Familiar Keeper

Binding Ritual

At 2nd level, you add the Find Familiar spell to your spellbook if it is not there already. When you cast the spell, the time spent to cast the spell is halved, and you do not consume the material componets used in the casting of this spell.

Strengthened Bond

Additionally, at 2nd level, when you cast Find Familiar it gains the following modifications:

When you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its reaction.

You can make any spell you cast that targets only you also target your familiar.

Your familiar gains an amount of extra hit points equal to 5 times your Wizard level.

You can choose a new form for your familiar following the guidelines provided below.

Its attacks count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

Expanded Familair options Not of the Humanoid creature type

Maximum of 15 Hit Points

CR 1 or lower

Doesn't have a trait that allows them to cast spells.

Small or Tiny sized

Empower Familiar

Starting at 6th level, you can spend spell slots to empower your familiar. When you do so, your familiar gains benefits based on the spell level spent:

Spell Level Size Increase HP Increase AC Bonus 1st Small + 10 HP +1 2nd Medium + 20 HP +2 3rd Medium + 30 HP +3 4th Large + 40 HP +4 5th Large +50 HP +5

When empowered in this manner, you Familiar can attack on its turn, without requiring you to forgo your attack; it also gains a bonus to its attack and damage rolls equal to your Intelligence modifier.





This transformation lasts for a number of hours equal to the spell slot spent, or until your familiar drops to 0 hit points.









Pocket Defense

Starting at 10th level, as a reaction when you or your familiar are hit by an attack, you and/or your familiar can teleport to your familiar's pocket dimension, causing the attack to miss. At the start of you next turn, you and your familiar return to an unoccupied space within 10 feet of the space vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space.

Once you use this feature, you can't use it again until you finish a short or long rest.

Familiar Mount

Also at 10th level, you add the Phantom Steed spell to your spellbook if it is not there already. When you cast the spell, your may target your Familiar, causing it to grow to Large size and have its speed (including different move speeds, such as flight or swim)increase to 100 feet. While transformed in this manner, the familiar cannot attack.

Arcane Relocation

Beginning at 14th level, you can use a bonus action to teleport up to 100 feet to an unoccupied space adjacent to your familiar. Alternatively, you can choose to swap places with it.

Once you use this feature, you can't use it again until you finish a short or long rest, or until you use your Empower Familiar feature.





Additionally, whenever you cast a wizard spell and your familiar is within 100 feet of you, it can deliver the spell as if it had cast the spell.

Credit: Lewis Jones

https://www.artstation.com/loj