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Arcane Magic Specialist

You have studied and learned the basics of magical theory. You learned spells, not through rote practice and memorization, as many wizards do, but by careful study of mathematical formulas and geometric patterns underlying the workings of spells — and a healthy dose of what can best be described as mystic insight. The abilities you gain as you progress along this path include internalizing the basic formulas of the simplest spells, securing the assistance of a helpful familiar spirit, then learning to alter those formulas to produce unusual effects that defy the rude boundaries of space and time.

You probably studied arcane magic under the guidance of an eccentric mentor or at a very nontraditional school of magic. Or you might be entirely self-taught, learning magic through your own research. If you are not a wizard, you might have been expelled from your study — perhaps because of your unorthodox methods — or perhaps you simply decided that a different path was a better match for your interests and abilities.

Level 1: Arcane Initiate
You know a few secrets of spellcasting, enough to produce a minor magical effect.
Prerequisite: Intelligence 11 or higher
Benefit: Once per day, you can use your action to cast detect magic, light, or mage hand.

Level 3: Find Familiar
You have a familiar, a spirit that takes animal form to serve you.
Prerequisite: Able to cast at least one spell from the wizard's spell list
Benefit: You can bond with a familiar by mastering and performing a special ritual, as described in "Bonding with a Familiar" below. You can have only one familiar at a time.
Your familiar acts independently of you, but it always obeys your commands. In combat, it has its own turns and rolls its own initiative.
While you are within 100 feet of your familiar, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears for 1 round, and you also gain the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.
Finally, while within 100 feet of your familiar, you can have it deliver a spell on your turn that requires touching a creature, so that it touches the creature on your behalf, provided nothing is preventing the familiar from taking actions. If the spell requires an attack roll, you use your attack modifier for the roll. The familiar cannot make attacks of its own.
Choose a familiar. Each familiar has the same statistics, modified by the type you choose.

Tiny Celestial, Fey, or Fiend
Armor Class 12
Hit Points 9 (2d8)
Speed 20 ft.
Str 2 (-4) Dex 12 (+1) Con 6 (-2)
Int 2 (-4) Wis 10 (+0) Cha 2 (-4)

When the familiar drops to 0 hit points or fewer, it disappears, leaving behind no physical form. The familiar cannot reappear until its master recalls it by spending 30 minutes performing a minor ritual.


  • Bat: Cannot be blinded; has darkvision with a range of 20 feet; has a speed of 5 feet and a fly speed of 20 feet.
  • Cat: Gains a 5 bonus to all checks made to avoid detection; takes no damage when falling 20 feet or less.
  • Hawk: Has a speed of 5 feet and a fly speed of 30 feet.
  • Owl: Has darkvision with a range of 40 feet; has a speed of 5 feet and a fly speed of 25 feet.
  • Rat: Gains a 5 bonus to checks made to climb and a 5 bonus to checks made to sneak and hide.
  • Raven: Has a speed of 5 feet and a fly speed of 25 feet; can mimic simple sounds (such as a person whispering, a baby crying, or a small animal chittering).
  • Snake: Gains a 5 bonus to checks to avoid detection, and a 5 bonus when rolling its initiative.
  • Toad: Can jump up to 10 feet.
  • Weasel: Gains a 5 bonus to checks made to climb and a 5 bonus to checks made to sneak and hide.

Bonding with a Familiar

A familiar is a simple spirit from another plane of existence that takes a physical form resembling a normal animal. To bond with a familiar, you must learn and master a special ritual that allows you to call it forth from its home plane, give it its animal form, and bind it to your service. At the time of the ritual's performance, you choose the type of animal form your familiar will take.
The process of calling a familiar is exhausting and expensive. To do so, you must stoke a brass brazier with charcoal and add 100 gp worth of incense, herbs, and fat. For the next day, you must perform an incantation, casting out your voice into the ether. At the end of this time, your new familiar crawls out from the smoking remains of the brazier's contents, bound to serve you.

Level 6: Maximize Spell
You have mastered a spell so completely that you wring every ounce of power out of it.
Prerequisite: 6th level
Benefit: Once per day, you can maximize the result of all dice you roll for a spell you cast.

Level 9: Quicken Spell
Your mastery of magic allows you to cast the least powerful spells with barely any effort.
Prerequisite: 9th level
Benefit: Once per day when you take an action, you can cast a 0-level or a 1st-level spell as part of the same action, provided you have the spell prepared. You cast the spell immediately before or after the action.

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