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/r/UnearthedArcana: A catalog for homebrew rules, weapons, scenarios, monsters, or anything else you can think of. We are found at /r/UnearthedArcana.
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# Paired Magic
Paired familiars (also known as agathions) are like a wizard's normal type of familiar, yet they focus much more on combating foes in aid with their master. Due to this, an agathion's form will often be bigger, tougher, and might glow with arcane inscriptions or symbols. To the wizard, the agathion is much less a random spirit that has guided them, and much rather more akin to a companion for life. As such a pair such as a wizard and their agathion should not only be inseperable, but family.
#### Spiritual Chain
At 2nd level, you add the *find familiar* spell to your spellbook if it was not there already.
When you cast the spell, if your familiar has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. Additionally, your familiar's hit point maximum is increased by an amount equal to your wizard level + your Intelligence modifier.
In addition, you can dismiss your familiar as an action or bonus action, as described by the spell, or cause it to reappear if it was temporarily dismissed.
#### Combative Familiarty
Starting at 2nd level, you and your familiar are able to benefit yourselves and others in combat.
Your familiar's Armor Class equals 10 + your Dexterity modifier + your Intelligence modifier.
Additionally, you and your familiar share a warding bond that exists while the two of you are on the same plane of existence. When your familiar takes damage, you can use your reaction to take that damage instead. This feature doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced in any way.
Your familiar also regains the ability to use the Attack action, or gains the ability to attack if it didn't have the ability before. When your familiar attacks, it uses your spell attack modifier to hit. If the attack hits, it deals extra force damage equal to your Intelligence modifier. Your familiar's attacks count as natural weapons for the purposes of features gained from this class.
The extra damage your familiar deals increases when you reach certain levels in this class, increasing by 1d6 at 6th level, 2d6 at 10th level, and 3d6 at 14th level.
#### Esoteric Guise
Starting at 6th level, you and your familiar have learned how to effectively twist the raw magic in the air to your benefits. When you cast *find familiar*, you and your familiar gain a benefit of your choice. When you cast the spell, choose the benefit from the following options:
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- You gain a number of temporary hit points at the start of each of your turns. The number equals your Intelligence modifier.
- Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d6 force damage to the target. When you reach 14th level, the extra damage increases to 2d6.
- You gain resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit).
You can only have up to one benefit at a time. If you or your familiar are reduced to 0 hit points, or when you cast *find familiar* again, your previous benefit ends.
#### Improved Familiar
At 10th level, you have uncovered secrets to improving the bond with your familiar and strengthening its body and mind.
Your familiar's Intelligence becomes 10 if it would be lower, the range of your telepathy with it increases to 200 feet, and when you cast *find familiar*, you can choose its form from any beast with challenge rating 1 or lower. Until you finish a short or long rest, you must choose from the forms indicated by the spell should you cast it again.
In addition, when you cast a spell that targets yourself, you can also choose for it to affect your familiar as well.
#### Awakened Familiar
At 14th level, you may choose an additional benefit for you and your familiar when you use your Esoteric Guise feature.
Additionally, your familiar has been around you for so long, it has begun to understand the world around it much more than it already had. Your familiar learns one cantrip that you know. Your familiar also learns one 1st and 2nd level spell from your spellbook, which they can each cast once. Once a spell is cast, it can't be used again until you finish a short or long rest. Your familiar uses your spellcasting ability modifier for the purposes of the spells chosen.
> ##### Editor's Notes
>
> - Written by **/u/Cixal**
>
> - Granted help from the Discord of Many Things
>
>
> ##### Art Used
> **Conflict** *- URL Image*
> - [**ファオロクナ**](https://www.artstation.com/artwork/conflict)