Arcane Tradition: Void Caller

The call of the void beyond the bounds of reality can be eerily tempting. Wizards who study the Far Realm can sometimes find themselves granted a strange, eldritch being. This being, black as the void itself, may truly be a physical portion of that endless night, though it is hard to say. The beings are strangely docile outside combat, but inspire an eerie sense of discomfort in those nearby.

Eldritch Familiar When you choose this path at 2nd level, you summon forth a familiar from the Far Realm, a warbling mass of impossibly black matter that floats near you. It has one unsettlingly white eye in its center. The warbling mass rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. You can communicate with your familiar telepathically as long as it is within 60 feet of you and the familiar obeys your commands as best it can. If you are ever more than 60 feet from the familiar, it uses its next available action to teleport to your side, appearing just above your shoulder. If your familiar falls to 0 hit points, it disappears immediately into a black portal. When you finish a short or long rest, the familiar appears above your shoulder again from its black portal. If you are incapacitated, your familiar vanishes as if it had fallen to 0 hit points.

Otherworldly Link Starting at 2nd level, your familiar gains certain benefits alongside you. Your familiar uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, it also adds its proficiency bonus to its damage rolls. For each level you gain after 2nd, your familiar gains an additional hit die and increases its hit points accordingly. Additionally, whenever you gain the Ability Score Improvement class feature, your familiar gains proficiency in one skill of your choice from Arcana, History, Investigation, Insight, Perception, and Stealth. When you make a check that your familiar has proficiency in, it can take the help action to assist you with strange knowledge that it sends to your mind. Your familiar can cast any of the cantrips you have in your spellbook that do not deal damage. When you or your familiar cast a cantrip with a range of self, it can be made to affect you or the familiar. Additionally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast it. Your familiar must use its reaction to deliver the spell when you cast it. Spells cast by, or through, your familiar always use your spell attack modifier and spell save DC. Warbling Mass Tiny aberration, unaligned Armor Class 12

12 Hit Points 7 (3d4)

7 (3d4) Speed 0 ft., fly 20ft. (hover) STR DEX CON INT WIS CHA 7 (-2) 14 (+2) 10 (+0) 12 (+1) 13 (+1) 12 (+1) Saving Throws Dex +4

Dex +4 Condition Immunities blinded, charmed, frightened, petrified, poisoned, prone

blinded, charmed, frightened, petrified, poisoned, prone Senses blindsight 40 ft. (blind beyond this radius), passive Perception 11

blindsight 40 ft. (blind beyond this radius), passive Perception 11 Languages —

— Challenge 1/8 (25 XP) Actions Black Touch. Melee Weapon Attack: + 4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Shadow Bolt Starting at 6th level, your familiar can infuse itself into your spells, granting them a dark weight. When you cast a spell requiring a spell attack roll, your familiar can use its reaction to fly into your projectile before it impacts the target, granting it a sickly black aura. On a hit, the affected spell deals additional 1d6 necrotic damage. Your familiar then takes 1d6 necrotic damage, and appears in an unoccupied space adjacent to the target.

Chilling Darkness When you reach 10th level, your familiar can use its action to attempt to engulf an adjacent creature in an uncannily cold and unsettling darkness. The creature must succeed on a Dexterity saving throw against your spell save DC. On a failed save, the familiar enters the creature's space, and the creature becomes blinded. As long as the familiar is engulfing a creature, it can't move and must use its action each turn to continue the effect. At the end of each the creature's turns, it and your familiar take cold damage equal to half your level, and it can make a Dexterity saving throw. On a success, the effect ends and your familiar emerges in the nearest unoccupied space.