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.  

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.

Arcane Amalgamations
Amphibious.
The familiar gains a swimming speed equal to its walking speed and can breath both air and water.
Arcane Attunement.
While the familiar is within 100 feet of you, you can cast any spell from it, even if it does not have a range of Touch.
Camouflage.
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 wizard 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.
 

Bonded Transposition

6th-Level Wizard (Familiarist) Feature   The otherworldly bond between you and your familiar has grown. You can use an Action to switch places with your Familiar, each instantly teleporting to each other's spaces, so long as you can see your Greater Familiar and it is within 300 feet of you.   You can use this feature a number of times equal to your Wizard Power Reservoir, and you regain all expended uses each time you finish a long rest.  

Arcane Coordination

10th-Level Wizard (Familiarist) Feature   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

14th-Level Wizard (Familiarist) Feature   Your familiar towers over those of other wizards. 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, and its Dexterity score is reduced by 2.