School of the Chimera (Subclass)

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==School of the Chimera Overview ==
Wizards who embrace the School of the Chimera delve into the mystical union of conjuration magic and the ethereal essence of their permanent familiars. Masters of chimeric energies, these wizards forge a profound connection with their magical companions, transforming their bond into a formidable force on the battlefield.
==2nd Level: Permanent Familiar==
At 2nd level, you have mastered the art of conjuring and binding a familiar to your side. This familiar is a permanent companion, always ready to assist you. Your familiar always has HP equal to half of your own HP. Choose a familiar from the Find Familiar spell options or any animal/magical beast of CR1/2 or lower that your DM is comfortable with. 
The familiar gains additional benefits as you gain levels in this class:
*2nd level: the familiar gains a +1 bonus to its attacks rolls and damage rolls. This scales by +1 at levels 6, 10 and 14.
*6th level: the familiar gains a +1 bonus to its AC and goes up one size category, and it can use its reaction to impose disadvantage on an attack targeting either itself or you.
*10th level: your familiar's magical connection with you strengthens. It gains resistance to damage from spells.
*14th level: your connection with your chimeric familiar enhances your reflexes and defensive instincts. You gain advantage on Dexterity saving throws.
==2nd Level: Morphic Strikes==
At 2nd level, your familiarity with chimeric energies allows you to enhance your attacks. Whenever you make an attack with a weapon or a spell, you can combine your attacks with your familiar’s magic. On a hit, the target takes an additional 1d4 force damage. 
Additionally, you can cast self range spell as well as touch spells through your familiar and its attacks count as weapon attacks. 
The damage increases to 2d4 at 6th level, 3d4 at 10th level, and 4d4 at 14th level.
==6th Level: Coordinated Strikes==
Starting at 6th level, you and your familiar have honed your teamwork in battle. When you and your familiar are within 5 feet of the same target, you can use a bonus action to grant yourself advantage on attacks until the beginning of your next turn against that target, as your familiar distracts and harries it.
==10th Level: Familiar's Fury==
At 10th level, your familiar becomes a more potent force on the battlefield. In addition to its regular actions, your familiar can now make a second attack when you take the Attack action on your turn. This additional attack benefits from any attack modifiers it has.
==14th Level: Perfect Harmony ==
At 14th level, your command over chimeric magic reaches its pinnacle, imbuing your familiar with even greater power. Your familiar's attacks are considered magical for the purpose of overcoming resistance and immunity to non-magical attacks.
Additionally, your familiar gains the following benefits: 
*Chimeric Surge: Once per turn, when your familiar hits a creature with an attack, it can channel a surge of chimeric energy, dealing an extra 2d6 force damage. This damage increases to 3d6 at the 17th level.
*Ethereal Shield: Your familiar gains a bonus to its AC equal to your Intelligence modifier.
Category:Homebrew Subclasses