Familiarist
Source: Elaris Unbroken
While many a mage may form a bond with their familiar, none are as strong as the wizards known as Familiarists. They use their knowledge of conjuration and alteration magic to enhance the standard familiar with wondrous arcane power.
Arcane Amalgamations
Forbidden Schools
1st-Level Wizard (Familiarist) Feature As a familiarist, you are barred from evocation and illusion magic. As such, you cannot learn or cast spells of these schools. Alternatively, you can choose three spell schools which are considered your forbidden schools. You cannot choose alteration, conjuration, or universal magic as forbidden schools.Familiar Savant
1st-Level Wizard (Familiarist) Feature When you adopt this Arcane Tradition, you learn the Find Familiar spell and add it to your spellbook as normal. In addition, when you cast Find Familiar as a ritual, you do not need to provide the normal material components for the spell. In addition, your bond to your familiar is more powerful, keeping its spirit intact even through death, allowing you to re-summon the same spirit each time you summon a familiar using this spell.Greater Familiar
1st-Level Wizard (Familiarist) Feature You learn to enhance your familiar with your arcane power. When you cast Find Familiar, you use the Greater Familiar stat block below, which uses your Wizard Power Reservoir (PR) 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 Wizard Power Reservoir. 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 than the differences described here, your Greater Familiar uses the same features as a normal familiar.Greater Familair
Tiny celestial (good), fey (neutral), or fiend (evil), matches your alignment
Armor Class: 8 + PR + INT
Hit Points: 4 + four times your Wizard 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
Senses: Passive Perception 11 + PR
Languages: understands the languages you speak
Conjurer's Bond. You add your PR 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 PR from the list below.
Actions
Bite. Melee Weapon Attack: Your Spell Attack Modifier to hit, reach 5 ft., one target. Hit: 1d4 - 3 + PR Piercing damage.
