Base Class: Wizard
Wizard: School of Husbandry
The True Magic of the Wild
Most wizards spend their lives secluded in arcane universities, poring over crumbling scrolls and theoretical equations. You, however, know that the truest magic breathes, bites, and roars. The School of Husbandry is a discipline dedicated to the hands-on study, preservation, and mastery of the world's fauna.
The Living Bestiary
To a Husbandry wizard, a spellbook is not just a ledger of magic; it is a travel-stained field journal. Its pages are filled with hurried sketches, anatomical notes, and arcane formulas used to safely bind a creature's essence. Whether you are wandering the local roads accompanied by a cunning feline, guarding your camp with a fiercely protective rabbit, or marching into a dungeon with a captured monstrosity, you treat your summons not as disposable spirits, but as evolving partners.
Subclass Playstyle
This subclass transforms the humble Find Familiar spell into a dynamic, scaling companion system. As a Husbandry Wizard, you will:
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Explore and Collect: Actively use Nature and Animal Handling during your travels to catalog new Beasts, Dragons, Oozes, Monstrosities, and Plants.
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Adapt and Evolve: Infuse your companions with arcane energy, changing their natural attacks to deal elemental damage like Lightning or Fire.
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Command the Battlefield: Cast your spells directly through your familiar, keeping yourself safe in the backline while your partner wreaks havoc on the front.
Level 3: Field Researcher
When you choose this school at 3rd level, you gain proficiency in the Animal Handling and Nature skills. If you are already proficient in either, you can choose another skill proficiency from the Wizard class list.
Additionally, you seamlessly weave nature magic into your arcane studies. The following spells are added to the Wizard spell list for you:
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1st Level: Animal Friendship, Speak with Animals
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2nd Level: Animal Messenger, Locate Animals or Plants
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3rd Level: Conjure Animals, Revivify
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4th Level: Dominate Beast, Conjure Woodland Beings
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5th Level: Awaken, Commune with Nature
Level 3: Collector and Handler
Your spellbook doubles as a bestiary, automatically containing standard familiar forms plus a few basic, low-CR beasts. You always have Find Familiar prepared, using these augmented rules:
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Expanded Forms: Summon any Beast, Dragon, Monstrosity, Ooze, or Plant recorded in your bestiary. They retain their original creature type.
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Upcasting for Power: Summon a bestiary creature with a max Challenge Rating equal to your Wizard level divided by 3 (rounded down). For a creature of CR 1 or higher, cast the spell using a slot equal to or greater than the CR .
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Combat Ready: Your familiar acts on your turn. It uses your Spell Save DC, gains Temporary Hit Points equal to three times your Wizard level, and you can command it to take the Attack action using your Bonus Action. Once per Long Rest, you can cast the spell as an Action without material components, treating it as if you used the highest slot required for your max CR .
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Cataloging: To add a new creature to your bestiary, you must spend time observing or interacting with it. This study takes 1 hour per the creature's Challenge Rating (minimum of 1 hour). At the end of this period, you must succeed on an Intelligence (Nature) check with a DC equal to 10 + the creature's CR . If the subject is alive, conscious, and uncooperative, the DM may also require a successful Wisdom (Animal Handling) check of the same DC to safely complete your notes.
Level 6: Elemental Evolution
Your intensive study allows you to push companions beyond their natural limits. When you summon a familiar, you can replace its natural attack damage type with Acid, Cold, Fire, Lightning, Poison, or Radiant. This damage is considered magical.
Level 10: Arcane Channeling
Your bond with your companion allows it to act as an extension of your own magical focus. When you cast any spell, you can choose to have your familiar be the point of origin.
Level 14: Master Summoner
You can maintain two instances of Find Familiar simultaneously (they must be different forms). When you use your Bonus Action to command them, both familiars can take an action.
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