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Familiar Wizard (Legendary Wizard Archetype)

To most legendary wizards, a bonded object is enough for them.

But for some, they require a partnership that goes beyond what a bonded object can offer. These familiar wizards seek to learn and grow along with their ally, the pair working together to further each other’s understanding, serving as both friends and allies to one another.

Familiar

At 1st level, familiar wizards form a powerful bond with a creature called a familiar. A familiar is an animal chosen by a spellcaster to aid them in their study of magic. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but is now a magical beast for the purpose of effects that depend on its type. Only a normal, unmodified animal may become a familiar. An animal companion cannot also function as a familiar.

A familiar grants special abilities to its master, as given on the table below. These special abilities apply only when the master and familiar are within 1 mile of each other.

Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master’s level.

If a familiar is dismissed, lost, or dies, it can be replaced 1 week later through a specialized ritual that costs 200 gp per legendary wizard level. The ritual takes 8 hours to complete. A list of familiars can be found here.

This replaces the legendary wizard’s bonded object class feature.

Familiar Telepathy (Su)

At 5th level, a familiar wizard can converse with their familiar telepathically from any range as long as they are on the same plane. In addition, the familiar wizard can spend 1 day in concentration, allowing them to select a number of creatures equal to their Intelligence modifier (minimum 1); the selected creatures can also converse with the familiar as though they were the legendary wizard, which would allow the familiar wizard to relay messages using their familiar. A familiar wizard can spend 1 hour to break any connection it has to other creatures.

This replaces the legendary wizard’s bonded advancement class feature.

Familiar Teleportation (Sp)

At 11th level, as a full round action, a familiar wizard can teleport to the location of their familiar as long as it is within 1 mile of their current location. Alternatively, they can instead choose to teleport their familiar to their current location with this class feature.

This replaces the legendary wizard’s bonded inspiration class feature.

Familiar Spellsource (Su)

At 17th level, a familiar wizard can see through their familiar’s eyes as well as use their familiar as the point of origin for any spell they cast as long as it is within 1 mile of their current location. The familiar wizard must expend any material components needed when casting in this fashion, but their familiar is not required to provide any somatic, verbal, or material components for the spell.

This replaces the legendary wizard’s bonded union class feature.

Section 15: Copyright Notice

Legendary Wizards © 2020, Legendary Games; Authors N. Jolly, Cerise Herndon, and Hal Kennette