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Bard & Sorcerer Class Variants

The Greenheart sorcerous origin represents sorcerers whose magic comes from a connection to nature. They have dark green features and smell of flora. As Greenhearts, they are resilient and observant. Their hit points increase by 2 each level. Spending sorcery points heals hit points. They can learn druid cantrips and spells without using their spells known. Later levels grant immunity to poison/disease and slowed aging, and the ability to convert hit points to sorcery points.

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Stephan Barten
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0% found this document useful (0 votes)
446 views9 pages

Bard & Sorcerer Class Variants

The Greenheart sorcerous origin represents sorcerers whose magic comes from a connection to nature. They have dark green features and smell of flora. As Greenhearts, they are resilient and observant. Their hit points increase by 2 each level. Spending sorcery points heals hit points. They can learn druid cantrips and spells without using their spells known. Later levels grant immunity to poison/disease and slowed aging, and the ability to convert hit points to sorcery points.

Uploaded by

Stephan Barten
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Bard Colleges You can expend your pocket ace at any time to add its

The way of a bard is gregarious. Bards seek each result to one of your own attack rolls, ability checks, or
other out to swap songs and stories, boast of their saving throws.
accomplishments, and share their knowledge. Bards
form loose associations, which they call colleges, to
facilitate their gatherings and preserve their traditions.

College of Fortune
Bards in the college of fortune know that if you trust
Lady Luck she never lets you down. These performers
travel from town to town, typically fleecing the locals
in whatever casino or gambling institute the local laws
allow. Amongst their companions, Bards of the college
of fortune are known to walk in an almost palpable halo
of good fortune. A good fortune, thankfully, they are
willing to share.

Bonus Proficiencies
At 3rd level, you gain proficiency in three gaming
sets and one skill: Deception, Insight, Perception, or
Sleight of Hand. Your proficiency bonus is doubled
for any ability check you make that uses a gaming set
proficiency.

Push Your Luck


Starting at 3rd level, you instill a bit of your gambling
confidence in your compatriots when you inspire them.
When a creature you inspired rolls a Bardic Inspiration
die, they can choose to roll an additional Bardic
Inspiration die. If the additional Bardic Inspiration die
result is lower than the first, the roll loses its benefit
from Bardic Inspiration and the creature loses the
Inspiration die. If the additional Bardic Inspiration
die result is equal to or higher than the initial, add the
result of both dice to the roll and the creature loses the
Inspiration die.

Luck of the Draw


Starting at 6th level, you find mystical power in a deck of
cards, capable of invoking its esoteric symbolism when
it suits you. When you complete a long rest, draw three
random cards by rolling on the chart below.
1 Strength Woe 7 Strength Weal
2 Dexterity Woe 8 Dexterity Weal
3 Constitution Woe 9 Constitution Weal
4 Intelligence Woe 10 Intelligence Weal
5 Wisdom Woe 11 Wisdom Weal
6 Charisma Woe 12 Charisma Weal
You keep each card until you play it or your next long
rest. When a creature you can see makes a saving throw,
ability check, or attack roll and applies the ability score
of a card you drew, you can expend your reaction and
play a card that matches the applied ability score. If you
a play a weal, the creature gains advantage on the roll. If
you play a woe, the creature gains disadvantage on the
roll.

Pocket Ace
Starting at 14th level, you gain an additional use of
Bardic Inspiration. When you complete a long rest, roll
one of your Bardic Inspiration dice and record the result
as your pocket ace. After a creature you inspired rolls a
Bardic Inspiration die but before they choose to use your
Push Your Luck feature, you can exchange the results
of their Bardic Inspiration die and your pocket ace.
You must choose to replace the result before the DM
announces if the roll succeeds or fails.
Classes | Bard
1
PDF compiled, edited and designed to resemble the official Player’s Handbook by /u/Barkalot
College of Two Courts College of Fortune & College of Two Courts by
/u/ coolgamertagbro
Bards who join the College of Two Courts invariably http://sterlingvermin.com/
come from an unusual background. These bards
typically have spent their lives growing up in enchanted Art Credits in Order of Appearance
woods, in lands populated by fey creatures, or even “Wizard” by Imc Games, Granado Espada
have spent their lives abducted and spirited off into the “Harpist” by Jennyeight
feywild itself. These bards are touched by the beguiling
and bewitching nature of the fey and, as they grow
in power, they find themselves divided amongst one
another just as the fey are. Bards who favor community,
respect, and tradition join the Seelie Court. Bards
who favor individualism, humor, and uninhibited self-
expression join the Unseelie Court.

Bewitching Behavior
Starting at 3rd level, when you roll a Charisma
(Deception), Charisma (Intimidation), or Charisma
(Persuasion) ability check and get a result equal to or
lower than your Charisma modifier you may choose to
roll again. You must use the second result.

Beguiling Bearing
Starting at 3rd level, when a creature you can see
within 60 feet makes a saving throw against a mind
influencing effect, the charmed or frightened condition,
or an illusion you can use your reaction and spend an
Inspiration Die to roll that die and subtract it from the
result of that saving throw. You must declare you are
using this ability after the saving throw is rolled but
before the DM declares if it is successful or not.

Swear Allegiance
At 6th level, you choose whether to join the Seelie Court
or the Unseelie Court. If you join the Seelie Court, gain
the To the Seelie feature. If you join the Unseelie Court,
gain the To the Unseelie feature.
To the Seelie. Choose and learn three of the following
spells: guidance, bless, aid, invisibility, suggestion, mass
healing word, remove curse. The chosen spells count as
bard spells for you but don’t count against the number
of bard spells you know. Additionally, your countenance
softens and becomes innocent and beautiful or homely
and kind.
To the Unseelie. Choose and learn three of the
following spells: eldritch blast, hex, blindness/deafness,
invisibility, suggestion, animate dead, bestow curse.
The chosen spells count as bard spells for you but don’t
count against the number of bard spells you know.
Additionally, your countenance hardens and becomes
lustful and dark or frightening and unsightly.

Court Loyalty
Starting at 14th level, if you have the To the Seelie
feature, you gain the Shining Throne feature. If you have
the To the Unseelie feature, you gain the Shadowed
Throne feature.
The Shining Throne. The first time you cast a spell
of level 1 or higher on each of your turns, choose a
creature you can see. That creature has advantage on its
next roll.
The Shadowed Throne. The first time you cast a
spell of level 1 or higher on each of your turns, choose a
creature you can see. That creature has disadvantage on
its next roll.

Classes | Bard
2
Sorcerous Origins Land’s Stride
Starting at 6th level, moving through nonmagical
Different sorcerers claim different origins for their difficult terrain costs you no extra movement. You can
innate magic. Although many variations exist, most also pass through nonmagical plants without being
of these origins fall into two categories: an eldritch slowed by them and without taking damage from them if
bloodline and the influence of wild magic. they have thorns, spines, or a similar hazard.
In addition, you have advantage on saving throws
Greenheart against plants that are magically created or manipulated
to impede movement, such as those created by the
You might have been born to a dryad parent or raised in entangle spell.
an enchanted woods whose eldritch power seeped into
your soul but, whatever the reason, the inherent magic Virile Vitality
of nature runs through you. Unlike druids you did not Starting at 14th level, you are immune to poison and
choose your connection to the natural world, the natural disease. Additionally, the primal magic coursing through
world chose its connection to you. Greenheart sorcerers your veins causes you to age more slowly. For every 10
tend to have dark brown and bright green features and years that pass, your body ages only 1 year.
smell of the native flora of their homelands. Sorcerers
of this origin are exceptionally resilient and observant of Greenheart, Greenblood
their surroundings. Starting at 18th level, you can use a bonus action on
your turn to convert vitality into sorcery points. Reduce
Verdant Soul your current and maximum hit points by 4 and regain 1
Starting at 1st level, your hit point maximum increases sorcery point. This reduction lasts until you complete a
by 2 and increases by 2 again whenever you gain a level long rest.
in this class. Whenever you spend a sorcery point you
heal 2 hit points for every sorcery point you spent.

World Whisperer
Starting at 1st level, you may choose a druid cantrip
for one of your starting cantrips and you know a druid
spell of a level for which you have spell slots. This spell
does not count against your spells known. You learn
additional druid spells of a level for which you have spell
slots that do not count against your spells known at
6th, 14th, and 18th level. These spells count as sorcerer
spells for you.

Classes | Sorcerer
3
PDF compiled, edited and designed to resemble the official Player’s Handbook by /u/Barkalot
Spiritualist Terror
Sorcerer Level Spells
After a brush with death, either your own near death
1st expeditious retreat
experience or the witness of a horrific death, you are
haunted by a phantom that exists on the ethereal realm 3rd invisibility
but which you, none the less, can see. Whether you 5th fear
were horrified or pleased by your new companion you 7th phantasmal killer
soon discovered that their unique relationship with 9th contagion
you unlocked your own ability to manifest supernatural *Unless you gain this spell from another source, your
powers. While you and your ectoplasmic companion spirit guardians appear as undead (rather than celestial,
are bound to one another til death do you part, your fey, or fiendish) and deal psychic damage (rather than
phantom does all that it can to help you further your radiant or necrotic).
goals.
Passion Play
Brush With Death Starting at 6th level, you can use a bonus action to
At 1st level, your brush with death has led to you being manifest your phantom in the material realm for one
haunted by a phantom. This phantom functions as if it minute. While materialized your phantom utilizes the
were a familiar created by the find familiar spell except following statistics based on its pathos, replacing its
in the following ways; normal homunculus statistics.
• The phantom uses the stats of a homunculus (MM, pg.
188) but is undead rather than celestial, construct, fey,
or fiend.
• The phantom is immune to the frightened condition.
• The phantom has hit points equal to twice your
sorcerer level plus your charisma modifier.
• The phantom exists on the ethereal plane bordering
whatever world you currently dwell in or, if you are in
a realm that does not border the ethereal, invisible on
the same plane.
• When you cast a spell granted by your Pathos of the
Passed feature your phantom can deliver the spell
as if it had cast the spell. Your phantom must be
within 100 feet of you, and it must use its reaction to
deliver the spell when you cast it. If the spell requires
an attack roll or saving throw, you use your attack
modifier or saving throw DC for the roll.

Pathos of the Passed

At 1st level, your phantom companion’s passing infused


it with overwhelming emotion. Choose one of the
following pathos for your phantom and you gain the
corresponding spells at the listed sorcerer level. These
spells do not count against the number of sorcerer
spells you know.

Devotion
Sorcerer Level Spells
1st shield
3rd enhance ability
5th spirit guardians*
7th death ward
9th antilife shell
Jealousy
Sorcerer Level Spells
1st charm person
3rd alter self
5th hypnotic pattern
7th locate creature
9th dominate person
Rage
Sorcerer Level Spells
1st witch bolt
3rd phantasmal force
5th vampiric touch
7th blight
9th bigby’s hand
Classes | Sorcerer
4
While materialized your phantom can gains additional
exceptions to the find familiar spell;
. Your phantom can take the Attack action.
. Your materialized phantom has no hit points but
instead must make a Constitution saving throw (adding
your proficiency modifier) each time damage is dealt to
it with a DC equal to half the damage dealt to it. If it fails
this saving throw it dematerializes and returns to its
statistics as described in your Brush With Death feature.
You can use this feature to compel your phantom to
manifest additional times by expending 1 sorcery point
when you use your bonus action. You regain your ability
to use this feature without expending a sorcery point
when you complete a long rest.

Peerless Medium
Starting at 6th level, you can cast the spell unseen
servant as a ritual. If you mistreat your unseen servant
or show it disrespect the spell immediately ends.

Geist’s Rebuke
Starting at 14th level, the pathos of your phantom
echoes through your own arcane power. Whenever you
are hit by a melee attack, you can use your reaction to
inflict personal vengeance on your attacker. The nature
of the vengeance and type of saving throw required
varies based on the pathos of your phantom but the
difficulty is your spell save DC.
Devotion. If the creature fails its Wisdom saving
throw, the triggering attack’s damage is reduced by half
your sorcerer level.
Jealousy. If the creature fails its Dexterity saving
throw, the creature is restrained until the start of its next
turn.
Rage. If the creature fails its Constitution saving
throw, the creature takes half your sorcerer level in
damage using the damage type of this phantom’s A
Death Revisited feature.
Terror. If the creature fails its Wisdom saving throw,
the creature is frightened until the start of its next turn.

Master of Seance
Starting at 14th level, you can cast the spell contact
other plane as a ritual. When you do so you can only
contact the dead.

Do Not Go Gentle
Starting at 18th level, when you would drop to 0 hit
points you can expend 5 sorcery points to possess your
phantom and force it to manifest. While you possess the
phantom you can cast all of your sorcerer spells using
your own spell attack modifier and spell save DC. At the
end of each of your turns you make a death saving throw
as normal. If you stabilize you lose possession of your
phantom return unconscious to your own body. If you
fail three death saves your phantom is dematerialized
and reduced to 0 hit points. If you are healed while
using this feature you lose possession of your phantom
and return conscious to your body.

Greenheart and Spiritualist Origin by


/u/ coolgamertagbro
http://sterlingvermin.com/

Art Credits in Order of Appearance


“Nature Sorcerers” by Vablo
“Artifacts and Legends” by Katemaxpaint
Classes | Sorcerer
5
PDF compiled, edited and designed to resemble the official Player’s Handbook by /u/Barkalot
Otherworldly Patrons Advanced Override System
Starting at 14th level, you can integrate a creature
The beings that serve as patrons for warlocks are mighty into the cosmic machine’s directives, overriding the
inhabitants of other planes of existence—not gods, but creature’s normal impulses with your own will. The
almost godlike in their power. Various patrons give their creature must make an Intelligence saving throw
warlocks access to different powers and invocations, against your warlock spell saving throw DC. If the
and expect significant favors in return. Some patrons creature fails, you dictate the creature’s actions on each
collect warlocks, doling out mystic knowledge relatively of its turns for the next minute. At the end of each of its
freely or boasting of their ability to bind mortals to their turns it can make a new saving throw to end this effect.
will. Other patrons bestow their power only grudgingly, You must finish a short or a long rest before you can
and might make a pact with only one warlock. Warlocks use this feature again.
who serve the same patron might view each other as
allies, siblings, or rivals.

The Cosmic Machine


Your patron is a cosmic machine that claims to have
generated, continuously sustains, and will ultimately
disassemble the multiverse. Your patron might originate
from Mechanus or it could be hidden amongst the ruins
and forgotten places of the material realm. The cosmic
machine’s motivations and desires are inscrutable, even
to you, its coded directions never seeming to add up to
a discernible greater plan. Your physical appearance
has been changed in some way by your relationship to
the machine and your pact spells are all cosmetically
altered to reflect the machine’s technologically advanced
themes. Examples of cosmic machines are Primus, the
Engine of Extinction, and Panopticon.

Expanded Spell List


The Cosmic Machine lets you choose from an expanded
list of spells when you learn a warlock spell. The
following spells are added to the warlock spell list for
you.
Cosmic Machine Spells
Spell Level Spells
1st guiding bolt, identify
2nd heat metal, locate object
3rd lightning bolt, spirit guardians*
4th arcane eye, stoneskin
5th creation, telekinesis
*Unless you learn this spell from another class, your spirit
guardians appear as mechanical constructs rather than
angelic, fey, or fiendish.

Advanced Targeting System


Starting at 1st level, you can use your bonus action to
make a ranged spell attack against a creature within
120 feet of you. If you hit, your spell attacks against that
creature gain advantage until the start of your next turn.

Advanced Protocol System


Starting at 6th level, when you fail a saving throw
against an effect that would cause you to be charmed,
frightened, or unconscious you can use your reaction
to cause the saving throw to succeed instead. Once you
use this feature, you can’t use it again until you complete
a short or a long rest.

Advanced Integration System


Starting at 10th level, gain proficiency in any three tool
proficiencies and add half your proficiency modifier to
all tool proficiencies you do not add your proficiency
modifier to. Additionally, when you spend one minute
observing a written, spoken, or signed language you
learn that language.

Classes | Warlock
6
The Crone
Familiar Curse
Your patron is a elder evil force in the world that veers Starting at 14th level you can touch an unconscious
capriciously between its maternal and destructive creature and turn it into any beast with a CR of 1 or
instincts. Such creatures smother those they hold dear lower. That beast then acts as your familiar as if you
with doting attention and reject those set against her had cast the find familiar spell. As your familiar the
with ruthless cruelty, often times vacillating between creature fears your mystical power and cannot summon
these extremes seemingly without prompt. You have the courage to do anything to defy your will. This effect
chosen a spiteful and suffocating patron, one whose ends when someone casts remove curse on the target or
nature you find yourself more and more mimicking. you use this feature again. In addition, you must name
Beings of this sort include; Aradia, mother of a condition that, if it comes to pass, functions as if a
witchcraft, Baba Yaga, the evil woman, and Hecate, remove curse spell had been cast on the target. Choose
queen of witches. one of the following conditions;
Devotion. If the target has a sincere change of heart
Expanded Spell List and is repentant for his transgression against you, a
The Crone lets you choose from an expanded list of loyal servant to you for a year and a day, and begs
spells when you learn a warlock spell. The following your forgiveness. The Familiar Curse returns if they
spells are added to the warlock spell list for you. transgress you again and you have not used the feature
Crone Spells again. In this case you do not select a condition.
Spell Level Spells Sacrifice. If someone who cares for the target sheds
1st animal friendship, bless tears over them and begs to serve their fate instead. The
2nd augury, enhance ability person who was pleading then takes over the Familiar
Curse but you do not select a condition.
3rd bestow curse, remove curse
True Love. If the target is recognized for who they are
4th conjure woodland beings, locate creature and kissed by someone who sincerely loves them and
5th contagion, hallow who they sincerely love. The Familiar Curse returns if
they betray that person romantically and you have not
Toil & Trouble used the feature again. In this case you do not select a
Starting at 1st level, you can prepare an enchanted brew condition.
during a short or long rest. When you do select one of If the effect ends due to a remove curse the creature
the following potions to create; reverts to its normal form and is conscious, if the effect
Everdream. When consumed as a bonus action this ends due to you using this feature again the creature
tonic puts its drinker under a heavy lethargy as if you reverts to its normal form and remains unconscious
had cast the spell sleep with your highest level Pact until they are stirred awake or they have slept one hour
Magic spell slot. for every month they lived as your familiar.
Hale & Hearty. When consumed as a bonus action
this tonic heals its drinker as if you had cast healing The Cosmic Machine and The Crone Patron by
word equivalent to your highest level Pact Magic spell /u/ coolgamertagbro
slot.
Love Potion. When created you make a number of Art Credits in Order of Appearance
these potions equal to the highest spell level Pact Magic “The Vision, Knowledge incarnate” by theDURRRRIAN
spell slot you have. When consumed as a bonus action “Mambabarang” by Pervandr
the drinker falls under the effect of a charm person spell
as if you had cast it.
Each of the brews smells delicious and sweet. When
you offer a brew to a creature you make a Charisma
(Deception) skill check against their Wisdom (Insight).
If you succeed, they take and consume the potion. If
you fail, they choose whether to take the potion and
consume it or not.
These brews only stay potent until your next short or
long rest, whichever comes first. After that they turn
putrid, foul and impotent. You can use this feature again
during your next short or long rest.

Blood of the Coven


Starting at 6th level when you cast a spell you can call
out to your companions to shed blood for your power.
One ally within 30 feet of you can spend their reaction
to take 1d6 necrotic damage per level of the spell slot
and your spell is empowered. If your spell includes a
spell attack roll it gains advantage. If your spell includes
a saving throw, the target creatures gain disadvantage
on that roll.

Walking Hovel, Flying Broom


Starting at 10th level you can cast the spell animate
objects. You can use this feature again after a short or
long rest.
Classes | Warlock
7
PDF compiled, edited and designed to resemble the official Player’s Handbook by /u/Barkalot
Arcane Traditions Perception, Sleight of Hand, and Stealth.

The study of wizardry is ancient, stretching back to Expendable Agents


the earliest mortal discoveries of magic. It is firmly At 14th level, you have learned to trust no one but
established in the worlds of D&D, with various yourself. That poses a problem for the spies of the
traditions dedicated to its complex study. The most Grey Guild so they learn to form a conspiracy of one.
common arcane traditions in the multiverse revolve As an action, you can expend a spell slot to to become
around the schools of magic. Wizards through the ages a conspirator and create a number of additional
have cataloged thousands of spells, grouping them conspirators equal to the level of the spell slot expended.
into categories called schools. In some places, these While under the effect of this feature you cannot cast
traditions are literally schools; a wizard might study at a spell that requires concentration. Each conspirator
the School of Illusion while another studies across town appears in its own unoccupied space within 30 feet of
at the School of Enchantment. In other institutions, you.
the schools are more like academic departments, with Conspirators are indistinguishable from one another
rival faculties competing for students and funding. Even and from you. Each conspirator has your Armor Class,
wizards who train apprentices in the solitude of their saving throws, and other attributes but evaporates into
own towers use the division of magic into schools as a shadows and spiderwebs when they take any damage
learning device, since the spells of each school require or are affected by any ability that inflicts a mental effect
mastery of different techniques. such as charmed or frightened. Each conspirator moves
on the same turn but collectively can take only one
The Grey Guild action, one bonus action, and one reaction each round.
When there is only one conspirator remaining, this
Wizards of the Grey Guild eschew the study of specific effect ends and you become the remaining conspirator.
schools of magic in favor of an arcane specialty in When you complete a long rest, you become a
duplicity and espionage. In some D&D worlds all conspirator of your choice and all other conspirators
wizards of the Grey Guild belong to one organization evaporate.
with its own overarching goals and schemes while You can use this feature again after you complete a
in other D&D worlds the Grey Guild is a style of long rest.
wizardry exhibited by a number of isolated wizards or
organizations. Regardless, wizards of the Grey Guild
typically have a bad reputation amongst other wizards New Spell
given their proclivity for memorizing and destroying Fool’s Tongue
spellbooks and hoarding secrets from rival spellcasters. 1st-level divination

Destroy this Document Casting Time: 1 action


Starting at 2nd level, you memorize the content of your Range: Touch
spellbook and do not need to reference a physical copy Components: V
to prepare a spell. When you learn a new spell you Duration: 1 hour
spend the normal amount of time and gold to copy the Class: Bard, Wizard
spell but you commit it directly to memory rather than
copying it to a book. When you cast this spell on a willing creature
you and the creature learn an unbreakable code
Arcane Occultation language that only the two of you can speak. This
Starting at 2nd level, when you interact with a creature effect endures for the duration of the spell. When
for less than one hour and it attempts to recollect you are speaking in this code language all
particulars of its interaction with you it must succeed others who can hear the speech hear only
at an Intelligence saving throw against your spell save meaningless and indecipherable babble.
DC or forget details of its interaction with you. When a At Higher Levels. When you cast this
creature forgets the details of its interactions with you it spell using a spell slot of 3rd level or higher,
cannot correctly identify your physical characteristics or the duration increases to 24 hours. When
the particulars of any conversation with or observation you cast this spell using a spell slot of 5th
of you. level or higher, the duration increases to
1 week. When you cast this spell using a
Remote Surveillance spell slot of 7th level or higher, the duration
Starting at 6th level, you can spend 8 hours creating a increases to 1 year.
saboteur’s stone. After spending 1 minute in unbroken
concentration, you can see and hear everything that
happens within 30 feet of your saboteur’s stone so long
as you are on the same plane of existence and continue
to concentrate (as if on a spell) on the stone. During
this time, you are blind and deaf in regards to your own
senses. While observing through the saboteur’s stone
you can cast a single ranged spell as if you were in the
stone’s location, after which the stone is destroyed. The
stone is also destroyed when you use this feature to
create a new saboteur’s stone.

Practiced Conspirator
At 10th level, you gain proficiency in two skills of your
choice of the following: Deception, Insight, Investigation,
Classes | Wizard
8
Three Spirits Adept by succeeding on an Intelligence saving throw. This
familiar regains its spell slot if it was expended.
Wizards who forgo specializing in schools of magic to Fiend. All enemy creatures within 10 feet of your
become a Three Spirits Adept are uncommon. Three familiar must make an Intelligence saving throw. If they
spirits adepts are typically from regions where wizards fail, they gain vulnerability to all damage types they are
are a more rural and isolated tradition rather than not immune to and have disadvantage on attack rolls
gathering in universities or major cities. A three spirit and saving throws until the end of your familiar’s next
adept forms a powerful bond with his familiars and turn.
learns how to evoke their otherworldly nature in a way
other magical traditions cannot. Three Spirits
Starting at 14th level, you can have two familiars at a
True Familiar time, changing the normal rules of the find familiar spell.
Starting at 2nd level, you learn the find familiar spell. Both familiars have their own spell slot granted by the
You do not expend a spell slot to cast find familiar, you Creature Mystique feature.
do not have to prepare the spell to cast it, and you do not
need to use spell components.

Creature Mystique
Starting at 2nd level, your familiar has a single spell
slot that it can expend to cast a spell it knows. On your
familiar’s turn, you can choose to expend its spell slot
to cast a spell of that level or lower from your familiar’s
spell list. Your familiar uses your spell attack modifier
and spells it casts use your spell save DC. If the spell
requires concentration you must concentrate on it.

Which spells your familiar can cast depends on its type;


Celestial
Spell Level Spells
1st bless, cure wounds
2nd enhance ability, magic weapon
3rd aura of vitality, counterspell

Fey
Spell Level Spells
1st dissonant whispers, faerie fire
2nd invisibility, moonbeam
3rd conjure animals, fly

Fiend
Spell Level Spells
1st bane, inflict wounds
2nd darkness, enthrall
3rd fear, hunger of hadar
Your familiar’s spell slot level is equal to the highest
level spell slot you have but no higher than 5th level.
Your familiar regains its spell slot when you take a long
rest.

Shape of the Spirits


Starting at 6th level, you can cast the spell polymorph
without expending a spell slot or any components to
take on any of the forms listed in the find familiar spell.
Once you have used this feature, you must finish a long
rest before you can use it again.

Otherworldly Expression
Starting at 10th level, on your familiar’s turn you can
command it to invoke the ultimate expression of its
mystical nature as its action. The exact power varies
based on the type of familiar you use this ability on. You
can use this feature again after a long rest. The Grey Guild and Three Spirits Adept by
Celestial. Until the end of your next turn all allies /u/ coolgamertagbro
within 10 feet of your familiar gain advantage on saving http://sterlingvermin.com/
throws and resistance to all damage.
Fey. You can teleport each creature within 30 feet of Art Credits in Order of Appearance
your familiar to any unoccupied space within 30 feet “Mitch” by Markothesketchguy
of your familiar. Creatures may resist this teleportation “Mage” by Porksiomai

Classes | Wizard
9
PDF compiled, edited and designed to resemble the official Player’s Handbook by /u/Barkalot

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