Arcane Tradition

Spirit Keeping

It is common knowledge that wizards are often accompanied by a cat, bird, rat, or other small animal. Some people know that such creatures are called familiars and are known to help out these wizards. Apprentice wizards are taught the truth that familiars are spirits that take animal form, and that any wizard can summon one such spirit.

Buried in rare, ancient tomes are secret methods and magics that allow a wizard to deepen their connection to their familiar and even bond with more than one familiar at a time. Wizards that pursue this path are sometimes called Spirit Keepers.

Familiar Mind

When you adopt this tradition at 2nd level, you know the find familiar spell better than almost anyone else. It is always considered prepared, and does not count against the number of spells you can prepare.

One with the Spirits

Starting at 2nd level, your connection with your familiar is strengthened beyond what is normal. You can telepathically communicate and use your familiar's senses while it is within 1000 feet of you.

This distance increases to 1 mile when you reach 6th level, 5 miles when you reach 10th level, and any distance on the same plane after reaching 14th level.

Pack of Spirits

Starting at 6th level, you gain the ability to summon and bond with more than one familiar at a time. You are limited to a number of familiars equal to 1 + your Intelligence modifier (minimum 2).

As an action, you can temporarily dismiss any number of your familiars into the same pocket dimension.

When you cast find familiar, you have additional options.

You can summon a new familiar if you have not yet reached your maximum number of familiars.

You can change the animal form of one of your existing familiars.

You can change all of your familiars to the same general animal form (all bats, all cats, etc.).

Familiar Magic

Beginning at 10th level, your familiars become more strongly tied to your spellcasting.

Any spells you cast on yourself, which do not affect an area, may also affect any number of your familiars that are within 100 feet of you. If such a spell ends for you or any affected familiar, it ends for all.

The distance at which you can have a familiar deliver a spell with a range of touch increases to 200 feet.

If you cast teleport or similar magic, you may transport yourself to the location of one of your familiars and automatically arrive on target.

You may teach each of your familiars a single wizard cantrip, so long as that cantrip cannot harm or directly affect other creatures. A familiar can learn a cantrip you do not know if you have access to a spellbook with the unknown cantrip.

From Many, One

Starting at 14th level, you can sense everything all of your familiars sense without being overwhelmed. As a bonus action, you can see through your familiars' eyes and hear what they hear until the start of your next turn, gaining the benefits of any special senses that the familiars have. You can still see and hear normally.

If any of your familiars are within 30 feet of you during this time, enemies do not gain advantage on attack rolls against you due to flanking, Pack Tactics, or attacking from hiding.



