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Attack!
For @eve-of-halloween
DnD Homebrew: School of Fauna
Many wizards and spellcasters come to rely and trust their familiars. Trusted magical animals that are crucial for their day to day life. The School of Fauna emphasises and improves on the abilities of a wizard’s familiar. From simple companions or scouts to ferocious beasts that can defend their masters and devastate those who try to hurt them. This school lives by one rule, a familiar is a wizard’s best friend.
Zoology: At 2nd level beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you any special friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.
You are able to properly communicate with your familiar as if it was an intelligent creature. Additionally you may use your Intelligence modifier when speaking to animals or making animal handling checks.
From Familiar to Beast: At 2nd level you add the Find Familiar spell to your spellbook and always have it prepared. Additionally at 3rd level you also add the Summon Beast spell to your spellbook and always have it prepared, this spell is considered to be a Wizard spell.
While your familiar is active you may use your bonus action to transform your familiar into a bestial form. This bestial form acts the same as casting Summon Beast equal to your highest spell slot level or 2nd level whichever is higher. If your familiar is reduced to 0 hitpoints while in this form it is dismissed.
You may use this feature twice and regain every use after a short or long rest. At 10th level you may use this feature up to three times.
Partnered Magic: At 6th level whenever you or your familiar benefits from the effect of a spell the other gains the same effects.
Expanded Familiars: At 10th level the available familiars you can summon become expanded. When you cast Find Familiar you can summon a Sprite, Musteval or Imp. When you use From Familiar to Beast the forms instead act as Summon Fey/Summon Celestial/Summon Fiend depending on the familiar
You also add the Summon Fey and Summon Celestial spells to your spellbook and always have them prepared. At 11th level you also add the Summon Fiend spell to your spellbook and always have it prepared. These spells are considered to be Wizard spells.
Twin Fauna: At 14th level you summon two familiars when you cast Find Familiar. Additionally when you use From Familiar to Beast you transform both familiars instead of just one.
another character in my dnd campaign, ikron the (hyena) shifter wizard!
Wizard Homebrew: School of The Forbidden
Not all knowledge is meant to be known. Some secrets are kept secret for a reason. Yet these boundaries are pushed by the wizards of this school. Their endless thirst for knowledge is often their downfall. Other schools disregard these wizards as nothing more than power hungry individuals who seek to master that which will never be subservient. Beware the whispers of power this school will whisper to you. Not even the greatest of mortals will avoid succumbing to their manipulation.
Otherworldly Knowledge: Starting at 2nd level when you have devoted yourself to this school. You gain access to the warlock spell list which are considered to be wizard spells if selected. Additionally you are able to transcribe these spells into your spellbook at half the cost.
Flesh of The Tome: Starting at 2nd level your spellbook has become bound by a strange and eccentric material. These materials relate to whatever force has decided to grant you access to it’s otherworldly knowledge. Depending on the spellbook’s material you gain access to an additional cantrip which does not count against the total prepared and is always considered a wizard cantrip.
Bloody Secrets: Starting at 6th level your spellbook has acquired a taste for mortal blood which you can use to regain remnants of power. As a bonus action you can choose to take a number of d6 in damage equal to a spell slot level. By taking this damage you regain a spell slot of that level. This damage cannot be reduced by any means.
Corrupted Influence: Starting at 10th level you learn Crown of Madness which does not count against your total of spells prepared. Depending on the Flesh of The Tome, certain creatures have a disadvantage against this spell regardless of any resistances or immunities to the charmed condition.
Warped Mind: Starting at 14th level your tome’s knowledge has warped your mind after prolonged exposure to such knowledge. You gain immunity to the charmed and frightened condition. Additionally once per long rest you may use the Bloody Secrets feature to regain a spell slot of 5th level or lower without inflicting damage to yourself.