Base Class: Wizard
Some wizards desire a more powerful assistant to help them in and out of combat. Some want extra hands around the lab, easing the burden on complicated spells. And some just want more friends. Whatever their reason, wizards that follow the School of Familiarity push the boundaries of the Find Familiar spell, enhancing the familiars they summon and, with practice, increasing the number of familiars they can summon.
Familial Savant
Beginning when you select this school at 2nd level, you learn the Find Familiar spell, you can cast it without spending a spell slot, you don’t have to have it prepared to cast it, and you don’t use material components when you cast it. In addition, whenever you make an Animal Handling check, you can use your Intelligence instead of your Wisdom for the check.
Familiar's Glamour
Starting at 2nd level, the familiars you summon are granted a small measure of magical power. Your familiar gains one spell slot that it can use to cast a spell on its turn. The spell slot’s level is equal to half your proficiency bonus (rounded up). Your familiar uses your spell attack modifier and saving throw DC. If the spell requires concentration, you must concentrate on it. The familiar’s spell list is determined by the type of creature you choose for it to be. Your familiar regains an expended spell slot when you finish a long rest.
Celestial Spells
|
Spell Level |
Spells |
|
1st |
Bless, Detect Evil and Good |
|
2nd |
Aid, Spiritual Weapon |
|
3rd |
Beacon of Hope, Remove Curse |
Fey Spells
|
Spell Level |
Spells |
|
1st |
Faerie Fire, Sleep |
|
2nd |
Crown of Madness, Invisibility |
|
3rd |
Haste, Major Image |
Fiend Spells
|
Spell Level |
Spells |
|
1st |
Bane, Cause Fear |
|
2nd |
Blindness/Deafness, Darkness |
|
3rd |
Fear, Bestow Curse |
Ethereal Aspect
Starting at 6th level, you can use an action to channel your familiar’s power into its form, enhancing it. The effect depends on the creature type you chose when you summoned it, as listed below. Once you use this feature, you can’t use it again until you finish a long rest.
Celestial. For the next minute, or until the familiar takes damage, the familiar gives off bright light out to 10 feet, and each friendly creature within the light gains advantage on all saving throws.
Fey. Each hostile creature within 10 feet of your familiar must make a Wisdom saving throw or become frightened of the familiar for 1 minute or until they take damage.
Fiend. One creature within 10 feet of the familiar must make an Intelligence saving throw. On a failed save, they become vulnerable to any damage type they aren’t resistant or immune to for 1 minute or until they take damage, and they lose their resistances for 1 minute.
Split Soul Familiar
At 6th level, whenever you cast the Find Familiar spell, you can summon two familiars instead of one. Both familiars follow the same rules for Find Familiar. You can choose a separate creature type for each familiar, but only one familiar gets a spell slot. When you spend an action to dismiss or reappear one familiar, you can dismiss or reappear both or either as part of that action.
Animal Shapes
At 10th level, you learn how to briefly take the form of your familiar. You can cast the Polymorph spell without using a spell slot, but you can only transform yourself, and only into one of the forms available to your familiars when you cast the find familiar spell. Once you have used this feature, you can’t use it again until you finish a short or long rest.
Protective Soul
Also at 10th level, you can momentarily draw on your familiars’ power to protect yourself. When you are forced to make a saving throw, you can use your reaction to gain a +1 bonus to that saving throw for each of your familiars summoned through the Find Familiar spell that is within 10 feet of you.
Treble Soul Familiar
At 14th level, whenever you cast the Find Familiar spell, the number of familiars you can summon at once increases to three, and each familiar gets a spell slot.
Comments