Familiar Master (5e Subclass)

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Familliar Master[edit]

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 evolve their familiars and change their form.

Partner at all times[edit]

Starting at 2nd level while your familiar is summoned and within 100 feet, you can add your Intelligence modifier to your spell attacks and checks as well as your concentration.

Improved familiar[edit]

Starting When You Choose This Arcane Tradition At 2nd level, you learn summon familiar if you don't already know it, you always have the find familiar spell prepared, and it doesn't count toward the number of spells you prepare. In addition, once per long rest, you can cast the spell as an action, without expending component materials or spell slots. The summon familiar spell gains the following properties.

  • When you summon your familiar it has the form of a beast CR 0 to 1, you know all forms in that CR range.
  • Whenever you encounter a creature, both beast and elemental, you can learn that creature's form for your familiar, it must have a CR equal to or less than half your wizard level (rounded up) and you need 1 hour for each form. Starting at 4th level you can learn aberration, plant, and slime forms, starting at 6th level construct and plant, at 8th level you can learn monstrosities, and at 10th level you can learn dragons and faerie.
  • Your familiar has an action right after or before yours, your choice, during that action it has all the actions a creature would normally have, but it cannot use its legendary actions.
  • You can use an action and spend a spell slot to summon or transform your familiar into another form than it has.
  • You can communicate and share your senses with your familiar while they are on the same plane of existence as you.
  • Your familiar gains bonus hit points equal to twice your wizard level + your Intelligence modifier.
  • You can cast spells through your familiar that have a maximum range of 60 feet and are no higher than 3 levels.

Body synchrony[edit]

At 6th level you gain a portion of your familiar's power, after a long rest you can select one of your familiar's native abilities and add it to your skill list, that ability remains active until you take a long rest. The skill cannot be a legendary action.

Protection of familliar members[edit]

10th Level Summoner Resource Your familiar is a strong presence. While your familiar is within 5 feet of you or another creature you summoned, that creature gains the following benefits: If the creature is damaged by an attack or spell, you You can use your reaction to make your familiar take full damage. of the attack. When the creature makes an ability check, you can use your reaction to treat a result of 9 or lower as a 10. the summoned creature makes the ability check, it also uses your reaction. You can use an action to reduce your target's hit points. familiar to 0. Upon doing so, the creature regains a number of points hit points equal to twice your wizard level. You can use each of these abilities twice, and you cannot do so again until you finish a long rest.


Powerful Bond[edit]

At 14th level you evolve your familiar to a new level, you can give up your additional familiars to summon a powerful familiar, when summoning your familiar it receives the benefits. - Your hit points increase by 3 times your mage level. - He gains a bonus to his attack rolls equal to his Intelligence modifier. - When casting a spell, your familiar can use its reaction to attack the same target. - He has immunity to being frightened, stunned and charmed. - You can cast spells of up to 5th level per your familiar regardless of range.

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