Familiarist

While many a mage may form a bond with their familiar, none are as strong as the Sages known as Familiarists. They use their knowledge of conjuration and transmutation magic to enhance the standard familiar with wondrous arcane power.  

Familiar Savant


When you adopt this Arcane Tradition at 2nd level, you add the find familiar spell to your spellbook. In addition, when you cast find familiar as a ritual, you do not need to provide the normal material components for the spell.  

Greater Familiar


When you adopt this Arcane Tradition at 2nd level, you learn to enhance your familiar with your arcane power. When you cast find familiar, you use the Greater Familiar stat block at the end of this Tradition, which uses your proficiency bonus (PB) and Intelligence modifier (INT) in several places.   Each time you conjure your Greater Familiar it gains a number of Arcane Amalgamation features equal to your proficiency bonus from the list at the end of this Tradition. You can change these features each time you conjure it.   In combat, your Greater Familiar acts during your turn. It can move and use its reaction on its own, but it only takes the Dodge action unless you use your action or bonus action to command it to take an action from its stat block, or another action. If you are incapacitated, your Greater Familiar acts independently to protect you as best as it can.   Other then the differences described here, your Greater Familiar uses the same features as a normal familiar.  

Bonded Transposition


The otherworldly bond between you and your familiar has grown. Starting at 6th level, you can use an action to switch places with your familiar, each instantly teleporting to the other's space, so long as you can see your Greater Familiar.   You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses each time you finish a long rest.  

Arcane Coordination


Beginning at 10th level, while you are within 30 feet of your Greater Familiar and either you or your Greater Familiar is forced to make a saving throw, either of you can use your reaction to give the other advantage on their saving throw.  

Archfamiliar


Your familiar towers over those of other Sages. Starting at 14th level, when you conjure your Greater Familiar, you can choose for its size to be Tiny, Small, Medium, or Large.   For each size category your Greater Familiar is above Tiny, its Strength score and total hit points each increase by 5.    

Greater Familiar

Tiny celestial (good), fey (neutral), or fiend (evil),
Armor Class: 8 + PB + your Intelligence modifier
Hit Points: 4 + five times your Sage level
Speed: 30 ft , climb: 20 ft

STR

4 -3

DEX

16 +3

CON

12 +1

INT

10 +0

WIS

12 +1

CHA

10 +0

Skills: Conjurer's Bond. You add your PB to any ability check or saving throw that your familiar makes.   Arcane Amalgamation. Each time you summon your familiar it gains a number of Amalgamation features of your choice equal to your PB from the list below.
Senses: passive Perception 11 +PB
Languages: understands the languages you speak
  Below are the Arcane Amalgamation features a Sage can choose from each time they conjure their Greater Familiar:   Amphibious. The familiar gains a swimming speed equal to its walking speed and can breath both air and water.   Camoflage. The familiar has advantage on Dexterity (Stealth) checks when it holding still or lightly obscured.   Elusive. The familiar does not provoke opportunity attacks when it moves out of an enemy creature's reach.   Enhanced Sight. The familiar gains Darkvision out to a radius of 60 ft. If you choose this feature a second time the familiar also gains Blindsight within that 60-foot radius.   Flight. The familiar gains a flying speed equal to its walking speed, and while it is conscious it can hover.   Fortified Frame. The familiar gains 1 additional hit point per Sage level. You can choose this feature multiple times.   Keen Senses. The familiar has advantage on Wisdom (Perception) checks that rely on its hearing, smell, or sight.   Telepathy. The familiar can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 ft. of it that can understand at least one language.   Mimicry. The familiar can mimic simple sounds it has heard, such as a person whispering or an animal chittering. A creature can tell the sounds are imitations by succeeding on a Wisdom (Insight) check against your spell save DC.   Pack Tactics. The familiar has advantage on attack rolls if a conscious allied creature is within 5 feet of it's target.   Swift. The familiar's walking and climb speed increase by 10 feet. You can choose this feature multiple times.   Tunneler. The familiar gains a 10 ft. burrow speed that it can use to tunnel through loose rocks, dirt, sand, and soil.

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