the spell familiar is seen as a rite of passage among novice mages, as the spell provides a useful, albeit limited, magical servant. However, a small sub-school of wizards known as the "House Masters" or "Evolutionists" believe that within the humble spell reside multiple occult powers. In fact, your studies unlocked the spell's hidden potential: the ability to fluidly summon their familiars and evolve them.
Familiar Savant
At 2nd level, you learn the find familiar spell and can cast it at will as a bonus action without material components.
The spell doesn’t count against your number of spells known.
When you cast the spell, your familiars can take the forms of a medium or smaller beast of cr 1 or lower, or one of the following special forms: blink dog, death dog, imp, pseudodragon, quasit, sprite, or worg.
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiars to make one attack with its reaction.
Your summoned familiars also gain the following benefits:
- Your familiars gain either a flying speed and a swimming speed of 40 feet, unless they already have a flying or swimming speed that is higher than 40 feet. They also do not provoke opportunity attacks.
- As a bonus action, you can command your familiars to take the Attack action.
- Your familiar’s weapon attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.
- If any of your familiars forces a creature to make a saving throw, it uses your wizard spell save DC.
- When any of your familiars take damage, you can use your reaction to grant them resistance against that damage.
- You can communicate telepathically with your familiars and perceive through your familiar’s senses as no matter the distance between you and them, even while they're on a different plane of existence. Additionally, while perceiving through your familiar’s senses, you can also speak through your familiars in your own voice, even if your familiars are normally incapable of speech.
Improved Familiars
Starting at 6th level, when you cast the find familiar spell, you can summon up to three familiars and have up to three familiars at a time instead of just one and can summon beasts of a cr equal to half your wizard level rounded up, including large sized beasts.
Familiar Master
Beginning at 10th level, your familiars can take one of the following special forms: cave fisher, displacer beast, guard drake, hell hound, leucrotta, mimic, peryton, or shadow mastiff.
Additionally, if any of your familiars fail a saving throw then you can expend a spell slot of 1st level or higher to have it instead automatically succeed on the saving throw.
You do not have to maintain concentration on any spell you cast on any of your familiars.
Bond Barrier
At 14th level, while you have at least one familiar summoned you have resistance to all damage, you automatically succeed on all saving throws against spells and magical effects, and have advantage on all saving throws.
Previous Versions
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