Wizard School options The following are 3 Wizard School options for the wizard class for 5th Edition for dungeon and dragons By Good Natured Gamer I'm looking for feedback so please find me at the following: https://www.reddit.com/user/GoodNaturedGamer/posts/

https://www.twitch.tv/goodnaturedgamer

https://www.instagram.com/goodnaturedgamer/

School of enhanced familiar With familiars some look for companionship, some look for subservience. Those who study the school of enhanced familiar learn how to maximise the potential of their summoned companions. Familiar familiars At level 2 you learn the spell Find familiar if you don't already know it. You have spent extensive time studying the spell and can cast it at half the materiel cost which are consumed with out the need of a brazier. Casting time is also halved. Your familiar can also cast spells from itself, regardless of the range specified, as long as it takes 1 action to cast and is within 100 feet of you. Finally you may add your intelligence score to your familiar's AC Blood Bond Starting at level 6 when your familiar takes damage within 150 feet of you, you can use your reaction to take the damage instead. The telepathic bond you share, ability to see though your familiar and the range it cast spells from you is also increased to 150 feet. Your studies have unearthed new techniques for summoning and possibility new locations to form alliances. Your familiar can now take the form of/be the following creatures: Boggle

Chwinga

Cranium Rat

Flying monkey

Gazer

Geonid

Tressym

Vargouille Stat blocks for these familiars are at the end of this school description. Under my thumb Your familiar is more worldly and battle hardened than the average familiar. Due to this experience at level 10 when you are constraining on a spell so does your familiar. If you lose concentration on a spell it can be maintained as if your familiar is contrasting on the spell. They use their forms constitution modifier, and if you cast a new concentration spell your familiar automaticity looses concentration on the old spell. Your familiar can still loose concentration before you do. Accessories From level 14 your bonds have strengthened so that your casting is intertwined. When you cast a Wizard spell on yourself within 150 feet of your familiar, your familiar gains the benefits as well. In addition casting find familiar now only takes 1 action to cast.

Boggle Small fey, chaotic neutral Armor Class 14

14 Hit Points 18 (4d6 + 4)

18 (4d6 + 4) Speed 30ft, climb 30 ft. STR DEX CON INT WIS CHA 8 (-1) 18 (+4) 13 (+1) 6 (-2) 12 (+1) 7 (-2)

Senses Darkvision 60ft, passive Perception 13

Darkvision 60ft, passive Perception 13 Skills Perception +3, Slight of hand +6, Stealth +6

Perception +3, Slight of hand +6, Stealth +6 Languages Sylvan

Sylvan Languages Damage Resistances: Fire

Damage Resistances: Fire Challenge 1/8 Actions Pummel. Melee Weapon Attack: +1 to hit, reach 5ft, one target. Hit: 2 (1d6 - 1) bludgeoning damage Oil Puddle.The boggle creates a puddle of oil that is either slippery or sticky (boogle's choice. The puddle is 1 inch deep and covers the ground in the boogle's space. The puddle is different terrain for all creatures except boggles for 1 hour. If the oil is slippery, any creatures that enter the puddle's area must succeed on a DC 11 dexterity saving throw or fall prone. If the oil is sticky any creature that enters the puddle's area they must succeed on a DC11 strength saving throw or be restrained. On its turn, on its turn a creature can use an actsion to try to extricate itself from the sticky puddle ending the effect and moving into nearest unoccupied space with a successful DC 11 check. Dimensional Rift. As a bonus action, the boggle can create an invisible and immobile rift within an opening or frame it can see within 5 feet of it, provided that the space is no bigger than 10 feet on any side. The dimensional rift bridges the distance between that space and any point within 30 feet of it that the boggle can see or specify by distance and direction (such as "30 feet straight up"). While next to the rift, the boggle can see through it and is considered to be next to the destination as well, and anything the boggle puts through the rift (including a portion of its body) emerges at the destination. Only the boggle can use the rift, and it lasts until the end of the boggle's next turn. Uncanny Smell The boggle has advatage on wisdom (perception) checks that rely on smell.

Chwinga Tiny elemental, neutral Armor Class 15

15 Hit Points 5 (2d4 + 4)

5 (2d4 + 4) Speed 20 ft., climb 20 ft., swim 20 ft. STR DEX CON INT WIS CHA 1 (-5) 20 (+5) 10 (+0) 14 (+2) 16 (+3) 16 (+3)

Senses blindsight 60ft., passive Perception 17

blindsight 60ft., passive Perception 17 Skills Acrobatics +7, Perception +7, Stealth +7

Acrobatics +7, Perception +7, Stealth +7 Languages Sylvan

Sylvan Languages Damage Resistances: Fire

Damage Resistances: Fire Challenge 0 Actions Evasion. When the chwinga is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.: Hit: Innate Spellcasting The chwinga’s innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no material or verbal components: At will: druldcraft, guidance, pass without trace, resistance Actions Natural Shelter The chwinga magically takes shelter inside a rock, a living plant, or a natural source of fresh water in its space. The chwinga can’t be targeted by any attack, spell, or other effect while inside this shelter, and the shelter doesn’t impair the chwinga’s blindsight. The chwinga can use its action to emerge from a shelter. If its shelter is destroyed, the chwinga is forced out and appears in the shelter’s space, but is otherwise unharmed. DM note: The chwinga as a monster also has the following ability. It is powerfull so it is up to DM's disgresion if the familer form can use it: Magical Gift (1/Day) The chwinga targets a humanoid it can see within 5 feet of it. The target gains a supernatural charm of the DM’s choice. See chapter 7 of the Dungeon Master’s Guide for more information on supernatural charms. Cranium Rat Tiny beast, lawful evil Armor Class 12

12 Hit Points 2 (1d4)

2 (1d4) Speed 30ft STR DEX CON INT WIS CHA 2 (-4) 14 (+2) 10 (+0) 4 (-3) 11 (+0) 8 (-1)

Senses darkvision 30 ft.

darkvision 30 ft. Languages telepathy 30 ft.

telepathy 30 ft. Challenge 0 Actions Illumination: As a bonus action, the cranium rat can shed dim light from its brain in a 5-foot radius or extinguish the light. Telepathic Shroud: The cranium rat is immune to any effect that would sense its emotions or read its thoughts, as well as to all divination spells. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage.: Flying Monkey Small beast, unaligned Armor Class 12

12 Hit Points 3 (1d6)

3 (1d6) Speed 20 ft., climb 20 ft., fly 30 ft. STR DEX CON INT WIS CHA 8 (-1) 14 (+2) 11 (+0) 5 (-3) 12 (+1) 6 (-2)

Senses passive Perception 11

passive Perception 11 Languages telepathy 30 ft.

telepathy 30 ft. Challenge 0 Pack Tactics. The flying monkey has advantage on an attack roll against a creature if at least one of the monkey’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions Bite. Melee Weapon Attack: +l to hit, reach 5 ft., one target. Hit: 1 (1d4 -1) piercing damage.:

Gazer Tiny aberration, neutral evil Armor Class 13

13 Hit Points 13 (3d4+6)

13 (3d4+6) Speed 0 ft., fly 30 ft. (hover) STR DEX CON INT WIS CHA 3 (-4) 17 (+3) 14 (+2) 3 (-4) 10 (+0) 7 (-2) Condition Immunities prone

prone Senses Darkvision 60 ft.

Darkvision 60 ft. Saving Throws Wis +2

Wis +2 Skills Perception +4, Stealth +2

Perception +4, Stealth +2 Challenge 1/2 (100 XP) Aggressive As a bonus action, the gazer can move up to its speed toward a hostile creature that it can see. Mimicry The gazer can mimic simple sounds of speech it has heard, in any language. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check. Actions Bite Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage. Eye Rays The gazer shoots two of the following magical eye rays at random (reroll duplicates), choosing one or two targets it can see within 60 feet of it: Dazing Ray: The targeted creature must succeed on a DC 12 Wisdom saving throw or be charmed until the start of the gazer’s next turn. While the target is charmed in this way, its speed is halved, and it has disadvantage on attack rolls. Fear Ray: The targeted creature must succeed on a DC 12 Wisdom saving throw or be frightened until the start of the gazer’s next turn. Frost Ray: The targeted creature must succeed on a DC 12 Dexterity saving throw or take 10 (3d6) cold damage. Telekinetic Ray: If the target is a creature that is Medium or smaller, it must succeed on a DC 12 Strength saving throw or be moved up to 30 feet directly away from the gazer. If the target is an object weighing 10 pounds or less that isn’t being worn or carried, the gazer moves it up to 30 feet in any direction. The gazer can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a container Geonid Small elemental, neutral Armor Class 17

17 Hit Points 26 (4d6 +12)

26 (4d6 +12) Speed 30ft STR DEX CON INT WIS CHA 12 (+1) 10 (+0) 16 (+3) 9 (-1) 14 (+2) 11 (+0)

Senses Dark vision 60ft, tremorsense 30ft, Passive Perception

Dark vision 60ft, tremorsense 30ft, Passive Perception Languages Terran

Terran Challenge 1/4 (50 XP) Boulder Guise While fully withdrawn into its shell, the Geonid can't see and is indistingshable from a small boulder. Actions Club Melle Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.*** Stone Tell The Geonid touches a stone object or surface and knows what types of creatures have been within 10 feet of that stone in the past 24 hours. The Geonid can also determine the number of creatures of each type but not their identities.

Tressym Tiny beast, chaotic neutral Armor Class 12

12 Hit Points 5 (2d4)

5 (2d4) Speed 40 ft., climb 30 ft., fly 40' ft. STR DEX CON INT WIS CHA 3 (-4) 15 (+2) 10 (+0) 11 (+0) 12 (+1) 12 (+1)

Damage Immunities poison

poison Condition Immunities poisoned

poisoned Skills Perception +5, Stealth +4

+5, Stealth +4 Senses Dark vision 60ft

Dark vision 60ft Languages Terran

Terran Challenge 0 (10 XP) Detect Invisibility Within 50 feet of the Tressym, magical invisibility fails to conceal anything from the tressym’s sight Keen Smell The Tressym has advantage on Wisdom (Perception) checks that rely on smell. Poison Sense The Tressym can detect whether a substance is poisonous by taste, touch, or smell Actions Claws Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage. ___ Vargouille Tiny fiend, chaotic evil Armor Class 12

12 Hit Points 13 (3d4+6)

13 (3d4+6) Speed 5 ft., fly 40 ft. STR DEX CON INT WIS CHA 6 (-2) 14 (+2) 14 (+2) 4 (+-2) 7 (-2) 2 (-4)

Damage Immunities poison

poison Damage Resistances Cold, Fire, lightning

Cold, Fire, lightning Condition Immunities poisoned

poisoned Senses Dark vision 60ft

Dark vision 60ft Languages understands Abyssal, Infernal, and any languages it knew before becoming a vargouille but can't speak

understands Abyssal, Infernal, and any languages it knew before becoming a vargouille but can't speak Challenge 1 (200 XP) Actions Bite Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage plus 10 (3d6) poison damage. Kiss The vargouille kisses one incapacitated humanoid within 5 feet of it. The target must succeed on a DC 12 Charisma saving throw or become cursed. The cursed target loses 1 point of Charisma after each hour, as its head takes on fiendish aspects. The curse doesn’t advance while the target is in sunlight or the area of a daylight spell; don’t count that time. When the cursed target’s Charisma becomes 2, it dies, and its head tears from its body and becomes a new vargouille. Casting remove curse, greater restoration, or a similar spell on the target before the transformation is complete can end the curse. Doing so undoes the changes made to the target by the curse. Stunning Shriek The vargouille shrieks. Each humanoid and beast within 30 feet of the vargouille and able to hear it must succeed on a DC 12 Wisdom saving throw or be frightened until the end of the vargouille’s next turn. While frightened in this way, a target is stunned. If a target’s saving throw is successful or the effect ends for ft., the target is immune to the Stunning Shriek of all vargouilles for 1 hour.

School of magic missile dedication Magic missile is often a staple for magic adventures due to its otherworldly accuracy and sheer impact prowesses. Those who study the School of magic missile dedication aim to manipulate the spell to even greater lengths to take down their enemies faster and with even greater impact. Missile Embellishment Starting at level 2 you learn the magic missile spell if you do not already know it. When you cast this spell, as a bonus action you can change the type of damage type to that of fire, cold, lightning, thunder or poison. In addition, your magic missile spells can be non lethal if using the force damage type. Magic needle Starting at level 2 as an action you can create a magic needle of magical force, which hits a single target of your choice within range equal to magic missile. The damage equals 1d4 and can benefit from the Missile Embellishment features. This does not cost a spell slot to cast and instead can be done equal to half your wizard level times your intelligence modifier. At level 10 this becomes 2d4. Arcane ballistics You have made leaps and bounds in how to craft your magic missile spell, spending more energy in order to inflect more damage. Starting at level 6, you can spend 2 spell slots to cast magic missile twice as 1 action. You can use different level spell slots to do so. Piercing Shots You know of 2 sure fire ways that can overcome the magic missiles spell, but your study has managed to make your interpretation of the spell even more potent. Starting at level 10 when your spell is targeted by the spell counterspell you still roll damage and half as much is still dealt to the targets. If the target of your magic missile spell uses the shield spell you still roll and deal half damage. Many are like it, but these are mine Your spell of choice has taken on volatile form allowing you to change its type of impact. Starting at level 14 when you cast magic missile, you can chose one of the following alterations to its casting as a free action: Spell Shrapnel: When a dart from magic missile hits a target anyone within 5ft of the target takes half the damage from that dart rounded up. Focused blast: When all the darts from magic missile hit only 1 target, the damage dice used is now a d6 Rapid fire: When you make an attack roll with a spell of level 1 or higher and score a critical hit you can cast magic missile at level 1 without using a spell slot as a free action.