Wizard
Base Class: Wizard

You are trained to conjure up creatures from distant realms. You have extensive knowledge of the planar creatures and how to control them.

Empower Familiar

Starting at 2nd level you learn the find familiar spell and can cast it at will. The familiar summoned can be commanded telepathically (no action required) from any distance when on the same plane. The familiar can take all actions the creature it is replication can. You can add more creatures to the types of creatures your familiar can take by spending 1hr and 10 gp per CR of the creature to change the familiar into this form. This creatures CR cannot exceed your wizard level.

Enslave the planar

Starting at 2nd level, when you choose this school, as an action you can target one creature within 30ft of you of CR equal to or lower than half you wizard level and must be of the fey, fiend, celestial, elemental, or aberration creature type. When you do so it must succeed on a charisma saving throw (DC 8 + int mod. + prof) or become under your command. You become physically bonded to this creature, and you can command them as a bonus action so long as they are within 100ft of you. This effect last one day, where you must attempt to push this again to maintain control.

You can only have one thrall at a time. Additionally you may use this feature a number of times equal to your intelligence modifier per long rest (minimum of 1).

Bloody Summons

Starting at 6th level, you can expend one hit die whenever you begin to cast a summoning spell. When you do so you roll the die and take the damage, when this happens you can halve the time to cast a spell that summons planar beings, additionally you may extend further hit dice taking the damage rolled on them, when you do so the creature summoned gains an amount of temporary hit points equal to the number rolled.

Improved Bloody Summons

Starting at 10th level, whenever you use the bloody summons feature you may choose to cast the spell as an action if it would take longer than one action, if the casting time is originally 1 action you may instead cast it as a bonus action. Whenever you do so, if an event or creature prevents you from completing the spell then you will take 2x the number rolled on the hit dice in additional necrotic damage.

You may use this feature a number of times equal to your intelligence modifier per long rest. (minimum of 1)

Grand Familier

Starting at 14th level, your familiar can be transformed into another creature at will without any material components. Additionally all spell that would affect you may affect your familiar so long as you are one the same plane. Whenever you cast a spell that has a range or area of affect you may cast it through your familiar.

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